meshview | Performant 3D mesh viewer written in Go | Service Mesh library

 by   fogleman Go Version: Current License: MIT

kandi X-RAY | meshview Summary

kandi X-RAY | meshview Summary

meshview is a Go library typically used in Architecture, Service Mesh applications. meshview has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Performant 3D mesh viewer written in Go.
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            kandi-support Support

              meshview has a low active ecosystem.
              It has 115 star(s) with 5 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              meshview has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of meshview is current.

            kandi-Quality Quality

              meshview has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              meshview is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              meshview releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              It has 846 lines of code, 50 functions and 10 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            meshview Key Features

            No Key Features are available at this moment for meshview.

            meshview Examples and Code Snippets

            No Code Snippets are available at this moment for meshview.

            Community Discussions

            QUESTION

            How to color some triangles in a TriangleMesh?
            Asked 2022-Jan-05 at 23:38

            I want to color some triangles of a TriangleMesh in different colors.

            What would be the easiest way to do this, which might even be possible in the fxml file?

            The java code:

            ...

            ANSWER

            Answered 2022-Jan-05 at 23:38

            I guess this could have been closed as a duplicate (see the resources section for references to potential duplicates).

            However, I think it was interesting and pretty unique how the question was framed such that it defined most of the model using FXML, so I thought I'd adapt that to an answer.

            High level steps
            1. You need to provide a PhongMaterial with a diffuseMap which is an image that will be the texture for your model.
            2. You need to define texCoords in your model which map to locations in the diffuseMap image (it is a proportional map in the range 0 to 1).
            3. When you define the faces, you need to specify the index within the texture map that will be used to color the vertex of the face.

            Full explanation is outside of what I am prepared to write up here at this time, but I refer you to other resources where you can find some more information if you need it.

            Output

            This is rendered to a gif, so fidelity isn't great, actual output on PC looks better, and the gif output is weirdly massively sped up, but it does give an indication of what the solution does.

            texture.png

            ColoredMesh.java

            Loads a textured model and animates it around the X and Y axes.

            Source https://stackoverflow.com/questions/69305387

            QUESTION

            Using renderdoc, how do I find the winding of a triangle in the mesh viewer?
            Asked 2021-May-11 at 11:14

            I feel really stupid asking this, but I can't seem to find any way to figure this out.

            I was having issues with my render pass in Vulkan and eventually tracked it to the winding (clockwise vs counterclockwise).

            After having slapped my forehead far too hard, I then tried to figure out what the windings of the triangles were in the RenderDoc MeshViewer so that I wouldn't screw this up again.

            This is such a fundamental thing that I'm clearly missing the obvious. I have Googled and searched the docs, but the only thing I found was something on the programmatic interface, and nothing in the GUI itself.

            Thanks for the help.

            ...

            ANSWER

            Answered 2021-May-11 at 11:14

            It's in PipelineState->Rasterizer->RasterizerState->Front CCW.

            Source https://stackoverflow.com/questions/67469226

            QUESTION

            Rotate an object about a pivot in javaFX
            Asked 2020-Aug-08 at 21:27

            I'm trying to create a Rubik's cube in javaFX and I am struggling with the rotating of the faces. Up until now I have just been adding the 9 cubies in a face into a group and rotating that 90 degrees to get the full face to rotate in the correct way however this method does not seem to work for multiple rotations.

            Instead I want to rotate each cubie about a pivot point at the centre of each face. To do this I tried to use the Rotate classes built in pivot parameter but it seems to have no affect on the rotation. Here is a simplified version of the function I'm using to rotate the front Face where the 2D array frontFace contains all the cubies in the front face from top left to bottom right:

            ...

            ANSWER

            Answered 2020-Aug-08 at 21:27

            When you append the Rotate object r to a frontFace Node, each such Node interprets the coordinates of the Rotate object in that Node’s own coordinate system. Each cube has defined its center as (0, 0, -100) in its own coordinate system, so rotating around that pivot point rotates the cube around its own center.

            What you want is for all of the frontFace Nodes to be rotated about a single pivot point in the same coordinate system—their parent Group’s coordinate system.

            You can then repeatedly convert that pivot point to the coordinate system of each frontFace using the parentToLocal method, and apply a new Rotate instance based on that “local” pivot point.

            Source https://stackoverflow.com/questions/63286634

            QUESTION

            Primitive ID, not unique if the same mesh is used more than once
            Asked 2020-Jan-27 at 18:16

            I working on a thermal tool using OptiX. I started with the "meshviewer" example which uses syoyo's tinygltf loader. Basically I want to import a file, get the number of primitives and then add up the intersections.

            Now I imported a file containing two cubes, which should consist of 12 triangles each, so 24 in total. When I start my program the loader only recognizes 12 triangles, but it renders 2 seperate cubes. The primitive IDs seem to be identical for both cubes.

            Is there a workaround when I export from blender? If I understood the documentation directly the separate cubes are treated as two "identical" instances of the same mesh and thus share the primitive IDs. I am using the v2.81 of Blender with the gltf exporter.

            Do I understand the problem correctly? And is there an easy workaround? If not it seems I will have to modify the tinygltf loader.

            Thank you for help in advance!

            ...

            ANSWER

            Answered 2020-Jan-27 at 18:16

            It's possible the two cubes share the same mesh. In the screenshot below, there are two Blender "objects", Left-Cube and Right-Cube. Both objects use the same Blender mesh, called Shared-Cube-Mesh.

            The glTF exporter recognizes this pattern and mirrors it in the glTF file. There will be two glTF nodes, corresponding to the two Blender objects that use the mesh. But there will only be a single glTF mesh, with a single cube.

            You can click the "number of users" button, shown below with a white arrow pointing to it, to make the second object use its own unique mesh. But be warned, this doubles the amount of mesh data being exported to glTF in this simple example. A complete copy of the mesh would be made in both Blender and the glTF binary payload.

            Source https://stackoverflow.com/questions/59935480

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

            Vulnerabilities

            No vulnerabilities reported

            Install meshview

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone fogleman/meshview

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            git@github.com:fogleman/meshview.git

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