Calculating scene's children's matrixes without rendering - three.js

It seems a call to renderer.render(scene, camera) is mandatory to get the matrix propriety filled in.
For instance, have a scene with a cube :
var geo = new THREE.BoxGeometry(10,10,10);
var mesh = new THREE.Mesh(geo, mat)
mesh.position.set(50, 0 , -50)
scene.add(mesh)
with a call to renderer.render(scene, camera), the matrix.elements propriety of this mesh is :
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 50, 0, -50, 1]
and without :
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
It seems only the positions are not set, when comparing the two arrays..
My use case is I only need the matrix of elements. And in order to increase performance, I think getting rid of the render phase, which I presume is the most costly, would be a good thing.

You can use either of the following two methods, as needed, to update an object's matrix transforms:
object.updateMatrix();,
object.updateMatrixWorld();
scene.updateMatrixWorld() will update the world matrices of the complete scene graph, and it is called for you automatically when you call renderer.render().
Check the source code of these methods so you understand what they are doing.
three.js r.81

Related

How to declare a matrix in .ned file

In OmNet++ 5.5.1, I want to initialize a matrix in .ned file.
In each run, some element values of the matrix will be updated and the updated matrix needs to be used in the following run. For example:
in .ned file,
matrix table={ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} };
in mac.cc file,
table[m][n] = table[m][n] + inc_rate;
If m , n = 1, and inc_rate = 1, after the first run, the updated matrix will be
matrix table={ {1, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }
For the next run, the above value will be the initial value of the matrix and so on.
Would anyone please suggest me how I can do that?
Thank you.
Runs are independent of each other and cannot modify the parameters of an other run. This is by design, because they can be run parallel where there is no particular order between them. You can hack around this, by creating a very simple INI file fragment that contains only the single line that defines the matrix and include that line in your omnetpp.ini file. Then, at the end of each run, you delete that file and write out a new file with the updated matrix.
How you create that matrix, is up to you. I would probably create a bash or python script that handles the matrix generation and then starts the simulation.

Hexagon map finding if some grids are surrounded algorithm

I am creating a simple math game in hexagon geometry through Unity. It is not about Unity indeed.
I borrow the Image from https://catlikecoding.com/unity/tutorials/, to illustrate the problem, it is quite huge so I put it in the link.
Background
Same as tutorial in the link provided, I use an array for saving data, to simplify it, it is like:
[ 0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0 ]
My aim is
Check if one or more than one grids are surrounded by another type of grid.
Definition
Surrounded means for a grid or group of connected grid, all neighbors are in different flag of them.
For example,
[ 0, 1, 1, 0,
1, 0, 1, 0,
0, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0 ]
//Should become
[ 0, 1, 1, 0,
1, 1, 1, 0,
0, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0 ]
It is pretty easy for this case I don't even need an algorithm, as I can create the grid with reference of its neighbor, like
class grid{
grid[] neighbor;
int flag; //0 or 1
}
So, when I need to check if a grid is surrounded, I just need to loop its neighbor.
Problem
However, this method become tedious in the following case
[ 0, 1, 1, 1,
1, 0, 0, 1,
0, 1, 1, 1,
0, 0, 0, 0,
0, 0, 0, 0 ]
So, I also need to check its neighbor's neighbor now, like
foreach (grid i in neighbor){
bool is_surrounded = false;
if (grid.flag == 1) {
//Good
} else {
//Check its neighbor, if every neighbor except i is 1, then return True.
}
}
It is working fine for 2, but what if there is 3 blank grids. Recursion is not ok, as when a grid is not surrounded like
[ 0, 1, 1, 1,
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 0, 0,
0, 0, 0, 0 ]
I will then loop the whole map for checking around 8^n times.
Question
I think there is cleverer method I didn't realize, I welcome any kind/language of answer or even just an idea. For sure, I will bounty for working ans with explanation.
Thanks.
At first you have to make strict definition - what region is called "surrounded". Perhaps possible approach is - the cells without free way to outer map edge.
To check this way - use any simple traversal algorithm - for example, DFS (path finding algorithms look overkill here - they need final point)
Concerning recursion - you need to mark seen cells to avoid rechecking .There are floodfill algorithms without recursion and with good complexity.
You are going about this backwards. You coding logic looks fine but reverse the logic.
For each 1 in existence check around it for possible other 1's. If you return via any path of 1's (from) that first 1 (to) that first 1 then you have found a closed loop. Find the direction that the returning path came from to retun to the first 1 and then that is where the inside of the loop is. Then, if you are not interested in any deeper loops, mark all that are inside (both 1's and 0's) of that loop as removed from further searching. Complete the search and then after the search is done, and only after the search is done, mark all inside of the loops as 1's (if that is what you want). That way if you have loops beside of loops, then you will not be restarting over and over again.
For sub loops: Consider all 1's as a potential starting of a loop. If you return to any previous 1's then find which direction that came from (in it's return path) and consider that the inside of a loop.
When all this is done, and you have found the loops, then make your changes. Do not be concerned if the loops have zero inner positions as 0 is a valid size, simply make all possible insides of loops changed as you decide.
Thanks.
B Lean

