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  • 3d engine with telnet access

    - by zaf
    Does anyone know of a open source 3d engine which can be operated via telnet? What I'm looking for is scripting via a socket connection. To allow for world creation and/or camera movement. Does anybody know of any that has this built in or very, very easy to add as a plugin or script? The platform is not crucial.

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  • javascript library to display / animate 3d objects?

    - by saturation
    Hi, I have saw some time ago library where you can import your 3d objects and it will draw those out. You could also animate the objects. The webpage itself was back and there were rotating gear at the corner... Can anyone recall the name of the library? Also you can mention if you know some other neat js libraries. Thanks!

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  • java quaternion 3D rotation implementation

    - by MRM
    I made a method to rotate a list of points using quaternions, but all i get back as output is the same list i gave to rotate on. Maybe i did not understood corectly the math for 3d rotations or my code is not implemented the right way, could you give me a hand? This is the method i use: public static ArrayList<Float> rotation3D(ArrayList<Float> points, double angle, int x, int y, int z) { ArrayList<Float> newpoints = points; for (int i=0;i<points.size();i+=3) { float x_old = points.get(i).floatValue(); float y_old = points.get(i+1).floatValue(); float z_old = points.get(i+2).floatValue(); double[] initial = {1,0,0,0}; double[] total = new double[4]; double[] local = new double[4]; //components for local quaternion //w local[0] = Math.cos(0.5 * angle); //x local[1] = x * Math.sin(0.5 * angle); //y local[2] = y * Math.sin(0.5 * angle); //z local[3] = z * Math.sin(0.5 * angle); //components for final quaternion Q1*Q2 //w = w1w2 - x1x2 - y1y2 - z1z2 total[0] = local[0] * initial[0] - local[1] * initial[1] - local[2] * initial[2] - local[3] * initial[3]; //x = w1x2 + x1w2 + y1z2 - z1y2 total[1] = local[0] * initial[1] + local[1] * initial[0] + local[2] * initial[3] - local[3] * initial[2]; //y = w1y2 - x1z2 + y1w2 + z1x2 total[2] = local[0] * initial[2] - local[1] * initial[3] + local[2] * initial[0] + local[3] * initial[1]; //z = w1z2 + x1y2 - y1x2 + z1w2 total[3] = local[0] * initial[3] + local[1] * initial[2] - local[2] * initial[1] + local[3] * initial[0]; //new x,y,z of the 3d point using rotation matrix made from the final quaternion float x_new = (float)((1 - 2 * total[2] * total[2] - 2 * total[3] * total[3]) * x_old + (2 * total[1] * total[2] - 2 * total[0] * total[3]) * y_old + (2 * total[1] * total[3] + 2 * total[0] * total[2]) * z_old); float y_new = (float) ((2 * total[1] * total[2] + 2 * total[0] * total[3]) * x_old + (1 - 2 * total[1] * total[1] - 2 * total[3] * total[3]) * y_old + (2 * total[2] * total[3] + 2 * total[0] * total[1]) * z_old); float z_new = (float) ((2 * total[1] * total[3] - 2 * total[0] * total[2]) * x_old + (2 * total[2] * total[3] - 2 * total[0] * total[1]) * y_old + (1 - 2 * total[1] * total[1] - 2 * total[2] * total[2]) * z_old); newpoints.set(i, x_new); newpoints.set(i+1, y_new); newpoints.set(i+2, z_new); } return newpoints; } For rotation3D(points, 50, 0, 1, 0) where points is: 0.0, 0.0, -9.0; 0.0, 0.0, -11.0; 20.0, 0.0, -11.0; 20.0, 0.0, -9.0; i get back the same list.

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  • Simple 3D Editor/Viewer

    - by mnn
    I'm looking for an application, which could be able to load bunch of points in space, render them and be able to simple 3D operations (select such point, rotate & move viewport). The source has to be available, as I want to use it as basis for my own application.

