LightNode | Micro RPC/REST Framework built on OWIN | REST library
kandi X-RAY | LightNode Summary
kandi X-RAY | LightNode Summary
update(2016-07-28), for asp.net core --- lightnode 2 has been started. you can install from -pre packages. simple asp.net core startup. lightnode 2 includes swagger package. you can map for swagger. installation --- binary from nuget, [lightnode.server] implement server --- server implementation is very easy, built up owin and implements lightnodecontract. compile, run, very quick! lightnode calls class as contract, method as operation. filter --- lightnode supports filter. the implementation is like middleware pipeline. filter can be attached contract(class), operation(method) and global. execution pipeline is formed is sorted by order all specified. range is -int.maxvalue to int.maxvalue. default order of all filters is int.maxvalue. difference between middleware and filter is who knows operation context. filter is located after the parameter binding. therefore, it is possible check attributes(operationcontext.isattributedefined, operationcontext.getattributes). control statuscode --- the default status code, can’t find operation returns 404, failed operation returns 500, success and has value returns 200, success and no value returns 204. if returns arbitrary status code, throw returnstatuscodeexception. glimpse plugin --- lightnode fully supports [glimpse] currently glimpse does not support owin but if you host on microsoft.owin.host.systemweb glimpse works. you can download glimpse plugin from nuget. there are configuration sample. access glimpse.axd and click standalone glimpse launch now! click history window and
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QUESTION
I create a sphere node, I need the user to be able only to rotate (left / right, up / down) and zoom in / out the node, but default he can move the node from the center (with two fingers) - is possible prohibit the user to move the node from the center? thanks for any help
...ANSWER
Answered 2021-Jun-08 at 18:38Yes, all of that is doable. First, create your own camera class and turn off allowsCameraControl. Then you can implement zoom/strafe/whatever.
Here are some examples that may help, just search for these numbers in the stack search bar and find my answers/examples.
57018359 - this post one tells you how to touch a 2d screen (tap) and translate it to 3d coordinates with you deciding the depth (z), like if you wanted to tap the screen and place an object in 3d space.
57003908 - this post tells you how to select an object with a hitTest (tap). For example, if you showed the front of a house with a door and tap it, then the function would return your door node provided you name the node "door" and took some kind of action when it's touched. Then you could reposition your camera based on that position. You'll want to go iterate through all results because there might be overlapping or plus Z nodes
55129224 - this post gives you quick example of creating a camera class. You can use this to reposition your camera or move it forward and back, etc.
Two finger drag:
QUESTION
ANSWER
Answered 2021-Jun-10 at 09:29You can also subdivide your Geometry:
QUESTION
I am using Scenekit and I am trying to update a label text property on the UI from within a loop when I tap on the screen. I have verified the label is connected in the StoryBoard and I can update the label from ViewDidLoad. I have also verified the text value within the loop exists as I can see it printing in the console. The full code of the gesture recogniser is below and you can see at the bottom I have already tried GCD with no luck. Any help appreciated.
...ANSWER
Answered 2020-Jun-30 at 16:35You didn't explain what the problem is, but I'm going to guess that nothing happens and then the label gets update (finally) to the last value.
That's because sceneTapped
is a gesture recognizer, which mean it's running on the main thread. (All UI code and event handling runs on the main thread.)
So sceneTapped
is spinning in a loop, on the main thread, queuing up blocks to run on the main thread. But the main thread is busy running sceneTapped
so none of those blocks execute.
Finally, sceneTapped
returns, and all of those queued blocks suddenly execute, one after the other.
If this for
loop is a long running loop, it needs to be running in its own thread. As a rule, you never want to have any code that takes a significant amount to time to execute to be running on the main thread. Any code that blocks the main thread freezes your UI and all user interaction.
So basically you should have something like this:
QUESTION
ANSWER
Answered 2017-Mar-24 at 16:43That is probably because it is not finding the texture images. Are the images in your bundle
?
Or did you forget to include the images in your target?
QUESTION
I am creating an iOS ARKit app where I wanted to place a large object in Augmented Reality.
When I am trying to place the object at a particular position it always appears to be moving with the change in camera position and I am not able to view the object from all angles by changing the camera position.
But if I reduce it's scale value to 0.001 (Reducing the size of the object), I am able to view the object from all angles and the position of the placed object also does not change to that extent.
Bounding Box of the Object:-
Width = 3.66
Height = 1.83
Depth = 2.438
Model/Object Url:-
https://drive.google.com/open?id=1uDDlrTIu5iSRJ0cgp70WFo7Dz0hCUz9D
Source Code:-
...ANSWER
Answered 2020-Apr-23 at 12:24I found out the root cause of the issue. The issue was related to the Model which I was using for AR. When, I replaced the model with the one provided in this link:- https://developer.apple.com/augmented-reality/quick-look/. I was not facing any issues. So, if anyone face such type of issues in future I would recommend to use any of the model provided by Apple to check if the issue persists with it or not.
QUESTION
Goal: SwiftUI toggle button that controls a SwiftUI View with Scenekit (UIViewRepresentable)
// show statistics such as fps and timing information
What I did: This is the UIViewRepresentable ScenekitView
...ANSWER
Answered 2020-Mar-11 at 13:06Updated: March 11, 2020.
To pass data to
updateNSView(_:context:)
orupdateUIView(_:context:)
instance method you need to create@State
and@Binding
properties.
Use the following code to find out how to do it:
I've written this code for macOS but you can easily change it for iOS:
QUESTION
I am creating an SK3DNode
inside an SKScene
:
ANSWER
Answered 2020-Mar-15 at 23:25The sphere is manually placed at (0, 0, 0)
and so is the light (default value). This means that the light is placed inside the sphere. This means that the surface of the sphere is facing away from the light source and thus isn't lit.
QUESTION
Goal: Add SceneKit Scene to SwiftUI MacOS project (not Catalyst) using UIViewRepresentable
What I did: Following code works fine when target is SwiftUI iOS. But when target is MacOS, I get error bellow:
...ANSWER
Answered 2020-Mar-03 at 18:44Not much to change - just instead of UIViewRepresentable
conform to NSViewRepresentable
, and similar replacements from AppKit
instead of UIKit
Here it is (tested with Xcode 11.2):
QUESTION
I'm trying to light up a basic model I downloaded from Mixamo.
...ANSWER
Answered 2020-Feb-25 at 10:12SCNCamera
has a zFar
property, the default value is 100, any surface further away from the camera than this is clipped to improve performance. In your screenshot the leg is the furthest part of the model from the camera so gets clipped first, and as you move further away the whole model is clipped.
You can just increase the zFar
to a number suitable for your scene.
QUESTION
How can I show a moving 3D object in my Simple view Application using scene kit view with swift 4.
For example bee.glb file in windows, I am using these four files:
- body.bmp
- body.jpg
- volkeswagon-vw-beetle.mtl
volkeswagon-vw-beetle.obj
...
ANSWER
Answered 2019-Oct-19 at 16:30i resolve this issue by Just change my file extension from .obj to .dae.Because obj file has no any animation
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