#geometry-and-trigonometry
1 messages · Page 140 of 1
yeah
I feel dubious about this formula, honestly
like, assuming you went through the math and found the area of one of the triangles
and then multiplied that by n
that's enough proof
Is it still possible to do a proof by induction for this?
don't think so
why tho
going from an n-gon to an n+1-gon shakes shit up quite a bit
i feel like you can fix like
a side, at most
Well thanks for clarifying things, understood why it works
we can also prove that the product of slopes of two perpendicular lines is -1 without trig
hm?
i did it while studying analytic geometry
do share
it involves a bit of geometry like similar triangles and stuff
so it will be hard to "visualize"
should i go on
ooh this one uses similar triangles
i think i get the rough idea, actually
it's easy to prove for lines intersecting at the origin
i accidentally proved it once when I was trying to prove the intersecting chord theorem for circles
I was like
"wtf is dis shit"
and googled the thing
and was laik
"oh kewl beans"
draw two chords that are in the same circle
and the product of their corresponding opposite lengths are the same
well you can google it
power of a point?
@upper karma you mean two chords that intersect each other?
yeah, that's what the name suggests
well the chord can be a diameter
well the diameter is a chord
nvm
yes it is
did u use analytic geometry?
what do you mean
like too many calculations and stuff
yeah man
gad like earlier today
I tried finding the area of a circle
that's separated by a chord such that it's perpendicular if you a draw a radius to it
the whole thing
was a mess
i originally started out with this
seperated by a chord
?
uhm say you have a circle
and draw a random chord such that if you draw a radius to the chord it's perpendicular
so you now have two regions
the radius bisects the chord then
the radius bisecting any non-diameter chord will be perpendicular to it though
ya
well i forgot the terms and stuff
and vice-versa
:<
anyways I managed to find a function that can help me find the area of one region
what region?
if you draw a chord in the circle
can u post a photo of the problem or something?
that's more easier yeah sure
thx
more easier
it's something like this
you have two regions
in the pic, there's the bigger one on the left
and the smaller one on the right
blue line's the said chord
distance from the center?
distance of the chord from the center?
that's cos(θ/2), where θ is the angle spanned by the smaller chord
i mean a good way to describe this is
imagine the chord
going from right to left
the area on the smaller region
gets bigger and bigger
yes...
also are we assuming the radius is 1?
or r?
just r is fine
ok
=tex A(k)=r^2\arccos(\frac{k}{r}) -k\sqrt{r^2-k^2}
so the r is the radius
whoa, what is arccos()?
arccos inputs length and outputs angles
arccos is the inverse function to cos
oh sorry I use arccos instead of that
yeah
just the intuitive appeal it has
i dont know inverse functions yet :(
from the word arc
inverse functions = undoing functions @slim gorge
like, if f(x) = x - 1 then f^-1(x) = x + 1
yes
inverse trig functions are the same with inverse functions in general
anyway, in terms of the angle θ spanned by the smaller arc
=tex A = \theta \frac{r^2}{2} - \frac{1}{2}r^2 \sin(\theta)
normal trig functions inputs angles and outputs some length
inverse trig: length to angles
So like I was unsatisfied of the function that I'd found
simply because
=tex |k|\le r
how is that so
shet
yes
so what's wrong with that
no
yis
OH ok
r cos(θ/2)
anyway here's a slightly more formal definition of inverse trig functions
=tex \arcsin(x) = y \iff |y| \leq \frac{\pi}{2} \wedge \sin(y) = x \ \arccos(x) = y \iff 0 \leq y \leq \pi \wedge \cos(y) = x \ \arctan(x) = y \iff |y| < \frac{\pi}{2} \wedge \tan(y) = x
"and"
the thing means and
well
this one is used in logic pretty frequently so Idk about changing the conventions
ok
why tho
why not?
