Complex Math Problem - Any takers?

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AltF8

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AltF8
I've got a slight dilemna, and I thought I'd put it out to the big brains that sometimes hover around GTP. I've got a little math problem for you, that if you solve - I'll be really grateful. ;)

What I need is, how to programmatically find the formula that defines the line between two points in a three-dimensional space.

*ducks*

Basically, I know what x, y, and z are for both points, and I need to know what other points it intersects between those two.

Thoughts?
 
Hmmm...looking deeper, I find that this is extremely complicated and requires knowledge of vectors. :(

Unless someone else has any ideas...
 
Originally posted by AltF8
I've got a slight dilemna, and I thought I'd put it out to the big brains that sometimes hover around GTP. I've got a little math problem for you, that if you solve - I'll be really grateful. ;)

Key word there.
 
Let's try this:
http://www.wcsscience.com/pythag3d/page.html

It's fairly straight forward, but you have to know what the x,y,&z coordinants are at both ends to arive at the answer. By define, do you mean how long it is and where it's placed within the 3D space?
 
No, what I need is the equation that defines the line. The Pythagorean Theorem gives the distance between the points.
 
Have you found the "Stargate"?




Actually, I have a son that is a math whiz. When he gets home from work I'll check and see if he has an answer to your question.
I only do gas mileage, drug conversion, and IV drip rates.:lol:
 
Originally posted by AltF8
No, what I need is the equation that defines the line. The Pythagorean Theorem gives the distance between the points.

Well, by reverse-engineering an equation from only two points, you're only ever going to get a straight line. What if your line is not straight?
 
When do you need the answer for this? I think we'll be studying the Z dimension a little bit in Algebra II the coming semester. :D
 
y = mx + b in a given plane. Define the plane with the 'z' coordinates.
Y and X are the variables and m is the slope and b is the Y intercept.
I don't understand it but am told this is the formula you seek.
 
Originally posted by Gil
y = mx + b in a given plane. Define the plane with the 'z' coordinates.
Y and X are the variables and m is the slope and b is the Y intercept.
I don't understand it but am told this is the formula you seek.
Well, problem is, isn't y=mx+b only aplicable in the x and y planes? The z plane doesn't really figure into that equation...

Bah, let Pako figure it out! :lol:
 
I believe that the formula you want is ax+by+cz+d=0. It's called a Cartesian equation of the plane.

If you need more than that, I'll type up an explanation or find a good website link.
 
Originally posted by youth_cycler
Well, problem is, isn't y=mx+b only aplicable in the x and y planes? The z plane doesn't really figure into that equation...

Bah, let Pako figure it out! :lol:
Please see the last line of my last post.:D
I'm quite serious. I DON'T understand it. My son gave me the formula.
 
Originally posted by GilesGuthrie
Well, by reverse-engineering an equation from only two points, you're only ever going to get a straight line. What if your line is not straight?

The line will always be straight.
 
Originally posted by Tom M
I believe that the formula you want is ax+by+cz+d=0. It's called a Cartesian equation of the plane.

If you need more than that, I'll type up an explanation or find a good website link.

It's the best thing I've seen yet, but the key is how to define the plane that the line sits on.
 
the formula is OP1 + t(P1P2) = 0

OP1 is a vector from the origin to the first point

P1P2 is a vector from the first point to the second point

t is a variable (time)
 
:lol:

I think I'll leave the 4th dimension out of this one, thanks. ;)

(Of course, the application that would be using this would entail objects travelling at supraluminal speeds...)
 
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