Box polygon rendering w/ normals showing weird lighting/coloring

Basically, I have 2 triangles that appear slightly different in color (looks like a lighting issue due to incorrect normals). But I don't think this is the case...
Details
I have a simple cube (box), where each face is composed of 6 vertices using a vertex buffer (I am not using an index buffer at the moment).
In addition to my vertices I have defined the normal values for each face.
However, it appears that something is slightly wrong with either the normals (which I don't think there is an issue with) and/or the lighting.
Each face is drawn using WebGl.drawArrays using TRIANGLE_STRIP.
The image is showing the front face of the cube.
The following are its vertices (note that the origin is the top-left corner of the front face):
0, 1, 0,
0, 0, 0,
1, 0, 0,
1, 0, 0,
1, 1, 0,
0, 1, 0
The following are its normals:
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1
Question
Any ideas why the 1st triangle is lighter in color than the 2nd triangle?
The trick with triangle strip is that each additional triangle gets one additional vertex but three normal vectors. I would guess you are not specifying enough normal vectors or specifying too many vertices.

Optimizing list processing in Scala

Right now processing a large amount of Json data coming from a Mixpanel API. With a small dataset, it's a breeze and the code below runs just fine. However, a large dataset takes a rather long time to process and we're starting to see timeouts because of it.
My Scala optimization skills are rather poor, so I am hoping someone can show a faster way to process the following with large data sets. Please do explain why since it will help my own understanding of Scala.
val people = parse[mp.data.Segmentation](o)
val list = people.data.values.map(b =>
b._2.map(p =>
Map(
"id" -> p._1,
"activity" -> p._2.foldLeft(0)(_+_._2)
)
)
)
.flatten
.filter{ behavior => behavior("activity") != 0 }
.groupBy(o => o("id"))
.map{ case (k,v) => Map("id" -> k, "activity" -> v.map( o => o("activity").asInstanceOf[Int]).sum) }
And that Segmentation class:
case class Segmentation(
val legend_size: Int,
val data: Data
)
case class Data(
val series: List[String],
val values: Map[String, Map[String, Map[String, Int]]]
)
Thanks for your help!
Edit: sample data as requested
{"legend_size": 4, "data": {"series": ["2013-12-17", "2013-12-18", "2013-12-19", "2013-12-20", "2013-12-21", "2013-12-22", "2013-12-23", "2013-12-24", "2013-12-25", "2013-12-26", "2013-12-27", "2013-12-28", "2013-12-29", "2013-12-30", "2013-12-31", "2014-01-01", "2014-01-02", "2014-01-03", "2014-01-04", "2014-01-05", "2014-01-06"], "values": {"afef4ac12a21d5c4ef679c6507fe65cd": {"id:twitter.com:194436690": {"2013-12-20": 0, "2013-12-29": 0, "2013-12-28": 0, "2013-12-23": 0, "2013-12-22": 0, "2013-12-21": 1, "2013-12-25": 0, "2013-12-27": 0, "2013-12-26": 0, "2013-12-24": 0, "2013-12-31": 0, "2014-01-06": 0, "2014-01-04": 0, "2014-01-05": 0, "2014-01-02": 0, "2014-01-03": 0, "2014-01-01": 0, "2013-12-30": 0, "2013-12-17": 0, "2013-12-18": 0, "2013-12-19": 0}, "id:twitter.com:330103796": {"2013-12-20": 0, "2013-12-29": 0, "2013-12-28": 0, "2013-12-23": 0, "2013-12-22": 0, "2013-12-21": 0, "2013-12-25": 0, "2013-12-27": 0, "2013-12-26": 1, "2013-12-24": 0, "2013-12-31": 0, "2014-01-06": 0, "2014-01-04": 0, "2014-01-05": 0, "2014-01-02": 0, "2014-01-03": 0, "2014-01-01": 0, "2013-12-30": 0, "2013-12-17": 0, "2013-12-18": 0, "2013-12-19": 