kandi X-RAY | mesh Summary
kandi X-RAY | mesh Summary
This is the repo for the Mesh language project. Mesh was created by Basil Hosmer. NOTE: Mesh is pre-Alpha at present, pretty much undocumented, and in general not that much fun to explore, yet. For more information on the project and its timeline, check out the FAQ.
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Trending Discussions on mesh
I am trying to reduce lines of code because I realized that I am repeating the same equations every time. I am programming a contour map and putting several sources of intensity into it. Until now I put 3 sources, but in the future I want to put more, and that will increase the lines a lot. So I want to see if it is possible to reduce the lines of "source positions" and "Intensity equations". As you can see the last equation is a logaritmic summation of z1, z2 and z3, is it possible to reduce that, any idea?...
ANSWERAnswered 2021-Jun-15 at 15:45
You could iterate over certain parts in a loop.
I tried to keep the same format overall and just rearranged the code to show how you might do it.
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....
ANSWERAnswered 2021-Jun-15 at 12:48
After some digging, I found my mistake.
BufferAttribute for the faces has to be 1.
So I've changed this line
In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry....
ANSWERAnswered 2021-Jun-15 at 10:37
Ideally, your cleanup should look like this:
When I load a mesh and double click on a point, the text box in the lower left displays:...
ANSWERAnswered 2021-Jun-15 at 07:34
They are the 2D coordinates of the point where you clicked in the drawing area of MeshLab! Origin is in the bottom-left corner.
I have created a json file with the output having key values pair. But i would like to filter more and get only specific tags and get new output in table using excel (csv) format...
ANSWERAnswered 2021-Jun-15 at 01:54
To achieve the "expected" output given the "actual" output, you could use the following filter:
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):...
ANSWERAnswered 2021-Jun-13 at 19:55
One 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
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.
I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".
While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.
According to the documentation of threebox, it says
tb.projectToWorld(lnglat) : THREE.Vector3
Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.
So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.
So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.
How do I fix this issue?
I made a minimal code to demonstrate this issue as below.
- instantiating map
ANSWERAnswered 2021-Jun-12 at 22:39
It's strange that no one could answer this question. So I finally figured out how to make it by myself.
The solution is in the following link.
The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.
var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))
I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.
Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.
My script, attached to both of these, is a simple:...
ANSWERAnswered 2021-Jun-12 at 19:36
You will not want to set
isTrigger as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call
OnCollisionEnter but will call
OnTriggerEnter. Setting both not as triggers, adding a collider, and giving them
Rigidbodies should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?
I have a question regarding texture3D. I am new to the 3D world. I was looking at volume rendering and came across this example https://github.com/mrdoob/three.js/blob/master/examples/webgl2_materials_texture3d.html
My question is about these three lines....
ANSWERAnswered 2021-Jun-11 at 18:25
When you create a box of width 1, the left is at -0.5, and the right is at +0.5. This translation was necessary to change its range from
[-0.5, 0.5] => [0.0, 1.0]. This way it's easier to sample the 3D texture with the position coordinates, since texture-sampling always requires coordinates between 0 - 1.
I have a capsule object with Camera on it. Capsule has capsule collider with mesh, character controller. cylinder object (coin) is box collider with is trigger option being on. OnTriggerObject method doesn't help to destoy the coin object. Even used OnCollisionEnter, eventually have the same result. Also tried with rigidbody added to the player object and removed from coin object. Even don't remember what I tried on. Here is script attached to capsule object:...
ANSWERAnswered 2021-Jun-08 at 17:48
Collision to work needs at least one rigidbody component, so attach rigidbody, check layers (Project Settings -> Physics)
Also read this: collisions unity
With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter, etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.
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