## Ways to resolve an ‘invalid value encountered’ in matplotlib surface plot of sin(x)/x?

Ways to resolve an ‘invalid value encountered’ in matplotlib surface plot of sin(x)/x?

Ways to resolve an ‘invalid value encountered’ in matplotlib surface plot of sin(x)/x?

I needed to switch it to all within one splot command like so: # define fixed axis-ranges # filename and n=number of lines of your data filedata=”Sun_t_v_state.dat” filedata2 = ‘Mercury_v_state.dat’ filedata3 = ‘Venus_t_v_state.dat’ filedata4 = ‘Earth_t_v_state.dat’ filedata5 = ‘Mars_t_v_state.dat’ filedata6 = ‘Jupiter_t_v_state.dat’ filedata7 = ‘Saturn_t_v_state.dat’ filedata8 = ‘Uranus_t_v_state.dat’ filedata9 = ‘Neptune_t_v_state.dat’ filedata10 = ‘Pluto_t_v_state.dat’ n … Read more

The relevant input data to your problem are the texture coordinates. Tangent and Binormal are vectors locally parallel to the object’s surface. And in the case of normal mapping they’re describing the local orientation of the normal texture. So you have to calculate the direction (in the model’s space) in which the texturing vectors point. … Read more

Edit: I just saw that you pointed out one of your dimensions is a date. In that case, have a look at Jeff Ryan’s chartSeries3d which is designed to chart 3-dimensional time series. Here he shows the yield curve over time: Original Answer: As I understand it, you want a countour map to be the … Read more

[*] Alright, I came here looking for an answer and didn’t find something simple and straightforward, so I went ahead and did the dumb but effective (and relatively simple) thing: Monte Carlo optimisation. Very simply put, the algorithm is as follows: Randomly perturb your projection matrix until it projects your known 3D coordinates to your … Read more

I simplified the code to make it shorter and make the 3d card flip on hover. The card flips on the Y axis from the front face to the backface this is what it looks like: This is what I changed for the filp effect: the front face wasn’t rotated on th Y axis on … Read more

This can be done but it’s worth noting that it will only work on Windows. It used to be hard to do this but Unity recently(4.5.5p1) added -parentHWND command that can be used to embed its program into another program. All you have to do is build your Unity app, then from WPF, start it … Read more

Here is a Python example which finds the intersection of a line and a plane. Where the plane can be either a point and a normal, or a 4d vector (normal form), In the examples below (code for both is provided). Also note that this function calculates a value representing where the point is on … Read more

This is not the ultimate solution. This is just a point where you can start from. UPD: Here is an extension of this answer, how to form contours from given points. Also, it’s referred to this SO question with awesome anwers from WestLangley and Lee Stemkoski about the .localToWorld() method of THREE.Object3D(). Let’s imagine that … Read more

The solution I’m currently using seems to be missing here. Assuming that the plane normal is normalized (|Vn| == 1), the signed angle is simply: For the right-handed rotation from Va to Vb: atan2((Va x Vb) . Vn, Va . Vb) For the left-handed rotation from Va to Vb: atan2((Vb x Va) . Vn, Va … Read more