prims | 3D Geometry Primitives for WebGL | Graphics library

 by   nickdesaulniers JavaScript Version: Current License: Non-SPDX

kandi X-RAY | prims Summary

kandi X-RAY | prims Summary

prims is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. prims has no bugs, it has no vulnerabilities and it has low support. However prims has a Non-SPDX License. You can download it from GitHub.

3D Geometry Primitives for WebGL. Constructors return objects with the keys vertices, indices, and normals. Working on adding uvs. Indices should be put into at least a Uint16Array since the number of unique vertices will be greater than 255 (Uint8Array) for most geometries. The goal is to be able to have a bunch of 3D Geometries without needing all of Three.js. All vertice lists use hard shading for polyhedra (so each vertex is duplicated for each face). Also contains a few meshes. These must be loaded aync.
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            kandi-support Support

              prims has a low active ecosystem.
              It has 40 star(s) with 4 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 9 have been closed. On average issues are closed in 2 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of prims is current.

            kandi-Quality Quality

              prims has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              prims has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

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

            Top functions reviewed by kandi - BETA

            kandi has reviewed prims and discovered the below as its top functions. This is intended to give you an instant insight into prims implemented functionality, and help decide if they suit your requirements.
            • Curve cylinder .
            Get all kandi verified functions for this library.

            prims Key Features

            No Key Features are available at this moment for prims.

            prims Examples and Code Snippets

            No Code Snippets are available at this moment for prims.

            Community Discussions

            QUESTION

            How to show float value instead of 0 integers
            Asked 2022-Feb-22 at 04:21

            I tried to allow decimal value in the result but however it still shows 0, what am i missing in the following codes?

            I have declared the weight variable as a float value, but it won't convert as i input decimal in my graph.AddEdge(). Is there any error in my variable passing parameters?

            ...

            ANSWER

            Answered 2022-Feb-22 at 04:21

            You're using a vector instead of using a vector for distance. You need to use vector so that the elements are stored as float as shown below:

            Source https://stackoverflow.com/questions/71215756

            QUESTION

            Converting movie primitives from NetLogo 5 to 6
            Asked 2022-Jan-21 at 20:28

            I am trying to convert the following procedure from NetLogo 5 to 6.

            NL5 Procedure:

            ...

            ANSWER

            Answered 2022-Jan-21 at 20:28

            You probably just forgot to update the reset to vid:reset-recorder, it's also from the vid extension.

            vid:start-recorder doesnt take a path as input. You only need the path for vid:save-recording

            In the video extensions doc at the section for vid:save-recording, they say:

            Note that at present the recording will always be saved in the “mp4” format.

            So you probably want so change the user message. When I tried it with the following code the file extension was written automatically.

            Source https://stackoverflow.com/questions/70801499

            QUESTION

            Haskell IO Monad in ST Monad
            Asked 2022-Jan-21 at 18:51

            I guess I have a simple problem, but I'm not able to solve it: I want to create a vector, call FFI on this vector and return it.

            ...

            ANSWER

            Answered 2022-Jan-21 at 18:51

            For FFI applications, it's usually simplest not to bother with ST at all and do everything in IO. If you must have a pure interface (and your FFI function actually is pure in the way needed), you can call unsafePerformIO to give a pure interface.

            However, I think I would shy away from writing withCarray as you have done here. Abstraction is nice, but this is too easy to accidentally misuse by passing a not-suitably-behaving callback. If you must have it, at the very least name it unsafeWithCarray and leave a Haddock explicitly stating under what circumstances it is safe.

            Source https://stackoverflow.com/questions/70799249

            QUESTION

            why prim`s algorithm needs distance array?
            Asked 2021-Oct-10 at 16:31

            I have some questions about Prim`s algorithm.

            Prim algorithms can find MST. In general implementation, It needs initialize all Nodes as INF. but i don`t know why this initialize needs.

            Here is my implementation

            ...

            ANSWER

            Answered 2021-Oct-06 at 11:41

            Your conclusion that this algorithm works in O(Vlog(V)) seems to be wrong. Here is why:

            Source https://stackoverflow.com/questions/69385944

            QUESTION

            Failed to load image using stbi_load (lwjgl used)
            Asked 2021-Oct-07 at 13:59

            I'm learning OpenGL following this video. While it's based on C++, I attempt to use Kotlin instead with lwjgl. As I code and run this:

            ...

            ANSWER

            Answered 2021-Oct-07 at 11:45

            LWJGL 3 does not support on-heap (i.e. non-direct) NIO Buffers when talking to a native library like stb_image. Non-direct/on-heap NIO Buffers are those that are wrappers of a Java byte array.

            With LWJGL 3 you always need to use off-heap (i.e. direct) NIO Buffers.

