triangles | Delaunay triangulation Lambertian reflectance
kandi X-RAY | triangles Summary
kandi X-RAY | triangles Summary
Delaunay triangulation + Lambertian reflectance
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of triangles
triangles Key Features
triangles Examples and Code Snippets
1°)
- change the scale value if needed
- uncomment the call to decoupe() and adapt it if you need to cut you CSG with planes
- the rotation can help you better vizualise where are the pieces you draw (you can also change the value of gT3D to move th
// we're looking for triangles with 18, 36 and 54 degrees vertex angles
var vertexAngles = [18, 36, 54];
// create the recognizer
var R = new tritra.Recognizer(vertexAngles);
var examplePoints = [
// defines a triangle with 36 degrees vertex angl
contour = [{x:520,y:440},{x:315,y:100},{x:90,y:440}];
hole = [{x:300,y:290},{x:330,y:290},{x:315,y:380}];
triangles = POLYGON.tessellate(contour, [hole]);
console.info("indices: " + triangles);
indices: 4,0,1,3,4,1,3,1,2,5,3,2,5,2,0,5,0,4,4,5,4,4,4,
def solution(filename: str = "p102_triangles.txt") -> int:
"""
Find the number of triangles whose interior contains the origin.
>>> solution("test_triangles.txt")
1
"""
data: str = Path(__file__).parent.joinpath(fi
public static int triangleNumber(int[] nums) {
int noOfTriangles = 0;
Arrays.sort(nums);
for (int i = 0; i < nums.length - 2; i++) {
int k = i + 2;
for (int j = i + 1; j < nums.length - 1; j++) {
public static int triangleNumberUsingBinarySearch(int[] nums) {
int noOfTriangles = 0;
Arrays.sort(nums);
for (int i = 0; i < nums.length - 2; i++) {
int k = i + 2;
for (int j = i + 1; j < nums.
this.draw = function () {
p5.background(255) // <---- Oops!
p5.fill(100);
p5.triangle(this.a.x, this.a.y, this.b.x, this.b.y, this.c.x, this.c.y)
p5.stroke(0);
p5.strokeJoin(p5.BEVEL)
p5.strokeWei
Generate the Delaunay triangulation of "points"
For each point X in X_
Add point X to the triangulation
Get the neighbors of X in the augmented triangulation
Remove point X from triangulation
import num
proc computeTriangulation {pointList} {
# must be large enough to completely contain all the points in pointList
set superTriangle [computeSuperTriangle $pointList]
set triangulation [list $superTriangle]
foreach point $poi
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
let shapes = [];
let mouse = {
x: null,
y: null
}
canvas.addEventListener('mousemove', e => {
mouse.x = e.
Community Discussions
Trending Discussions on triangles
QUESTION
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):
...ANSWER
Answered 2021-Jun-13 at 19:55One 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
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
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.
QUESTION
A json stream described an array of shapes. The shapes mayb be triangles, rectangles or squares.
For example:
...ANSWER
Answered 2021-Jun-12 at 05:41Create new type Shapes
to unmarshal shapes
and implement your custom UnmarshalJSON
to Shapes
QUESTION
I try to transform two 3D objects separately and I failed, it seems each translation is apply to both objects . They are translating together. And what really confusing is t1,which is scaling,it applys to only one object successfully , but its translation ,t2 affects itself and also the another object ,and so do the translation t1 .Any help is appreciated. The important codes :
...ANSWER
Answered 2021-Jun-10 at 13:53You don't need 2 attributes and 2 matrix uniform variables.
Create a simple shader program:
QUESTION
I'm using OBJLoader to load an OBJ file into my scene.
For whatever reason the vertex ordering seems to be out of whack.
Here is a pic of my model in blender:
And here is a pic of my model in three:
I've seen similar effects before with models and it's always been due to vertex ordering so I make the assumption something is going wrong there.
EDIT By the way, notice the triangles crossing over the letters where in Blender there are none. I believe there may be an offset in the vertex count introduced somewhere.. maybe.
