sphere | li3 sphere community board | Game Engine library
kandi X-RAY | sphere Summary
kandi X-RAY | sphere Summary
A lot of wonderful people and technologies have come together to make this a reality. Thanks to the entire Lithium team and community, special thanks to David Coallier and the one and only Gwoo. Some icons are copyright Yusuke Kamiyamane. All rights reserved. Licensed under a Creative Commons Attribution 3.0 license. A few other libraries included contain their own licenses in the header of their respective files.
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sphere Key Features
sphere Examples and Code Snippets
def surface_area_sphere(radius: float) -> float:
"""
Calculate the Surface Area of a Sphere.
Wikipedia reference: https://en.wikipedia.org/wiki/Sphere
Formula: 4 * pi * r^2
>>> surface_area_sphere(5)
314.159265358
def vol_sphere(radius: float) -> float:
"""
Calculate the Volume of a Sphere.
Wikipedia reference: https://en.wikipedia.org/wiki/Sphere
:return (4/3) * pi * r^3
>>> vol_sphere(5)
523.5987755982989
>>>
private static double volumeHemisphere(double radius) {
return 2 / 3 * Math.PI * radius * radius * radius;
}
Community Discussions
Trending Discussions on sphere
QUESTION
In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.
...ANSWER
Answered 2021-Jun-15 at 10:37Ideally, your cleanup should look like this:
QUESTION
I have created a render of a 3D network initially created in Networkx, however now that I have this render I would ultimately like to export it as a single .stl file. From the code below, how would I be able to combine the glyph, tubes, ball into one file. If it is not possible to export to .stl, .vtk would be fine too as it could be converted in Paraview.
...ANSWER
Answered 2021-Jun-14 at 14:42VTK has Exporter classes that you can see here: https://vtk.org/doc/nightly/html/classvtkExporter.html
Of those, I'd say OBJ is the closest to STL. You could export your scene to OBJ and then use MeshLab to convert that OBJ to STL. VRML would work too.
QUESTION
I receive no errors when trying to run this code, however nothing is rendered and only a blank screen appears. Please let me know where I have gone wrong. node_pos is a dictionary with all node coordinates keyed to node number, and G is the networkx graph object G. This code is adapted from code found elsewhere from 2005, so had to update some VTK attributes as they were outdated.
def draw_nxvtk(G, node_pos):
...ANSWER
Answered 2021-Jun-13 at 23:39You miss these lines:
QUESTION
I created some entities using qt3d in QML. For example, this code shows a Scene3D
element that declares RootEntity
which is another QML element that contains the scene graph:
ANSWER
Answered 2021-Jun-13 at 17:22One approach is to maintain a global list of Qt.vector3d
elements and use it to record the position of the spheres that are removed with the "Undo" operation:
- When the user hits CTRL+Z, create a new
Qt.vector3d
object to store the position of the last sphere rendered (that is, the one that was last appended toentityModel
) and add that position to the global list of 3d vectors; - Then, to remove a sphere from the screen, call
entityModel.remove()
with the index of the sphere that needs to be erased;
The "Redo" operation simply does the opposite:
- When the user hits CTRL+Y, the last element of the global list of 3d vectors holds the location of the lastest sphere removed: append this position to
entityModel
so the sphere can be rendered again; - Then, remember to erase this position from the global list so the next Undo operation can render a different sphere;
RootEntity.qml:
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
I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".
While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.
According to the documentation of threebox, it says
projectToWorld
tb.projectToWorld(lnglat) : THREE.Vector3
Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.
So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.
So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.
How do I fix this issue?
I made a minimal code to demonstrate this issue as below.
...
- instantiating map
ANSWER
Answered 2021-Jun-12 at 22:39It's strange that no one could answer this question. So I finally figured out how to make it by myself.
The solution is in the following link.
The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.
var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))
QUESTION
My task is to calculate the approximate value of pi with an accuracy of at least 10^-6. The Monte Carlo algorithm does not provide the required accuracy. I need to use the calculation only through the volume of the sphere. What do you advise? I would be glad to see examples of code in CUDA or pure C++. Thank you.
...ANSWER
Answered 2021-Jun-12 at 12:32Taylor Series can be used to calculate the value of pi accurate up to 5 decimal places.
QUESTION
I am trying to make a solar system using OpenGL for project. As I have other planets and moons too, I want to make my sun larger than radius=1, and my earth=1 since a little less than 0.18, the sphere is barely visible, and moons cannot be drawn with proper size difference.
Below is my code, if I try to make a sphere with radius > 1, it becomes donut (torus) like. Can anyone guide me on how to make spheres using gluSphere of radius > 1?
...ANSWER
Answered 2021-Jun-12 at 14:38The sphere is clipped by the near and far plane of the viewing volume (Orthographic projection). Use glOrtho
instead of gluOrtho2D
and increase the distance to the near and far plane:
gluOrtho2D(-5.0, 5.0, -5.0, 5.0);
QUESTION
I create a sphere node, I need the user to be able only to rotate (left / right, up / down) and zoom in / out the node, but default he can move the node from the center (with two fingers) - is possible prohibit the user to move the node from the center? thanks for any help
...ANSWER
Answered 2021-Jun-08 at 18:38Yes, all of that is doable. First, create your own camera class and turn off allowsCameraControl. Then you can implement zoom/strafe/whatever.
Here are some examples that may help, just search for these numbers in the stack search bar and find my answers/examples.
57018359 - this post one tells you how to touch a 2d screen (tap) and translate it to 3d coordinates with you deciding the depth (z), like if you wanted to tap the screen and place an object in 3d space.
57003908 - this post tells you how to select an object with a hitTest (tap). For example, if you showed the front of a house with a door and tap it, then the function would return your door node provided you name the node "door" and took some kind of action when it's touched. Then you could reposition your camera based on that position. You'll want to go iterate through all results because there might be overlapping or plus Z nodes
55129224 - this post gives you quick example of creating a camera class. You can use this to reposition your camera or move it forward and back, etc.
Two finger drag:
QUESTION
This is my first post here and I am not that experienced, so please excuse my ignorance.
I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.
At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.
I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...
Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.
Additionally I add the two input files
...ANSWER
Answered 2021-Jun-10 at 13:17I talked the problem in more steps, first thing I made the run reproducible:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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