sphere | 使用经纬度,归一化正方体,正四面体细分,正二十面体细分来生成球体 | Graphics library
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kandi X-RAY | sphere Summary
使用经纬度,归一化正方体,正四面体细分,正二十面体细分来生成球体
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- Creates a normal sphere sphere .
- Creates IZ plane
- Creates a sphere .
- Draws the model
- Creates a sphere .
- Divides two circles
- Create a program
- creates a shader
- tri is a quad
- Add a point .
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Community Discussions
Trending Discussions on sphere
QUESTION
I am working on a spatial search case for spheres in which I want to find connected spheres. For this aim, I searched around each sphere for spheres that centers are in a (maximum sphere diameter) distance from the searching sphere’s center. At first, I tried to use scipy related methods to do so, but scipy method takes longer times comparing to equivalent numpy method. For scipy, I have determined the number of K-nearest spheres firstly and then find them by cKDTree.query
, which lead to more time consumption. However, it is slower than numpy method even by omitting the first step with a constant value (it is not good to omit the first step in this case). It is contrary to my expectations about scipy spatial searching speed. So, I tried to use some list-loops instead some numpy lines for speeding up using numba prange
. Numba run the code a little faster, but I believe that this code can be optimized for better performances, perhaps by vectorization, using other alternative numpy modules or using numba in another way. I have used iteration on all spheres due to prevent probable memory leaks and …, where number of spheres are high.
ANSWER
Answered 2022-Feb-14 at 10:23Have you tried FLANN?
This code doesn't solve your problem completely. It simply finds the nearest 50 neighbors to each point in your 500000 point dataset:
QUESTION
I'm really struggling here and I can't get it right, not even knowing why.
I'm using p5.js
in WEBGL mode, I want to compute the position of on point rotated on the 3 axes around the origin in order to follow the translation and the rotation given to object through p5.js, translation and rotatation on X axis, Y axis and Z axis.
The fact is that drawing a sphere in 3d space, withing p5.js
, is obtained by translating and rotating, since the sphere is created at the center in the origin, and there is no internal model giving the 3d-coordinates.
After hours of wandering through some math too high for my knowledge, I understood that the rotation over 3-axis is not as simple as I thought, and I ended up using Quaternion.js. But I'm still not able to match the visual position of the sphere in the 3d world with the coordinates I have computed out of the original point on the 2d-plane (150, 0, [0]).
For example, here the sphere is rotated on 3 axis. At the beginning the coordinates are good (if I ignore the fact that Z is negated) but at certain point it gets completely out of sync. The computed position of the sphere seems to be completely unrelated:
It's really hours that I'm trying to solve this issue, with no result, what did I miss?
Here it follows my code:
...ANSWER
Answered 2022-Feb-26 at 22:25I've finally sorted out. I can't really understand why works this way but I didn't need quaternion at all, and my first intuition of using matrix multiplications to apply rotation on 3-axis was correct.
What I did miss in first instance (and made my life miserable) is that matrix multiplication is not commutative. This means that applying rotation on x, y and z-axis is not equivalent to apply same rotation angle on z, y and x.
The working solution has been achieved with 3 simple steps:
- Replace quaternion with matrix multiplications using vectors (method
#resize2
) - Rotating the drawing plane with Z-Y-X order
- Doing the math of rotation in X-Y-Z order
QUESTION
I'm trying the create a 3D subscene with objects being labelled using Label objects in a 2D overlay. I've seen similar questions to mine on this subject, and they all point to using the Node.localToScene method on the node to be labelled in the 3D space. But this doesn't seem to work for my case. I've taken example code from the FXyz FloatingLabels example here:
The Label objects need to have their positions updated as the 3D scene in modified, which I've done but when I print out the coordinates returned by the Node.localToScene method, they're much too large to be within the application scene, and so the labels are never visible in the scene. I've written an example program that illustrates the issue, set up very similarly to the FXyz sample code but I've created an extra SubScene object to hold the 2D and 3D SubScene objects in order to plant them into a larger application window with slider controls. The 3D scene uses a perspective camera and shows a large sphere with coloured spheres along the x/y/z axes, and some extra little nubs on the surface for reference:
...ANSWER
Answered 2022-Feb-02 at 12:28If you follow what has been done in the link you have posted you'll make it work.
For starters, there is one subScene, not two.
So I've removed these lines:
QUESTION
Scenario
I'm using unity c# to re-invent a google-earth like experience as a project. New tiles are asynchronously loaded in from the web while a user pans the camera around the globe. So far I'm able to load in all the TMS tiles based on their x & y coordinates and zoom level. Currently I'm using tile x,y to try and figure out where the tile should appear on my earth "sphere" and it's becoming quite tedious, I assume because of the differences between Euler angles and quaternions.
- I'm using the angle of
Camera.main
to figure out which tiles should be viewed at any moment (seems to be working fine) - I have to load / unload tiles for memory management as level 10 can receive over 1 million 512x512 tiles
- I'm trying to turn a downloaded tile's x,y coordinates (2d) into a 3d position & rotation
Question
Using just the TMS coordinates of my tile (0,0 - 63,63) how can I calculate the tile's xyz "earth" position as well as its xyz rotation?
