unitz | unit parser , converter , & combiner in JS : ' 1 cup
kandi X-RAY | unitz Summary
kandi X-RAY | unitz Summary
Unitz is a library designed to take in a quantity and unit provided by a user and perform addition, subtraction, conversion, and transformation to human friendly representations. Unitz will attempt to handle conversions, additions, and subtractions even if the units aren't recognized.
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QUESTION
There are two similar poses represented by Euler angle:
...ANSWER
Answered 2019-Sep-28 at 14:19The result is entirely valid. But by the documentation of .eulerAngles()
the range of returned angles is [0:pi]x[-pi:pi]x[-pi:pi]
. In your case this is unfortunate, since there would be a smaller representation which however requires a negative value for the first angle.
If you really need Euler-Angles, you can try out the unsupported Euler-Angles module of Eigen, which allows much more configuration of the output.
But if you just need a good SO3->R^3 mapping I strongly suggest using the logarithmic map associated with the Lie-group (that is what Sophus::SO3::log
should be calculating). Also I'll shamelessly plug a paper on that topic: "Integrating Generic Sensor Fusion Algorithms with Sound State Representations through Encapsulation of Manifolds" (shouldn't be hard to find online).
QUESTION
Warning: Total OpenGL/TK newb, so be kind. I may have bitten off more than I can chew.
Specs:
- Visual studio Community 2017
- C# .Net 4.6.1 (using WPF, WindowsFormsHost control)
- OpenTK 3.0.1
- OpenTK.GLControl 3.0.1
I am trying to replicate the Cubemap tutorial from learnopengl.com (which I managed to get working). I am more familiar with C# so it would be better to get a solution working with OpenTK. All I am getting is a blank screen. Perhaps the back of an image (too optimistic?). Any help would be appreciated.
Let me know if I have left anything out.
Here is the code: (I feel like I am close.)
MainWindow.xaml.cs
...ANSWER
Answered 2019-Jun-20 at 08:08When you specify the a two-dimensional texture image of a cube map texture, then you specify a single side of the cube map and the target has to be one of
TextureCubeMapNegativeX
, TextureCubeMapNegativeY
, TextureCubeMapNegativeZ
, TextureCubeMapPositiveX
, TextureCubeMapPositiveY
or TextureCubeMapPositiveZ
:
QUESTION
I'm trying to make a world object that can use a camera and draw multiple models at once, each with their own position (and rotation, etc. in the future). Except it comes up with a black screen and I don't know why.
I've tried changing the way the matrices are created, adjusted the positions, and nothing.
World:
...ANSWER
Answered 2019-Jan-24 at 07:49Fixed. All I had to do was move my camera off of 0,0,0. 0,1,0 1,0,0 and 1,1,0 all seemed to work, which means the camera's other two coordinates (not the one that determines whether it's up or down) can't be at the origin. Not too sure why this is a thing, but at least it's fixed now.
QUESTION
What does nearClipPlane and farClipPlane do when drawing a model in MonoGame?
I'm trying out 3D drawing using models made by a friend in Blender. I'm using some code I got off of an online tutorial to draw and it works fine. I am just curious what the nearClipPlane and farClipPlane variables do.
...ANSWER
Answered 2019-Jan-28 at 16:27The near/far pane defines the range of the zbuffer (which is in 0-1 range)
The geometry and pixels will be "rendered" in hardware anyway - but the pixel will be discarded, because it's outside the zbuffer range (I don't know if it's technically solved like that in hardware)
Another problem with a too big "distance" is Z-Fighting. The more distance has to be covered withing the 0-1 range of the zbuffer, the smaller the difference is between them (in 0-1 range) and therefore the floating point precision can result in z-Fighting (Flickering in very near pixels, they will "fight" for their z-value)
QUESTION
I try to extract euler angles from eigen 3x3 rotation matrix. However the values I got from eulerAngles() method seems not correct. I wrote a small test code and I've got the strange results. The code is belows.
...ANSWER
Answered 2019-Jan-10 at 10:08you do your calculations in order of y,p,r so you need to call eulerAngles like this since you are rotating first axis 2
QUESTION
I am trying to implement fur in Unity with the Shells technique. The Fins technique is purposely left out because I want this to run on low end mobiles (mostly Android devices) and that requires OpenGL ES 3.0 and above while Shells technique only requires OpenGL ES 2.0.
There is an example on the Shell technique based on XNA and I made an attempt to port that into Unity but it failed to work. Here is the article with the XNA project.
The XNA shader:
...ANSWER
Answered 2018-Oct-12 at 15:38Unity is doing a batch optimization on the material. You can see this in the frame debugger. Each DrawGeometry call is using the same value for CurrentLayer. You need to use a propertyblock for each call to DrawMesh. Setting a new material causes some flickering.
QUESTION
I have a table:
...ANSWER
Answered 2018-Mar-01 at 10:58QUESTION
I have three links:
...ANSWER
Answered 2018-Feb-26 at 08:52Use the .html()
instead of .append()
.
The html()
will replace all the content in the div with the new content. More info on the html function
QUESTION
The following code unexpectedly assigns (0, -1, 0) instead of (0, 1, 0) as intended. Why? Any ideas?
...ANSWER
Answered 2017-May-24 at 07:22What happens is that -unitZ
returns an expression template const CwiseUnaryOp, const Vector3d>
, if unitZ
is a Vector3d
. In early versions of Eigen the 'else' parameter of the ?:
operator got cast implicitly to that type and thus involuntarily negated it. This has been disallowed a while ago by making most constructors explicit
-- so first of all, you should update your Eigen version.
For the actual solution: Avoid the ?:
operator with Eigen expressions (use a simple if-else
branch), or if not possible, explicitly cast the last parameters to the desired type:
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