why do you hate negative numbers 😦
wut
better than fraction tbh
topkek
So I tried defining k differently
instead of the distance of the chord from the center
o k
I'd defined it as the distance of the chord from the circle
it's kinda hard to explain this in words
but basically
i see
θ is the angle spanned by the shorter arc delimited by the chord
ok, go on
oh
I'd defined k as the distance of the chord from (-1, 3)
but of course the chord starts from the left
instead of the right as depicted in this pic
cuz no negative numbers plx
so from the pic
if you slide the chord
to the left
there's gonna be the regions that will appear
hmm
the left one starts to get smaller and smalelr
and the right one formed by sliding the chord to the left
will get bigger
so if you slide the chord all the way until the chord length=0
you get the area of the circle
so anyways
I tried doing this
chord lenght = 0?
if you slide it to the left
honestly...
it'll start to get bigger until it reached its max at the center
the diameter
I know this is a lot of hassle to get rid of negative numbers for my inputs
but myeh
=tex 2r^2\int_{0}^{\frac{k}{r}} \sqrt{1-(x-1)^2}dx
NO CALCULUS PLEASE!!!
well I suppose I could do it that wayyyyyyyyy
pff ok
but yeah when I tried to use k in its new definition
I get really long terms
and it's just a mess
and I'm pretty sure I got an error somewhere
I'll just type the thing in
lesson: don't go out of your way to avoid negative numbers
lol]
yeah 😦
ya
=tex A(k)=\theta\cdot r^2 -x\sqrt{r^2-x^2}
theres no k in the RHS
=tex \theta=\arcsin(\frac{\sqrt{k(2r-k)}}{r})
=tex x=\sqrt{k(2r-k)}
=tex \theta=\arcsin\left(\frac{\sqrt{k(2r-k)}}{r}\right)
couldve typed out the x first then substitute
gerd
anyways for some reason that I've probably made during finding this thing, the thing is not defined for all values of k
which is from 0 to 2r
So I kinda just took a break from this shit and will try to do it again
tmr
redefining k made me use some other neat theorems like heron's and the intersecting chord theorem
but yeah
I'll stick to negative numbers for now
😦
👍
Can anyone recommend a good book on elliptic curves which is simple to follow? I'm in year 12 in UK( high school equivalent in USA)
"Elliptic Curves: Number Theory and Cryptography" by Kenneth Rosen is the easiest one I've seen
Easy while still conveying the material
"The Arithmetic of Elliptic Curves" by Silverman is the classic that everyone eventually reads, but it's slightly harder
Thanks I'll have a look
Root welp
@idle escarp if you're still here: just post your question
don't ask to ask
just ask
Why is it that the ratio of the angle of a central arc of a circle to its total angle is equal to the ratio of the area of the of sector that's being subtended by the said central angle to the area of the circle
specifically
=tex \frac{\theta}{2\pi}=\frac{a}{\pi r^2}
It's a known fact that this is true but I haven't thought about it why this is true
Because it's homogenous I'd say, plus it has an infinity of symmetry axis.
So if you take a fraction of it, you take a fraction of it's area
Is this a consequence from the fact that all circles are similar?
Wouldn't say so
Take a cube in 3D, if you cut it parallel to a side you get a fraction proportionnal of the volume
I don't get it
if you cut a cube parallel to one of its faces the pieces will be in the same ratio as the edges that ended up getting cut
oh so the ratio of one of the pieces to the cube's volume is the same as the ratio of the length of the edge that ended up getting cut to the full length of the edge?
yeah
=tex a=\int_0^r x\theta \text{ d}x = \frac{r^2\theta}{2} \ \theta \propto a
...Something along those lines.
🤔
Implying that
what about the constant?
fix the lower bound at zero
Yup
And upper bound is r
so sub r subtract form sub 0
and u get
=tex \frac{r^2\theta}{2}
oh I can see now
=tex \frac{\theta}{2\pi}=\frac{\frac{\theta}{2}}{\pi}=\frac{r^2\cdot\frac{\theta}{2}}{\pi r^2}
Given that A is a fixed point of f, and f(g(A))=g(A):
i) Prove that if f is a non trivial rotation then A is a fixed point of g.
