diffus | two instances of any data structure
kandi X-RAY | diffus Summary
kandi X-RAY | diffus Summary
Finds the difference between two instances of any data structure.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of diffus
diffus Key Features
diffus Examples and Code Snippets
Community Discussions
Trending Discussions on diffus
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:
QUESTION
ANSWER
Answered 2021-Jun-10 at 09:29You can also subdivide your Geometry:
QUESTION
My diffuse lighting doesn't seem to be working properly.
Fragment Shader:
...ANSWER
Answered 2021-Jun-03 at 06:53this:
QUESTION
After running two different CV-algorithms over an image (to find multiple occurences of a detail) they both deliver a list of results like the list below.
First algorithm delivers (tuples with left, top, width height):
...ANSWER
Answered 2021-May-28 at 14:44You can have a list of every tuples with a euclidean_distance
greater than 1 (or what else) from the previous one with a simple list comprehension
. However you will need to insert a zero-values tuple
at the beginning. If s
is your input list then
QUESTION
I am currently implementing diffuse irridiance(A part of Image based lightning of PBR) in my game engine. I got to the point where I have to take an HDR Image and turn it into a cubemap. I am currently using a EquirectangularToCubemap shader and its working fine. I was able to project the HDR image to a (unit)cube. Now comes the part where I am stuck, I can't turn this cube to a cubemap. I tried using 1 TextureCube, 6 RenderTargetView's and a ShaderResourceView. My plan was to render the (unit)cube 6 times from different view projection with a FOV of 90 to capture the whole side in each of the render target, and lastly copy each of the output of the render target to the corresponding side of the Texture cube.
I don't know how to do this ^.
NOTE: I am using DirextX11 as the rendering backend.
Here is the pseudo code about my problem(which is not working)
ANSWER
Answered 2021-May-26 at 12:46You are not specifying which slices you want to write to when creating render views. The correct description for slices is:
QUESTION
I have this function named addShapes
. I want it to create 3 shapes
ANSWER
Answered 2021-May-21 at 04:36Your code works fine (a position was a problem):
QUESTION
I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.
...ANSWER
Answered 2021-May-16 at 09:28Where you set the object, try this:
QUESTION
I'm new in Swift and ARKit. For some reason the SCNNode node I'm trying to display is not showing up. I'm working with SwiftUI. I defined in the next code block the function addNode that should render the node.
...ANSWER
Answered 2021-May-18 at 21:05Use this approach for SceneKitView
:
QUESTION
On loading the MTL file, the entire model is turning black. I have referred to this link and set the rbg parameters to 1 but that hasnt solved my issue.
three.js mtl loader renders black
Here is the code associated with it:
...ANSWER
Answered 2021-May-17 at 13:12The MTL loads the texture as a TIFF image which can't be used as an image data source. Use JPG or PNG instead.
Sidenote: You will notice that the object's material has a texture assigned to the map
property but with an undefined
image
value. In such a case, the texture appears black.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install diffus
Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page