triangulator | Triangle pattern generator for OS X

 by   czak Swift Version: v1.0.0 License: GPL-3.0

kandi X-RAY | triangulator Summary

kandi X-RAY | triangulator Summary

triangulator is a Swift library. triangulator has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Triangulator is a Mac OS X desktop app for generating nice polygon-style pattern images.
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            kandi-support Support

              triangulator has a low active ecosystem.
              It has 6 star(s) with 1 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              triangulator has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of triangulator is v1.0.0

            kandi-Quality Quality

              triangulator has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              triangulator is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              triangulator releases are available to install and integrate.

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            triangulator Key Features

            No Key Features are available at this moment for triangulator.

            triangulator Examples and Code Snippets

            No Code Snippets are available at this moment for triangulator.

            Community Discussions

            QUESTION

            Unity Mesh Renderer generating polygons on the wrong side
            Asked 2020-Feb-24 at 02:55

            So I need to generate a polygon using the Unity Mesh component that has n number of vertices. I am using a custom Triangulate() function that is able to find the indices for the mesh.triangles.

            The problem is that based on the vertices I feed that function, the polygon generates on the wrong side and sometimes is not visible to the camera (unless I flip the camera to the other side).

            Now I know this has to do with Unity's clockwise winding order, but how can I make sure the polygon is always generated on the correct side, no matter the vertices I feed it? Or could there be a way to know on which side the mesh generated so I can adjust the camera accordingly?

            The Triangulator function I use

            ...

            ANSWER

            Answered 2020-Feb-24 at 02:55

            This is the normal vector n of a triangle:

            The visibility of the triangle is based on its normal. The math that calculates the light that hits the triangle, is reflected and goes to your eyes (Unity camera) uses the normal of the triangle for that. Basically, if that vector n points towards your eyes it means you can see [part of] the light that hits that surface.

            To know if you can see the triangle, you need to know if the normal points to you. Without going further with the math, the normal is given by calculating the cross product of the vectors defined by the vertices of the triangle.

            For example, a triangle A-B-C can be defined by the vectors AB and BC (not related with the figure above). Or you can invert the "direction" of this triangle and define it AC and CB. The normal of AB/BC has one direction and the normal of AC/CB has the opposite direction, because of ... math - if you google this stuff you can learn why, there are tons of tutorials.

            So I wrote all this to tell something you already know: the order of the vertices defines the visibility. But that's because it defines the direction of the normal. Now take a look at this code:

            Source https://stackoverflow.com/questions/60355412

            QUESTION

            How to reduce the dimensionality of some 3D points, which are all on the same plane, to 2D in Unity?
            Asked 2019-Apr-22 at 17:17

            I have an array of four 3D points (Vector3[]), which are all on the same plane. I'm using Unity with C# and the purpose is to use 2D Traingulator for these 4 points.

            ...

            ANSWER

            Answered 2019-Apr-22 at 17:17

            Solution 1 - Trivial

            If the quad is convex and you know the ordering of the vertices, use indices = new double[6]{0,1,2,0,2,3};

            Solution 2 - Triangulate by hand

            If the quad is convex but you are unsure about the ordering, test the orientation and adjust the indices.

            Source https://stackoverflow.com/questions/55783330

            QUESTION

            "Failed to set up execution context" when running VC++ unit test with external dependencies
            Asked 2018-Oct-19 at 11:54

            I have a solution (available on Git at this link) including one project (producing a DLL library) and a native unit test.

            • Visual Studio Enterprise 2015 with VC++
            • On Windows 10

            The structure of my solution is the following:

            ...

            ANSWER

            Answered 2018-Oct-19 at 11:54

            So the issue here was kinda peculiar to my configuration but also generic enough to deserve an answer for other devs who might incur in this situation.

            The problem was that the .dlls of my source project were not deployed to the test output folder. So you need to set OutDir in your test project properties:

            Source https://stackoverflow.com/questions/51226286

            QUESTION

            Best way to triangulating complex irregular concave and convex polygons
            Asked 2018-May-30 at 04:04

            I need to triangulate a polygon that will have lots vertices close together. The polygons are going to represent the shape of countries. I am using libgdx and want to utilise its PolygonRegion class:

            PolygonRegion(TextureRegion region, float[] vertices, short[] triangles)

            Creates a PolygonRegion by triangulating the polygon coordinates in vertices and calculates uvs based on that.

            In libgdx there is EarClippingTriangulator for triangulating polygons. Its docs say:

            If the input polygon is not simple (self-intersects), there will be output but it is of unspecified quality (garbage in, garbage out).

            Other triangulator in libgdx don't say much about this and I cannot find anything on google to help.

            I want to know if there is going to be any problems triangulating complex polygons with vertices that can be next to each other, or in close proximity. My polygons may contain a few hundred vertices (well I think it could be more).

            [edit] I am unsure if there is even a point in triangulating the polygon, because of how many triangles it will create.

            ...

            ANSWER

            Answered 2018-May-30 at 04:04

            You don't have to program this yourself. Most high-level programming languages have a 2D graphics library, and offer a Polygon Shape programmable object. It would define a closed (simple) polygon as a list of vertices [x, y] visited in CCW order. This Polygon object comes with a "fill" function, which is designed for speed filling complex shapes like yours. Triangulation would be a relatively slow approach...a faster algorithm converts the shape into a set of horizontal scan lines (taking advantage of the fact that the graphics system at the lowest level has to fill in pixels). As far as islands, each would have to have its own polygon object. If there were cutouts in a region (swiss cheese), each would have its own polygon. Each polygon requires closure.

            Source https://stackoverflow.com/questions/47046684

            QUESTION

            Why is this html/css/rails template not nesting properly?
            Asked 2017-Feb-08 at 18:10

            I have created a page of text and nested it within a container div. All was fine until I added a couple of divs labelled 'left-column and 'right-column'. Now the text is no-longer nested inside the container div as I expected, but is instead displayed at the bottom, below what should be the containing div.

            I tried changing the divs to spans but the same thing keeps happening. I looked over the code and from everything I can tell these sections should be nested, but they are not.

            The code:

            index.html.erb

            ...

            ANSWER

            Answered 2017-Feb-08 at 17:16

            From looking like your code, it looks like this is a css-floating issue and not directly related to rails. With your left and right float within the unfloated container div, you have issues with positioning. The quickest solution is to include a clear:both inside the container div.

            Here's an example of how I would format the html to fix the problem.

            Source https://stackoverflow.com/questions/42119166

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

            Vulnerabilities

            No vulnerabilities reported

            Install triangulator

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/czak/triangulator.git

          • CLI

            gh repo clone czak/triangulator

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            git@github.com:czak/triangulator.git

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