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Trending Discussions on cube
QUESTION
I am trying to rotate a cube with keyframes so it keeps rotating in the same direction with no rotation backwards and keeps rotating horizontally in one direction without reverse on infinite.
...ANSWER
Answered 2022-Apr-05 at 11:38Assuming you want the end and start to have the same rotation, you can set the final rotation to -405deg (360 + 45).
This should make sure the animation continues in the correct direction.
QUESTION
I Am having the following data in my SSAS
cube.
My need is to get the value of the measure based on two conditions with two different dimensions using the
MDX
.
In this example data, I need to get the
Reseller Sales Amount
value where the value ofTitle
dimension is equal to Sales Representative and the value of theGender
dimension is equal to Male condition.
I have tried to achieve the requirement with the Case statement and IIF() function available in the MDX
but it is not working.
Please find the queries I have tried with different functions.
Using Case statement:
...ANSWER
Answered 2022-Feb-25 at 12:03You can use a Tuple either directly in the calculated measure:
QUESTION
I'm rendering this cube and it should show the front of the cube but instead it shows the back (green color). How do i solve this? I've been sitting for a couple of hours trying to fix this but nothing helped. I was trying various things like changing the order in which the triangles are rendered and it didn't help either. Thanks for any help. Here's my code.
...ANSWER
Answered 2022-Feb-17 at 22:40You currently are using glEnable(GL_DEPTH_TEST)
withglDepthFunc(GL_LESS)
, which means only fragments having a smaller z
(or depth) component are rendered when rendering overlapped triangles. Since your vertex positions are defined with the back-face having a smaller z
coordinate than the front-face, all front-face fragments are ignored (since their z
coordinate is larger).
Solutions are:
- Using
glDepthFunc(GL_GREATER)
instead ofglDepthFunc(GL_LESS)
(which may not work in your case, considering your vertices havez <= 0.0
and the depth buffer is cleared to0.0
) - Modify your vertex positions to give front-face triangles a smaller
z
component than back-face triangles.
I believe that when using matrix transforms, a smaller z
component normally indicates the fragment is closer to the camera, which is why glDepthFunc(GL_LESS)
is often used.
QUESTION
I have bellow output of cube
...ANSWER
Answered 2022-Jan-23 at 07:55According to The Formula, You Can Try Below Calculated Measures:
QUESTION
I've successfully merged my cubes, although they seem to merge together reverting back to their original position/rotation, ignoring the declared positioning/rotation
...ANSWER
Answered 2022-Jan-10 at 07:08Here is a working example of using BufferGeometryUtils
and .applyMatrix4()
:
QUESTION
Thanks for taking the time to review my post. I hope that this post will not only yield results for myself but perhaps helps others too!
IntroductionCurrently I am working on a project involving pointclouds generated with photogrammetry. It consists of photos combined with laser scans. The software used in making the pointcloud is Reality Capture. Besides the pointcloud export one can export "Internal/External camera parameters" providing the ability of retrieving photos that are used to make up a certain 3D point in the pointcloud. Reality Capture isn't that well documented online and I have also posted in their forum regarding camera variables, perhaps it can be of use in solving the issue at hand?
Only a few variables listed in the camera parameters file are relevant (for now) in referencing camera positioning such as filename, x,y,alt for location, heading, pitch and roll as its rotation.
Currently the generated pointcloud is loaded into the browser compatible THREE.JS viewer after which the camera parameters .csv file is loaded and for each known photo a 'PerspectiveCamera' is spawned with a green cube. An example is shown below:
The challengeAs a matter of fact you might already know what the issue might be based on the previous image (or the title of this post of course ;P) Just in case you might not have spotted it, the direction of the cameras is all wrong. Let me visualize it for you with shabby self-drawn vectors that rudimentary show in what direction it should be facing (Marked in red) and how it is currently vectored (green).
Row 37, DJI_0176.jpg is the most right camera with a red reference line row 38 is 177 etc. The last picture (Row 48 is DJI_189.jpg) and corresponds with the most left image of the clustured images (as I didn't draw the other two camera references within the image above I did not include the others).
When you copy the data below into an Excel sheet it should display correctly ^^
...ANSWER
Answered 2022-Jan-02 at 22:26At first glance, I see three possibilities:
It's hard to see where the issue is without showing how you're using the
createCamera()
method. You could be swappingpitch
withheading
or something like that. In Three.js, heading is rotation around the Y-axis, pitch around X-axis, and roll around Z-axis.Secondly, do you know in what order the
heading, pitch, roll
measurements were taken by your sensor? That will affect the way in which you initiate yourTHREE.Euler(xRad, yRad, zRad, 'XYZ')
, since the order in which to apply rotations could also be'YZX', 'ZXY', 'XZY', 'YXZ' or 'ZYX'
.Finally, you have to think "What does
heading: 0
mean to the sensor?" It could mean different things between real-world and Three.js coordinate system. A camera with no rotation in Three.js is looking straight down towards-Z
axis, but your sensor might have it pointing towards+Z
, or+X
, etc.
I added a demo below, I think this is what you needed from the screenshots. Notice I multiplied pitch * -1
so the cameras "Look down", and added +180
to the heading so they're pointing in the right... heading.
QUESTION
I have a program that finds, for all integers less than or equal to the input, numbers that can be represented as the sum of two cubes, twice, aka the Ramanujan's number problem.
I have written this in Java and Rust, however, it runs more than twice as slow in Rust as compared to Java.
Is there anything I can do to make it perform better, or otherwise improve it?
Rust code:
...ANSWER
Answered 2021-Dec-29 at 14:21The problem lies in RangeInclusive
which can be expensive.
Here's a version avoiding it:
QUESTION
I'm new to numpy and I'm currently working on a modeling project for which I have to perform some calculations based on two different data sources. However until now I haven't managed to figure out how I could multiply all the individual values to each other:
I have two data frames
One 2D-dataframe:
...ANSWER
Answered 2021-Dec-26 at 22:59Try this:
QUESTION
im a student who are currently studying R, and my lecturer gives me an assignment from one of the notebooks, here are the question:
We previously defined the generic power function and the instances square and cube this way:
...ANSWER
Answered 2021-Dec-20 at 12:23Given power <- function(x, n) x^n
, you should define square
like below
QUESTION
I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.
It is just a very simple example. You will see magic numbers in this example like:
...ANSWER
Answered 2021-Dec-14 at 09:38The indices appear to be 16-bit integers instead of 8-bit integers:
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