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labotsirc
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you could multiply to the formula the sign of the z component from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z component of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This isThese types of methods are known as predicates in the field of computational geometry. This one inIn particular, this one is normally calledknown as is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z component from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z component of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z component from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z component of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

These types of methods are known as predicates in the field of computational geometry. In particular, this one is known as is_left(segment s, point p) or equivalently is_right(segment s, point p).

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labotsirc
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you could multiply to the formula the sign of the z coordinatez component from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z coordinatez component of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z coordinate from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z coordinate of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z component from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z component of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

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labotsirc
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you could multiply to the formula the sign of the z coordinate from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from lines1 to car (choose a point from the line)car_pos.

w = vector between two points of the linefrom s1 to s2.

if the resultz coordinate of the resulting vector r = v x w has is positive z axis thethen car is on the right, otherwise (z negative) the car is on the left. This In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z coordinate from the resulting cross product of two vectors v, w.

v = vector from line to car (choose a point from the line)

w = vector between two points of the line

if the result vector r = v x w has positive z axis the car is on the right, otherwise (z negative) the car is on the left. This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

you could multiply to the formula the sign of the z coordinate from the resulting cross product of two vectors v, w.

given segment s with points s1,s2 you compute.

v = vector from s1 to car_pos.

w = vector from s1 to s2.

if the z coordinate of the resulting vector r = v x w is positive then car is on the right, otherwise (z negative) the car is on the left. In practice you just need to compute the following:

float rz = v.x * w.y - w.x * v.y; return (rz > 0); 

This is types of methods are known as predicates in the field of computational geometry. This one in particular is normally called is_left(segment s, point p) or equivalently is_right(segment s, point p).

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