geometry

Numerical stability of point-in-triangle test with barycentric coordinates

耗尽温柔 提交于 2021-02-03 17:31:59
问题 While looking at various methods for point-in-triangle testing (2D case), I found that the method which uses barycentric coordinates is the most used one. Here is a StackOverflow answer which explains it. Why is this method the most preferred one? It probably has to do with doing less calculations, but what about numerical stability? Is this algorithm better suited than say, the "same side" technique, for cases in which the point is particularly near the border? 回答1: If you solve it: p = p0 +

Numerical stability of point-in-triangle test with barycentric coordinates

半腔热情 提交于 2021-02-03 17:30:21
问题 While looking at various methods for point-in-triangle testing (2D case), I found that the method which uses barycentric coordinates is the most used one. Here is a StackOverflow answer which explains it. Why is this method the most preferred one? It probably has to do with doing less calculations, but what about numerical stability? Is this algorithm better suited than say, the "same side" technique, for cases in which the point is particularly near the border? 回答1: If you solve it: p = p0 +

Numerical stability of point-in-triangle test with barycentric coordinates

强颜欢笑 提交于 2021-02-03 17:28:00
问题 While looking at various methods for point-in-triangle testing (2D case), I found that the method which uses barycentric coordinates is the most used one. Here is a StackOverflow answer which explains it. Why is this method the most preferred one? It probably has to do with doing less calculations, but what about numerical stability? Is this algorithm better suited than say, the "same side" technique, for cases in which the point is particularly near the border? 回答1: If you solve it: p = p0 +

Numerical stability of point-in-triangle test with barycentric coordinates

徘徊边缘 提交于 2021-02-03 17:26:39
问题 While looking at various methods for point-in-triangle testing (2D case), I found that the method which uses barycentric coordinates is the most used one. Here is a StackOverflow answer which explains it. Why is this method the most preferred one? It probably has to do with doing less calculations, but what about numerical stability? Is this algorithm better suited than say, the "same side" technique, for cases in which the point is particularly near the border? 回答1: If you solve it: p = p0 +

Pygame rotating cubes around axis

拟墨画扇 提交于 2021-02-02 03:46:32
问题 I have been playing around with the example of a rotating cube here. I have generated 2 cubes that should rotate around the Y-axis. However, it doesn't seem to work as expected and I can't figure out what the problem of it is. Here is a working code example: import sys import math import pygame from pygame.math import Vector3 from enum import Enum class Color(Enum): BLACK = (0, 0, 0) SILVER = (192,192,192) class Cube(): def __init__(self, vectors, screen_width, screen_height, initial_angle=25

Pygame rotating cubes around axis

假装没事ソ 提交于 2021-02-02 03:46:01
问题 I have been playing around with the example of a rotating cube here. I have generated 2 cubes that should rotate around the Y-axis. However, it doesn't seem to work as expected and I can't figure out what the problem of it is. Here is a working code example: import sys import math import pygame from pygame.math import Vector3 from enum import Enum class Color(Enum): BLACK = (0, 0, 0) SILVER = (192,192,192) class Cube(): def __init__(self, vectors, screen_width, screen_height, initial_angle=25

Pygame rotating cubes around axis

烈酒焚心 提交于 2021-02-02 03:44:51
问题 I have been playing around with the example of a rotating cube here. I have generated 2 cubes that should rotate around the Y-axis. However, it doesn't seem to work as expected and I can't figure out what the problem of it is. Here is a working code example: import sys import math import pygame from pygame.math import Vector3 from enum import Enum class Color(Enum): BLACK = (0, 0, 0) SILVER = (192,192,192) class Cube(): def __init__(self, vectors, screen_width, screen_height, initial_angle=25

Finding Intersection of an ellipse with another ellipse when both are rotated

我是研究僧i 提交于 2021-01-29 18:00:13
问题 Equation of first ellipse=> (((x*cos(A)+y*sin(A)-H1)^2)/(a1^2))+(((x*sin(A)-y*cos(A)-K1)^2)/(b1^2))=1 Equation of the second ellipse=> (((x*cos(B)+y*sin(B)-H2)^2)/(a2^2))+(((x*sin(B)-y*cos(B)-K2)^2)/(b2^2))=1 I know that the ellipse will intersect at One Point Two Point Three Point Four Point No intersection at all Is there a general set of equation to solve the same. 回答1: You can transform these equations to general form of conic section: A*x^2+2*B*x*y+C*y^2+D*x+E*y+F=0 and solve system of

point inside a triangle

≡放荡痞女 提交于 2021-01-29 15:26:58
问题 I wanted to ask you if anyone knew how to check if a point was inside a given triangle, on a reference system in space. I am aware that speaking of 2d systems I can obtain this point with the following procedures: To determine if a given point v lies within a given triangle, consider a single vertex, denoted v0, v1 and v2 are the vectors from the other two vertices v0. Expressing the vector from v0 to v in terms of v1 and v2 then gives v = v0 + av1 + bv2 where a, b are constant. Solve for a,

Figuring out new X and Y based on rotation

怎甘沉沦 提交于 2021-01-29 12:05:09
问题 I'm nuilding a graphical editor where you can select elements, scale them, rotate, resize etc. One thing I've been stuck on is positioning an element after it's rotated. I have the following javascript class that handles resizing: const rotateCoords = (x, y, rotation) => { const rad = (rotation * Math.PI) / 180 return { y: y * Math.cos(rad) - x * Math.sin(rad), x: x * Math.cos(rad) + y * Math.sin(rad), } } export default ( e, ratio, resizeDirection, resizeMouseX, resizeMouseY, zoomScale,