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If vector (x,y) is a tangent vector of your curve, then the normal vector is simply (y,-x). So you just need to find a tangent vector, and it all depends on how exactly you define the curve. If your curve comes from a parametric representation p(t) = (x(t),y(t)) which is sufficiently continuous, then a good approximation of the tangent vector at t is, given ...


3

Looking at your image gives an idea of how this should work. Two points are apparent: Endpoint nodes (those with only one connected neighbour) are the least likely to have checkpoints, since they share with the fewest other nodes; endpoint nodes will in fact only contain a checkpoint iff they are isolated as a degenerate DAG, i.e. they have no neighbours ...


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oldRange = oldMax - oldMin newRange = newMax - newMin newValue = ((oldValue - oldMin) * newRange / oldRange) + newMin Hope this helps.


2

You're only getting angles in the top-right quadrant because you're taking the absolute value of dy & dx. The sign information is important for determining what quadrant atan2 should return. What I'd recommend instead is using vector normalization, rather than trigonometry. dx = touch.x - startPosFrontJoystick.x; dy = invY - startPosFrontJoystick.y; ...


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Let's rephrase your question: Given a rotation R, and a position p, we would like the rotated point p' to lie along the Z-axis (also known as the center of the camera). For this, we can use linear algebra: Compose the rotation matrix R from your euler angles. Solve the problem Rd = [0 0 1]^T, or | 0 | d = inv(R) | 0 | | 1 | d is ...


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Given the three vectors [camera position], [camera direction] and [object position]. Compute the dot product of [camera direction] and [object position]-[camera position]. If the result is negative, the object is behind the camera. Given that I understood your code right it would be: if((PositionX - Camera.PositionX) * Camera.LookAtX + (PositionY - ...


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How about doing it a bit differently? Start as usual and render all markers within viewport. If a marker is outside of the viewport - proceed: Get positions of the marker A Get position of the camera B (maybe slightly in front of it) Calculate 3D vector AB between these two Convert and normalize that vector into 2D screen bounds (A will be in view center ...


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Here is my gaussian distrib. in 0..1 in c# With reference Note: r is the Random class istance. private double nextGaussian(double mean,double variance ) { // http://stackoverflow.com/questions/218060/random-gaussian-variables //with mean = 0.5 and variance = 0.5 we get uniform distribution over [0..1] double u1 = r.NextDouble(); ...



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