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Apr 13, 2017 at 12:55 history edited CommunityBot
replaced http://mathematica.stackexchange.com/ with https://mathematica.stackexchange.com/
Apr 2, 2016 at 1:46 history edited J. M.'s missing motivation CC BY-SA 3.0
deleted 19 characters in body
Aug 2, 2015 at 3:45 history edited J. M.'s missing motivation CC BY-SA 3.0
just checked, it's also in an earlier version
Aug 2, 2015 at 0:08 history edited Michael E2 CC BY-SA 3.0
Bug information
Aug 2, 2015 at 0:07 comment added Michael E2 I see the same bug in V9.0.1.
Jun 5, 2015 at 19:33 history edited Michael E2
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Jun 4, 2015 at 5:40 history tweeted twitter.com/#!/StackMma/status/606334659593682944
Jun 3, 2015 at 17:50 comment added BlacKow @Guesswhoitis. The shift doesn't seem to work because all calculations are exact, so shifting a face back and forth gives the same values for vertex coordinates. The problem occurs during rendering.
Jun 3, 2015 at 17:48 vote accept BlacKow
Jun 3, 2015 at 3:14 comment added J. M.'s missing motivation Why, did you already try applying your pentagram[] to a tilted but shifted pentagon?
Jun 3, 2015 at 3:04 comment added BlacKow But the face will still be tilted (not parallel to coordinate plane), what's the point of shifting it?
Jun 3, 2015 at 2:57 comment added J. M.'s missing motivation Now that I think about it, it might be a bit easier to just compute the barycenter of a face, shift the face so that the barycenter is at the origin, perform your pentagram transformation, and then shift back to the original position. (For the barycenter, use averagepoints[], which is also in the link I previously gave.
Jun 3, 2015 at 2:56 comment added BlacKow Calculating normal is straightforward in my case: connecting center of dodecahedron with center of pentagon will give normal vector.
Jun 3, 2015 at 2:53 comment added BlacKow You are basically suggesting to make a pentagram in 2D and replicate it with appropriate transformations. But the resulting polygons will be all independent, they won't share vertices as they do now. So it will be workaround for particular case for visualization purpose. I'm trying to figure out how to force mathematica to draw my set of points correctly. Also all coordinates can be calculated with arbitrary precision. How can I specify tolerance for a point to belong to a plane?
Jun 2, 2015 at 23:10 answer added Michael E2 timeline score: 9
Jun 2, 2015 at 22:19 comment added J. M.'s missing motivation As for computing the normal of a face, use the newellNormals[] routine from here.
Jun 2, 2015 at 22:13 comment added J. M.'s missing motivation A sketch: find the normal to the plane of a face, use that to rotate the face so that the face is parallel to a coordinate plane (one of the components becomes zero), work out your transformation there, and then rotate back.
Jun 2, 2015 at 22:05 history asked BlacKow CC BY-SA 3.0