BoxHelper | Unsupervised automatic program for PT users | Blog library
kandi X-RAY | BoxHelper Summary
kandi X-RAY | BoxHelper Summary
Unsupervised automatic program for PT users
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Top functions reviewed by kandi - BETA
- Main method for testing
- Generates raw torrent
- Checks if the rule is qualified
- Run the statistics on all available clients
- Acquires global status
- Starts torrents
- Check to see if there is an IOException
- Queries torrents
- Removes torrent
- Recover the torrent
- Removes a torrent
- Recover the torrent
- Add torrent to torrent
- Pauses a pending torrent
BoxHelper Key Features
BoxHelper Examples and Code Snippets
Community Discussions
Trending Discussions on BoxHelper
QUESTION
I have created Object3D and Added four cube geometry inside it and calculated the bounding box for Object3D which holds four cube objects and use BoxHelper to see if the bounding box is working it is working. now I want all corners(i.e XYZ, coordinates of corner) of the bounding box.
Basically, I am trying to achieve explode and implode effect where my four cubes reach four corners of the bounding box from an initial position of the center of the bounding box.
...ANSWER
Answered 2022-Jan-25 at 19:43For starters, adding a mesh to the scene, and then immediately adding it to an Object3D
makes the first command useless because a mesh can only have one parent at a time.
QUESTION
I'm currently working on a little side project, where i am using react-three-fiber. I have the following code which renders a text geometry with the display "Test". For some reason the Text Geometry gets rotated at the bottom left corner instead of it being rotated around its own center. How can i change the behavior so that it rotates around its own center?
...ANSWER
Answered 2021-Dec-08 at 20:29It looks like your Text geometry's rotation origin is in the left side. You could change this origin as a one-time operation with geometry.translate(x, y, z)
.
I don't know how wide your text is, but you'll probably want to translate it half of its width in the x-axis so the origin lands in the middle:
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've tried to add Bounding Box to my object but it seems to work only for the testObj, he does not work for my others objects with texture.
...ANSWER
Answered 2020-Apr-05 at 09:34In case of using loaders, keep in mind, that loading is asynchronous, so when you call constructCollisionBoxes()
, your box, whose creation relies on the moment of finishing of loading of the texture, is not in the staticCollideMesh
array yet.
To fix it, you can do it this way:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install BoxHelper
You can use BoxHelper like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the BoxHelper component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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