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.
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.
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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?
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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?
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