ii) Prove that if g is a glide reflection then f is a reflection or the identity isometry.```
let's see
let's assume A isn't a fixed point of g, so g(A) ≠ A
then f has two fixed points - A and g(A) - while a nonzero rotation can only have one
💯
Exactly my proof
💯
The second one is similar
If g is a glide reflection then it has no fixed points
proof by contradiction 👌
so A is a fixed point of f and g(A) is a fixed point of f but g has no fixed points so g(A)≠A thus there are 2 fixed points, A and g(A), meaning there are infinite fixed points, so either a reflection or the identity
💯
Another one:
Let f be an isometry of the plane, S_l be reflection on l, and A a point in the plane. Given that f(A)=S_l(A), prove:
1) A is a fixed point of S_l circ f
2) If f is a glide then S_l circ f is a reflection
hmm
assume Sl(f(A)) != A
then since Sl is bijective we can apply it to both sides to get
Sl(Sl(f(A))) != Sl(A)
Sl compose Sl = id
so we get f(A) != Sl(A), which contradicts the initial condition
💯
No need for contradiction
f(A)=S_l(A) // Apply S_l to both sides, ALWAYS allowed since x=y => f(x)=f(y)
S_l(f(A))=S_l(S_l(A))
S_l(f(A))=A
f is a any glide reflection and S_l is a reflection through l.
A) Prove fºS_l is not the identity isometry
B) Prove that if A is a fixed point of fºS_l then fºS_l is a rotation around A
Nice one ^
hmm
ok so
Took me a few mins, solved with contradiction.
if the line of reflection for f is l, then f compose S_l is a translation
not the identity
It's true but you need to prove that too
I mean it's kinda obvious because then it's T compose S_l and when you compose with S_l they cancel out
yes
now suppose the line of reflection for f isn't l
err
we can consider the inverse of f compose S_l
namely S_l compose f^-1, and f^-1 is also a glide reflection
that shares the line of reflection with f
Yup
...i have other things to do right now and i'm also going through some anxiety so my brain isn't functioning properly
sorry
sure
Suppose for the contradictory that fºS_l=I
Then
f^-1(fºS_l)=f^-1ºI
S_l=f^-1
f=S_l
contradiction
hehehe
invertible functions from a set to itself are a group under composition, damnit
a=b=>f(a)=f(b) is a nifty trick that i forget a lot
Yeah but I didn't really use that
Another nifty trick, fºf is always orientation preserving for every isometry
so lets take an ABC triangle
all of the angles the triangle has is less than 90 degrees
lets take a P point inside that triangle, how should we position P to minimize the lenght of PA+PB+PC
Interesting
to solve this problem i made a coordinate system where the triangle's points were (0,0) (a,0) (b,c)
then i made the f(x,y) function
i'm tempted to say that the point you're looking for is the center of the triangle's circumcircle
for the distances
but i'm not sure
ye maybe
gimme a sec
f(x,y)=(x^2+y^2)^(1/2)+((b-x)^2+(c-y)^2)^(1/2)+((a-x)^2+y^2)^(1/2)
so as any other people
i partially derived it
for each variable
then made it to a system of equations
partially differentiated*
ye right
at (0,0), ∂g/∂x and ∂g/∂y are both zero
anyway, i feel that what you're doing here is way harder than it should be
and that there's a purely geometric way to find the desired point
probably but im interested in this kind of solution
ಠ_ಠ
to minimize the sum of the distances, the angles to the 3 points should all be 2pi/3 iirc
i don't remember the coordinates or the construction though
does that give a unique point though
errh
wait, circles intersect in two points .. right ?
time to open geogebra i guess
There was a proof to that in my book lol
Nice circles always intersect in exactly two points
oh i see the other point i'm dumb
see the set of points M such that AMB is 2pi/3 is part of a circle
so you just draw them and intersect them
and the circle goes through A and B
well, two identical circles technically intersect in infinitely many points 🤔
and if you do that with B and C you get a circle through B and C
and they intersect at B and at the point you want
How would I parametrize 5a^(2)+2a*(3b+11√(2))+5b^(2)+42b*√(2)+106=0
=tex 5a^2 + 2a(3b + 11\sqrt{2}) + 5b^2 + 42b\sqrt{2} + 106 = 0
this?
this gives you a circle
manipulate that expression until you're able to find the circle's center and radius
and then your parameterization is simply a(t) = a0 + r cos(t), b(t) = b0 + r sin(t), where (a0, b0) is the center
@glossy minnow
Thanks
@tawny pewter is WXY a triangle or something?