0}, "id:twitter.com:216664121": {"2013-12-20": 0, "2013-12-29": 0, "2013-12-28": 0, "2013-12-23": 1, "2013-12-22": 0, "2013-12-21": 0, "2013-12-25": 0, "2013-12-27": 0, "2013-12-26": 0, "2013-12-24": 0, "2013-12-31": 0, "2014-01-06": 0, "2014-01-04": 0, "2014-01-05": 0, "2014-01-02": 0, "2014-01-03": 0, "2014-01-01": 0, "2013-12-30": 0, "2013-12-17": 0, "2013-12-18": 0, "2013-12-19": 0}, "id:twitter.com:414117608": {"2013-12-20": 0, "2013-12-29": 0, "2013-12-28": 1, "2013-12-23": 0, "2013-12-22": 0, "2013-12-21": 0, "2013-12-25": 0, "2013-12-27": 0, "2013-12-26": 0, "2013-12-24": 0, "2013-12-31": 0, "2014-01-06": 0, "2014-01-04": 0, "2014-01-05": 0, "2014-01-02": 0, "2014-01-03": 0, "2014-01-01": 0, "2013-12-30": 0, "2013-12-17": 0, "2013-12-18": 0, "2013-12-19": 0}}}}}
To answer Millhouse's question, the intention is to sum up each date to provide a number that describes total volume of "activity" for each ID. The "ID" is formatted as id:twitter.com:923842.
I don't know the full extent of your processing, what pipelines you have going on, what stress your server is under or what sort of threading profile you've set up to receive the information. However, assuming that you've correctly separated I/O from CPU bound tasks and what you've shown us is strictly CPU bound try simply adding .par to the very first Map.
people.data.values.par.map(b =>
as a first pass to see if you can get some performance gains. I don't see any specific ordering required of the processing which tells me it's ripe for parallelization.
Edit
After playing around with parallelization, I would add that modifying the TaskSupport is helpful for this case. You can modify a parallelized collection's tasksupport as such:
import scala.collection.parallel._
val pc = mutable.ParArray(1, 2, 3)
pc.tasksupport = new ForkJoinTaskSupport(
new scala.concurrent.forkjoin.ForkJoinPool(2))
See http://www.scala-lang.org/api/2.10.3/index.html#scala.collection.parallel.TaskSupport
I have some suggestions that might help.
I would try to move the filter command as early in the program as
possible. Since your data contains many dates with 0 activity you
would see improvements doing this. The best solution might be to
test for this while parsing the json data. If this is not possible
make it the first statement.
The way I understand it you would like to end up with a way to look up a aggregate of
the sums for a given id. I would suggest you represent this with a map from the id
to the aggregate. Also the scala List class has a sum function.
I came up with this code:
val originalList_IdToAggregate = people.data.values.map(p=> (p._2._1,
p._2._2.sum) );
It might not match your project directly, but I think it is almost what you need.
If you need to make a map of this you just append toMap to the end.
If this doesn't give you enough speed you could create your own parser that aggregates
and filters while parsing only this kind of json.
Writing parsers is quite easy in scala if you are using the parser combinators.
Just keep in mind to throw away what you don't need as early as possible and not to make
too many deep branches this should be a fast solution with a low memory footprint.
As for going parallel this can be a good idea. I don't know enough about
your application to tell you what is the best way, but it might be possible
to hide the computational cost of processing the data under the cost of
transporting the data. Try to balance parsing and io over multiple
threads and see if you can achieve this.

