Use polar coordinates: find an internal point to the polygon as a reference, say (c,d); use atan2(x-c, y-d) for each vertex (x,y) of the polygon to get the polar angles from that internal point; then sort by the angles you get. If the polygon is convex, averaging the max and...

android,operating-system,screen,coordinate

reference from the post you can get the co-ordinates if the user touched the screen on your app. After you implement that on touch listener then in the if statement MotionEvent.ACTION_UP put this there float myX = event.getX(); float myY = event.getY(); // now you can then pass myX,myY in...

arrays,matlab,matrix,coordinate,disp

A much safer alternative would be to use ginput, with which you can select a variable number of points and store their coordinates easily. You don't need a loop; the coordinates are stored once all the points are selected. Here is a simple example: clear clc close all A =...

c#,math,coordinates,converter,coordinate

//Parsing the DDM format is left as an excersize to the reader, // as is converting this code snippet into a usable function. double inputDegrees = 52; double inputMinutes = 37.9418; double latitude = inputDegrees + (inputMinutes/60); // 52.632363 ...

java,algorithm,google-maps,math,coordinate

double lat3 = Math.atan2(Math.sin(lat1) +... double lon3 = lon1 + Math.atan2(By, Math.cos(lat1) + Bx); This returns radians. Go to degrees: double latdeg = Math.toDegrees(lat3); double londeg = Math.toDegrees(lon3); 103.81187377279383 1.4396504253445948 ...

opengl,textures,vbo,coordinate,vertex-buffer-objects

When one is using indices to address the vertex positions, the texture coordinates also get indexed. In your case this means, that you are only using the first four entries in texCoords. The strange looking comes from texCoords[0] == texCoords[3]. The correct texCoords would most probably be texCoords.push_back({0, 1}); texCoords.push_back({1,...

android,google-maps,coordinate,directions

I don't think you can track Google Maps to think it is not on the other side. But you can optimize your waypoints by using the snapToRoads function in Google Maps Roads API. Even the path I draw is closer to the right to left part (upper/westbound) of the Charleston...

opengl,rotation,jogl,coordinate,orbit

7.07 is the value of r in your code, which is the distance of your point from the origin: sqrt(5 * 5 + 5 * 5) = sqrt(50) = 7.0711 With both angles being zero, all the cos() values will be 1.0, and the sin() values 0.0. Which means that...

java,distance,getter-setter,coordinate,euclidean-distance

As @Dude pointed out in the comments, you should write a method: public double distanceTo(Point3d p) { return Math.sqrt(Math.pow(x - p.getxCoord(), 2) + Math.pow(y - p.getyCoord(), 2) + Math.pow(z - p.getzCoord(), 2)); } Then if you want to get the distance between 2 points you just call: myPoint.distanceTo(myOtherPoint); //or if...

ios,swift,mkmapview,mkoverlay,coordinate

This should work: var coordinates = locations.map { location in return location.coordinate } One-liner: var coordinates = locations.map { $0.coordinate } The problem with your code was that locations is a variable of type [CLLocation!] (note the exclamation mark here), but you are declaring its elements as CLLocation (without the...

global,local,scenekit,coordinate

SCNNode exposes the following methods to convert between coordinate spaces: -convertPosition:fromNode: -convertPosition:toNode: -convertTransform:fromNode: -convertTransform:toNode: ...

algorithm,coordinates,coordinate-systems,coordinate

So here's my question: does this algorithm exists already? Has it a name? This mapping is called the Z-order curve or Morton code: In mathematical analysis and computer science, Z-order, Morton order, or Morton code is a function which maps multidimensional data to one dimension while preserving locality of...

javafx,imageview,transition,coordinate

I don't know what "real coordinate" means: which coordinate system are you wanting (screen, scene, parent, node...)? The value you are displaying is the translateY property; it's the amount by which the node is translated vertically. So -24.8 means it's moved 24.8 units up from its original position. You can...