Package uv3dp is a set of tools for data exchange between UV Resin based 3D printers
Package main Created by RTT. Author: teocci@yandex.com on 2022-Apr-26
Package lmath implements a 3D linear math library.
Package go3d is a performance oriented vector and matrix math package for 2D and 3D graphics. Every type has its own sub-package and is named T. So vec3.T is the 3D vector type. For every vector and matrix type there is a String() method and a Parse() function. Besides methods of T there are also functions in the packages, like vec3.Dot(a, b). Packages under the float64 directory are using float64 values instead of float32. Matrices are organized as arrays of columns which is also the way OpenGL expects matrices. DirectX expects "arrays of rows" matrices, use the Transpose() to convert. Methods that don't return a specific value, return a pointer to the struct to allow method call chaining. Example: Method names in the past tense return a copy of the struct instead of a pointer to it. Example: Documentation: http://godoc.org/github.com/ungerik/go3d
Package lmath implements a 3D linear math library.
Package go3d is a performance oriented vector and matrix math package for 2D and 3D graphics. Every type has its own sub-package and is named T. So vec3.T is the 3D vector type. For every vector and matrix type there is a String() method and a Parse() function. Besides methods of T there are also functions in the packages, like vec3.Dot(a, b). Packages under the float64 directory are using float64 values instead of float32. Matrices are organized as arrays of columns which is also the way OpenGL expects matrices. DirectX expects "arrays of rows" matrices, use the Transpose() to convert. Methods that don't return a specific value, return a pointer to the struct to allow method call chaining. Example: Method names in the past tense return a copy of the struct instead of a pointer to it. Example: Documentation: http://godoc.org/github.com/ungerik/go3d
Package uv3dp is a set of tools for data exchange between UV Resin based 3D printers
wwi3d does deep predictive learning of 3D objects tumbling through space, with periodic saccadic eye movements, providing plenty of opportunity for prediction errors. wwi = what, where integration: both pathways combine to predict object -- *where* (dorsal) pathway is trained first and residual prediction error trains *what* pathway.
Package mmap provides higher level abstractions around a memory mapped file. For now, package only support creating mmap with backed file on disk (shared mappings). Anonymous mappings are currently not supported. Please see godoc for various function references.
Package paths3D is a simple library written in Go made to handle 3D pathfinding. All you need to do is generate a Grid, specify which cells aren't walkable and what height the cells are, optionally change the cost on specific cells, and finally get a path from one cell to another. For a simple guide, take a look at how-to.md in the github repo: https://github.com/Simzahn001/paths3D
Package vect3d implements several 3d vector functions.
Package emergent is the overall repository for the emergent neural network simulation software, written in Go (golang) with Python wrappers. This top-level of the repository has no functional code -- everything is organized into the following sub-repositories: * emer: defines the primary structural interfaces for emergent, at the level of Network, Layer, and Prjn (projection). These contain no algorithm-specific code and are only about the overall structure of a network, sufficient to support general purpose tools such as the 3D NetView. It also houses widely-used support classes used in algorithm-specific code, including things like MinMax and AvgMax, and also the parameter-styling infrastructure (emer.Params, emer.ParamStyle, emer.ParamSet and emer.ParamSets). * erand has misc random-number generation support functionality, including erand.RndParams for parameterizing the type of random noise to add to a model, and easier support for making permuted random lists, etc. * netview provides the NetView interactive 3D network viewer, implemented in the GoGi 3D framework. * prjn is a separate package for defining patterns of connectivity between layers (i.e., the ProjectionSpecs from C++ emergent). This is done using a fully independent structure that *only* knows about the shapes of the two layers, and it returns a fully general bitmap representation of the pattern of connectivity between them. The leabra.Prjn code then uses these patterns to do all the nitty-gritty of connecting up neurons. This makes the projection code *much* simpler compared to the ProjectionSpec in C++ emergent, which was involved in both creating the pattern and also all the complexity of setting up the actual connections themselves. This should be the *last* time any of those projection patterns need to be written (having re-written this code too many times in the C++ version as the details of memory allocations changed). * patgen supports various pattern-generation algorithms, as implemented in taDataGen in C++ emergent (e.g., PermutedBinary and FlipBits). * timer is a simple interval timing struct, used for benchmarking / profiling etc. * python contains a template Makefile that uses [GoPy](https://github.com/goki/gopy) to generate python bindings to the entire emergent system. See the leabra package version to actually run an example.
