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<0> blahtex >> texvc and does MathML as well as better PNG rendering, better parsing and better everything else, pretty much, but it's going to take a little while to overcome the inertia of texvc <1> what is texvc? <0> the program wikipedia currently uses to process <math>...</math> elements <1> presumably some kind of wrapper around tex or something? <0> it's a TeX mathematics parser and renderer. it's what turns your math tags into PNG, for example. <2> I have two points (x,y,z), points A and B, I am located at point A, I need the Pitch and Yaw to look directly at point B. <2> How can I get the Pitch and Yaw? <1> probably from the vector AB <3> yep <2> how do I get the vector AB? <2> multiply A * B? <3> on the other hand wth is pitch and yaw ? :)
<2> rotation? :P <1> afaik theya re just angles of the vector AB with some of the axes <3> Scottc : are you kidding ? AB=B-A <2> and what do I do with B-A? <2> er AB <3> _llll_ : that what i was kinda guessing <1> first find the defnition of pitch and yaw <3> and then use AB :) <1> i tihnk pitch is angle "above" the positive x-axis, and yaw is with the positive y-axis, <4> Scottc: it's stupid notation. By default, we call the line that joins a point A and point B, "AB" <4> Scottc: the vector is called "AB" - as one word <0> @yaw <5> I want to kill everyone here with a cute colorful Hydrogen Bomb!! <3> oh <3> you read AB as A*B ? that didn't even occur to me <2> So B - A = my angle that I want? <3> Catfive : computing a hydrogen bomb ? <3> no <4> Scottc: no, B-A gives you the vector of the line from point A to point B <1> how is B-A a vector? <3> B-A is the vector AB <1> argh <2> How do I turn that into an angle? <1> how is B-A an angle? <1> i think you need to read a basic tex on vectors here <2> I agree <1> is this for a program? <3> Scottc : well vectors have angles with other vectors or planes <2> yea <2> i'm working on a 3D game with C++ and I need to make a turret look at its target. <1> yeah, dont try and program by "trying stuff until it seems to work", first learn the mathematics of vectors, at least basic stuff <1> then yor program will be much better <3> _llll_ : so it is like the angles oh sphere coordinates ? <2> I prefer to learn as I go... learn what I need <4> Scottc: http://en.wikipedia.org/wiki/Trigonometric_function <4> Scottc: Look at that <4> Scottc: look at the second picture - Right angle definitions <4> Scottc: you have your points A and B just like that picture, right? <1> kmh: i think so, i think when you fly a plane you use the joystick to control pitch/roll/yaw, which are the 3 angles in some order <4> _llll_: plus you have gimbal lock and fun like that ;) <3> _llll_ : why 3 and not 2 ? <1> i may be completely wrong of course <4> _llll_: which you need to understand <1> well, cos it's in 3d? <1> what is gimbal lock? <3> yes
<3> but sphere coordinates have 2 angles + radius <4> _llll_: if you are at point A and looking at point B, then where is your "up" direction? <4> _llll_: you tend to just say the up direction is up <0> http://wikipedia.org/wiki/Flight_dynamics <1> oh, well the 3 things are the angles with the 3 axes. i tihnk <4> _llll_: but then when you look straight up, there's no clear "up" direction for your picture anymore <4> _llll_: hence gimbal lock <3> hmmm that's different though <1> perhaps sphere coordinates is the wrong word <3> or to put it this way for the turret to look the right direction you would need only 2 angles <3> independent of the flight stick thing <2> how would I get those angles ? <4> kmh: consider those two angles. now consider looking straight up <4> kmh: can you see there's a problem? <3> no <2> are you trying to explain gimbal lock? <3> what are you talking about now <3> steering is different from just looking in the right direction <4> Scottc: did you look at that diagram <1> i dont follow this gimbal stuff <2> I did johnflux <3> and a turret wouldn't rotate <3> ouch <4> Scottc: so if you know where A and B, that diagram shows you how to get that angle <3> i mean a turret doesn't roll <3> it just rotates in 2 direction (yaw & pict i guess) <4> imagine you point the turret West <4> then point it upwards and upwards <4> until it's point straight up <2> with cos and sin, johnflux? <4> Scottc: right <4> kmh: now consider instead, you point the turret East <2> cos and sin take angles in radians though <4> kmh: and then point it up until it points straight up <2> in programming <4> kmh: can you see that the end result will be different <2> so I guess I need the opposite of cos and sin? <2> whats the opposite of cos and sin? <3> JohnFlux_ : either way 2 angles are enough for the turret <4> kmh: if you are just firing, sure <3> exactly <4> kmh: if you want to "look" that way (like in a computer game) then you have a problem <3> the turret is stationary <4> Scottc: 1 radian / PI * 180 = 1 degree <2> JohnFlux <2> sin and cos don't return radians <3> JohnFlux_ : i'm not sure what you mean by looking <4> Scottc: if you have x = cos() then acos(x) = <2> ah <4> same for tan and atan <4> and sin and asin <3> http://en.wikipedia.org/wiki/Image:Spherical_Coordinates.png <3> P is your B and A is the origin <2> I wonder if acos requires me to normalize the value...
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