But I need to get to know the basics first.
Quote:Original post by IllcoQuote:Original post by programering
What's colinear?
It means the vectors directions are the same, regardless of their length. So for example, two vectors (0,1,0) and (0,100,0) are colinear. That is not the whole story: (0,1,0) and (0,-1,0) are also colinear as their directions are on the same line, and you might abusingly think of the one as the other with negative length.
Good explaination, I get it, thanks!
Quote:Original post by IllcoQuote:Original post by programering
What does "co" stand for?
It's a prefix to indicate the term colinear relates two a pair of vectors rather than a single one. Think in general of co-pilot, co-driver, co-operate, etc.
Ok.
Quote:Original post by IllcoQuote:Original post by programering
What's tangential? Is it touching?
Yes it's touching. If you have a parabola then the tangent on the top will be horizontal, for example.
parabola? Is it the TV receiver of the satelite?
Quote:Original post by Illco
In this case, the explanation tries to tell the following. Normally, for an arbitrary curved surface, to compute the normal vector you would require two vectors that are tangents of the surface i.e. touching it's curvature. The tangents are orthogonal to each other as well as to the normal.
What's arbitrary? I couldn't find it in the game dictionary.
So to get the normal of a curved surface you take the cross product from two tangential vectors that touches the surface in both ends.
Quote:Original post by IllcoQuote:Original post by programering
What does the "surface is planar" mean?
It means the surface is not curved, but flat. If you would have an infinitely flat plane, you could position such that it fits together with any planar surface. You cannot do this with non-planar surfaces, as the curvature will at some point move away from your infinite plane.
Ok.
Quote:Original post by Illco
In this case, since the surface is planar, it is not required that the two vectors for computing the normal are orthogonal to each other; any two actually different (non-colinear) vectors in the plane will do.
Google Search: ortogonal vector
Quote:Original post by Illco
Actually a flat plane is a tautology: planes are always flat whereas surfaces can be curved.
Ok.
Quote:Original post by IllcoQuote:Original post by programering
Shall it be integers or real numbers as float and double?
In general these computations are done using floating-point numbers, so stick to those for now.
Ok.
Quote:Original post by IllcoQuote:Original post by programering
What does "w.r.t. points" means?
It means "with respect to points" i.e. how the term coplanar should be interpreted in the context of points.
BTW, what does "i.e." stand for?
Quote:Original post by Illco
FYI: coplanar points are points lying in the same plane. So any two points will be coplanar, as will be any three points but not any four points (in R^3, naturally).
I understand.
FYI ? For Your Information?
I think I get it now :-).
A*x + B*y + C*z + D = 0
A, B, and C are the point of the normal. Uppercase for point vectors.
x, y and z are the direction of the normal. Lowercase for direction vectors.
D is the dot product of the point and direction vectors which returns the
distance for the space origin to the plane.
If (A*x + B*y + C*z + D) < 0, then the point is?
If (A*x + B*y + C*z + D) = 0, then the point is in the plane.
If (A*x + B*y + C*z + D) > 0, then the point is?