Alright, so I\'m still trying to make my 开发者_开发百科players movements relative to the camera. I got a good answer here
A little background. I have a simulation that uses cubic splines for 1D trajectories. In this context, a cubic spline specifies an object\'s position, velocity, acceleration, and jerk as a function of
I\'m trying to rotate a model by (float) Math.atan2(-camX.getXf() * padX, -camDir.getZf() * padY) Y and -MathUtils.HALF_PI
Alright, so I got two angles. One is the joystick\'s angle, and the other is the camera to player angle. The camera\'s angle. Now I want it so when I press up on the joystick it moves the player away
I\'m using a CombinedGeometry in C# to join several polygons together. The RenderedGeometry of each shape is taken, and joined to the final shape with GeometryCombineMode.Union.
I 开发者_StackOverflow中文版am writing some code which deals with coordinate systems, geometry and other similar stuff.
I have thought some time about writing a program that tells me if three circles with given diameters can fit inside a triangle with given side lengths without over开发者_开发百科lapping (touching is o
I am trying to figure out the correct trig. eq./function to determine the following: The Angle-change (in DEGREES) between two DIRECTION VECTORS(already determined), that represent two line-segment.
I\'m no mathematician, but I need to draw a filled in circle. My approach was to use someone else\'s math to get all the points on the circumference of a circle, and turn them into a triangle fan.
Is there a way to rem开发者_开发知识库ove self-intersections from a polygon using GEOS?So, I have to answer the question myself. Maybe it will help someone.