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fobru
08-04-2003, 11:36 PM
Has anybody writen some code with geometry formulas like calculating the intersectionline of two planes and so on??
Is there a good link or book for that??

Relic
08-05-2003, 12:04 AM
http://www.faqs.org/faqs/graphics/algorithms-faq/

zeckensack
08-05-2003, 01:17 AM

Eric Lengyel
08-05-2003, 11:14 AM

DJSnow
08-05-2003, 01:03 PM
@(author-of-this-topic)

i also would prefer Eric's book, it's the more understandable guide (apart from that, it's cheaper too, i think; or not?)

zeckensack
08-05-2003, 01:15 PM
Dunno http://www.opengl.org/discussion_boards/ubb/smile.gif
I recommended Eberly because the book covers distance/intersection of just about everything you can imagine (lozengen!?), complete with source code.
It may well be that the other book is better.

Korval
08-05-2003, 01:31 PM
lozengen!?

A Lozengen is the most versatile, not to mention near-sphere speed, collision primitive you can find. It makes human limbs very well.

fobru
08-06-2003, 12:16 AM

davepermen
08-06-2003, 12:28 AM
Originally posted by Korval:
A Lozengen is the most versatile, not to mention near-sphere speed, collision primitive you can find. It makes human limbs very well.

Tom Nuydens
08-06-2003, 01:06 AM
What Eberly calls a lozenge is a rectangle with a thickness, and with rounded edges. Picture sweeping a sphere along a line segment: this gives you a cylinder with hemispheres as caps (instead of circles). Now extend this idea from a line to a rectangle.

The dictionary disagrees with Eberly, though: http://dictionary.reference.com/search?q=lozenge

-- Tom

davepermen
08-06-2003, 02:03 AM
ahh, okay. thanks..

you could extend that to a box, too.. right/wrong? http://www.opengl.org/discussion_boards/ubb/biggrin.gif