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  • Code to extrude 2d geometry to 3d

    - by Bgnt44
    Hi, is there any simple way to extrude a 2d geomtry (vectors ) to a 3d shape assuming extruding parameter are lenght (double) and angle (degree) so it should render like a cone ( all z lines going to one point )

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  • Why are 3D game scenarios so big? and.. are them shareable? [closed]

    - by Néstor Sánchez A.
    First, I apologize if this is not the forum for these type of questions. I was wondering... 1- Why 3D games (such as GTA IV) uses so much gigabytes of space? And my half-answar was... because of their huge 3D scenarios. But wait! are not these scenarios made with vector graphics and textures? then.. why are so big??? 2- If they are so big... would really these companies make a whole new scenario for every new game they develop? that would be very inefficient. Doesn't exist "shareable" scenarios that can be used in different games and expanded to no rebuild a whole one (like "New York" or "Liberty City")???. I mean.. the scenarios is almost the same in terms of vertices, just with improved textures.

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  • Soft Shadows in Raytracing 3D to 2D

    - by Myx
    Hello: I wish to implement soft shadows produced by area lights in my raytracer. I'm having trouble generating the random samples. So I have a scene in which I have an area light (represented as a circle) whose world (x,y,z) coordinates of the center are given, the radius is given, the normal of the plane on which the circle lies is given, as well as the color and attenuation factors. The sampling scheme I wish to use is the following: generate samples on the quadrilateral that encompasses the circle and discard points outside the circle until the required number of samples within the circle have been found. I'm having trouble understanding how I can transform the 3D coordinates of the center of the circle to its 2D representation (I don't think I can assume that the projection of the circle is on the x-y axis and thus just get rid of the z-component). I think the plane normal information should be used but I'm not sure how. Any and all suggestions are appreciated.

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  • 3D World to Local transformation

    - by Bill Kotsias
    Hello. I am having a real headache trying to set a node's local position to match a given world position. I was given a solution but, AFAICS, it only takes into account orientation and position but NOT scaling : node_new_local_position = node_parent.derivedOrientation().Inverse() * ( world_position_to_match - node_parent.derivedPosition() ); The node in question is a child of node_parent; node_parent local and derived properties (orientation, position and scaling) are known, as well as its full matrix transform. All the positions are 3d vectors; the orientation is a quaternion; the full transform is a 4x4 matrix. Could someone please help me to modify the solution to support scaling in the node hierarchy? Many thanks in advance, Bill

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  • Bounding Boxes for Circle and Arcs in 3D

    - by David Rutten
    Given curves of type Circle and Circular-Arc in 3D space, what is a good way to compute accurate bounding boxes (world axis aligned)? Edit: found solution for circles, still need help with Arcs. C# snippet for solving BoundingBoxes for Circles: public static BoundingBox CircleBBox(Circle circle) { Point3d O = circle.Center; Vector3d N = circle.Normal; double ax = Angle(N, new Vector3d(1,0,0)); double ay = Angle(N, new Vector3d(0,1,0)); double az = Angle(N, new Vector3d(0,0,1)); Vector3d R = new Vector3d(Math.Sin(ax), Math.Sin(ay), Math.Sin(az)); R *= circle.Radius; return new BoundingBox(O - R, O + R); } private static double Angle(Vector3d A, Vector3d B) { double dP = A * B; if (dP <= -1.0) { return Math.PI; } if (dP >= +1.0) { return 0.0; } return Math.Acos(dP); }

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  • Best 3D Graphics Engine for .NET

    - by George Stocker
    I've been thinking about tinkering with 3D graphics programming in .NET. In the past, I've thought about Truevision3D, and XNA, but I've not used either of these. I scanned Stackoverflow for the exact question, but neither of the (almost) relevant question (such as this question about rendering graphics, and this question about Learning Game Programming) answer my specific question. Out of the graphics engine APIs you've used for .NET, which is the easiest to use, which has the most features, and which is the cheapest? Which would you recommend for a .NET programmer to learn first?

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  • uniform generation of points on 3D box

    - by Myx
    Hello: I would like to generate random points on a 3D box defined by its (minx, miny, minz) and (maxx, maxy, maxz) corners. I was thinking of generating a random point inside of the box and then somehow projecting it onto one of the box sides. However, I don't have explicit plane information for the box sides and this seems like it will not produce a uniform distribution of points since if some sides of the box are bigger than others, those sides should have more points generated on them. Any suggestions are appreciated. Thanks.

