vector2d | Ruby library for handling two-dimensional vectors | Machine Learning library
kandi X-RAY | vector2d Summary
kandi X-RAY | vector2d Summary
Vector2d handles two-dimensional coordinates and vectors. Vectors are immutable, meaning this is a purely functional library.
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Trending Discussions on vector2d
QUESTION
According to the OpenCV Docs, we can use cv::FileStorage
to read/write custom data structure from/to config files (XML, YAML, JSON):
ANSWER
Answered 2021-Jun-15 at 15:05The issue is due to the intruduction of namespace, indeed you can get a similar issue with this code:
QUESTION
I am trying to programmatically find the point created from rotating a vector around it's origin point (could be anywhere in 2D space).
We see that we have our line (or vector for the math) A at some point of (x, y) that might be anywhere in 2D space. It runs to point B at some (x, y). We rotate it by Theta which then moves to some point C at an (x, y). The problem for me comes with trying to programmatically use math to solve for such.
Originally the thought was to form a triangle and use trig but this angle could be exactly 180 (unlikely but possible) which obviously no triangle can work. Would anyone have ideas?
I am using C# and my own vector object (below) to test out the creation of lines. Any help is appreciated!
...ANSWER
Answered 2021-Jun-09 at 16:24You can convert cartesian coordinates (x, y
) into polar ones (R, fi
),
add theta
to fi
and then convert back to cartesian:
QUESTION
I am currently doing:
...ANSWER
Answered 2021-Apr-15 at 22:53That looks right to me if you're wanting to stick with using Eigen.
Generally though since the polar representation has angles, it might be good to avoid using the Eigen::Vector2d
just for the sake of reducing mistakes that may be made in the future (like adding multiple angles together and not dealing with the fact that 0 == 2*PI). Maybe you could do it with structs instead:
QUESTION
I'm trying to create a ray to that translates my mouse coordinates to 3d world coordinates.
...ANSWER
Answered 2021-Apr-10 at 06:24The computation of normalised_x
and normalised_y
is wrong. Normalized device coordinates are in range [-1.0, 1.0]:
QUESTION
I have the following classes:
...ANSWER
Answered 2021-Apr-03 at 18:29in AddLabels method, vector points is const. setPointLabel is non-const member function. non-const member functions can only be invoked for non-const objects. Either
- remove const from const vector &points , or
- mark function setPointLabel const.
QUESTION
In this post Convert a multi_key map into a "normal" map joining the multiple keys
They suggest how to convert a multimap to the map by passing the values of the first to the second one. I tried that in my code, but it doesn't work:
...ANSWER
Answered 2021-Apr-03 at 12:55_mapNewPoints[it->first].insert
would imply that Point
has an insert
method which is not the case. I believe you may want something like this:
QUESTION
I was trying to write some ball bouncing program in C++ using SDL2. I had a hard time getting the velocity exchange correct, but it works pretty neat so far. The only problem I have right now is that the balls are sometimes glitching/stucking together and after some seconds they release themself again.
That is my update()
function which gets called every frame:
ANSWER
Answered 2021-Jan-31 at 23:11The main problem is that you are letting the balls overlap each other, then update their velocities. However, if the next time step is shorter than the previous one, it can be that after updating their positions, they are still overlapping. Then you think they are colliding again, and update their velocities, but this will most likely cause then to move closer together again. This explains why they get stuck.
The proper wait to solve this is to calculate the exact point in time that two moving balls collide. This can be done analytically, for example by treating time as a third dimension, and then calculating a line-sphere intersection. If this happens during the time step, you advance the time up to the point that the collision happens, then update the velocities, and then perform the rest of the step. If you have more than two balls, then be aware that you can have more than two balls colliding all with each other in the same timestep. This is also solvable, just calculate all the time points that collisions happen, select the earliest one, update velocities at that point, and then recalculate the collision times, and so on until there are no collisions in the time step.
The workaroundYour workaround might fix two balls sticking to each other, but the result is not physically accurate. It breaks down when you start increasing the density of balls, since at some point the chance will be very high that at least one ball of a pair that should collide was in a collision in the previous timestep, and then they will all just start passing through each other all the time.
Another issue is that you have to check every possible pair of balls in updateCanCollide()
, which is not efficient. There is a simpler and more common workaround to this problem: when two balls collide, after updating their velocities, immediately update their positions as well such that the balls are no longer colliding. You can try to calculate exactly how much to move them so they no longer overlap, or if you don't want to involve mathematics, you can just have a while loop to do a small step until they no longer overlap.
Note that there are also some other thing in your code that you could improve:
- Don't
new
a temporaryVector2D
, just declare it on the stack. If for some reason this is not possible, at leastdelete
v1
andv2
afterwards. - You don't need to call
abs()
if you are going to square the result anyway. - Use
std::hypot()
to calculate the distance. - Did you write
Vector2D
yourself or is it from a library? If the latter, maybe it already has functions to reflect two 2D vectors? If the former, consider using a library like GLM, even if you are not using OpenGL. - Use a proper value of π. A simple, portable solution is to declare
static constexpr pi = std::atan(1) * 4
.
QUESTION
I have some functions that involves stl iterators and works with types like std::vector
.
For example:
ANSWER
Answered 2021-Jan-05 at 15:54I have not found the best solution but for now I decided to use lambda functions:
QUESTION
I'm trying to convert a 3d vector to a 2d vector in LWJGL 3. The goal is to render a nametag on the 2d screen while moving in a 3d world.
this is what I've used on LWJGL 2:
...ANSWER
Answered 2021-Jan-03 at 14:48You can use JOML (which is also downloadable as an LWJGL 3 Addon) and its Matrix4f.project()
method for this. The following is a functioning port of your shown code snippet for LWJGL3 + JOML:
QUESTION
I would like to write a converter. I would prefer a base class that already handles the trivial cases where InputType can be directly converter to OutputType, say float to double.
However, in this shortened example, I get an error:
error C2440: 'static_cast' : cannot convert from 'const Eigen::Vector2d' to 'std::tuple'
To me that looks like, the base class and set function are instantiated, despite the function being overridden. Since there is no conversion between Eigen::Vector2d and std::tuple the error appears. Am I missing something? What would be a proper way to achieve the initial goal?
The base class which is supposed to also handle trivial cases like OutputType = InputType:
...ANSWER
Answered 2020-Dec-17 at 16:37Virtual methods are instantiated in the same time than the class, so it should be correct.
You might provide 2 versions:
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