Graphics and Geometry twitter, if we define a plane3d as a normal & offset, why do we not define lines in 2d the same? It seems that it might provide clarity when moving between spaces.
If instead we defined it using terms like Plane, Simplex, Facet, Ridge, Peak, it scales much more elegantly, I think. And algorithms can be written against types that scale to all dimensions (unless the compiler stops you).pic.twitter.com/1D63bqRjKn
-
-
For instance, say we write a function that finds the intersection between two planes. That same idea (plane v plane) doesn't really make sense in 2D, but line vs line does. The way a seg2f is the "segment" of a 2d plane (line2f), a tri3f is the "segment" of a plane3f.
Näytä tämä ketju -
I think it makes writing these algorithms easier to write for all spaces (templated). Say you wrote an algo to clip a tri2f against a line2f. When you need to do that in 3D, it's clearer that it's you need the analog of seg2f clipped by line2f.
Näytä tämä ketju -
Of course I haven't proven this out yet. The thought just occurred to me and I have yet to try it out. Has anybody else described objects this way in their own code? Has it proven fruitful?
Näytä tämä ketju -
I think there might be issues when you try to deal with cross products, but if you instead think of wedge products, maybe this still all works out?
Näytä tämä ketju
Keskustelun loppu
Uusi keskustelu -
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.