Hashi Puzzle Representation to solve all solutions with Prolog Restrictions

Im trying to write a prolog program that receives a representation of an unsolved Hashi board and answers all the possible solutions, using restrictions. Im having an hard time figuring out which is the best (or a very good) way of representing the board with the bridges and without. The program is supposed to draw the boards for an easy reading of the solutions.
board(
[[3, 0, 6, 0, 0, 0, 6, 0, 3],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[2, 0, 0, 0, 0, 1, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[1, 0, 3, 0, 0, 2, 0, 0, 0],
[0, 3, 0, 0, 0, 0, 4, 0, 1]]
).
For example, this representation is only good without the bridges, since it holds no info about them. The drawing of this board would be basicly turning the 0's into spaces, and the board would be drawn like this:
3 6 6 3
1
2 1
1 3 2
3 4 1
which is a decent representation of a real hashi board.
The point now is to be able to draw the same thing, but also draw bridges if there's any. I must be able to do so before i even think of making the restrictions themselves, since going at it with a bad way of representation will make my job alot more difficult.
I started thinking of solutions like this:
if every element of the board would be a list:
[NumberOfConnections, [ListOfConnections]]
but this gives me no info for the drawing, and what would the list of connections really have?
maybe this:
[Index, NumberOfConnections, [ListOfIndex]]
this way every "island" would have a unique ID and the list of connections would have ids
but drawing still sounds kinda hard, in the end the bridges can only be horizontal or vertical
Anyway, anyone can think of a better way of representation that makes it the easiest to achive the final goal of the program?
Nice puzzle, I agree. Here is a half-way solution in ECLiPSe, a Prolog dialect with constraints (http://eclipseclp.org).
The idea is to have, for every field of the board, four variables N, E, S, W (for North, East, etc) that can take values 0..2 and represent the number of connections on that edge of the field. For the node-fields, these connections must sum up to the given number. For the empty fields, the connections must go through (N=S, E=W) and not cross (N=S=0 or E=W=0).
Your example solves correctly:
?- hashi(stackoverflow).
3 = 6 = = = 6 = 3
| X X |
| 1 X X |
| | X X |
2 | X 1 X |
| | X | X |
| | X | X |
1 | 3 - - 2 X |
3 = = = = 4 1
but the wikipedia one doesn't, because there is no connectedness constraint yet!
:- lib(ic). % uses the integer constraint library
hashi(Name) :-
board(Name, Board),
dim(Board, [Imax,Jmax]),
dim(NESW, [Imax,Jmax,4]), % 4 variables N,E,S,W for each field
( foreachindex([I,J],Board), param(Board,NESW,Imax,Jmax) do
Sum is Board[I,J],
N is NESW[I,J,1],
E is NESW[I,J,2],
S is NESW[I,J,3],
W is NESW[I,J,4],
( I > 1 -> N #= NESW[I-1,J,3] ; N = 0 ),
( I < Imax -> S #= NESW[I+1,J,1] ; S = 0 ),
( J > 1 -> W #= NESW[I,J-1,2] ; W = 0 ),
( J < Jmax -> E #= NESW[I,J+1,4] ; E = 0 ),
( Sum > 0 ->
[N,E,S,W] #:: 0..2,
N+E+S+W #= Sum
;
N = S, E = W,
(N #= 0) or (E #= 0)
)
),
% find a solution
labeling(NESW),
print_board(Board, NESW).
print_board(Board, NESW) :-
( foreachindex([I,J],Board), param(Board,NESW) do
( J > 1 -> true ; nl ),
Sum is Board[I,J],
( Sum > 0 ->
write(Sum)
;
NS is NESW[I,J,1],
EW is NESW[I,J,2],
symbol(NS, EW, Char),
write(Char)
),
write(' ')
),
nl.
symbol(0, 0, ' ').
symbol(0, 1, '-').
symbol(0, 2, '=').
symbol(1, 0, '|').
symbol(2, 0, 'X').
% Examples
board(stackoverflow,
[]([](3, 0, 6, 0, 0, 0, 6, 0, 3),
[](0, 0, 0, 0, 0, 0, 0, 0, 0),
[](0, 1, 0, 0, 0, 0, 0, 0, 0),
[](0, 0, 0, 0, 0, 0, 0, 0, 0),
[](2, 0, 0, 0, 0, 1, 0, 0, 0),
[](0, 0, 0, 0, 0, 0, 0, 0, 0),
[](0, 0, 0, 0, 0, 0, 0, 0, 0),
[](1, 0, 3, 0, 0, 2, 0, 0, 0),
[](0, 3, 0, 0, 0, 0, 4, 0, 1))
