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Re: Triangles

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BunnyBoy26 is not online. BunnyBoy26
Joined: 17 Jun 2010
Total Posts: 5674
30 Dec 2013 11:35 AM
I am dead stuck on this problem. There are three points of a right triangle (inputted as arguments). I know that if I were to create a WedgePart whose vertices were these three points, the position would be the midpoint of the hypotenuse.

However, the rotation is the difficult part. I want the WedgePart to be oriented so that its three vertices are at the three points inputted.

Put simply, you give any three points that create a right triangle and the function makes a WedgePart whose vertices are those three points.

I have been pondering this for a while, so I am asking if anyone has any ideas? Any help is much appreciated, thanks!
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Nagrath99 is not online. Nagrath99
Joined: 26 Mar 2011
Total Posts: 1537
30 Dec 2013 05:19 PM
You'd need to be able to stretch parts. (Which you can't, in the way YOU want)
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BunnyBoy26 is not online. BunnyBoy26
Joined: 17 Jun 2010
Total Posts: 5674
30 Dec 2013 05:50 PM
I know it is possible; I have already figured out the position and size of the brick, the rotation is the tricky part.
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BunnyBoy26 is not online. BunnyBoy26
Joined: 17 Jun 2010
Total Posts: 5674
03 Jan 2014 10:17 PM
Alright so I got it to rotate the right amount except for in one of the axes. I could rotate it manually with one move to fit it into place with a chance of innaccuracy, or I can try to find a function that does it exactly.

Basically, I have a brick facing upright, and another immaginary brick facing at some arbitrary angle. I tried doing inverse trig to get the angle, but that might not have worked because I don't exactly know the lengths (because the entire thing might be rotated, so I can't use global coordinates).

I don't know what to do, and after typing this I doubt anyone will come up with an idea after reading this anyway. But yeah, I have one more angle to close.
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