also, yes, there's not NEARLY enough information
=tex 25^2 \leq 4j^2+9j^2 \to 13j^2 \geq 625 \to j \geq \sqrt{\frac{625}{13}}
=tex \overline{WX}=3j \geq 3\sqrt{\frac{625}{13}}
So that's the upper bound
hi I have a computer geometry math problem, can anybody here help me?
asking to ask the question is frowned upon
can I post an image to help ask my question?
go for it
yeah
I have generated the bottom cylinder head of 12 vertices I know where each of these are, I'm trying to make a semi-circlular hood rotated 90 degrees to the cylinder in the axis of vertexes 3 and 9 I have a formula that lets me work out vertex 6 but I don't know how to work out vertices 4,5 7 and 8. The cylinder isn't flat with the ground and may be facing anywhere, can you tell me arbitrarily where vertexes 4 5 7 and 8 will be in relation to the bottom 12 vertices?
okay first off, the plural is vertices 😛
anyway, you can find the coordinates of the center of that circle and thus find the vectors from there to points 3 and 9
and you can also find the vector from the center to point 4
so then the vector from the center to any particular point is v cos(θ) + w sin(θ), where v is the center-9 vector and w is the center-4 vector
Can't you always just align your coordinate system with the two great circles
makes it pretty easy
🤷
like if point 2 was (x,y), point 4 would have to be (y,x)
err
wait
yeah in their respective planes
yes
what is cos(theta) in this instance?
θ is the angle between the center-9 vector and the vector from the center to a point on the semicircular hood
is this the angle between the center point and the point I'm trying to get so point 4 would be cos(150) ?
v cos(150°) + w sin(150°)
so each point are 30 degrees apart right?
are they evenly spaced?
then yes they are 30 degrees apart
There's a lot of confusion about computers using Vector3, they are not the same as your mathematical vectors now are they?
why wouldn't they be? lol
the vertexes I have are stored as Vector3's which are essentially just a 1D array of 3 floating point values
yeah so?
you can define vector addition and scaling by a constant just fine
like, [a, b, c] + [d, e, f] = [a+d, b+e, c+f] and k * [a, b, c] = [ka, kb, kc]
oh so vertex[4] = abs(vertex[9]-vertex[3])*cos(150)+ (!?center4vector)*sin(150
you said that you can also find the vector from the center to point 4, how?
okay first off
no it's not abs(vertex[9]-vertex[3])
if anything, it's (v9-v3)/2
that's the center-9 vector
also it looks like you already have the center-6* vector
sorry
i meant 6, not 4
xyz position
anyway i was referring to the normal
which is a vector 3 sure
so would it be vertex[4] = ((v9-v3)/2) x cos(150) + ((v6-(v9-v3)/2)/2) x sin(150) ?
and for vertex[5] is it ((v9-v3)/2) x cos(120) + ((v6-(v9-v3)/2)/2) x sin(120) ?
and for vertex[7] = ((v9-v3)/2) x cos(60) + ((v6-(v9-v3)/2)/2) x sin(60) ?
vertex[9] = ((v9-v3)/2) x cos(30) + ((v6-(v9-v3)/2)/2) x sin(30) ?
is that all right?
or have I messed up?
just add it on at the end?
yes
This is my final bit of code you think it'll work:
//j4
_output_vertices.push_back( (((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)*cos(150.0)) + ( (((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0)+(Plane(_output_vertices[branch],_output_vertices[branch+3],_output_vertices[branch+6]).normal)-((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)/2.0)*sin(150.0) ) + ((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) );
Referring what?
