math3d | Legacy version : Use math3d-react repo | Frontend Framework library

 by   ChristopherChudzicki JavaScript Version: Current License: MIT

kandi X-RAY | math3d Summary

kandi X-RAY | math3d Summary

math3d is a JavaScript library typically used in User Interface, Frontend Framework, React applications. math3d has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Legacy version: Use math3d-react repo instead
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              math3d has a low active ecosystem.
              It has 12 star(s) with 3 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 12 open issues and 16 have been closed. On average issues are closed in 50 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of math3d is current.

            kandi-Quality Quality

              math3d has no bugs reported.

            kandi-Security Security

              math3d has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              math3d 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

              math3d releases are not available. You will need to build from source code and install.

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            math3d Key Features

            No Key Features are available at this moment for math3d.

            math3d Examples and Code Snippets

            No Code Snippets are available at this moment for math3d.

            Community Discussions

            QUESTION

            Python: How to get cube to spin and move in OpenGL Superbible example
            Asked 2019-Jun-27 at 08:12

            For some reason, the cube does not move around the screen, though it spins.

            This is with the use of the functions m3dTranslateMatrix44 and m3dRotationMatrix44 though there seems a better way.

            Modified rotation_matrix(axis, theta) to produce a 4x4 matrix hopefully correctly.

            I think perhaps it may be to create a mv_matrix through the use of numpy multiplication. Done that. But still off a bit.

            Update - June 24, 2019: After some explanation and excellent code by Rabbid76 the program is now working as intended. There is rotation and moving around the screen of the cube. Very nice!

            ...

            ANSWER

            Answered 2019-Jun-24 at 21:45

            The expression form the question:

            Source https://stackoverflow.com/questions/56696273

            QUESTION

            Why is cube not appearing from the python code from spinningcube example of OpenGL Superbible 6th, 7th ed
            Asked 2019-Jun-25 at 04:50

            I ported over the .cpp version of spinningcube found there to python for a better understanding of opengl and to create something new. While I get the same result as the compiled version from the book source code from both 6th and 7ed as the program is the same from the two editions, the program in its current state displays a green screen only. The book of OpenGl Superbible 7th ed. on page 177 shows a spinning colored cube is supposed to fly around. Any assistance would be greatly appreciated.

            Update - June 24, 2019 - I have updated the code so that the cube appears, spins, and moves per the excellent code from Rabbid76. Thank You.

            ...

            ANSWER

            Answered 2019-Jun-21 at 07:28

            Matrices have to be initialized by the Identity Matrix and ech matrix need its "own" array of data:

            Source https://stackoverflow.com/questions/56681770

            QUESTION

            Qt 5.5.1 compiling on Archlinux results with error: this use of "defined" may not be portable [-Wexpansion-to-defined]
            Asked 2018-Jan-24 at 11:28

            I need to compile qt-5.5 for building various applications. Qt provides instruction to accomplish this here , but following the steps provided, results in a make error.

            Note: I attempted searching for a solution of this make warning without success, however, may be someone else experienced this problem.

            System used:

            • Archlinux (Linux arch-desktop 4.9.77-1-lts #1 SMP Wed Jan 17 12:59:05 CET 2018 x86_64 GNU/Linux)
            • Qt 5.5.1
            • OpenSSL 1.0.2g
            • GCC (GCC) 7.2.1 20171224

            Steps taken:

            OS Installation:

            • During ArchLinux installation, I installed development packages with pacstrap /mnt/point/here base base-devel, see this for more info

            Post Installation:

            • Downloaded Qt 5.5.1 from here
            • Downloaded appropriate OpenSSL 1.0.2g (same found in Ubuntu distributions as this is my target platform) found here
            • Installing this OpenSSL version will break dependencies, so I extracted it to /opt/lib/openssl/, and placed the lib, bin, share folders in the root folder mentioned above.
            • extracted Qt-5.5.1
            • ran OPENSSL_LIBS='-L/opt/lib/openssl/lib/ -lssl -lcrypto'; ./configure -developer-build -opensource -nomake examples -nomake tests -confirm-license -openssl-linked -prefix /opt/qt-5.5.1 (This sets the openssl library location to use for configuring. Then I link the openssl libraries and configure Qt-5.5.1 to install to /opt/qt-5.5.1)
            • This results in an appropriate output of abilities which Qt will have once installed, amongst which OpenSSL is found

            Finally, makeing with - make -j 8

            This takes a while eventually throwing the error:

            ...

