A branch of mathematics concerned with questions of shape, size, relative position of figures, and the properties of space.

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Issues with Sine Wave Generation and Rotation

I'm working on generating objects in sine wave that lets you specify parameters that are start x, end x, start y, and end y position. Below is the method that I used to generate the debris void ...
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3answers
3k views

Spherical coordinate from cartesian coordinate

I am implementing a type for Ogre 3D rendering engine to provide spherical coordinates. So far everything is working fine, until I try to build spherical coordinates from a cartesian vector. Here is ...
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1answer
645 views

Rotation of Rectangle along Y-axis transformed to parallelogram

After the rotation of a rectangular view along the Y-axis, about its center, transformed into parallelogram, how do I get the rotated parallelogram coordinates? By Y-axis, I mean perpendicular to the ...
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2answers
536 views

Ways to define a curve

I'm trying to give shapes in my physics engine roundness/ curvature. I am aware of various methods for mathematically defining curves; such as bezier-cruves, ellipses, etc. However I am not sure ...
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1answer
45 views

Geometry design and buffers

I'm making some tests with rendering stuff and I'm wondering how to design my Geometry class. For the moment, here is how I do: Init: Stock array with positions, array with colors, array with ...
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2answers
113 views

which quarter of a triangle the point is in

I've got a world made out of squares. The square are devided in four triangles like this: The corners have their heights stored in a 2D array and the center height is the average of the corners. To ...
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629 views

Using atan2 to calculate angle between two vectors

I understand that: atan2(vector.y, vector.x) = the angle between the vector and the X axis. But I wanted to know how to get the angle between two vectors using atan2. So I came across this solution: ...
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1answer
67 views

How to modify normal vectors with a tranformation matrix

Transformation is quite simple when it comes to Position or Color of the vertex, for Position just multiply matrix * vector and for color just don't do anything, but my question now is: How to handle ...
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1answer
111 views

“Walking” along a rotating surface in LimeJS

I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right ...
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1answer
158 views

moving in the wrong direction

Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the ...
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2answers
493 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 ...
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1answer
74 views

How to calculate “real” distance between cursor and away object?

I don't really know how to formulate the title, but the problem is the following: I'm using a scripting language called "SQF" which has been created by a company named "Bohemia Interactive" (no, I do ...
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1answer
37 views

Picking a local origin as the centroid of given three points in 3D

Given three points non-collinear P, Q, R in 3D, I need a generic method to generate x', y', z' unit vectors that behave like origin of local coordinate system. x' and y' vectos should be on the plane ...
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1answer
43 views

Best method for selecting points from a point set - path distance

having a big set of points and a polygonal path what is the best way to select a set of points that are at a certain distance or smaller from the path? Or do I need to iterate thru all points on each ...
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1answer
42 views

How to linearly blend between multiple points, deviating from a default point?

I have a set of 3D points that I need to "blend" between. Lets say I have points [A,B,C] and I have the amount I want to blend each as [0.5, 0.2, 0.8], how can I blend between these points with the ...
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1answer
1k views

“LNK2001: unresolved external symbol” when trying to build my program

I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> ...
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1answer
55 views

applying rotation and speed to move user

My player has a position (vec3), rotation (quaternion) and speed. I have a fixed time step. At each tick, I work out from key-state etc what rotation and speed adjustments to make. How do I now ...
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1answer
197 views

Minimap Around Perimeter of Screen, Code Provided

What I'm essentially trying to do is what a lot of FPS's nowadays do in regards to their HUD. When an objective is off-screen, a small icon / symbol is shown on the perimeter of the screen, basically ...
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1answer
442 views

Calculate path of laser beam?

