RE: [Algorithms] Nearest point on plane for 2D IK
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From: Steve W. <Ste...@im...> - 2000-08-29 23:47:09
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> -----Original Message----- > From: Steve Wood > That's not the tangent yet because we need to move > that point in an arc around the sphere toward the > beginning of the ray by the same angle as Oops! Not that angle but 90 degrees minus that angle...darn KMart virtual protractor! Rockn-Roll > described by the center of the sphere to the intersection of > the ray and the > plane to the beginning of the ray. > -----Original Message----- > From: Steve Wood > Sent: Tuesday, August 29, 2000 4:15 PM > To: 'gda...@li...' > Subject: RE: [Algorithms] Nearest point on plane for 2D IK > > > How about if you use the center of the sphere and the point > at the beginning > of your ray to use as the normal for a plane passing through > the center of > the sphere. Calculate the intersection of the ray and that plane. > Calculate the point that is the sphere's radius from it's > center along the > line from the center of the sphere to the intersection of the > ray and the > plane. That's not the tangent yet because we need to move > that point in an > arc around the sphere toward the beginning of the ray by the > same angle as > described by the center of the sphere to the intersection of > the ray and the > plane to the beginning of the ray. > > Just using my virtual protractor and compass. > > Rockn-Roll > > > -----Original Message----- > > From: David Kornmann [mailto:da...@ik...] > > Sent: Tuesday, August 29, 2000 2:43 PM > > To: gda...@li... > > Subject: Re: [Algorithms] Nearest point on plane for 2D IK > > > > > > > > > > > > > Hmmm ... surely what you want is to find the point on the > > line closest to > > > the center of the sphere (easy to do) and then if that is > > less than R away > > > from the center you have definite intersection, and proceed > > to compute the > > > points at which the line intersects the sphere, and otherwise, you > > > conveniently have a point which is in line with the nearest > > tangential point > > > of the sphere, so you can easily find that tangential point. > > > > Well, computing the point when the ray intersect with the > > sphere is not a big > > deal. > > The problem comes when the ray does not intersect: > > > > I am not looking for the closest surface point on the sphere > > then, but a point > > that > > can be described as follow: > > > > - Take the plane defined with the ray and the center of the sphere. > > - Rotate the ray around its origin and along the plane until > > it is tangent to > > the sphere. > > - Compute the tangetial point (easy). > > > > That's what seems to me complicated and which needs to be > > very accurate. > > > > Any idea? > > > > Thanks. > > > > David Kornmann. > > -- > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |