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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] RE: Vector definition
Just to confuse you a little more, you can also define a vector in polar co-ordinates, and this can be useful at times. eg, the vector K can be defined in either Cartesian coordinates (x,y) or in polar coordinate (r, theta) where r is the magnitude and theta is the angle. Similarly for 3d coordinates (although I'm not quite sure how polar coordinates are defined in 3d.. I assume with two angles, one from the x axis and one from the z) it is easy enough to convert between the two... : K(r, theta) <--polar coordinates is the same as: K(r*cos(theta), r*sin(theta)) <-- Cartesian coordinates just an extra little note for anyone interested :) I could have the cos and sin mixed up.. but I think I'm right. cos is always x and sin is y. wasn't Pythagoras just a genius?? Paul Robson > -----Original Message----- > From: gameprogrammer-owner@gameprogrammer.com > [mailto:gameprogrammer-owner@gameprogrammer.com]On Behalf Of Kamel > Serend > Sent: Tuesday, September 21, 1999 12:10 > To: gameprogrammer@gameprogrammer.com > Subject: Vector definition > > > Hi Philippe, > > A vector is a mathematical object. We usually represent it using > a sort of arrow. A vector is > thus defined by its length (or magnitude), its direction (the > line supporting it), and its > orientation (positive or negative compared with the progression > of the line). > As you can imagine, if we note K a vector, the vector that is > twice as long will be 2*K or 2K > in short. We say that the two vectors are colinear because they > can define the same line. A > trick: K and -K are also colinear, even if they do not have the > same orientation. > A vector is useful to define a line. all you need is then this > vector and a point belonging to > the line. > A vector is defined also as two extremities A and B (for > instance). A and B can be two points > in either 2D or 3D. The resulting vector will then have the > following co-ordinates: > K=AB=(xb-xa, yb-ya, zb-za) in the 3D vector/points case, and > K=AB=(xb-xa, yb-ya) in the 2D vector/points one. > > Apart from that, vectors are also used to compute angles between > lines, or between lines and > planes (CF ray-tracing), we can also use them to define matrices > as an association of vectors, > and positions (a point can be a vector with its origin in O(0,0,0)). > If you want any other information, let me know. > > Kamel. > > PHILIPPE NGUE wrote: > > > Hi > > i don't know what's a vector?. I don't know anything about programming. > > i know how to use karel,beeper,wall,and turbo pascal,robotical > that's the only thing i know > > > > So teach me. > > > > Thanks > > > > ----- La messagerie itinérante sans abonnement NetCourrier ----- > > Web : www.netcourrier.com Minitel : 3615 et 3623 NETCOURRIER > > Tél : 08 36 69 00 21 > > ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ > > To SUBSCRIBE or UNSUBSCRIBE please visit > > http://gameprogrammer.com/mailinglist.html > > ================================================================= > To SUBSCRIBE or UNSUBSCRIBE please visit > http://gameprogrammer.com/mailinglist.html > ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html
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