            See https://docs.oracle.com/javase/7/docs/api/java/nio/ByteBuffer.html#direct for a further explanation of the differences.

            So, instead of

            Source https://stackoverflow.com/questions/69478753

            QUESTION

            Prim's Algorithm for mazes: Why do I have to double check if nodes are contained in my maze?
            Asked 2021-Sep-04 at 21:44

            I'm trying to implement Prim's Algorithm in my maze generator as described here. I've got it working as intended, but with an extra catch in my code of which I'm not sure why it's needed.

            In my algorithm, I keep track of a list of cells that make up the maze in maze. I then look at the potential frontier cells (neighbouring cells to those that make up the maze), and pick one randomly. Let's call this the frontier. I then determine the neighbours of the frontier, and check which of the neighbours connect to the already existing maze. I connect the frontier node and the adjacent already in-maze node, remove the frontier node from the list of possible frontiers, add it to the maze, and finally add the newly found maze node's neighbours to the frontier list.

            During this process, I make sure to only add nodes to the frontiers list that are not already contained in maze. (see the if (neighbour.Cell != null && !maze.Contains(neighbour.Cell)) statements.

            However, my Algorithm seems to mess up if I don't end up double checking each chosenFrontier to see if they're not already contained in the maze. If I do not do this, the algorithm will end up thinking there's still frontier cells even in places where every adjacent tile is already part of the maze.

            Why is this? Why do I need the if { ... } else { ...} statement there for my algorithm to succeed? I'm dumbstruck as to why it would be neccessary, since everywhere I add cells to my frontier lists, I already check whether they are already contained in maze. If they are, they aren't added to my frontier list. Yet somehow if I have to doublecheck my frontier list for cells that are already contained in the maze (and remove them). Where did I go wrong?

            Here's my code:

            ...

            ANSWER

            Answered 2021-Sep-04 at 21:44

            You make sure that you only add items to the frontier list if they aren't already in the maze, but they might already be in the frontier list.

            Since the frontier list can contain multiple copies of a single cell, you need an additional check to make sure you don't add it to the maze multiple times.

            Source https://stackoverflow.com/questions/69058982

            QUESTION

            Inserting pointer to elements from a list into a map results in garbarge values
            Asked 2021-Aug-13 at 01:51

            I was trying to implement Prim's algorithm(eager) which requires to keep a track of best incoming edge(least cost) to a vertex. For this I use stl map as:

            ...

            ANSWER

            Answered 2021-Aug-13 at 00:59

            By default, C++ doesn't manage object lifetimes. If you do

            Source https://stackoverflow.com/questions/68765617

            QUESTION

            next_vertex function to return vertex not in_tree and has shorest distance
            Asked 2021-May-03 at 11:16

            so I have this function next_vertex (which i will use as a helper functionf or prims algorithm later) which takes in two arrays, in_tree and distance and will return the vertex which is not part of the tree (has false value in in_tree) and has the shortest value in distance array.

            I have tried writing the following code but get an output of 0 instead of 3, I should be getting three because 3 is the index of the only False value in in_tree as well, and is the index of the false value's distance in the distance array but I get 0. I am not sure where I am going wrong, maybe with what I am returning?

            ...

            ANSWER

            Answered 2021-May-03 at 11:16

            Your code is not keeping the right intermediate information to achieve what you want.

            Perhaps the most explicit way to achieve what you want is to expand the entries in listo to be pairs that include both the distance and the originating index:

            Source https://stackoverflow.com/questions/67363284

            QUESTION

            Python-TypeError: 'Graph' object is not subscriptable
            Asked 2021-Apr-16 at 04:32

            I am implementing a Graph class comparing breadth-first search with Prim's algorithm, and I have my code:

            ...

            ANSWER

            Answered 2021-Apr-16 at 04:32

            QUESTION

            Implementation of toString method in Java
            Asked 2021-Feb-15 at 09:38

            When I want to print an empty array of the Boolean (reference type), the result is as output #1. But when I want to print a primitive boolean type empty array, output #2 is the result. I know that the toString() method in the Object class is running by default. The default implementation of this method is as follows:

            ...

            ANSWER

            Answered 2021-Feb-15 at 08:30

            That's what the Javadoc of Class's getName() says:

            String java.lang.Class.getName()

            Returns the name of the entity (class, interface, array class,primitive type, or void) represented by this Class object,as a String. ... If this class object represents a class of arrays, then the internal form of the name consists of the name of the element type preceded by one or more '[' characters representing the depth of the array nesting. The encoding of element type names is as follows:

            Element Type Encoding boolean Z byte B char C class or interface Lclassname; double D float F int I long J short S

            As you can see, B is already taken by byte, so boolean required a different letter.

            Source https://stackoverflow.com/questions/66204696

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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