Extra
- in the attached screenshot I'm at zoom level 4 (64 tiles)
- y axis 0 is the bottom of the globe while y axis 15 is the top
- I'm mostly using
Mathf.Sin
andMathf.Cos
to figure out position & rotation so far
I've figured out how to get the tile position correct. Now I'm stuck on the correct rotation of the tiles.
The code that helped me the most was found with a question about generating a sphere in python.
I modified to the code to look like so:
...ANSWER
Answered 2021-Dec-07 at 21:20For the positioning and rotation of the planes, you can do that in c#:
QUESTION
I am trying to hollow out a sphere, I already achieved this however it is incredibly slow (A few seconds for a sphere with a radius of 5, a few minutes for a sphere with a radius of 100)
This is my code:
...ANSWER
Answered 2021-Dec-02 at 16:24Update: I managed to fix it! What I did was make a mixin into World#setBlockState(BlockPos, BlockState, int)
and check if the flags were some number I set (999 in my case), and if it where I canceled the method execution right after the block state was set, saving huge amounts of time when placing a lot of blocks. However, it did not send the chunks to the player so what you have to do is simply send all the chunks you changed to the player, I did this by storing all the chunks I changed and for each player in the world I sent a ChunkDataS2CPacket with the new chunk to the player, which fixed my problem entirely, it works like a charm :D
EDIT: It also does not do block updates/lighting updates
QUESTION
I need to find all hit points (vertices) when my meshes collide since with OnHit there is only one Impact point in the structure and there is only one (red debug sphere). Is there any way to do this? (for example in Unity collision struct has an array of these points: collision.contacts
)
This is an example when 2 cubes are in contact with the faces and there are many contact points (not 1)
...ANSWER
Answered 2021-Nov-13 at 07:12A collision generates overlap events so you can use OnComponentBeginOverlap
and get SweepResult
for the overlap event in theory. But SweepResult
is not too reliable so I would suggest doing a Spherical Sweep
inside the overlap event.
QUESTION
I am using CMake to define the compilation of a C++ executable. The goal is to use 2 third-party libraries, Open3D and OpenCV. I am able to include one of the two with target_link_libraries
, but including both results in OpenCV functions not being found.
This is my current CMakeLists.txt
ANSWER
Answered 2021-Oct-21 at 18:59The problem was solved by finding this Github issue: https://github.com/isl-org/Open3D/issues/2286
By using specific build flags when building Open3D, the libraries could both be linked correctly and simultaneously with the target_link_libraries(ORB_SLAM ${OpenCV_LIBS} ${Open3D_LIBRARIES})
command.
The build commands were as follows;
QUESTION
How do you define the material on a custom geometry from vertex data, so that it renders the same as 'typical' SCNNodes?
DetailsIn this scene there are
- A directional light
- A red sphere using physicallybased lighting model
- A blue sphere using physicallybased lighting model
- A custom SCNGeometry using vertex data, using a physicallybased lighting model
The red and blue spheres render as I would expect. The two points / spheres in the custom geometry are black.
Why?
Here is the playgrond code:
Setting the scene
...ANSWER
Answered 2021-Sep-24 at 21:36According to the documentation, making a custom geometry takes 3 steps.
- Create a
SCNGeometrySource
that contains the 3D shape's vertices. - Create a
SCNGeometryElement
that contains an array of indices, showing how the vertices connect. - Combine the
SCNGeometrySource
source andSCNGeometryElement
into aSCNGeometry
.
Let's start from step 1. You want your custom geometry to be a 3D shape, right? You only have 2 vertices, though.
QUESTION
ANSWER
Answered 2021-Sep-19 at 21:22I am focussing on _mie_S1_S2
since it appear to be the most expensive function on the provided example dataset.
First of all, you can use the parameter fastmath=True
to the JIT to accelerate the computation if there is no values like +Inf, -Inf, -0 or NaN computed.
Then you can pre-compute some expensive expression containing divisions or implicit integer-to-float conversions. Note that (2 * n + 1) / n = 2 + 1/n
and (n + 1) / n = 1 + 1/n
. This can be useful to reduce the number of precomputed array but did not change the performance on my machine (this may change regarding the target architecture). Note also that such a precomputation have a slight impact on the result accuracy (most of the time negligible and sometime better than the reference implementation).
On my machine, this strategy make the code 4.5 times faster with fastmath=True
and 2.8 times faster without.
The k
-based loop can be parallelized using parallel=True
and prange
of Numba. However, this may not be always faster on all machines (especially the ones with a lot of cores) since the loop is pretty fast.
Here is the final code:
QUESTION
I need a way to make a 3-dimensional surface plot using millions of datapoints, so I began checking into pyvista which is supposed to do this well. However, pyvista is a bit difficult for me to grasp.
I have x,y,z data where x is time, y is different measurements, and z is the values for those measurements. All I want is for pyvista to show me a surface plot with this information.
For example, if I use this array in matplotlib or other libraries with surface plots:
...ANSWER
Answered 2021-Sep-09 at 14:41Your first version is correct.
PyVista has excellent documentation, part of which is an extensive collection of examples. You need the one that's called Creating a Structured Surface. This ends up being pretty much the same code as what you originally showed:
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