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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

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  • Going from a math career to a cs career: how to do it?

    - by Joseph
    Hey, I'm looking for some advice on how to successfully make the transition from mathematics to CS. My academic background is in mathematics (BS and MSc), and I've taken loads of math courses as well. You name it, and I took it: Measure Theory, Algebra, PDES, Manifolds, Complex Analysis, etc. I progressed quite far along this track, and at one point, I thought I would be a professional mathematician...But around the time I was finishing my MSc, I really got sick of it. Studying very abstract mathematics was fun, but it really lost it's appeal to me. Outside of a couple hundred people, I'm not sure if anybody would understand my research. I did not want to be 60 years old and say that my only contribution to the world consisted of published papers. Anyways, I've been an off and on hobbyist programmer since 2002. I've programmed in C and Java (just small projects), and I really started to be drawn to the area as time passed. There's a real appeal to CS work because, well, it actually means something to other people out there! I enjoy all parts of it: designing webpages (a real artistic appeal). On the other end, I do enjoy toying with compilers and more nitty-gritty stuff as well. Suffice to say, I have broad interests out there. Anyways, I know it's a bit late, but I was wondering if there were other folks out there who made the change, and if so, how I could do so. I know I have some fairly big gaps to fill in terms of data structures, lack of internship experience, etc. But I really would like to make this work. So my question is simply: How can I make the switch from math to CS? To pay the bills, I'll be doing financial analysis for a company, but I'd like to eventually transition into a developer type position. I've been reading "Algorithm Design" by Tardos and doing all the problems. It's not hard to make progress since the problems are far more concrete than the stuff I've been doing the past six years. I feel I can make fairly rapid progress in picking up all the materials from data structures, etc. but none of it can substitute the past several years I've lost. Anyways, I'm eager to learn but would love some advice/concrete direction. Thanks, Joseph

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  • Binding to element in WPF: can the Path expression do math?

    - by John
    Hi I'm trying to bind a control to the parent's Height/width property using ElementName and a Path. However, I don't want to bind to the actual height, but to exactly half the height. Can the Path expression do the math? e.g. Path={ActualHeight/2} I couldn't find a way to do that. IS there any other clever approach? Thanks!

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  • Hierarchical Data in MySQL is as fast as XML to retrieve?

    - by ajsie
    i've got a list of all countries - states - cities (- subcities/villages etc) in a XML file and to retrieve for example a state's all cities it's really quick with XML (using xml parser). i wonder, if i put all this information in mysql, is retrieving a state's all cities as fast as with XML? cause XML is designed to store hierarchical data while relational databases like mysql are not. the list contains like 500 000 entities. so i wonder if its as fast as XML using either of: Adjacency list model Nested Set model And which one should i use? Cause (theoretically) there could be unlimited levels under a state (i heard that adjacency isn't good for unlimited child-levels). And which is fastest for this huge dataset? Thanks!

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  • Will new Acer Revo (with Atom 330) be fast enough to be MythTV client/server?

    - by vava
    As a geek I really like Atom CPUs but can't find a reason to buy one yet :( Although I was thinking about making my own DVR with NAS and media center functionality. Unfortunately, even today's Acer Revo, built on ION platform is not fast enough for streaming Full HD videos. So what do you think, will new two core CPU make it better, will it be able to show Full HD videos, store them to disk and transfer something over the network at the same time? Will it be able to scale videos from Hulu and YouTube to fullscreen?

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  • Is there an application I can run that will tell me how fast my computer is running?

    - by Robert Hume
    At work I log into a virtual Windows machine. I'm told it runs as fast as a PC, but I'm skeptical. Is there an application I can run on the machine that will tell me how faster the machine is actually running? It would be nice if it ran on Windows and on Mac. Updating with more details -- I was asked "why does it matter" -- here's why: It matters because I'm a programmer and I need as much speed (CPU and memory) as possible to do my work. IMO, the virtual machine is noticeably slower than a basic $800 PC would be, but I need a way a proving it. Websites like Bandwidthtest.com can show me my internet speed, so I'm wondering if there's an app that can test my computer's speed.

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  • Are there any command line utilities which can calculate and/or limit how fast a pipe is running?

    - by stsquad
    I'm doing some basic stress testing of a Linux kernel network IWF with netcat. The set-up is fairly simple. On the target side: nc -l -p 10000 > /dev/null And on my desktop I was running: cat /dev/urandom | nc 192.168.0.20 10000 I'm using urandom for some poor-mans fuzz testing. However I find that even at this rate I can break something quite quickly. EDIT So I've been playing with trickle to rate limit how fast I'm generating data: cat /dev/urandom | trickle -u 10 nc 192.168.0.20 10000 But it's hard to tell if this is working. What would be really useful is a the pv equivilent of trickle that can work with pipes.

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  • Desktop runs very slick, animations are all fast and flawless. Moving windows around, however, is very laggy. Why?