).
board(wikipedia,
[]([](2, 0, 4, 0, 3, 0, 1, 0, 2, 0, 0, 1, 0),
[](0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 1),
[](0, 0, 0, 0, 2, 0, 3, 0, 2, 0, 0, 0, 0),
[](2, 0, 3, 0, 0, 2, 0, 0, 0, 3, 0, 1, 0),
[](0, 0, 0, 0, 2, 0, 5, 0, 3, 0, 4, 0, 0),
[](1, 0, 5, 0, 0, 2, 0, 1, 0, 0, 0, 2, 0),
[](0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 4, 0, 2),
[](0, 0, 4, 0, 4, 0, 0, 3, 0, 0, 0, 3, 0),
[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
[](2, 0, 2, 0, 3, 0, 0, 0, 3, 0, 2, 0, 3),
[](0, 0, 0, 0, 0, 2, 0, 4, 0, 4, 0, 3, 0),
[](0, 0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0),
[](3, 0, 0, 0, 0, 3, 0, 1, 0, 2, 0, 0, 2))
).
For drawing bridges, you could use ASCII 179 for single vertical bridges, 186 for double vertical bridges, 196 for single horizontal bridges, and 205 for double horizontal bridges. This depends on which extended ASCII set is in use, though. It works in the most common.
For internal representation, I'd use -1 and -2 for single and double bridges in one direction, and -3 and -4 in the other. You could use just about any symbol that isn't 0-8, but this has the added benefit of simply adding the bridges to the island (converting (-3, -4) to (-1, -2)) to check the solution. If the sum is 0, that island is solved.
What a cool puzzle! I did a few myself, and I don't see an obvious way to make solving them deterministic, which is a nice property for a puzzle to have. Games like Tetris derive much of their ongoing play value from the fact that you don't get bored--even a good strategy can continually be refined. This has a practical ramification: if I were coding this, I would spend no further time trying to find a deterministic algorithm. I would instead focus on the generate/test paradigm Prolog excels at.
If you know you're going to do generate-and-test, you know already where all your effort at optimization is going to go: making your generator more intelligent (so it generates better candidates) and making your test fast. So I'm looking at your board representation and I'm asking myself: is it going to be easy and fast to generate alternatives from this? And we both know the answer is no, for several reasons:
Finding alternative islands to connect to from any particular island is going to be highly inefficient: searching a list forward and backward and then indexing all the other lists by the current offset. This is a huge amount of list finagling, which won't be cheap.
Detecting and preventing a bridge crossing is going to be interesting.
More to the point, the proper way to encode bridges is not obvious with this design. Islands can be separated by great distances--are you going to put a 0/1/2 in every connecting cell? If so, you have a data duplication problem; if not, you're going to have some fun calculating which location should hold the bridge count.
It's just an intuition, but having a heterogeneous data structure like this where the "kind" of element is determined entirely by whether the indices are odd or even, strikes me as unwelcome.
I think what you've got for the board layout is a great input format, but I don't think it's going to serve you well as an intermediate representation. The game is clearly a graph problem. This suggests one of the two classic graph data structures might be more helpful: the adjacency list, or the edge matrix. Either of these will expedite choosing alternatives for bridge layout, but it's not obvious to me (maybe to someone who does more graph theory) how one would prevent bridge crossings. Ideally, your data structure would simply prevent bridge crossings from occurring. Next best would be preventing the generator from generating candidate solutions with bridge crossings; worst would be to simply fail them at the test stage.

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