            ANSWER

            Answered 2018-Jan-24 at 11:28

            Now you have many of these errors:

            Source https://stackoverflow.com/questions/48390497

            QUESTION

            3D data point to 2D data point
            Asked 2017-Aug-22 at 19:04

            I'm using GDI+ to implement some simple graphics, I've taken the code from this example http://www.vcskicks.com/3d_gdiplus_drawing.php and can get it to do what I want, but I don't understand how it's doing the conversion from 3D data point to 2D data point:

            ...

            ANSWER

            Answered 2017-Aug-22 at 07:16

            The article and code is a bit confusing, indeed. Before we start, let's do some modifications to the rest of the code. Through these modifications, you will probably see what's going on more easily. Let's specify a static camera position. Instead of this weird formula:

            Source https://stackoverflow.com/questions/45805859

            QUESTION

            Writing a fast 3d matrix and vector library in cython
            Asked 2017-Jun-27 at 22:09

            As part of rewriting my game engine in cython, I am trying to improve the performance of my python+numpy classes for matrix and vector math as this was one of the major bottlenecks I had run into previously. This group of modules had defined classes for types such as Vector2/3/4, Matrix2/3/4, and Quaternion.

            Taking a page from the glMatrix javascript library, I thought that one thing I could do this time around is switch away from a class-based system to a module with just a bunch of math functions to reduce more overhead. That way, instead of returning a new object every time I, say, added two vectors together, I would not have to construct a custom object.

            To test this out, I wrote a benchmark demo for creating two Vec2 objects a and b summing them component-wise to get a Vec2 object out. The code for this is broken down into a main.py that does the timing, a vec2.pyx for the cython code, and a pyvec2.py for the python code. Here is the code for each of those components:

            main.py

            ...

            ANSWER

            Answered 2017-Jun-27 at 08:02

            Cython's strength is arithmetic operations on basic C data types (ints, floats, doubles) and arrays of those. The only arithmetic operation in your code is two simple additions. The rest is data type conversions and array element access. Those operations will certainly dominate, as your timing results indicate. Every time you execute a function call from Python to Cython, there is type checking and conversion overhead. You need to do enough number crunching on the Cython side of this barrier to make it worthwhile.

            This is not a good use case for Cython.

            Is adding a lot of two-element lists really the bottleneck in your application? If it is, you should consider storing all the data in Cython variables, incurring the penalty of translation only once. Move data to the Python side only when you have to. If it isn't, you need to create a more realistic test.

            My experience is that Cython can usually match or even outperform numpy, although it make take some effort to optimize. (numpy/scipy of course has the "slight" advantage of offering more functionality than I could create in a hundred lifetimes). But the same process of converting Python to C data types must occur there as well.

            Source https://stackoverflow.com/questions/44773839

            QUESTION

            Computing the Bounding Sphere for a 3D Mesh in Python
            Asked 2017-Jan-08 at 09:09

            As part of writing a 3D game library, I am trying to implement frustum culling in order to avoid rendering objects that are outside of the camera perspective frustum. To do this, I first need to calculate a bounding sphere for each mesh and see if it collides with any of the six sides of the viewing frustum. Here is my currently (very) naive implementation of computing the bounding sphere for each model as written in model.py in my code:

            ...

            ANSWER

            Answered 2017-Jan-08 at 09:06

            Iterate over the vertices once and collect the highest and lowest value for each dimension. This creates a bounding box made of Vec3(lowest.x, lowest.y, lowest.z) and Vec3(highest.x, highest.y, highest.z).

            Use the median value of the highest and lowest value for each dimension. This creates the center of the box as Vec3((lowest.x + highest.x)/2, ...).

            Then get the euclidean distance between the center and each of the 8 corners of the box. Use the largest distance, and the center you found to make a bounding circle.

            You've only iterated once through the data set and have a good approximation of the bounding circle!

            A bounding circle computed this way is almost certainly going to be bigger than the mesh. To shrink it, you can set the radius to the distance along the widest dimension from the center. This approach does risk chopping off faces that are in the corners.

            You can iteratively shrink the radius and check that all points are in the bounding circle, but then you approach worse performance than your original algorithm.

            Source https://stackoverflow.com/questions/41529743

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

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            No vulnerabilities reported

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