Octree | Unity Octree | Game Engine library

 by   unitycoder C# Version: Current License: No License

kandi X-RAY | Octree Summary

kandi X-RAY | Octree Summary

Octree is a C# library typically used in Gaming, Game Engine, Unity applications. Octree has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Unity Octree (based on ).
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            kandi-support Support

              Octree has a low active ecosystem.
              It has 39 star(s) with 11 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Octree is current.

            kandi-Quality Quality

              Octree has 0 bugs and 0 code smells.

            kandi-Security Security

              Octree has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Octree code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Octree does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Octree releases are not available. You will need to build from source code and install.

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            Octree Key Features

            No Key Features are available at this moment for Octree.

            Octree Examples and Code Snippets

            No Code Snippets are available at this moment for Octree.

            Community Discussions

            QUESTION

            How to pass a value in shader to CPU?
            Asked 2021-Mar-23 at 23:57

            I am building a point cloud viewer where I need to be able to select a point for manual point cloud registration.

            I know it is possible to pass mouse location to fragment shader to select a point. But how do I send the result back to the CPU? I thought uniform is a good way to do it but google search results are showing that it is read-only on the GPU side.

            Many of the box selection examples are using CPU side collision check where it is not desirable in my case due to the very high number of points to display.

            One possible solution is using fast neighbour search such as octree. But I am not considering this option at this stage.

            ...

            ANSWER

            Answered 2021-Mar-23 at 23:57

            QUESTION

            How to return a pointer to the parent node of children[poz] in the following code?
            Asked 2021-Mar-21 at 03:31

            I am trying to find a specific RGB point in an octree ( after I have inserted it already) and I want this function to return a pointer to that node's parent or a list with the node and its brothers. How can I change this code to get that? Also when an empty node is encountered I tried returning nullptr or NULL and I get a compile error :no viable conversion from returned value of type 'nullptr_t' to function return type 'vector', how can I fix that?

            ...

            ANSWER

            Answered 2021-Mar-21 at 03:31

            The error message is a clue. Your method is returning a vector, so you can't return a pointer.

            You can either change the return type of your method or create and return an empty vector.

            Without knowing the structure of your data, I don't have an absolute answer for how to return the parent, but you could either retain parent knowledge in your class or pass the parent to the method as an optional argument.

            Source https://stackoverflow.com/questions/66723003

            QUESTION

            First time executing sort from thrust it takes too long
            Asked 2021-Mar-12 at 08:21

            im working on a fluid simulator using opengl (implementing the sph algorithm). I've tried many methods to run my simulator, first i used octrees, after that hashmaps and now i am trying to use Z order, and for that i need to order my particles based on their index.

            What i am having some trouble understanding is the fact that if i have one thrust::sort it takes 15 miliseconds, if i have two thrust::sort it takes 17 miliseconds.

            For more clarification, i am doing my simulator in opengl (all my buffers are created using opengl), and i use cuda interops in order to sort my buffers with thrust, that uses cuda.

            This is the part where i get my buffers and "link" them to cuda

            ...

            ANSWER

            Answered 2021-Mar-10 at 21:51

            Two important points could explain you observation:

            • The first CUDA function call implicitly initialize the runtime (quite slow).
            • The actual content of the arrays to be sorted can/often impact performance of a sort (regarding the algorithm used in the Thrust implementation). Once data are sorted, they can be sorted faster because they are already sorted.
            • Thrust make few synchronizations (ie. it calls cudaDeviceSynchronize) in many provided functions in order to ensure returned data transferred from the GPU can be safely read from the CPU side. It also internally use such kind of synchronization when multiple interdependent CUDA kernels are submitted regarding the result of the computed data (you can see that with the Nvidia profiler). Regarding the previous asynchronous CUDA calls made before this function, the over-synchronization can add an unwanted overhead.

            Source https://stackoverflow.com/questions/66571600

            QUESTION

            Octree with 3d array like interface
            Asked 2020-May-25 at 21:19

            I want to use octree to save space, because I have a bunch of 3d arrays with a lot of same data (voxel chunks where blocks just uint16). I've seen implementations of octrees for ray traversal or space partitioning but all of them contain octree center and node size, I do not need any of that, I want only compressed data storage. I'm currently looking into Morton codes, but I'm not even sure if this is the right thing to do.

            ...

            ANSWER

            Answered 2020-May-25 at 21:19

            I made what i wanted, size can be computed from amount of splits. https://github.com/markusgod/cubic-octree

            Source https://stackoverflow.com/questions/61870422

            QUESTION

            What is the correct way to clear a class instance of its recursive pointers to a same class instance
            Asked 2020-May-16 at 22:43

            I'm building a reset function to a very simple octree class which goal is to reset all of the octree instances created by this same octree.

            The octree.h class defines a public array of pointers like this

            ...

