triangulation-earclipping: Fix boolean
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@ -9,16 +9,22 @@ Several things can be created with this;
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** Insertion :algorithm:
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** Query :algorithm:
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** Find Nearest Neighbor :algorithm:
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** Morton codes
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This is a technique that allows us to convert coordinates into an array index,
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allowing us to pack them contiguously in memory
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http://johnsietsma.com/2019/12/05/morton-order-introduction/
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** Resources
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[[http://ericandrewlewis.github.io/how-a-quadtree-works/][Visualize a Quadtree]]
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[[http://donar.umiacs.umd.edu/quadtree/][Academic Interactive Demo]]
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[[https://codepen.io/_bm/pen/ExPBMrW][Codepen (Js example)]]
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[[https://gist.github.com/patricksurry/6478178][D3.js Example]]
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** Notes
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#+begin_src js
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// exclude node if point is farther away than best distance in either axis
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if (x < x1 - best.d || x > x2 + best.d || y < y1 - best.d || y > y2 + best.d) {
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return best;
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}
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#+end_src
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I don't know how to explain but I get it. Because of the euclidian distance and the fact that we're dealing with rectangles, the closest distance to a rectangle is a straight line in one of the x or y axis
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@ -117,7 +117,7 @@ def player_input(w: World):
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if RL.is_key_pressed(RL.KEY_SPACE):
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w.rotate_cam = not w.rotate_cam
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if RL.is_key_pressed(RL.KEY_W):
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w.draw_wireframe = not w.draw_wireframe
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w.draw_wireframe[0] = not w.draw_wireframe[0]
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def update(w: World):
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pass
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@ -140,7 +140,7 @@ def draw_3d(w: World):
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RL.draw_model(w.model, RL.vector3_zero(), 1, RL.GREEN)
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def draw_2d(w: World):
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val = RL.gui_check_box(Rect(10, 30, 50, 50), "Draw Wireframe", w.draw_wireframe)
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val = RL.gui_check_box(Rect(10, 30, 25, 25), "Draw Wireframe", w.draw_wireframe)
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if val != 0:
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print(val)
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if val:
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