DARN RADIANS
''' this better '''
better
yay I can code in discord now, thanks root 2
btw ur code didn't work
my code?
it was up to you to implement it lol
well my interpretation of your math something's not working out
I mean obviously I've made some new vertices and I've followed your math as faithfully as possible but the end result doesn't match up what you described
_output_vertices.push_back( (((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)*cos(2.617994)) + ( (((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) + (Plane(_output_vertices[branch],_output_vertices[branch+3],_output_vertices[branch+6]).normal) - ((_output_vertices[branch+9]-_output_vertices[branch+3])/2.0)/2.0)*sin(2.617994) ) + ((_output_vertices[branch]+_output_vertices[branch+3]+_output_vertices[branch+6]+_output_vertices[branch+9])/4.0) );
thanks for the backticks help
I think I've probably made a schoolboy error somewhere
perhaps you can help me?
you're obviously a lot cleverer than me @dark sparrow there must have been something lost in translation
anyway I see you're busy with your game so I won't disturb you
not a game but i am busy with other things
also i really don't want to debug code right now
Is it possible, dare I say you might possibly be wrong?
i'm pretty sure i am right but not getting my point across
lost in translation then ok perhaps later when you are less busy
@dark sparrow Hi I managed to generate 5 vertexes along the line but I'm still a little confused about how you make a vertex go "up" along the normal, how do you do this?
Basically I used : (1.0*((v2-v1)/6.0))+v1 and (2.0*((v2-v1)/6.0))+v1 and (3.0*((v2-v1)/6.0))+v1 ...
@surreal bolt no the cylinder may be facing ANYWHERE
so now I have 5 vertices splitting the cylinder
basically say there were a laser beam along a normal and I wanted to pop a vertex distance 1.0 say along that normal how would I do that?
basic basic vertex math
vector math
yeah. I am making sure. So you have a circle in a plane and you have the center of the circle and the normal to the plane.
yeah the circles in a plane but it may be facing anywhere
no problem.
So do you want the semicircle to always come out of the base circle at points 3 and 9 on the base?
ok this is where it gets confusing... the old tree's top cylinder had 13 vertexes, because of something known as UV mapping and its like a flat piece of paper rolled into a pipe but you don't see the edge
even though it has 12 sides
the 0th and 13th vertex are in the same place
this group is called [branch]
ah good
so [branch+0] has the same xyz as [branch+12]
now I create a new set of 13 vertexes along one half of the cylinder 7 recycle the xyz of one half of the old [branch] vertexes
but vertices 4 5 6 7 and 8 are in new positions to split the branch into two
Here's the same branch in wireframe mode from behind
this way these new 5 vertexes in an arc will allow the creation of two new 12 faced cylinders
Does that make sense?
no. But hold up re-reading
here's a little diagram if that helps explain things easier
cool I was going off this other diagram.
Okay so just to make sure you want a semicircle, you have the radius, and could find the center and have a vector that goes through the center and 90-degree mark of the semicircle you want to draw?
well I figured that the distance from the midway point between 2 or 15 or 4 is the same
likewise the distance between 1 and 11 and 5/18 is the same
and the distance between 0/12, 6/19, 13/25 are the same
hmm in the circle?
I already got the hood, I just want to pop it out perpendicular to the cylinder
formulaically
Yeah that works too.
ok tell me very very slowly how do I create a vertex B that's a distance of D away along the normal N of vertex A ?
like pretend you're explaining this to a five year old with down syndrome
Usually you would normalize the N vector and multiply by D and add to A
so you have a direction vector.
But it would be really nice if its length were 1.
well I'm going to use distance_to which gets a floating point value of between two points
kk hold up. 😃 You have this N vector.
And you want to know if I go D distance along this N vector what would be the distance_to?
well it is an intermediate step.
what would be the xyz position
I go D distance along N vector from vertex A.xyz what is B.xyz?
b.xyz = ?
they are 3 floating point values
i don't know what they are going to be
but they are derived from the cylinder so they face outwards
okay so pick your poison I'll call them (Nx, Ny, Nz). Is that okay?
fine by me
kk so what is the length of N at this point?
Call it D
=tex |N| = \sqrt{ (Nx)^2 + (Ny)^2 + (Nz)^2 }
good old fashioned pythagorus?
??
Like D is just the distance between A and B?
yeah then that equation is correct (but worry when the denominator is zero)
Um looking up how to Tex vectors.
its extremely rare that a normal is 0,0,0 I've tried putting that in and all my meshes look black
okay well here goes my final edit and equation hopefully.
=tex \frac{\vec{N}}{|\vec{N}|}d + A
Everything with 3 components is capitalized.
implying vector3s rather than scalar1's
well technically A is a displacement vector from the origin.
yep
so I could put a vector symbol on that as well.
vertex xyz is stored as vector3
try it out.
