After reading about it I\'ve come to this: #include <vector> #include <CGAL/Exact_predicates_inexact_constructions_kernel.h>
Given a general planar 3D polygon, is there a general way to find the orthonormal basis for that planar polygon?
In map overlay, is intersection of map layers a commutative operation ie layer_开发者_如何转开发A intersection layer_B = layer_B intersection layer_A?It depends on if the layers are the same geometry
I have drawn a triangle mesh with 10000 vertices(100x100) and it will be a grass ground. I used gldrawelements() for it. I have looked all day and still can\'t understand how to calculate the normals
here is a problem for you ;) I have a 3-dimensional array filled with 1s and 0s. The 1s represent 3 dimensional complex polygons ( not simple polygons ). Only the boundaries of the polygons have the
Here is another geometric problem: I have created an 3-dimensional triangulated iso-surface of a point cloud using the marching cubes algorithm. Then I intersect this iso-surface with a plane and get
We can create a LineString using coordinates list like开发者_Go百科 this: Geometry g1 = new GeometryFactory().createLineString(coordinates);
Quite a tricky one this, as the title suggests I need to work our which side of a polyline a point is.
I have 3d body (triangle mesh) and a surfuce normal to one of the faces. I want to rotate the body such that the Z axis would be parallel to the normal. How 开发者_开发问答to find the rotation matrix?
I\'ve been working with Google Maps API v3 and created a map which allows me to plot multiple markers on a map and then join them together. I then have another collection of functions that allow me to