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  • Howto project a planar polygon on a plane in 3d-space

    - by sum1stolemyname
    I want to project my Polygon along a vector to a plane in 3d Space. I would preferably use a single transformation matrix to do this, but I don't know how to build a matrix of this kind. Given the plane's parameters (ax+by+cz+d), the world coordinates of my Polygon. As stated in the the headline, all vertices of my polygon lie in another plane. the direction vector along which to project my Polygon (currently the polygon's plane's normal vector) goal -a 4x4 transformation matrix which performs the required projection, or some insight on how to construct one myself

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  • Rotation towards an object in 3d space

    - by retoucher
    hello, i have two coordinates on a 2d plane in 3d space, and am trying to rotate one coordinate (a vector) to face the other coordinate. my vertical axis is the y-axis, so if both of the coordinates are located flat on the 2d plane, they would both have a y-axis of 0, and their x and z coordinates determine their position length/width-wise on the plane. right now, i'm calculating the angle like so (language agnostic): angle = atan2(z2-z1,x2-x1); and am rotating/translating in space like so: pushMatrix(); rotateY(angle); popMatrix(); this doesn't seem to be working though. are my calculations/process correct?

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  • 3D effect to distort paper

    - by donpal
    This may be a little hard to describe since I don't have a sample. I'm trying to find a math function or full 3d function in php or a similar language that can help me with the following effect: imagine if you were to take a flat sheet or paper and glue it on a glass of water. It wouldn't be flat any more. It would have a curve, and one of its sides might end up being slightly hidden. Anyone can refer me to a good library or resource on the web where such functions can be found?

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  • Calculating terrain height in 3d-space

    - by Jonas B
    Hi I'm diving into 3d programming a bit and am currently learning by writing a procedural terrain generator that generates terrain based on a heightmap. I would also want to implement some physics and my first attempt at terrain collision was by simply checking the current position vs the heightmap. This however wont work well against small objects as you'd have to calculate the height by taking the heightdifference of the nearest vertices of the object and doing this every colision check is pretty slow. Beleive me I tried googling for it but there's simply so much crap and millions of blogs posting ripped-of newbie tutorials everywhere with basically no real information on the subject, I can't find anything that explains it or even names any generally used techniques. I'm not asking for code or a complete solution, but if anyone knows a particular technique good for calculating a high-res heightmap out of the already generated and smoothed terrain I would be very happy as I could look into it further when I know what I'm looking for. Thanks

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  • 3D line plane intersection, with simple plane

    - by clamp
    hello, i have two points in 3D space which have X-coordinates with different signum. so one of them lies definitely on one side of the X-plane and one on the other. now i want to find the intersection of this plane and the line made up by the two points in the most simple and optimized way. i know how to do general line plane intersection, but since in this case the plane is just the x-plane, i think there should be some shortcuts i can take. thanks!

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  • MATLAB: Need to make a 4D plot (3D + Colour/Color)

    - by user1305624
    I need to make a 3D surface where colour will represent the fourth variable. I know "surf" is SIMILAR to what I need, but that's not quite it. Basically, I have the following variables: t = [1:m] y = [1:n] a = [1:o] These should be the three Cartesian corodinate axes. I also have a variable S that is of dimensions m x n x o, and is basically the amplitude, a function of the previous three variables (i.e. S = f(t,y,a)). I want this to be represented by colour. So to summarize, I need a graph of the form (t,y,a,S), where the first three variables are vectors of unequal sizes and the final variable is a multidimensional array whose dimensions are determined by the first three. Thanks in advance.

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  • Reconstructing simple 3d enviroment(room) from photo

    - by Riz
    I have photo of a room with three walls and floor/ceiling or both. I am trying to reconstruct this room in 3d asking user for minimal input. Right now I use 8 points defined by user, angles of left and right wall(they can be quite different from 90) and one size "InLeftBottom-InRightBottom"(I need to have real size of this room for later use). I have no info about user's camera(I can read EXIF to get FOV and use constant height but this can be only used as additional info). Is this possible to ask user for less info? Maybe it's possible to get wall angles without user interaction? Or maybe I am completly wrong and should use different approach?

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  • 3D framework/library os x

    - by Deano
    Does anyone have any advice as to a good framework for simplifying the generation of 3D models? I am trying to construct a parametric program for tasks such as ship design. Actions such as surface modelling, intersections etc are a must. I have investigated openCASCADE and it shows promise but getting it to integrate into a native cocoa interface is not currently achievable (By me at any rate). All ideas and suggestions welcome. Should I just forget it and integrate an X11 window, if so any tutorials for doing this?

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