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From: <Paul_Firth@sc...>  20050614 16:51:28

gdalgorithmslistadmin@... wrote on 14/06/2005 17:09:38: > Hi, given a circle at P which intersect a line segment CA, see picture pls.. > How can I get vector AB (line normal from A which intersect circle at B) ?? > > Before you think I'm asking this to answer my math homework, please > rest assure that I'm not (okay, I kinda suck at math) :D, I'll use > vector AB to push the circle so that it will always stays at the > edge of the line.. it's for my game, in case you're wondering... Just a quickie  assuming this is to prevent the circle intersecting the "landscape" composed of lines, the result you are asking for there is not the minimum distance to resolve the collision, which might lead to inconsistencies. The trouble is that you are considering lines as your basic collision primitive, when really what you have in your diagram is more like an edge of a rectangle. If you considered rectangle vs circle you might get a nicer response... Ignore me if I'm miles off with this guess! I have a website which details some basic 2d collision stuff: http://www.pfirth.co.uk Cheers, Paul. ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify postmaster@... This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** Sony Computer Entertainment Europe 
From: Danny Kodicek <dragon@we...>  20050614 16:36:50

You've got a minor problem in that the normal AB is ambiguous. Do you always want the clockwise normal? Or the nearest point B? Is the point A always definitely inside the circle? For the point on a vector v from A intersecting a circle radius r (assumed centered on (0,0) for simplicity), you're looking for t such that a+tv=r, so you have (a+tv).(a+tv)=r^2 a.a r^2 + 2ta.v + t^2 v.v=0 All these are known except t, so you can solve this quadratic to find t, at which point B=a+tv. You'll generally get two answers (unless AC is a tangent): if A is inside the circle then one will be positive, the other negative  it's up to you to decide which of these you want (my guess is that you're looking for the one with the smallest absolute value, to judge by your description). Does that help? It's pretty simple, really. Danny (PS: Hello everybody  just joined the group recently. Nice to have a question I can answer so soon :) )  Original Message  From: "Loki Istari" <milisgd@...> To: <gdalgorithmslist@...> Sent: Tuesday, June 14, 2005 5:09 PM Subject: [Algorithms] Line Circle Collision Problem Hi, given a circle at P which intersect a line segment CA, see picture pls..<http://www.iplayallday.com/test/drawing.gif>; How can I get vector AB (line normal from A which intersect circle at B) ?? Before you think I'm asking this to answer my math homework, please rest assure that I'm not (okay, I kinda suck at math) :D, I'll use vector AB to push the circle so that it will always stays at the edge of the line.. it's for my game, in case you're wondering... The common line circle intersection/collision detection computes can't work in my case cause it needs two intersection point and calculates the push vector from a line normal that crosses the center of circle. Anyway.. any hint on how I can calculate (I'll follow up your hint, I hope i still got something left in my brain) that AB vector will be very appreciated thanks 
From: Loki Istari <milisgd@gm...>  20050614 16:09:43

Hi, given a circle at P which intersect a line segment CA, see picture pls..<http://www.iplayallday.com/test/drawing.gif>; How can I get vector AB (line normal from A which intersect circle at B) ?? Before you think I'm asking this to answer my math homework, please rest=20 assure that I'm not (okay, I kinda suck at math) :D, I'll use vector AB to= =20 push the circle so that it will always stays at the edge of the line.. it's= =20 for my game, in case you're wondering... The common line circle intersection/collision detection computes can't work= =20 in my case cause it needs two intersection point and calculates the push=20 vector from a line normal that crosses the center of circle. Anyway.. any hint on how I can calculate (I'll follow up your hint, I hope = i=20 still got something left in my brain) that AB vector will be very=20 appreciated thanks 
From: Bishwaroop Chakravarty <vishu@be...>  20050614 07:20:07

We are working on a content creation app. It is a realtime render tool for broadcast television, on the lines on 3dsmax. we store SRT (scale rotation translation) data relative to an absolute in each keyframe  so that if the root or the absolute trans matrix gets modified the entire animation moves along ( the way you would expect an animated object to move in max if you had the "autokey" off). SRT Data is stored in a node and not a d3dframe. the parent matrix is post multiplied to the current node and this value is passed to any a child(ren) that it has. When we say a "difference matrix" what we mean is a matrix that works as a compensation matrix when a parent child "link" is established so as to have the child not move in space when the link is applied. this diff matrix is then multiplied on all interpolated keys and is multiplied onto the child's absolute matrix if the link is broken  again so that the object doesn't move in space. Problems: 1. hit testing : esp. if parent is scaled. 2." moving objects" in space is not WYSWIG if the parent is rotated 180. child moves in the opposite direction, which i guess one shd expect, so shd we try and compensate though i am not sure how. Thanks and Regards Bishwaroop 