spug | Open source operation and maintenance platform | DevOps library

 by   openspug JavaScript Version: v3.2.7 License: AGPL-3.0

kandi X-RAY | spug Summary

kandi X-RAY | spug Summary

spug is a JavaScript library typically used in Devops, Jenkin applications. spug has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

Open source operation and maintenance platform: a lightweight agent-free automated operation and maintenance platform designed for small and medium-sized enterprises, integrating host management, host batch execution, host online terminal, online file upload and download, application release and de
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              spug has a medium active ecosystem.
              It has 8740 star(s) with 1855 fork(s). There are 185 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 161 open issues and 375 have been closed. On average issues are closed in 48 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of spug is v3.2.7

            kandi-Quality Quality

              spug has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              spug is licensed under the AGPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              spug releases are available to install and integrate.

            Top functions reviewed by kandi - BETA

            kandi has reviewed spug and discovered the below as its top functions. This is intended to give you an instant insight into spug implemented functionality, and help decide if they suit your requirements.
            • WebSSHSSH constructor .
            • Console output helper
            • Development console .
            • Inline Constructor
            • Index page .
            • Task index .
            • Creates a new nav form
            • Represents a repo .
            • Create a new navigation page
            • Initialize the monitor
            Get all kandi verified functions for this library.

            spug Key Features

            No Key Features are available at this moment for spug.

            spug Examples and Code Snippets

            No Code Snippets are available at this moment for spug.

            Community Discussions

            QUESTION

            Irrlicht: draw 2D image in 3D space based on four corner coordinates
            Asked 2017-Jul-16 at 12:17

            I would like to create a function to position a free-floating 2D raster image in space with the Irrlicht engine. The inspiration for this is the function rgl::show2d in the R package rgl. An example implementation in R can be found here.

            The input data should be limited to the path to the image and a table with the four corner coordinates of the respective plot rectangle.

            My first, pretty primitive and finally unsuccessful approach to realize this with irrlicht:

            Create a cube:

            ...

            ANSWER

            Answered 2017-Jul-16 at 12:17

            I've thought of two ways to do this; neither are very graceful - not helped by Irrlicht restricting us to spherical polars.

            NB. the below assumes rcdf is centered at the origin; this is to make the rotation calculation a bit more straightforward. Easy to fix though:

            1. Compute the center point (the translational offset) of rcdf
            2. Subtract this from all the points of rcdf
            3. Perform the procedures below
            4. Add the offset back to the result points.

            Pre-requisite: scaling

            This is easy; simply calculate the ratios of width and height in your rcdf to your original image, then call setScaling.

            Method 1: matrix inversion

            For this we need an external library which supports 3x3 matrices, since Irrlicht only has 4x4 (I believe).

            We need to solve the matrix equation which rotates the image from X-Y to rcdf. For this we need 3 points in each frame of reference. Two of these we can immediately set to adjacent corners of the image; the third must point out of the plane of the image (since we need data in all three dimensions to form a complete basis) - so to calculate it, simply multiply the normal of each image by some offset constant (say 1).

            (Note the points on the original image have been scaled)

            The equation to solve is therefore:

            (Using column notation). The Eigen library offers an implementation for 3x3 matrices and inverse.

            Then convert this matrix to spherical polar angles: https://www.learnopencv.com/rotation-matrix-to-euler-angles/

            Method 2:

            To calculate the quaternion to rotate from direction vector A to B: Finding quaternion representing the rotation from one vector to another

            1. Calculate the rotation from the original image's normal (i.e. the Z-axis) to rcdf's normal => quaternion P.

            2. Take the midpoint of AB from the diagram in method 1, and rotate it with the quaternion P (http://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/) => vector U.

            3. Calculate the rotation from U to the midpoint of DE => quaternion Q

            4. Multiply in the order Q * P, and convert to Euler angles: https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles

            (Not sure if Irrlicht has support for quaternions)

            Source https://stackoverflow.com/questions/45052226

            QUESTION

            Have a 3d point move on HUD depending the direction of the camera
            Asked 2017-Jul-07 at 14:51

            My problem is the following:

            Imagine I'm in the (x, y, z) position and I have several points (xn, yn, zn) and depending on my view direction, assuming I have the angle values for vertical, horizontal and roll, I want my HUD to identify said points, if they are in my view angle, and move around if any angle changes. Basically turning it to a (x, y) coordinates on the screen.

            Like the quest point following behavior in the following game: https://www.youtube.com/watch?v=I_LlEC-xB50

            How would I do this?

            Edit: I get the coordinates using:

            ...

            ANSWER

            Answered 2017-Jul-07 at 14:51

            Step 1:

            Transform the point from world space to camera space, by multiplying it by the camera matrix. You should read up on constructing this - there are untold many web resources. In (pitch, yaw, roll) coordinates the rotations must happen in the order roll -> pitch -> yaw, which corresponds to:

            1. Rotation around X-axis through angle roll -> matrix R

            2. Rotation about Y-axis through angle pitch -> matrix P

            3. Rotation about Z-axis through angle yaw -> matrix Y

            The rotational part of the camera matrix is thus given by (YPR)T, in that order of multiplication. The XYZ rotation matrices are given on this page: https://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations.

            The point in camera space is given by q = transpose(YPR) * (p - c), where p = (xn, yn, zn) is the point in world space, and c = (x, y, z) is your camera position. The alternative is to construct a 4x4 matrix and fill the 4th column with -(YPR)*c - again, available on the internet.

            At this point, discard the point q if its X-value is below some limit (called the near clipping plane - set this to some positive value). This ensures points behind the camera are not shown.

            Step 2:

            Below is a diagram illustrating the process behind perspective projection:

            • Theta is half of FOV
            • p is depth value of point = X-coordinate in the camera frame)
            • s is Y-coordinate in the camera frame
            • X is screen coordinate

            Similarly for Y:

            • t is the Z-coordinate in the camera frame
            • A is your aspect ratio (height / width)

            Source https://stackoverflow.com/questions/44762960

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

            Vulnerabilities

            No vulnerabilities reported

            Install spug

            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

            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 DevOps Libraries

            ansible

            by ansible

            devops-exercises

            by bregman-arie

            core

            by dotnet

            semantic-release

            by semantic-release

            Carthage

            by Carthage

            Try Top Libraries by openspug

            spug-vue-admin

            by openspugJavaScript

            index

            by openspugHTML

            spug.dev

            by openspugJavaScript