There is a Inbuilt function in Unity called Vector3.RotateTowards ..
I tried writing this using CrossProduct then use Axis rotation. but didn't work.
I am wondering if anybody could write Vector3.RotateTowards for me.
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I'm unsure how to do this. If possible a walkthrough on this would be greatly appreciated! Just started a class that uses R and find somethings to be very complicated.
Thanks!
I have tried to just write simple types of loops but not sure how to tie in all of the functions I need to do.
Basically, I want to write a program to transform R code into Latex formulas. For example, I want to build some sort of converter where, when I have, as input, mean(x) it will return $\frac{1}{n}\sum_{i=1}^{n} x_{i}$ - latex code for the formula. I would to this for a group of formulas I have to basically make my job easier.
Although this might be some work, I would still like to do it. Basically I would tell the program to return $\frac{1}{n}\sum_{i=1}^{n} everytime he finds the word mean; to, by default, transform x into x_{i}, this type of thing.
What language should I use to build such a program? Or does this already exist? I've looked online and found nothing of the sort... Would you say this is extremely difficult to do?
Thanks everyone!
I'm using GraphicsMagic to achieve an effect something like:
read in an image file
apply several edits (resizing, cropping, etc)
apply a convolution filter
apply an operator
and it works fine. However, what I really need is composite result of step (2) on top of the result of step (4). That is, after step 2 I want to convince GM to (notionally) make a clone of the current state of the image, apply step 3+4 to the clone, and then composite that clone underneath the original pre-clone state.
Is stuff like this possible in GM without writing out an temp file? I'm calling gm from the node wrapper, so I don't think shell script wizardry is an option.
For posterity, I wound up writing temp files to achieve this. I don't think it's possible to get such effects purely with a combination of GraphicsMagick arguments.
In Stylus it's as easy as split('1/2', '/')[0] (which will split a string value at a certain delimiter, in the example it would return 1), in Sass I needed a huge function to do it. I don't see a way to natively do this in LESS or a function for doing this anywhere.
Anyone know of a way to do this?
It's silly more of these functions aren't built into preprocessors.
You should possible also explain why you need the split function.
Since Less version 2 you can easily add your own functions, see How to exend the Less compiler with a custom function leveraging a plugin
You should be able to add a split function which returns a list. As already explained by #Amadan you can use this list with loops and the built-in list functions.
I have a TriRep object with triangulations and I want to use pointLocation on the object to find whether the points are inside the triangles. But the pointLocation is a method defined for DelaunayTri class which is a subclass of TriRep.
So I would like to ask if TriRep object can be converted to DelaunayTri to be used in pointLocation?
At my knowledge, there is no way to make such a conversion. While waiting a more elegant solution, I advice you using tsearchn() instead of pointLocation(). Best of all
I found a workaround for the problem thanks to the Mathworks folks. It seems there is a way to typecast the TriRep object to be a delaunay triangulation. The details are given in this post - http://www.mathworks.com/help/techdoc/math/bspqkfv-1.html#bspqkfv-4