Is there any way to change either all or (prefferably) a single bound of a Gurobi.Model in Julia?
I have a Gurobi.Model, lp = Gurobi.Model(env)
I can view lower/upper-bounds using lowerbounds(lp) or upperbounds(lp)
and view specific bounds, fx 5, with lowerbounds(lp)[5] etc
However, I cant find a way to set specific bounds to a new value other than by re-initializing the whole thing
Related
Iam nooby in godot, I have to use A* to traslate the player to the goal position, but I do not know how to start, pls help!! basically I have just 2 tiles in the tilemap, 1 of them is allowed to pass over it, I have to extract I guess the allowed tile and calculate the distance between the position player with the position goal, getting the real distance and then check cell per cell which has the lowest cost, but I do not know how to do that :c
func get_player_init_pos():
var pos = map_to_world(Vector2(54,1))pos.y += half_cell_size.y
return pos
func is_tile_vacant(pos, direction):
var curr_tile = world_to_map(pos)
var next_tile = get_cellv(curr_tile + direction)
var next_tile_pos = Vector2()
if(next_tile == 0):
next_tile_pos = map_to_world(curr_tile + direction)
else:next_tile_pos = pos
return next_tile_pos
I have this, the first part of the code is to locate the player in the map and the second is for check the tile walls in the map
You could roll your own path finding algorithm. However, there is little point in doing so, since Godot has a AStar class you can use. However, you probably don't need to use that either, because Godot has a navigation system. And that is what I'm going to suggest you to use.
First of all, you can specify both navigation and collision polygons on your tiles. You need to have the navigation polygons. Go ahead and do them.
Second you want to have a Navigation2D in the scene tree and have your TileMap as a child.
And third, you can ask the Navigation2D for a path with get_simple_path, you pass the start and end positions as arguments and you get an array of points that make up the path.
Since you mention A*, I'll briefly explain using the AStar too anyway.
First, you need to add the cells with add_point. It requires ids. It is a good idea to be clever with the ids so you can compute the id for a given position. For example x * width + y if you know the size.
So you can iterate over the tiles in your TileMap and call add_point for each one (You don't need to add cell that are not passable).
Then you need to specify the connections with connect_points (it takes the ids of the points as parameters).
And finally you can call get_point_path passing the start and end ids. Again it gives you a array of points.
I'm trying to change the orientation of a gameobject by updating the table gameobject with the columns rotation0, rotation1, rotation2, rotation3.
So far the only thing that I got was the despawning of the item if the value was greater than 1. Changing it seems to not have an effect, and I don't know if the implementation works or if I'm missing something.
On the wiki there is not a single explanation as which rotation modifies X Y or Z axis too.
This is a small problem I'm trying to solve with math. I'm trying to lock any position and rotation of child object. I tried to use the range mapper (if parent.pos.x = 30, then cild.pos.x = - 30), but it takes a long time to enter values manually and now work well.
Is there any formula for blocking the transformation of an child object? (I can transform just local position of a child, not a global)
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I am using map bounds to display markers that fall within the current viewport. Upon zooming or panning the bounds are recalculated and the markers that fall within these bounds are redrawn, effectively hiding any not contained within the viewport.
I would like to do it so that the markers draw slightly out of the current viewport, however this would involve extending the bounds equally from all sides rather than using bounds.extend(point). Is this possible?
//I would like to extend this value in order to draw features that are slightly off the viewport
var bounds = map.getBounds()
//This is how I am currently extending the bounds, it works but I am unsure if it is the correct way.
bounds.b.b = bounds.b.b - 0.5
bounds.b.f = bounds.b.f + 0.5
bounds.f.b = bounds.f.b - 0.5
bounds.f.f = bounds.f.f + 0.5
//Determining whether the feature lies within the current viewport
var result = bounds.contains(Featurecenter)
center = null
//If the feature lies within the viewport
if (result) {
Feature.setMap(map) //Making the feature visible on the map
}
Don't use b, f and such, which are undocumented properties, instead use documented methods such as getNorthEast(), getSouthWest() then lat() and lng() when you need to extract coordinates from a bounds object.
I don't know of any other method to extend a bounds object than to pass new coordinates to it (see below).
The LatLngBounds object has an extend() method that you must use to achieve what you want.
We don't know of "how much" you need to extend the bounds; depending on that, and on the current zoom level when you want to extend your bounds, you will probably need to do some maths.
If you need to extend your bounds by a given (and constant) distance, whatever zoom level is currently set, I suggest you to read some other Q/A that explain how to do that. For example:
Google maps distance based on the zoom level
Google Maps V3 - How to calculate the zoom level for a given bounds
I'm trying to apply a texture to a geometry created at runtime, reading a binary asset from a remote server.
I create the geometry assigning UVs (geometry.faceVertexUvs = uvs;), normals (face.vertexNormals.push(...)) and tangents (face.vertexTangents.push(...)).
If I try to create a mesh with a basic material, there are no problems, but when I create the mesh with that geometry and I try to apply my texture, webgl doesn't display any geometry and I get this warning:
[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
Does anybody know what is going on? I think that my geometry has something wrong, because if I use a THREE.Sphere, I can actually apply the texture.
But everyone told me that in order to apply texture I need UVs, and I have'em.
I think that my faceVertexUvs is wrong.
The real question is: geometry.faceVertexUvs.length should be equal to geometry.vertices.length, or it should be equal to geometry.faces.length ?
Thank you very much.
PS: I've already read the following posts
WebGL drawElements out of range?
Three JS Map Material causes WebGL Warning
THREEjs can't use the material on the JSON Model when initializing. Gives me WebGL errors
Loading a texture for a custom geometry causes “GL_INVALID_OPERATION” error
problem solved!!
#GuyGood: you're right when you say that every vertex need a UV-Vector2, but it's wrong to say that geometry.faceVertexUvs.length should be equal to geometry.vertices.length...
it seems that facevertexUvs is a matrix, and not an array..well, it is an array of arrays..not properly a matrix..in fact I think it can be used to handle multi-mesh objects..if facevertexUvs.length == 3, we have 3 submeshes, so 3 arrays..each one of them has a length equal to the number of faces of a particular submesh..and every face knows the UV mapping about the 3 vertices defining that face..
hope this is clear and helpful!!