Thank you for your help sir!!!
@a one a two#9669 are you still about?
@a one a two#9669 I've nearly got it, its just that the vertices are off by one if that makes sense
Nice
yeah one of my vertexes just won't go to the right place
@surreal bolt https://paste.ee/p/huBpD this is the code I use to generate just taht little tip at the end
you don't want to know the rest of the tree trust me
its like thousands of lines of code
@surreal bolt so yeah I moved all the vertexes along one and all but the top one seems right its the vertex j8 if that makes sense
I couldn't see anything that was obviously wrong, the only thing I could think of was the normal is being derived from a reflex angle triangle
@upper karma hmm text tag. are ya out there? Just PM me so we don't annoy the Geometry channel.
@upper karma why godot and not unity?
@upper karma do I seriously have to dignify that with an answer?
in short because unity blows
I'm seriously asking so yeah
Because from what I've seen Godot is very similar to Unity
I'll give you 10 reasons Godot is better:
- MIT license
- Open source
- Friendly dev team, very helpful
- no licensing hell of gibmedats
- Global illumination
- No invasive app forced upon your system in order to do any development
- Transparency, you know what you're building
What invasive app?
- Poolvectors allocating memory to heap efficiently
- low memory consumption
- Its free to have the full features, unlike unity's fremium methodology
godot has no invasive app
How does unity?
Brb
Where the plot goes?
Don't ask to ask, just ask ^^
message about S&W?
and I've heard all those words but I wouldn't be able to answer
you can, but it might be better to dm?
It's an awesome show definitely
can anyone help me with a direction problem?
I'm using some code to draw these semicircles, thank you last time for your help but one's the correct way around the other is wrong, is there a way I can easily change the direction of the one that's facing inwards?
This is the code that I use to generate the semicircles: https://paste.ee/p/cG6Ie
yes
the current normal vector is (x, y, z) make it point (-x, -y, -z)
do you also need to know how to detect this?
sure
@surreal bolt my hunch is to use L1 and L2 normal vectors to get a sense of which way is "outbound"
But I don't know how to combine L2 with N2 so it flips direction
And combine L1 with N1 in the same way so it stays the same
ah you need to use dot product (or basically law of cosines) to find out what the angle is between consecutive generations of branches. If the angle isn't less than 90, you are facing the wrong way.
formula?
I tried changing the x coords of the branch2's circle and the hood faced the correct way but then the normal of the branch that spawned out of hood2 was all wrong
so the answer lies with some way of "detecting" which way is going away from the tree
I'm a bit too tired. 😦 Catch me tomorrow?
no problem!
kk
Is there a way to "flip" axel A 180 degrees based on the direction of L1?
yeah use -L1 ... I think.
Hrmmm...
@upper karma thanks for the godot recommendation!
@upper karma no problem, I'm having a lot of fun making stuff in C++ with it, trying to get my head around 3d vector math, its not a bad way to learn
sounds great
Say you have two random triangles in 3D space. I am using the sum of (C-A).(B-A) My gut tells me that if you flip B and C around it gives you the same result. I mean i know obviously that if you move A into a different corner the normals will change but can you just confirm for me that my hunch is indeed correct that if the two corners are labelled B instead of C and C instead of B the results are the same?
I need to know because if I'm right I can save myself a lot of bother coding, thanks in advance
and no I am not sitting in an exam hall and no I am not trying to cheat on a test.
i.e are vector dot products order sensitive or not?
dot products are not order sensitive
but maybe don't mix up whatever you're subtracting
it's a square minus four quarter circles
ye minus quarter circles
can you find the area of the square?
can you find the total area of the quarter circles that have been cut out of it?
I can find the entire square area but how to find that circle area
what are the radii of all of the circles?
