Meshes | Simple Python Module to load construct parse | Service Mesh library

 by   patriciogonzalezvivo Python Version: Current License: BSD-3-Clause

kandi X-RAY | Meshes Summary

kandi X-RAY | Meshes Summary

Meshes is a Python library typically used in Architecture, Service Mesh applications. Meshes has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Simple Python 2/3 module to load/make/parse/save PLY/OBJ geometries.
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            kandi-support Support

              Meshes has a low active ecosystem.
              It has 24 star(s) with 5 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Meshes has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Meshes is current.

            kandi-Quality Quality

              Meshes has no bugs reported.

            kandi-Security Security

              Meshes has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Meshes is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Meshes releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Meshes and discovered the below as its top functions. This is intended to give you an instant insight into Meshes implemented functionality, and help decide if they suit your requirements.
            • Draws a box
            • Add a normal vector
            • Add a vertex to the mesh
            • Add color
            • Generate an icosphere mesh
            • Normalize v
            • Adds a triangulation
            • R Trude a line
            • Return the dot product of two vectors
            • Convert the mesh to a cylinder
            • Creates a tessi rect
            • Add all vertices to the mesh
            • Create a sphere spline
            • Creates a square triangle
            • Tess rectangles
            • Make a halfcircle
            • Creates a sphere polygon
            • Add a point to a sphere
            • Draw a sphere
            • Solve two quaternions
            • Read a mesh from a file
            • Create a circle
            • Convert the mesh to a text file
            • Create a 3x3 projection matrix
            • Load a mesh from a file
            • Save the object to a file
            Get all kandi verified functions for this library.

            Meshes Key Features

            No Key Features are available at this moment for Meshes.

            Meshes Examples and Code Snippets

            No Code Snippets are available at this moment for Meshes.

            Community Discussions

            QUESTION

            Three.js faces/vertices cut off but Bounding Box correct
            Asked 2021-Jun-15 at 12:48

            I'm using BufferGeometry to handle meshes with lots of vertices, faces and normals, which I supply via TypedArrays. During rendering, the Scene and its Mesh is constructed without any warnings or errors in the console. With BoxHelper I've constructed a Bounding Box around the mesh.

            Now the strangest thing happens: Although the Bounding Box is perfectly correct, the faces/vertices are cut off somewhere in the middle.

            To see what I mean, here is the comparison of two models rendered with a python script (left) and rendered with Three.js (right):

            The code I've used for this task can be found here in this pastebin. Any help is highly appreciated.

            ...

            ANSWER

            Answered 2021-Jun-15 at 12:48

            After some digging, I found my mistake. itemSize of BufferAttribute for the faces has to be 1.

            So I've changed this line

            Source https://stackoverflow.com/questions/67902627

            QUESTION

            OpenGL (LWJGL 3) culling terrain vertices/triangles that are not in the view frustum
            Asked 2021-Jun-13 at 19:55

            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 19:55

            One 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:

            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.

            Source https://stackoverflow.com/questions/67958723

            QUESTION

            Problem with diffuse lighting with OpenGL
            Asked 2021-Jun-03 at 18:10

            My diffuse lighting doesn't seem to be working properly.

            Fragment Shader:

            ...

            ANSWER

            Answered 2021-Jun-03 at 06:53

            QUESTION

            How to use the rotate operator on Blender Python if you execute the script on the background?
            Asked 2021-May-29 at 05:03

            I am importing a model that consists of multiple individual meshes. Right after import (where everything is selected), I want to rotate the imported selected objects based on a [X, Y, Z] angle parameter. Also I want to run the script as a blender "--background" shell process.

            I tried doing something like this but it doesn't seem to work.

            bpy.ops.transform.rotate(value=math.radians(param.x), orient_axis='X'); bpy.ops.transform.rotate(value=math.radians(param.y), orient_axis='Y'); bpy.ops.transform.rotate(value=math.radians(param.z), orient_axis='Z');

            I get this error:

            RuntimeError: Operator bpy.ops.transform.rotate.poll() failed, context is incorrect

            I tried searching the internet for solutions but I couldn't understand exactly what is going wrong. Also I think this error doesn't appear because I am running with "--background", but because I am running it as a terminal command.

            Thanks in advance! I am using Blender 2.9.

            ...

            ANSWER

            Answered 2021-May-29 at 05:03

            Im running the same issue. I have some scripts that worked so fine in blender 2.83 as module using bpy.ops.transformm.rotate, now this is not working on the new bpy (blender as module) version 2.93.

            I realized that bpy.ops.transform.rotate.poll() return false using the module, from python script, while the function bpy.ops.transform.translate.poll() returns true.

            However when I run the same function in the scripting console of the blender 2.93 GUI, the function bpy.ops.transform.rotate.poll() returns true.

            So I think is a bug in the new version.

            However I was able to fix this passing a VIEW_3D context as first argument in the operator:

            Source https://stackoverflow.com/questions/67659621

            QUESTION

            Vertex Skinning/Triangle Animation in JavaFX
            Asked 2021-May-24 at 09:10

            I'm currently working on an Importer for the glTF into JavaFX.