Lets say we have a laser beam emitter that has a position and an angle (in a 2D world to simplify things). The laser emitted from that emitter will start at that position, and continue heading in the ...
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2answers
302 views

Partial recalculation of visibility on a 2D uniform grid

Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible ...
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1answer
286 views

How do I rotate a segment + normal so that the normal is (0,-1) and the segment is now axis aligned

I have an arbitrary line segment, which may or may not be axis aligned along with its normal eg: Segment(Coord(-1,-1), Coord(1,1), Coord(-1, 1).normalize) which represents a line segment with a 45 ...
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3answers
300 views

exact point on a rotating sphere

I have a sphere that represents the Earth textured with real pictures. It's rotating around the x axis, and when user click down it has to show me the exact place he clicked on. For example if he ...
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3answers
38 views

Calculating the center of a turning circle

I'm trying to understand how to calculate the midpoint of a turning circle. In the attached picture, my unit is at location U. I want to compute the trajectory of the unit as it turns toward the ...
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0answers
43 views

Equation / formula to determine an objects position on an ellipitcal path

I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have ...
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2answers
486 views

How do I add an image inside a rectangle or a circle in JavaFX?

Suppose we have a rectangle called r Rectangle r = new Rectangle(40, 20); and an image called image Image image = new Image("...src for image"); How do I fit the image inside the rectangle? ...
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150 views

Calculating intersection of line segment with view frustum

I want to calculate the intersection of a line segment with the view frustum. Here's what I tried so far. The code works perfectly when the look direction vector is orthogonal to the line. E.g. ...
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0answers
61 views

Rasterizing euclidean planes

I'd like to visualize a BSP tree. To do this, I need to project an arbitrary euclidean plane onto a projection plane. I was thinking about calculating the intersections of the plane with the viewing ...
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0answers
48 views

Java Angle Math: Calculate how near the player looks to an entity [duplicate]

I am programming a Minecraft Bukkit plugin and need a way to calculate an input number from 0 to 360 for displaying a custom compass / radar. So if the player directly looks at the object (shouldn't ...
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votes
1answer
256 views

DirectX 11, using Tessellation & Geometry shader in a single pass

Before all, sorry for my poor english ! With DirectX 11, i'm trying to create a random map full with GPU. Using Hull shader stage, I'm managing LOD with tessellation. Using Domain shader stage, I'm ...
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1answer
596 views

Easy way to project point onto triangle (or plane)

I have a mesh of triangles (navigation mesh), and a point in 3d space. This point should be "over" one of the triangles all the times. I'm trying to determine which triangle is the one the point is ...
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0answers
93 views

Drawbacks for using only quads for model geometry [duplicate]

Possible Duplicate: Why do game engines convert models to triangles compared to keeping it as four side polygon What are the main drawbacks for using "only" quads for model geometry? Does ...
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2answers
852 views

How to generate a rotation matrix or a quaternion (properly rotated in regards to texture coordinates) for each triangle of a mesh?

I'm trying to build a uniform grid made of 3D points over the surface of an arbitrary mesh (we have texture-coordinates for each vertex...) Or to reformulate: imagine a mesh textured with a texture ...
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2answers
158 views

Using Geometric Slerp to move Camera

I'm writing a program in C++ using OpenGL and GLM; I'm trying to get my camera to follow my car. So far it successfully follows it around the screen, but I'm having trouble adjusting the Camera's ...
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votes
1answer
119 views

chasing , zone range

here is an image show what I am gonna to do in my XNA game , I want to check if the player is inside zone range and if yes then attack the player , I tried to do this using checking ray but it's odd ...
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2answers
422 views

Convert atan2 value to standard 360-degree-system value [duplicate]

Lets say I'm using atan2 to get the angle between two vectors. atan2 gives a value in radians. I convert it to degrees using a built in function in Java. This gives me a value between 0 and 180 ...
-2
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1answer
218 views

How does atan2 work when getting angle of a vector?

I know that atan2 gives me the absolute angle of any vector. But it doesn't give a value from 0 to 360 degrees. Instead, it gives a value (if I'm not mistaken), between 0 and 180, or between 0 and ...
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3answers
360 views

in the shadow of a sphere [duplicate]

(Related, but somewhat different, to my previous question) How can I determine in a fragment shader if a fragment is in the shadow of a sphere? That is, if it is occluded by the sphere and is past ...