metaballs | Associated code for http | Blog library

 by   jlfwong JavaScript Version: Current License: No License

kandi X-RAY | metaballs Summary

kandi X-RAY | metaballs Summary

metaballs is a JavaScript library typically used in Web Site, Blog, jQuery applications. metaballs has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Associated code for my "Metaballs and Marching Squares" blog post: The MIT License (MIT) Copyright (c) 2016 Jamie Wong.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              metaballs has a low active ecosystem.
              It has 40 star(s) with 8 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of metaballs is current.

            kandi-Quality Quality

              metaballs has 0 bugs and 0 code smells.

            kandi-Security Security

              metaballs has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              metaballs code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              metaballs does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              metaballs releases are not available. You will need to build from source code and install.
              metaballs saves you 5 person hours of effort in developing the same functionality from scratch.
              It has 15 lines of code, 0 functions and 14 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of metaballs
            Get all kandi verified functions for this library.

            metaballs Key Features

            No Key Features are available at this moment for metaballs.

            metaballs Examples and Code Snippets

            No Code Snippets are available at this moment for metaballs.

            Community Discussions

            QUESTION

            How can I make my WebGL Coordinate System "Top Left" Oriented?
            Asked 2021-Jun-07 at 08:43

            Because of computation efficiency, I use a fragment shader to implement a simple 2D metaballs algorithm. The data of the circles to render is top-left oriented.

            I have everything working, except that the origin of WebGL's coordinate system (bottom-left) is giving me a hard time: Obviously, the rendered output is mirrored along the horizontal axis.

            Following https://webglfundamentals.org/webgl/lessons/webgl-2d-rotation.html (and others), I tried to rotate things using a vertex shader. Without any success unfortunately.

            What is the most simple way of achieving the reorientation of WebGL's coordinate system?

            I'd appreciate any hints and pointers, thanks! :)

            Please find a working (not working ;) ) example here: https://codesandbox.io/s/gracious-fermat-znbsw?file=/src/index.js

            ...

            ANSWER

            Answered 2021-Jun-07 at 08:43

            Since you are using gl_FragCoord in your pixels shader, you can't do it from the vertex shader becasuse gl_FragCoord is the canvas coordinates but upside down. You could easily invert it in javascript in your pass trough to WebGL

            Source https://stackoverflow.com/questions/67733712

            QUESTION

            Artefacts when rendering to a framebuffer with alpha blending using WebGL2
            Asked 2021-Jan-03 at 15:45

            I am trying to draw 2D metaballs using WebGL2. I render a bunch of quads with transparent radial gradient and gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) to a separate framebuffer. I then use the resulting texture in a fullscreen quad, where I decide if pixel should be rendered based on it's alpha value like so:

            ...

            ANSWER

            Answered 2021-Jan-03 at 15:45

            I'm pretty sure the issue the texture your rendering to is 8bits. Switch it to a floating point texture (RGBA32F) You'll need to check for and enable EXT_color_buffer_float and OES_texture_float_linear

            Update

            You say it won't work on mobile but you're using WebGL2 which hasn't shipped on iPhone yet (2021/1/3). As for RGBA32F not being renderable on mobile you could try RGBA16F. You'll have to check for and enable the corresponding extensions, EXT_color_buffer_half_float and OES_texture_half_float_linear. Your current code is not checking that the extensions actually exist (I'm assuming that was just to keep the code minimal)

            The corruption is that your circle calculation draws alpha < 0 outside the circle but inside the quad. Before that was getting clipped to 0 because of the texture format but now with floating point textures it's not so it affects other circles.

            Either discard if c <= 0 or clamp so it doesn't go below 0.

            Note: you might find coloring faster and more flexible using a ramp texture. example, example2

            Also note: It would have been nice if you'd created a more minimal repo. There's no need for the animation to show either issue

            Update 2

            Something else to point out, maybe you already knew this, but, the circle calculation

            Source https://stackoverflow.com/questions/65540250

            QUESTION

            How to change opacity in Javascript for object
            Asked 2020-Dec-23 at 05:51

            Found code here for metaballs using vanilla javascript. Is there a way I can change the opacity of the metaballs? I think it should be a quick fix but im not too sure. I tried changing to CSS class bubbles but that didnt work so im assuming in needs to be in the Javascript. Anything helps, thanks.

