MoI discussion forum
MoI discussion forum

Full Version: Elephant Repository

Show messages:  1-2  …  343-362  363-382  383-402  403-422  423-442  443-462  463-482  …  503

From: Frenchy Pilou (PILOU)
26 May 2020   [#403]
Extention's Nodes
Vector Section
Vector Node
English
https://moiscript.weebly.com/vector.html#vector




From: Frenchy Pilou (PILOU)
2 Jun 2020   [#404]
Extention's Nodes
Vector Section
Add Vector Node
English
https://moiscript.weebly.com/vector.html#add_vector




From: Frenchy Pilou (PILOU)
2 Jun 2020   [#405]
Extention's Nodes
Vector Section
Substract Vector Node
English

https://moiscript.weebly.com/vector.html#substr_vector




From: Frenchy Pilou (PILOU)
5 Jun 2020   [#406]
Extention's Nodes
Vector Section
DotProduct Node
English




From: Frenchy Pilou (PILOU)
5 Jun 2020   [#407]
Seems there i a glitch or i miss something ?
The vertical Vector must be inversed when order is inversed itself!




From: bemfarmer
5 Jun 2020   [#408] In reply to [#407]
Using ConvertPts on the point output shows the correct right hand point. (The "inverted" point.)

The vector displayed for the inverted point does seem to be incorrect. I'm investigating the code, which seems very difficult for my brain to understand :-)

- Brian

In the vector.js code, line 31 creates the vectors, using orient_line_to_line. line 287 codes for the incorrect inverted vector.
this and that do not make sense to me...
From: Frenchy Pilou (PILOU)
6 Jun 2020   [#409] In reply to [#408]
So if we must use artificially the Invert node, that say there is a glitch! ;)
From: Frenchy Pilou (PILOU)
8 Jun 2020   [#410]
Extention's Nodes
Vector Section
VecAngle Node
English

https://moiscript.weebly.com/vector.html#vecangle




From: bemfarmer
9 Jun 2020   [#411] In reply to [#409]
There is an excellent series of YouTube videos about vectors and matrices here:

https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab

I've watched only #6 and #10, so far. The perspective is about areas and volumes of linear transformations.

#10 is about Cross Product, in 2D and 3D. A negative determinate means that the 3rd vector of the cross product is in the negative direction.
So maybe the vector.js code for Cross Product, line 287, should take the determinant (3D?), and then the code in line 34 modified so that in the case of a negative
determinant, bPt1 would be modified to be (0, 0, -1), instead of (0, 0, +1). (?)

Then the third vector "c" would still follow the right hand rule.
(Note that point "c" is calculated correctly, it is just the vector display that is not correctly oriented for the case of a negative determinant.)

In Pilou's example, when the order of the Cross Product is reversed, the sign of the determinant is reversed. The displayed vector should be negated.

- Brian
From: Frenchy Pilou (PILOU)
9 Jun 2020   [#412] In reply to [#411]
Cool pedagogic serial!
From: Frenchy Pilou (PILOU)
9 Jun 2020   [#413]
Extention's Nodes
Vector Section
LineByVec Node
English

https://moiscript.weebly.com/vector.html#linebyvect




From: Frenchy Pilou (PILOU)
10 Jun 2020   [#414]
Extention's Nodes
Vector Section
Rotate Vector Node
English

https://moiscript.weebly.com/vector.html#rotatevec




From: Frenchy Pilou (PILOU)
24 Jun 2020   [#415]
Extention's Nodes
Vector Section
Line2Vec Node
English
https://moiscript.weebly.com/vector.html#line2vec




From: Frenchy Pilou (PILOU)
24 Jun 2020   [#416]
Extention's Nodes
Vector Section
VectBy2Pts
English

https://moiscript.weebly.com/vector.html#vecby2pts




From: Frenchy Pilou (PILOU)
1 Jul 2020   [#417]
Extention's Nodes
Vector Section
Scale Vector node
English

https://moiscript.weebly.com/vector.html#scalevec




From: Frenchy Pilou (PILOU)
1 Jul 2020   [#418]
Extention's Nodes
Vector Section
PointDist Node
English




From: Frenchy Pilou (PILOU)
2 Jul 2020   [#419]
Extention's Nodes
Vector Section
CrossProduct Node
English




From: Finema
2 Jul 2020   [#420] In reply to [#419]
what's that thing for?
From: Frenchy Pilou (PILOU)
2 Jul 2020   [#421] In reply to [#420]
It's for all operations you can make if you want use Vectors inside your coding...
show Normal of surfaces, graphic's power of something, etc...




From: Karsten (KMRQUS)
4 Jul 2020   [#422] In reply to [#408]
Hello Brian,

I had a look to the code. I'm sure you will not find a bug. It seem that the line 35 generates the problem.
The function to create the vector-display works as follow:
- creating a line with length 1 and a cone for the tip of the base vector display
- orient this base vector display to start and end of the vector that should displayed by using "factory('orientlinetoline', that.bVec, bPt0, bPt1, tPt0, tPt1, null, 'scale, stretch');"

but it seems that here is a problem - orientlinetoline generates weired results (tested with MoI V3) when the target has the same orientation as the start orientation especially in the main directions. After the factory is initialised and get other inputs (not in the main dirs) everything works fine as espected. Maybe Michael have a look.

Which Version do you an Pilou use at the moment.

A nice day to all
Karsten





Image Attachments:
LineToLine.gif  LineToLine2.gif 


Show messages:  1-2  …  343-362  363-382  383-402  403-422  423-442  443-462  463-482  …  503