The code:
...ANSWER
Answered 2021-Jun-09 at 02:25By default, Three.js only renders the front face of triangles. It looks like some of your faces are inverted. Make sure you calculate normals in your 3D editor so they're pointing "outwards". That way, when you export them the engine will know which way the triangles should be facing.
Also, Three.js doesn't render n-gons, and it looks like your letters have lots of them. Look at the 'U', it's one flat plane. Make sure you convert to triangles before exporting. Or at least convert to quads, so the exporter can easily subdivide them into tris.
QUESTION
Link to original image https://ibb.co/0VC6vkX
I am currently working with an OCR Project. I pre-processed the image, and then applied pre-trained EAST model for text detection.
...ANSWER
Answered 2021-Jun-07 at 07:02Here's a possible solution that you can try improving on by trying a few things:
- by varying Gaussian parameters
- by thresholding the blurred image to see if it improves the result
Code:
QUESTION
I uploaded my code and svgs to this github repo.
I have some svgs of some circles, blobs and triangles. I am trying to make the circles shake, like how the guy shakes in this code pen when you hover on him, I am trying to make the blobs move like waves like in this code pen, and I'm trying to make the triangles spin around. The blobs and triangles are not responding at all, even though I can see that they have the styling applied when I inspect the html. The circles have some effect, but not the one I want.
Here is the code for each
circles.scss
...ANSWER
Answered 2021-Jun-06 at 13:31Create components with the svg code inside then add your css classes ... I advise you to start from scratch and create your own svg, it's easier than using already created svg.
(check the demo at the bottom of the page with the triangles, circles and waves)
App.js
QUESTION
I'm trying to pass the color of my triangle through my main function, but when I try to do it my triangle only gets white like it has no fragment shader
Vertex Shader:
...ANSWER
Answered 2021-Jun-05 at 16:02The vertex shader doesn't compile for 2 reasons:
- There is missing a
;
aftergl_Position = position
gl_Position
andposition
have different types
gl_Position = position
QUESTION
Why/how do I bind vertex attributes to a shader? - examples do but never explain.
If I allow a vertex attribute in GLSL location = 0, does that still have to be allowed in code?
How to properly set Q-vertex array buffers/objects?
Where does this* weird artifact even come from?
*The blue square is a label used to display QPixmap images. The green one is the 1 GLWidget that inherits from QOpenGLWidget. As you can see, it creates a weird square on the top-left aswell.
The Green window is supposed to display a red triangle on the lower right corner.
The relevant code might only be the last section, GLWidget.h.
Also paintGL() only runs just a few times for some reason. code:
.pro:
...ANSWER
Answered 2021-Jun-04 at 21:23The top-left square IS your widget rendered first time, when you added it in main()
. As you added it manually, it's origin coords are (0,0) by default. The green square is is second one, created in UI, from template compiled out of XML definition.
painGL()
is called when paintEvent() is called which can be triggered manually through calling update(0 or is triggered when Qt "feels" need to update widgets (e.g. something was drawn other them, they were resized, etc.).
Afaik, if you rebind program you have to rebind everything. And order of your binding and leaving objects active is peculiar.. along with fact that you're obviously going out of clipping space without having a projection matrix.
Order I'm used to is something like
QUESTION
I have defined some triangles and their centroid-coordinates, as well as the indices of their vertices and put all this together in a dicctionary, where the general order is:{'triangle_id': centroid-coordinates(x,y,z), [list of vertices]}
. So filled with some examplary numbers:
ANSWER
Answered 2021-Jun-03 at 10:19There is an error in the line dict.values()[3]
The key in dict.values()[3]
should be dict['3']
And also don't use dict as a variable. Because it is an in-built keyword
QUESTION
I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow
window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:
ANSWER
Answered 2021-Jun-03 at 12:21Following on from the comments...
The basic fix is to move all initialization code into initializeGL
and let the Qt
OpenGL
framework make the necessary calls to initializeGL
, paintGL
etc.
Your constructor and initializeGL
members should look something like...
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