            ANSWER

            Answered 2020-May-16 at 22:39

            What is the correct way to clear a class instance of its recursive pointers to a same class instance

            It depends on what "clearing" means in the context.

            Source https://stackoverflow.com/questions/61844234

            QUESTION

            Faster nested loops over tens of thousands of particles
            Asked 2020-May-05 at 09:49

            I'm doing some visual arts research inside the Unity environement. I'm trying to achieve something very similar to differential line growth as explained here but my main worry is that somewhere in the algorithm, every node should check every other node to see how close it is and construct an array of repulsion forces from all these closeby particles.

            Here's a snippet of my code :

            ...

            ANSWER

            Answered 2020-May-05 at 09:24

            You should consider using for instead of foreach for Lists, as explained e.g. here when you code for performance. Still, I think your problem is more a structural one than related to such details.

            I would advise you to have a look at Quadtrees, for example by this implementation to split your total area into segments and associate each particle with a segment. To find neighbours you just have to traverse the tree.

            Source https://stackoverflow.com/questions/61609307

            QUESTION

            remove_if removes element even when predicate returns false?
            Asked 2020-Mar-19 at 18:31

            I am writing an octree algorithm. Inside function I traverse octree. I get node pointer and Sphere as input. I check if node should hold sphere then I want to add it to nodes object list and remove it from its parents list. following is code

            ...

            ANSWER

            Answered 2020-Mar-19 at 18:28

            As you are calling the method erase that accepts only one iterator (not a range of iterators) and the algorithm std::remove_if is called with the second iterator of the range of container elements specified like

            Source https://stackoverflow.com/questions/60762725

            QUESTION

            How to provide efficient collision detection and response for spherical objects and triangular terrain?
            Asked 2019-Nov-30 at 20:13

            I've been trying to make efficient collision detection between objects and terrain. The objects are represented by mobile spheres and the terrain is made of static triangles.
            So far, I managed to implement a collision algorithm, but it has some major issues:
            1. It's very resource-consuming.
            2. Collision only works on one side of the triangles.
            3. Multiple, simultaneous collisions give bad results.
            Below I've put the algorithm that I have. It's based on an article from realtimecollisiondetection.net, and it's using the GLM math library. I've simplified loops, variable names, unnecessary code and class members:

            ...

            ANSWER

            Answered 2019-Nov-08 at 09:00

            Assuming that what you call "resource consuming" is too high running-time, the number of triangles must be significant. So the first thing to do is to reduce the number of triangles to be tested against.

            You mentioned oct-trees. More generally, a hierarchy of bounding volumes is the way to go. (https://en.wikipedia.org/wiki/Bounding_volume_hierarchy.) Speedups will be tremendous for million triangles. In your particular case, I would probably opt for a binary tree of bounding spheres.

            Note that before implementing this, you will already obtain a speedup by precomputing the bounding sphere of every triangle (the center of the sphere is the center of the circumscribed circle, i.e. the intersection of the mediator planes and the plane of the triangle). Then non-intersecting triangles are detected by comparing the distance between the centers to the sum of radii.

            Regarding the exact intersection test between the sphere and a triangle, I am afraid that there is no free lunch. Using the "inflating/deflating" method, the center of the sphere can be inside either the right prism over the triangle, one of three truncated cylindres around the edges or one of three spheres around the vertices.

            Whatever approach you take, you will have to deal with that complexity of the case analysis.

            Source https://stackoverflow.com/questions/58739275

            QUESTION

            Urhosharp Material.FromImage not woking with some jpg files
            Asked 2019-Nov-29 at 11:03

            I'm using Xamarin.Forms with Urhosharp in my project. I'm tring to set a matrial from an image on a sphere, everything is OK in my Android project but in iOS project, when I set material from some jpg files it doesn't work and all I get is a black screen.

            Here is the jpg that works correctly:

            And here is the other one that doesn't:

            This is my code:

            ...

            ANSWER

            Answered 2019-Nov-29 at 11:03

            I asked the same question in forums.xamarin.com and someone answered the question and I'll share it here :

            In iOS every texture needs to have a power of two resolution, like 256 x 256 or 1024 x 512. Check if that is the issue. Additionally check that your using the latest UrhoSharp version.

            Also make sure that the image is set as BundleResource in the iOS project.

            Source https://stackoverflow.com/questions/59089199

            QUESTION

            Compile order with TARGET_LINK_LIBRARIES in three CMakeLists.txt
            Asked 2019-Nov-13 at 18:34

            I have a problem with CMake: A static library and an executable are made but the build process is out of order. Thus, the library does not exist when the executable tries to link. I have read similar questions but did not find a solution. My project uses one root-CMakelists.txt that includes the other two:

            Root: dev/CMakeLists.txt: ...

            ANSWER

            Answered 2019-Nov-13 at 18:25

            In your file dev/src_client/CMakeLists.txt, this line:

            Source https://stackoverflow.com/questions/58842572

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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