vertice | Omni scheduler/core engine for Megam Vertice | Job Scheduling library
kandi X-RAY | vertice Summary
kandi X-RAY | vertice Summary
Vertice is the core engine for Megam Vertice 1.5.x and is open source.
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Top functions reviewed by kandi - BETA
- remoteShellHandler handles remote shell request
- mkCarton creates a new Carton object .
- runInContainers runs in a batch of containers .
- NewNegroni creates a new Negroni .
- mkBalance creates the balance for a sensor
- saveDeployData saves the deploy data for the given image
- DoneNotify writes the box notification to w .
- splitDomainName splits a domain name into a list of labels .
- SafeAttachWaitContainer waits for a container to be attached to a container .
- saveStateData saves the state data for a hook
vertice Key Features
vertice Examples and Code Snippets
Community Discussions
Trending Discussions on vertice
QUESTION
I'm using BufferGeometry to handle meshes with lots of vertices, faces and normals, which I supply via TypedArrays. During rendering, the Scene
and its Mesh
is constructed without any warnings or errors in the console. With BoxHelper I've constructed a Bounding Box around the mesh.
Now the strangest thing happens: Although the Bounding Box is perfectly correct, the faces/vertices are cut off somewhere in the middle.
To see what I mean, here is the comparison of two models rendered with a python script (left) and rendered with Three.js (right):
The code I've used for this task can be found here in this pastebin. Any help is highly appreciated.
...ANSWER
Answered 2021-Jun-15 at 12:48After some digging, I found my mistake. itemSize
of BufferAttribute
for the faces has to be 1.
So I've changed this line
QUESTION
I am currently trying to create a program that finds the maximum flow through a network under the constraint that edges with a common source node must have the same flow. It is that constraint that I am having trouble with.
Currently, I have the code to get all flow augmenting routes, but I am hesitant to code the augmentation because I can't figure out how to add in the constraint. I am thinking about maybe a backtracking algorithm that tries to assign flow using the Ford-Fulkerson method and then tries to adjust to fit the constraint.
So my code:
There is a graph class that has as attributes all the vertices and edges as well as methods to get the incident edges to a vertex and the preceding edges to a vertex:
ANSWER
Answered 2021-Jun-14 at 15:28I would guess that you have an input that specifies the maximum flow through each edge.
The algorithm is then:
Because edges with a common source must have same actual, final flow the first step must be a little pre-processing to reduce the max flow at each edge to the minimum flow from the common source.
apply the standard maximum flow algorithm.
do a depth first search from the flow origin ( I assume there is just one ) until you find a node with unequal outflows. Reduce the max flows on all edges from this node to the minimum flow assigned by the algorithm. Re-apply the algorithm.
Repeat step 3 until no uneven flows remain.
=====================
Second algorithm:
Adjust capacity of every out edge to be equal to the minimum capacity of all out edges from the common vertex
Perform breadth first search through graph. When an edge is added, set the flow through the edge the minimum of
- the flow into the source node divided by the number of exiting edges
- the edge capacity
- When search is complete sum flows into destination node.
For reference, here is the C++ code I use for depth first searching using recursion
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I understand PlaneGeometry has been deprecated and we should use PlaneBufferGeometry with the latest releases. The following code worked with the build before R125, I just don't know how to tweak the code to make it work with PlaneBufferGeometry:
...ANSWER
Answered 2021-Jun-13 at 12:38Looks like your question is related to this forum topic.
You can do the things this way (just an option, not the ultimate solution): use an additional array stored in userData
, and use .setXYZ()
method.
QUESTION
When i call my funtion with a startingAngle=0 it produce a good shape with the correct size. Example:
...ANSWER
Answered 2021-Jun-09 at 21:00Your problem is one of mathematics. You said "As observed, the side length is 10px". It very definitely is not 10px. The distance from (10,5) to (5,0) is sqrt(5*5 + 5*5), which is 7.07. That's exactly what we expect for a square that is inscribed in a circle of radius 5: 5 x sqrt(2).
And that's what the other squares are as well.
FOLLOWUP
As an added bonus, here is a function that returns the radius of the circle that circumscribes a regular polygon with N sides of length L:
QUESTION
I am selecting vertices from a point cloud using angular and three.js. I have been trying to label a selected vertex with its x,y,z information. I have been using these resources in my attempt:
- three.js Vector3 to 2D screen coordinate with rotated scene
- https://threejsfundamentals.org/threejs/lessons/threejs-align-html-elements-to-3d.html
and I can't get either to work as described.
My code currently is:
...ANSWER
Answered 2021-Jun-11 at 13:38This is as close as I have managed to get it:
QUESTION
I hoped there is a simple function for this purpose (e.g. tree.subtree(vertex)
) but I was not able to find one even after browsing the documentation quite a long time.
In any case, I found this workaround:
...ANSWER
Answered 2021-Jun-11 at 09:09I think you are looking for breadth first search, starting at your root:
QUESTION
Suppose we have an image as below:
[![Input][1]][1]
I want to determine the number of sides, and the length of each side.
Here in the image, we have three edges as straight lines, and the upper one is a curved edge. I am able to find the length of the three straight edges using Canny edge detection. We can have four vertices coordinates, and we can calculate the length of the three straight edges/lines, but unable to find the length of the curved edge.
find number of sides and length of each side and number of vertices in image python This is a good answer for getting the number of edges in an image, and we get the coordinates of vertices through the code in the above link. Further to get the length of the sides using the coordinates, we can use below code to get the length, if the edges are straight lines:
...ANSWER
Answered 2021-Jun-10 at 08:08My idea would be to get the contour of the shape, try to detect "corners", e.g. using Harris corner detection, find matching points from the contour, and piecewise calculate the length of the edges using cv2.arcLength
.
The input for the below extract_and_measure_edges
method needs some binarized contour image like that one derived from your actual input image:
So, the pre-processing must be adapted to the input images, and is out of scope of my answer! In the below code, the pre-processing is for the given input image, not for the two other examples.
QUESTION
I trying to make a pure 3d cube, using my vectors. I thought it was perfect at once, but when rotate it, I can see some lines are not drawn correctly and it is not perfect.
I can't find why it is not perfect. Is some of my vectors wrong?
I'm using p5.js to draw it. I know they have methods of 3d rotation and some 3d primitives. But I don't want to use them. I want to draw my own 3d cube.
Here's the code I used as reference: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_olcEngine3D_Part1.cpp
...ANSWER
Answered 2021-Jun-09 at 15:54You need to close the outline around the triangles:
QUESTION
I am newly learning Python, and I am trying to create a bfs algorithm that can take vertices of a weighted graph and return the bfs. Eventually, I will need to add the weighted edges to the vertices so that I can calculate the distance travelled, however I am able to get the bfs to work with my vertices alone. This is the code so far:
...ANSWER
Answered 2021-Jun-08 at 23:18The problem was caused by you adding nodes, which is a list in your new data structure, to new_path
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