            Currently I'm working on the animations and hit the "Vertex Skinning". Because JavaFX already has a animation Framework I'd expect there to be a way to use Vertex skinning / a skin / a way to animate triangle meshes or similar but no matter how I search I can't find anything about that.

            So is there a way to animate triangle meshes / skins in JavaFX ?

            ...

            ANSWER

            Answered 2021-May-24 at 09:10

            JavaFX has no built-in concept to animate a triangle mesh. But nothing keeps you from manipulating the geometry of the mesh at runtime yourself. If you can compute the necessary changes of the geometry you can use an AnimationTimer to drive that process.

            Source https://stackoverflow.com/questions/67664997

            QUESTION

            Weird lines between meshes in Unity
            Asked 2021-May-23 at 12:55

            I'm trying to make a Minecraft clone for fun, and I encountered a problem that shouldn't happen. When I generated the meshes, I didn't make any gaps between the quads. But for some reason, a thin line appeared between the quads.

            And it is one piece of mesh, not separated. I don't understand why that happened. Can someone please help?

            Edit: the gaps aren't as obvious in the scene view.

            Edit 2: The gaps aren't as obvious when the MSAA of the camera is turned off.

            ...

            ANSWER

            Answered 2021-May-23 at 12:55

            Because of the way 3d rendering works, it is difficult to completely get rid of the lines. If you are never supposed to see the side texture anyways, I would suggest deleting the sides of the mesh. If that is not an option, try increasing both the near and far culling planes of your camera, as increasing them reduces depth artifacts.

            i think a simple google search might have done the trick. The answer that i just gave u, i found on the internet on the unity forums.

            Source https://stackoverflow.com/questions/67657629

            QUESTION

            ThreeJS copy one mesh world position rotation to another
            Asked 2021-May-20 at 09:43

            I have 3 meshes: cube(a), tempSphere(b), m_mesh(c). I have mesh a and b in a group, a as parent.

            I set location rotation and position of the group, a and b should update itself. Now I would like to set c to the current position and rotation of b. This is what I have and doesn't work

            ...

            ANSWER

            Answered 2021-May-20 at 08:21

            It should be the following code pattern (assuming c has no rotated parent):

            Source https://stackoverflow.com/questions/67613438

            QUESTION

            How Do I add to an ArrayList within a HashMap while iterating
            Asked 2021-May-13 at 01:40

            While following a tutorial series for LWJGL for my file university project, I add game items to the world that have an associated Mesh class,

            If I were to add many objects to the world that shared the same mesh, it would be more efficient to associate a list of game items to one Mesh type and then render from there

            ...

            ANSWER

            Answered 2021-May-10 at 03:32

            You actually can't add new values to HashMap while iterating. But you may try to create a temporary map tempMap, add new items to this tempMap and then, after iterating, change your original HashMap (u can use meshMap.putAll(tempMap)).

            Also check out HashMap documentation Where you can find

            The iterators returned by all of this class's "collection view methods" are fail-fast: if the map is structurally modified at any time after the iterator is created, in any way except through the iterator's own remove method, the iterator will throw a ConcurrentModificationException.

            Source https://stackoverflow.com/questions/67464126

            QUESTION

            Raycast not detecting GlTF file/ Three.js
            Asked 2021-May-11 at 09:11

            My binary gltf file(modelled in blender and animated using mixamo) is not detecting on raycast. I read bunch of tutorials and questions about it to try to fix it but it does not work what so ever:(

            ...

            ANSWER

            Answered 2021-May-11 at 09:11

            The problem is that you are performing ray casting against a skinned mesh. And three.js is currently (r128) not able to compute proper bounding volumes for this type of 3D object. Bounding volumes however are important for ray casting since they are used to detect early outs.

            The workaround for this issue is to manually define bounding volumes so they properly enclose the skinned mesh. I suggest you traverse through gltf.scene and set the boundingSphere and boundingBox property of the skinned mesh's geometry.

            More information at GitHub here: https://github.com/mrdoob/three.js/pull/19178

            Source https://stackoverflow.com/questions/67481120

            QUESTION

            Three JS mesh color change which has vertex colors
            Asked 2021-May-10 at 19:24

            I have a problem with colors change in Three JS. I am adding meshes into my scene with vertex colors from stl files. The colors are added properly but when I try to change it via following code:

            this.meshArray[elementName].material.color.setHex( colorValue );

            The colors are not properly changed. They looks like mixture of old and new color. On the picture you can see the example. I was trying to change color of two parts to red. Gray part was changed to light red but blue one has changed to almost black. I have no idea what can be wrong with this but I assume that the problem is because i take colors from vertex colors and I don't change this setting later? Does someone know how to fix it?

            ...

            ANSWER

            Answered 2021-May-10 at 19:24

            You're encountering this issue because you're using vertexColors at the same time as the material.color property. Each vertex has its own individual color assigned, and when applying a general material color, they multiply together, giving you undesired results. For example, blue * red = black because 255 * 0 = 0

            Source https://stackoverflow.com/questions/67471653

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

            Vulnerabilities

            No vulnerabilities reported

            Install Meshes

            Or use the Makefile by:.
            Make sure you have pip installed, if not do:
            Clone this repo:
            Run the install script directly with make install or manually do:

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