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

 by   woopen JavaScript Version: Current License: No License

kandi X-RAY | sphere Summary

kandi X-RAY | sphere Summary

sphere is a JavaScript library typically used in User Interface, Graphics, WebGL applications. sphere has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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            kandi-support Support

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

            kandi-Quality Quality

              sphere has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              sphere 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

              sphere releases are not available. You will need to build from source code and install.
              It has 12 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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

            sphere Key Features

            No Key Features are available at this moment for sphere.

            sphere Examples and Code Snippets

            No Code Snippets are available at this moment for sphere.

            Community Discussions

            QUESTION

            How could I speed up my written python code: spheres contact detection (collision) using spatial searching
            Asked 2022-Mar-13 at 15:43

            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 10:23

            Have 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:

            Source https://stackoverflow.com/questions/71104627

            QUESTION

            p5.js how to correctly compute the 3D rotation of a point in respect of the origin
            Asked 2022-Feb-26 at 22:25

            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 22:25

            I'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:

            1. Replace quaternion with matrix multiplications using vectors (method #resize2)
            2. Rotating the drawing plane with Z-Y-X order
            3. Doing the math of rotation in X-Y-Z order

            Source https://stackoverflow.com/questions/71197127

            QUESTION

            How to get 2D scene coordinates of a 3D object in JavaFX
            Asked 2022-Feb-02 at 12:28

            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:

            FloatingLabels.java

            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 12:28

            If 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:

            Source https://stackoverflow.com/questions/70951152

            QUESTION

            Unity - completely wrap sphere with 64+ individual earth-satellite tiles loaded from web
            Asked 2022-Jan-10 at 23:37

            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 and Mathf.Cos to figure out position & rotation so far

            ** EDIT **

            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 21:20

            For the positioning and rotation of the planes, you can do that in c#:

            Source https://stackoverflow.com/questions/70162448

            QUESTION

            Trying to efficiently hollow out a sphere in minecraft (fabric modding, 1.16.5)
            Asked 2021-Dec-02 at 16:24

            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 16:24

            Update: 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

            Source https://stackoverflow.com/questions/70056939

            QUESTION

            UE4 Mesh several collision points detecting
            Asked 2021-Nov-13 at 07:12

            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 07:12

            A 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.

            Source https://stackoverflow.com/questions/69433720

            QUESTION

            Cmake: How to link multiple libraries?
            Asked 2021-Oct-21 at 18:59

            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 18:59

            The 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;

            Source https://stackoverflow.com/questions/69623544

            QUESTION

            physically based lighting on custom SCNGeometry Node
            Asked 2021-Sep-24 at 21:36
            Question

            How do you define the material on a custom geometry from vertex data, so that it renders the same as 'typical' SCNNodes?

            Details

            In 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 21:36

            According to the documentation, making a custom geometry takes 3 steps.

            1. Create a SCNGeometrySource that contains the 3D shape's vertices.
            2. Create a SCNGeometryElement that contains an array of indices, showing how the vertices connect.
            3. Combine the SCNGeometrySource source and SCNGeometryElement into a SCNGeometry.

            Let's start from step 1. You want your custom geometry to be a 3D shape, right? You only have 2 vertices, though.

            Source https://stackoverflow.com/questions/69240185

            QUESTION

            How to speed up the computation that is slow even with Numba
            Asked 2021-Sep-19 at 21:22

            I'm having trouble with the slow computation of my Python code. Based on the pycallgraph below, the bottleneck seems to be the module named miepython.miepython.mie_S1_S2 (highlighted by pink), which takes 0.47 seconds per call.

            The source code for this module is as follows:

            ...

            ANSWER

            Answered 2021-Sep-19 at 21:22

            I 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:

            Source https://stackoverflow.com/questions/69244843

            QUESTION

            Pyvista surface plot?
            Asked 2021-Sep-15 at 17:29

            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 14:41

            Your 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:

            Source https://stackoverflow.com/questions/69115882

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

            Vulnerabilities

            No vulnerabilities reported

            Install sphere

            You can download it from GitHub.

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