😮
wow got it I guess
I got a way to find the area of the circle. firsst find their radii that is 4.2/2 = 2.1 then use Pi*r^2 that is pi * 2.1^2 then we could just do 12.6^2 (complete area of the box) -pi * 2.1^2 (circle's area)
is this the right way?
oh
why did you decide they were 2.1?
because I split the entire box into 4 small boxes and took one
what?
uh wait nvm >_> now that I see your answer is right I guess let me try it
ok yeh that's right. Thanks a lot! :>
@granite seal when you're working with this kind of geometry i recommend you to try splitting the figures in a way you know how to calculate the pieces
that's always a good strategy xD
Okay, thank you guys ^_^
I've got this neat area puzzle I made a few whiles ago. As you can see, the requested area is that of the shaded triangle. I can elaborate on any questions you have about the image. (Being the one who accidentally made and solved it, I can say it's harder than it looks.) There IS an algebraic representation for its exact area, but I'll accept a decimal approximation, too.
(4-b)^2=3^2+a^2
a^2=(2-c)^2+d^2
b^2=d^2+c^2
Solve for a, multiply by 3, divide by 2
Cant we find top angle with al kashi or smth like that and then use trig@in yellow triangle ?
yeah but it's kinda weird using transcendental functions two times to get an algebraic answer anyway
True
there is probably a smart way to extend a line
maybe to the top right corner
but i'm not good at either trig or geometry, so ....
yep it is, but your algebraic solution will be ugly
made this problem on geogebra
i know the answer LOL
oh woops!!! computers are always one step ahead
ok i might have an idea of solution but it involves solving trig equations
ok my solution is too hard nvm
yeowch
I can give a hint that leads to my method of finding the algebraic expression, in dms or something
yeah i'm pretty sure some simple trig could suffice if done right
.....that is way off the mark!
oh wiat
wait hold on, I misread the tilde as a negative sign
not AS way off.
i'm a sillyhead
you're close
well if you have a negative area you have a problem lol
2.489775 ?
👏 ya got it
9sqrt(15)/14 ?
proof?
trig
2 AlKashi in a row?
m gonna try and translate it geometrically
trig is fine 😛
i don't know a lot about this problem so i'd like to see how trig ties into all this
yeah law of cosines is actually a really good method for finding the solution wow 😮
it turns out i'm the weird one when it comes to how i solved it, huh.
anyways
So how I solved it (no nonsense I swear), I used Heron's Formula (or at least, a close relative so to say) to find some fake positions for every point on the 2-3-4 triangle, and with some linear algebra and geometric-algebraic identities (particularly about perpendicular lines), I found the positions of the points on the shaded triangle, and tied it all together with pythagorean theorem and the 1/2bh equation.
I'm self-driven in my mathematical endeavors :p
however
given you could find it that easily with some simple tirg
i will concede the point that my solution to it is absolutely outrageous
anyways i hope you all enjoyed that puzzle
i like to give Heron's formula some love, it's really cool for both area and constructing triangles ❤
I think you can almost divine out the formula by knowing when it has to be zero
don't worry, you did good
actually the ratio between the inner triangle and the big triangle is a rational fraction of the sides
Is it possible to construct a 75 degree angle in only 3 lines given the available tools?
yes, because all levels of this games are solvable 😛
.< been trying to find a solution for hours
solutions are on youtube, but its better to find by yourself 😛
just looked at it, and its not an easy one... But its kinda common "trick" past like the 4th "chapter"
what is that
euclidea iirc
interesting, never heard of it
http://prntscr.com/fvtfxe Can somebody help me
I have the length XY as 2 * sqrt(33), and I'm quite sure this question becomes a similar triangles one, but I can't find it :/
ty
Interesting
Assume X is at (0, 0, 0) and find the coordinates of Y
@uneven zephyr ^
Like I have the triangle, and I make a smaller one with the same angles
it's space!
we're not meant to use calculators btw
Let's start with finding where XY intersects the bottom face of the 2 cube
wait is it ratios?
like 1/3 of the part in the 3 cube should be equal to 1/10 of the whole line right?
I don't think
that would give the answer A
Find the equation of XY and the plane of the top face of 3
oh I misread the question still lol
I thought it was from X to the cube wiith side length 3
It's confusing
it's just the part in the cube
The newline at the word 3 is confusing hehe
PQE should u use 3d line equations? did u learn that stuff?
How come?
Yeah that's what I said @sour briar
Yeah I'm pretty sure that's right, ty. I have one more question
I have been working on this for like an hour and got nowhere.
