meshrender | Python utilities for rendering 3D meshes | Service Mesh library
kandi X-RAY | meshrender Summary
kandi X-RAY | meshrender Summary
meshrender is a Python library typically used in Architecture, Service Mesh applications. meshrender has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can install using 'pip install meshrender' or download it from GitHub, PyPI.
A set of Python utilities for rendering 3D meshes with OpenGL
A set of Python utilities for rendering 3D meshes with OpenGL
Support
Quality
Security
License
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Support
meshrender has a low active ecosystem.
It has 132 star(s) with 23 fork(s). There are 55 watchers for this library.
It had no major release in the last 12 months.
There are 8 open issues and 1 have been closed. On average issues are closed in 54 days. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of meshrender is 0.0.10
Quality
meshrender has 0 bugs and 62 code smells.
Security
meshrender has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
meshrender code analysis shows 0 unresolved vulnerabilities.
There are 0 security hotspots that need review.
License
meshrender is licensed under the Apache-2.0 License. This license is Permissive.
Permissive licenses have the least restrictions, and you can use them in most projects.
Reuse
meshrender releases are not available. You will need to build from source code and install.
Deployable package is available in PyPI.
Build file is available. You can build the component from source.
Installation instructions are not available. Examples and code snippets are available.
meshrender saves you 851 person hours of effort in developing the same functionality from scratch.
It has 1949 lines of code, 123 functions and 18 files.
It has medium code complexity. Code complexity directly impacts maintainability of the code.
Top functions reviewed by kandi - BETA
kandi has reviewed meshrender and discovered the below as its top functions. This is intended to give you an instant insight into meshrender implemented functionality, and help decide if they suit your requirements.
- Load all the meshes .
- Color and depth .
- Calculate the pose from the given configuration .
- Press the track .
- Sample the scene .
- Render the camera .
- Parse camera configuration .
- Resize camera .
- Return a copy of the current material properties .
- True if the driver is enabled .
Get all kandi verified functions for this library.
meshrender Key Features
No Key Features are available at this moment for meshrender.
meshrender Examples and Code Snippets
No Code Snippets are available at this moment for meshrender.
Community Discussions
Trending Discussions on meshrender
QUESTION
Why when getting all the materials to a List all the items are null ? And how to change object position while fading in/out?
Asked 2020-Oct-14 at 19:44
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveNavi : MonoBehaviour
{
public GameObject rig_f_middle;
public float speed;
public float distanceFromTarget;
public static bool naviChildOfHand = false;
public GameObject naviParent;
public MeshRenderer[] materialsToFade;
private List materials = new List();
private void Start()
{
foreach(MeshRenderer meshrend in materialsToFade)
{
materials.Add(meshrend.GetComponent());
}
}
private void Update()
{
if (IKControl.startMovingNAVI == true)
{
var v = rig_f_middle.transform.position - transform.position;
if (v.magnitude < distanceFromTarget)
{
naviChildOfHand = true;
StartCoroutine(FadeTo(materials, 0, 0.2f));
this.enabled = false;
return;
}
Vector3 moveDir = v.normalized;
transform.position += moveDir * speed * Time.deltaTime;
}
}
IEnumerator FadeTo(List materials, float targetOpacity, float duration)
{
foreach (Material mat in materials)
{
// Cache the current color of the material, and its initiql opacity.
Color color = mat.color;
float startOpacity = color.a;
// Track how many seconds we've been fading.
float t = 0;
while (t < duration)
{
// Step the fade forward one frame.
t += Time.deltaTime;
// Turn the time into an interpolation factor between 0 and 1.
float blend = Mathf.Clamp01(t / duration);
// Blend to the corresponding opacity between start & target.
color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);
// Apply the resulting color to the material.
mat.color = color;
// Wait one frame, and repeat.
yield return null;
}
StartCoroutine(FadeTo(materials, 1, 0.2f));
if (targetOpacity == 1)
{
//MaterialExtensions.ToOpaqueMode(material);
}
if (targetOpacity == 0)
{
}
}
}
private void ChangeChild()
{
var parent = GameObject.Find("Navi Parent");
transform.parent = parent.transform;
transform.localPosition = parent.transform.localPosition;
transform.localRotation = Quaternion.identity;
transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);
}
}
...ANSWER
Answered 2020-Oct-14 at 19:44You're trying to get the materials as a component when they are not a component, they are a reference variable. Try this instead.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install meshrender
You can install using 'pip install meshrender' or download it from GitHub, PyPI.
You can use meshrender like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
You can use meshrender like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
Support
I've written a much better GLTF 2.0 compliant renderer that can do shadows, textures, and physically-based rendering. Check it out here: https://github.com/mmatl/pyrender.
Find more information at:
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