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Subject: 
Re: Math Problem Again
Newsgroups: 
lugnet.cad.dev
Date: 
Fri, 14 Nov 2003 11:43:18 GMT
Viewed: 
4319 times
  
In lugnet.cad.dev, Paul Easter wrote:
> In lugnet.cad.dev, Ronan Webb wrote:
> > In lugnet.cad.dev, Tore Eriksson wrote:
> > > You are given three 3d cooridates.
> > 
> > (snip) <
> > > If possible, I would like an Excel spreadsheet, but just the formula will do.
> > > 
> > > TIA,
> > > /Tore
> > 
> > 
> > 
> > http://astronomy.swin.edu.au/~pbourke/geometry/planeeq/
> > 
> > (snip) <
> > Having worked these out (i.e. this has given you the A,B,C,D in
> > A.x + B.y + C.z + D = 0) just plug in your fourth point's x and y co-ords
> > (say x4 and y4) into this equation i.e. let x=x4 and let y=y4
> > This gives you the equation for z4 that you are looking for viz.
> > A.x4 + B.y4 +C.z4 +D =0 (where now the only thing you don't know is z4)
> > rearranging this is just
> > z4=(-D -A.x4 - B.x4)/C
> > 
> > 
> > Then again, it's late :)
> 
> Hey!  cool!   where was this info when I wrote my calculator program?  It would have made it alot easier. The calculator grew into a slightly different purpose though. it was for helping determine where to trim lines and quads at intersection points.
> 
> The last formula had a typo, here it is corrected.
> z4=(-D -A.x4 - B.y4)/C

Yes, I saw that, too.

> Tore, I will email you the spreadsheet I put this information into.
> 
> Paul

Thanks for the offer, but I have already made a working spreadsheet. :)
Now, all I have to do is try to automate it with some VBS.


/Tore



Message is in Reply To:
  Re: Math Problem Again
 
(...) Hey! cool! where was this info when I wrote my calculator program? It would have made it alot easier. The calculator grew into a slightly different purpose though. it was for helping determine where to trim lines and quads at intersection (...) (23 years ago, 14-Nov-03, to lugnet.cad.dev)

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