Package xirho implements an iterated function system fractal art renderer. An iterated function system is a collection of functions from points to points. Starting with a randomly selected point, we choose a function at random, apply that function to the point, and plot its new location, then repeat ad infinitum. With some additional steps, the result images can be stunning. The mathematical terminology used in xirho's documentation and API is as follows. A point is an element of R³ × [0, 1], i.e. a 3D point plus a color coordinate. A function, sometimes function type, is a procedure which maps points to points, possibly using additional fixed parameters to control the exact mapping. (Other IFS implementations typically refer to functions in this sense as variations.) A node is a particular instance of a function and its fixed parameters. An iterated function system, or just system, is a non-empty list of nodes, a Markov chain giving the probability of the algorithm transitioning from each node in the list to each other node in the list, an additional node applied to each output point to serve as a possibly nonlinear camera, and a mapping of color coordinates to colors. The Markov chain of a system may also be called the weights graph, or just the graph. Xirho does not include a designer to produce systems to render. Existing parameters can be loaded through the encoding and encoding/flame subpackages, or programmed by hand. To use xirho to render a system, create a Render containing the System and a Hist to plot points, then call its Render method with a non-trivial context. (The context closing is the only way that Render returns.) Alternatively, the RenderAsync method provides an API to manage rendering concurrently, e.g. to support a UI. For fine-grained control of the rendering process, the System.Iter method can be used directly.
Package go3d is a performance oriented vector and matrix math package for 2D and 3D graphics. Every type has its own sub-package and is named T. So vec3.T is the 3D vector type. For every vector and matrix type there is a String() method and a Parse() function. Besides methods of T there are also functions in the packages, like vec3.Dot(a, b). Packages under the float64 directory are using float64 values instead of float32. Matrices are organized as arrays of columns which is also the way OpenGL expects matrices. DirectX expects "arrays of rows" matrices, use the Transpose() to convert. Methods that don't return a specific value, return a pointer to the struct to allow method call chaining. Example: Method names in the past tense return a copy of the struct instead of a pointer to it. Example: Documentation: http://godoc.org/github.com/ungerik/go3d
Package main Created by RTT. Author: teocci@yandex.com on 2022-Apr-26
* Copyright (c) 2024 - Eric Harbeston. All Rights Reserved. * * PixelMek 3D is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * PixelMek 3D is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with PixelMek 3D. If not, see <http://www.gnu.org/licenses/>.
Package go3d is a performance oriented vector and matrix math package for 2D and 3D graphics. Every type has its own sub-package and is named T. So vec3.T is the 3D vector type. For every vector and matrix type there is a String() method and a Parse() function. Besides methods of T there are also functions in the packages, like vec3.Dot(a, b). Packages under the float64 directory are using float64 values instead of float32. Matrices are organized as arrays of columns which is also the way OpenGL expects matrices. DirectX expects "arrays of rows" matrices, use the Transpose() to convert. Methods that don't return a specific value, return a pointer to the struct to allow method call chaining. Example: Method names in the past tense return a copy of the struct instead of a pointer to it. Example: Documentation: http://godoc.org/github.com/flywave/go3d
mat32 is our version of the G3N math32 32-bit, 3D rendering-based math library. Initially copied from G3N: github.com/g3n/engine/math32 Copyright 2016 The G3N Authors. All rights reserved. Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. A major modification from the G3N version is to use value-based logic instead of pointer-based self-modification in the Vector classes, As used in e.g., go-gl/mathgl (which uses slice-based vectors instead of the more intuitive and likely more efficient struct-based ones here). The pointer-based approach was retained for the Matrix classes, which are larger and that is likely more performant. Many names were shortened, consistent with more idiomatic Go naming. and again with the go-gl/mathgl library