I was thinking it may be the altitude but that didn't make sense.
:o mhm
I may have something
nvm actually :/
yes
I know the sum of the areas of the triangles
wait x's cancel so you have to divide the hypotenuse to make the perimeters the same
no it's not the final answer
y is the length from one of the veritcies to the point where the fence intersects
That should be 20
I think
30 + 50-x = 40 + x ?
where x is that length
and then you create an isocoles triangle with two sides of length 30?
and the other side is the length of the fence
You divvy it up into 30/30/x and 20/40/x triangles?
that works because 30 and 20 still sum to 50
Is there a ratio for an isosceles triangle?
Interesting guess
hmm not sure
give different perimeters:
oone is 58.57, the other is 61.4
You work out point of intersection by:
30 + 50 -x = 40 + x
40 = 2x
x -> 20
but idk where to go from there
that triangle doesn't look isoceles at all o.o
This should be solvable without a calculator
How do you work out the angle without sin/cos/tan?
hmm
Can't you just use law of cosine to solve the left angle?
=tex \frac{\sin\theta}{50}
You can't unlesss you have an angle , right?
I think it's easier using law of cosines
why don't you do it then, it's not much to calculate
you can solve without a calculator it's just power of 2
oh
then what are you trying to do with law of sines? XD
No it's just all about the fractions
then it's just
=tex \frac{\sin\theta}{50} = \frac{\sin\alpha}{40} = \frac{\sin\beta}{30}
well whole point of law of sines is to have atleast one angle so you can show ratio and solve the other two angles lol
:DDD
GIMME
I've used it too much now, I wish I had your fortune
@glossy minnow whats the area of a cone
Lateral area?
Man this problem is crazy.
Lateral?
It's gonna have a really simple solution I can tell
What problem?
lmao
it's basically same thing but written in two different ways, cosine law is basically pythagoras theorem pimped and law of sines is about ratio
Who wants the solution?
what's the problem even
Of what problem?
Does it involve law of sines?
No
We forgot ratios existed when I posted this image:
http://prntscr.com/fvtqi5
AX / AC = AY / AD
Then you can create the triangle CXY and use pythagora's theorem
super nasty question
No they are I'm just bad at drawing @glossy minnow
What is x
http://prntscr.com/fvu3m0 Here is the full solution.
It is a pretty nice solution
Just pretty difficult to discover lol
I just thought I'd give a huge shoutout to all the mathematics team for all your help you've given me and I thought I'd share with you the fruits of my labor, I have successfully developed a 3D game procedural tree generator, no 2 trees are the same, its all done with some very clever vector3d geometry math
oh nice, pretty.
well I'm sure you math pros that taught me will think its very simple math really
kinda reminds me of morrowind; ashy kinda landscape.
Looks dope, I can't program for my life.
^
visually, multiplying by i turns a point 90 degrees in the complex plane
what does raising an integer to the power of I do to it visually
that's superbly done! i hope you can make good use out of it
Sigh
Lemme try to help, one sec
if you squint hard enough, it might mean something
Tbh, what he said ^
I had a thought on this a long while back of like splitting fractions up
n^1, n^{-1}, n^i, n^{-i} etc
you can sorta imagine maybe making a fraction with 4 parts instead of 2
or infinitely many parts just n^{w} for w = e^{i 2pi k} basically but
I don't know how useful that is
it's actually not that difficult, your formula obscurs the meaning
enlighten us
2^i = e^(i * ln 2) = (e^i)^(ln 2)
I'm just trying to figure it out, not claiming to have any answers here
or to be more succinct, a ln 2 radian turn around the unit circle
seems good to me I guess
in general you'll get for positive x that x^i = a ln x turn around the unit circle
I wasn't sure whether to assume they knew euler's formula, but all is well that ends well. 👌
actually kinda surprised that raising an integer to the i always makes |n^i|^2= 1
well, not quite
😉
only positive integers
and negative
for negative integers you get e^(-pi) * (|n|^i)
=tex (-2)^{-i} (-2)^i = (-2)^{-i+i} = (-2)^0 = 1
this is a counter example to your false claim