            Found code here for metaballs using vanilla javascript. Is there a way I can change the opacity of the metaballs? I think it should be a quick fix but im not too sure. I tried changing to CSS class bubbles but that didnt work so im assuming in needs to be in the Javascript. Anything helps, thanks.

            ...

            ANSWER

            Answered 2020-Dec-23 at 05:42

            You can do it by changing the context alpha channel with RGBA (see at the very bottom ctx.fillStyle = 'rgba(0, 0, 255, 0.5)' // NEW! where 0.5 is the level of opacity - see ) :

            Source https://stackoverflow.com/questions/65419474

            QUESTION

            Interpolation in Marching Square Algorithm
            Asked 2020-Sep-18 at 09:20

            Here is the GitRepository of the source code.

            In the "Linear Interpolation" section This article discusses how to interpolate the values when the lines are oblique.

            For example, for Case#2 it has the following calculation:

            I have implemented the interpolation as follows:

            ...

            ANSWER

            Answered 2020-Sep-18 at 09:20

            I checked your repo, and the error is not in the code you posted :|

            Actual error is in how you initialize your data in MarchingSquare.cs

            Replace the following:

            Source https://stackoverflow.com/questions/63653680

            QUESTION

            Responsive canvas using webgl and meatballs.js
            Asked 2020-Jun-22 at 02:38

            I'm attempting to implement this codepen as a background of my personal website. I have no real knowledge of WebGL, so please bear with me. I temporarily added an event listener to update the width and height of the canvas when the page is resized. I can tell this works because when the bubbles start going out of bounds, they continue going and don't bounce off the edge of the page, so I know it somewhat works the way I want it to. When the fragment shader source is defined it also defines the width and height and I'm not sure how to change those variables after that. I tried redefining, recompiling, and reattaching the fragment shader source with the new widths and heights. This obviously doesn't work because the bubbles do not render past the size of the page when the canvas was created. I'm not sure if i'm even going about this the right way, if so what am I doing wrong? All/any help is appreciated, thank you.

            The code I changed:

            ...

            ANSWER

            Answered 2020-Jun-22 at 02:35

            The easiest way would be to put all of the background creation code in a function, and call it every time the page is resized.

            You will also need to add some code to cause the previous background loops to stop, and you should add some throttling to prevent too many backgrounds to be created at once.

            This is somewhat inefficient, but most users don't expect applications to be extremely responsive while they are being resized, and resizing is an infrequent operation.

            I added a code snippet, which appears to work, however I could not get my changes to work in codepen. I believe this is because codepen instruments and modifies the code in a certain way that breaks it (jsbin has similar behavior to prevent infinite loops, and to sandbox it). However I tested my changes in just a .html file, and they seemed to work there, so they should work on your site.

            On a side note, very cool use of WebGL!

            Source https://stackoverflow.com/questions/62494355

            QUESTION

            Using 2D metaballs to draw an outline with a constant thickness
            Asked 2018-Aug-23 at 17:02

            I'm apply the concept of metaballs to a game I'm making in order to show that the player has selected a few ships, like so http://prntscr.com/klgktf

            However, my goal is to keep a constant thickness of this outline, and that's not what I'm getting with the current code.

            I'm using a GLSL shader to do this, and I pass to the fragmentation shader a uniform array of positions for the ships (u_metaballs).

            Vertex shader:

            ...

            ANSWER

            Answered 2018-Aug-23 at 17:02

            after some more taught it is doable even in single pass ... you just compute the distance to nearest metaball and if less or equal to the boundary thickness render fragment otherwise discard it ... Here example (assuming single quad <-1,+1> is rendered covering whole screen):

            Vertex:

            Source https://stackoverflow.com/questions/51959486

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

            Vulnerabilities

            No vulnerabilities reported

            Install metaballs

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/jlfwong/metaballs.git

          • CLI

            gh repo clone jlfwong/metaballs

          • sshUrl

            git@github.com:jlfwong/metaballs.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Blog Libraries

            hexo

            by hexojs

            mastodon

            by mastodon

            mastodon

            by tootsuite

            halo

            by halo-dev

            vuepress

            by vuejs

            Try Top Libraries by jlfwong

            speedscope

            by jlfwongTypeScript

            chrome2calltree

            by jlfwongJavaScript

            travelmap

            by jlfwongJavaScript

            blog

            by jlfwongJavaScript