Tagged Questions
2
votes
2answers
91 views
Splitting Graph into distinct polygons in O(E) complexity
If you have seen my last question:
trapped inside a Graph : Find paths along edges that do not cross any edges
How do you split an entire graph into distinct shapes 'trapped' inside the graph(like ...
18
votes
5answers
477 views
Moving CW or CCW?
Lets say we have a jagged shape:
And two creatures moving along it's outline.
Then we smooth the shape completely by pulling the corners out.
We get this:
It is easy to see now that Orange is ...
3
votes
3answers
190 views
Adding tolerance to a point in polygon test
I've been using this method which was taken from Game Coding Complete to detect whether a point is inside of a polygon. It works in almost every case, but is failing on a few edge cases, and I can't ...
8
votes
2answers
891 views
How do I determine if one polygon completely contains another?
I have 2 polygons. I know the vertex coordinates of both polygons. What's the best way to check if one is completely inside the other? For example, the algorithm should only recognize the black ...
0
votes
2answers
210 views
ray polygon intersection
Hi, I am looking for an elegant way to do ray and polygon intersections in 2d. I don't care about languages.
Now what I'm doing is taking a line that lies on the ray (with a screen length) and ...
4
votes
1answer
471 views
What is a good way to determine if a vector is between two other vectors?
I could operate with the angles, but I do not have the angles calculated yet (and would like to avoid having to do that). It would be possible to calculate and cache the local-coordinate-frame angles, ...
4
votes
2answers
1k views
How do I align the matrix used in SpriteBatch and the matrix used in BasicEffect?
I'm writing a Windows tool that uses XNA and allows the user to place textures on the screen.
I'm using a 'camera' for the SpriteBatch used to draw the textures, e.g:
Matrix matrixForSpriteBatch = ...
2
votes
2answers
130 views
What is the purpose of glEdgeFlagv?
I know that what both glEdgeFlagv and glEdgeFlag do is toggle boundary edge status, but my question is why does the v version exist when the documentation specifies that the only difference is that ...