2d

JavaScript iterate through 2D array and return the mismatches

穿精又带淫゛_ 提交于 2021-01-28 11:54:29
问题 I have two 2D arrays, I want to compare them using JavaScript, ignore the matches and if there are mismatches to return the entire row into a new array. var array1 = [ ['52a1fd0296fc','DEF'], ['52a1fd0296fc','DEF'], ['52a1fd0296fc','DEF'], ['52a1fd0296fc','DEF'], [null,'ABC'], ['6f93cfa0106f','xxx'], ]; var array2 = [ ['52a1fd0296fc','ABC'], ['6f93cfa0106f','xxx'], ['52a1fd0296fc','ABC'], ['52a1fd0296fc','ABC'], ['52a1fd0296fc','DEF'], ['52a1fd0296fcasd','DEF'], ]; I want to take this output,

update coordinates based on angle and speed

≯℡__Kan透↙ 提交于 2021-01-28 02:03:13
问题 I see plenty of answers to this riddle on here, but every time I try and implement the answers, they don't seem to work. I wanted to reply to some of the answers, but couldn't. Perhaps it's because of my 'reputation' level? Anyway, it's a simple coordinates problem for a game. Simple for most, but not for me. (suck at math.. hardcore) I've got a spaceship in the middle of the screen. It does not move apart from rotation (user.fAngle). It does have velocity (user.dVelocity) that is used purely

find intersection point of two vectors independent from direction

有些话、适合烂在心里 提交于 2021-01-21 11:46:12
问题 I have two vectors and i want to know where these vectors will intersect independent from direction or length. So lets just say i would draw an infinite line in either direction and i want to know where those two lines will intersect and get the coordinates. See image below for clarification: So i want to know the coordinates of the pink X. But i can only find formulas for calculating the intersection point of two lines with an stard and end point which i dont have :( So i am looking for some

2D Delaunay triangulation in CGAL using an arbitrary plane

…衆ロ難τιáo~ 提交于 2020-12-29 07:44:21
问题 I am new to using CGAL, and I was wondering if CGAL supports 2D Delaunay triangulation of 3D points using an arbitrary plane. The example on CGAL's documentation lists only Projection_traits_xy_3<R> , Projection_traits_yz_3<R> , and Projection_traits_xz_3<R> , in other words, projection on the xy plane, the yz plane and the xz plane. Is there any way I can define an arbitrary projection plane instead of using the xy, yz and xz planes? thanks, 回答1: There is a template < class Kernel > class

Detect if a set of points in an array that are the vertices of a complex polygon were defined in a clockwise or counterclockwise order?

做~自己de王妃 提交于 2020-12-29 02:49:28
问题 EDIT: I updated the program with the answer and it works great! I am making a program (feel free to try it out) that lets users draw polygons which it then triangulates. They can click to add vertices and hit enter to triangulate. Anyways, the algorithm works fine as long as I tell it if the points were drawn in a clockwise or counterclockwise fashion (right now I have it set only to work with clockwise polygons). I have been trying to figure this out for days, but have no idea how to

Drawing a triangle in OpenGL fragment shader

不问归期 提交于 2020-11-29 23:50:37
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

淺唱寂寞╮ 提交于 2020-11-29 23:46:23
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

笑着哭i 提交于 2020-11-29 23:43:16
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

有些话、适合烂在心里 提交于 2020-11-29 23:42:47
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )

Drawing a triangle in OpenGL fragment shader

我们两清 提交于 2020-11-29 23:42:40
问题 I'm trying to draw a triangle using an OpenGL fragment shader. I succeeded in drawing a circle but I have a problem with handling the equation/logic or the code to draw a triangle. draw_triangle(vec2 v1 , vec2 v2, vec2 v3) Here is the fragment shader: #version 330 core out vec4 frag_color; void draw_circle(vec2 shift_val, int radius,int color) { vec2 res = vec2(1280,720); vec2 norm_cord = gl_FragCoord.xy; float dist = length(norm_cord - (res*shift_val)); if( dist < radius ) { if( color ==1 )