    - by Muu
    This isn't a question about Ubuntu being laggy in general - not at all, in fact, it's very slick and fast for me. Clicking the "Workspace Switcher" in the dock performs the animation immediately and very smoothly. Switching between workspaces with the arrow keys - again, flawlessly. My computer has a resolution of 2560x1440 on a 27" display (no, not an Apple product - though my monitor has the same panel that Apple use in their cinema displays). It's powered by an Nvidia GeForce GTX 470 - easily enough to handle it - and an Intel i3. Hardware is not the issue. I am running Ubuntu 11.10 (upgraded from 11.04). I had the same issue in 11.04. I'm running the "NVIDIA accelerated graphics driver (post-release updates) (version current-updates)" from the additional drivers dialogue. Two drivers have been suggested to me via that dialogue and I've tried both - same effect with each. The driver is "activated and currently in use". Any other information required, let me know and I'll post it. I'm a programmer who works with Linux daily (both as a job and as an interest) so technical instructions are fine. I've noticed that Compiz uses a lot of CPU when moving windows around and it's memory usage is relatively high (though possibly expected for Compiz): 1671 user 20 0 478m 286m 33m S 1 7.3 12:44.05 compiz And one more thing - occasionally moving windows around is fast. But it only happens when all applications are closed, and even then it sometimes doesn't. Something must be interfering, but what? I'll try and find out but in the meantime, any suggestions are much appreciated :-)

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  • How to find relation between change in latitudes at centre of map and top/bottom

    - by Imran
    Hi, Im having little trouble finding a relation between the movement at centre and edge of a circle, Im doing for panning world map,my map extent is 180,89:-180,-89, my map pans by adding change(dx,dY) to its extents and not its centre. Now a situation has arrrised where I have to move the map to a specific centre, to calculate the change in longitudes is very easy and simple, but its the change in lattitudes that has caused problem. It seems the change in centreY of map is more than the change at edge of the mapY, or simply if I have to move the map centre from 0long,0lat to 73long,33lat, for dX I simply get 73, but for dY apparently it looks 33 but if i add 33 to top of map that is 89 , it will be 122 which is incorrect since Latitudes are between 90 and -90 . It seems a case a projection of a circle on 2D plane where the edge of circle since is moving backward due to angle expereinces less change and the centre expereinces more change, now is there a relation between these two factors? I tried converting the difference between OriginY and destinationY into radians and then add to Top and Bottom of Map, but it did'nt really work for me. Please note that the map is project on a virtual canvas whose width starts from 256 and increases by 256*2^z , z=0 is default and whole world is visible at that extent of canvas code: public void moveMapTo(double destinationLongitude,double destinationLattitude) // moves map to the new centre { double dXLong=destinationLongitude-centreLongitude; double atanhsinO = atanh(Math.sin(destinationLattitude * Math.PI / 180.00)); double atanhsinD = atanh(Math.sin(centreLatitude * Math.PI / 180.00)); double atanhCentre = (atanhsinD + atanhsinO) / 2; double latitudeSpan =destinationLattitude - centreLatitude; double radianOfCentreLatitude = Math.atan(Math.sinh(atanhCentre)); double dXLat=latitudeSpan / Math.cos(radianOfCentreLatitude); dXLat*=getLattitudeSpan()*(Math.PI/180); <--- HERE IS THE PORBLEM System.out.println("dxLong:"+dXLong+"_dxLat:"+dXLat); mapLeft+=dXLong; mapRight+=dXLong; mapTop+=dXLat; mapBottom+=dXLat; } ////latitude span function private double getLattitudeSpan() { double latitudeSpan = mapTop - mapBottom; latitudeSpan = latitudeSpan / Math.cos(radianOfCentreLatitude); return Math.abs(latitudeSpan); } //ht

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  • How to fix this python program?

    - by Phenom
    import math def p(n): return 393000*((288200/393000)^n * math.exp(-(288200/393000)))/math.factorial(n) print p(3) When I run it, I get the following error message: Traceback (most recent call last): File "poisson.py", line 6, in <module> print p(3) File "poisson.py", line 4, in p return 393000*((288200/393000)^n * math.exp(-(288200/393000)))/math.factoria l(n) TypeError: unsupported operand type(s) for ^: 'int' and 'float'

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • Goldtouch USB Keyboard reverses keystrokes in fast typing -- expected?

    - by Justin Grant
    I am running into an odd keyboard problem: some key combinations end up reversed (e.g. "pl" ends up being emitted as "lp") when I'm typing quickly. The problematic ones are the key combos I hit with two adjacent fingers on my right hand-- in other words, the combos I can hit the fastest. No idea how fast is "fastest", but I guess around 50-150 msecs gap between them. I'm trying to track down whether this represents a failed keyboard, an inherent limitation of my Goldtouch USB keyboards, or a software problem on my Windows 7 Lenovo T500. I use a PS/2 version of the same Goldtouch keyboard at home with no problems. I've tried another USB keyboard with my laptop and can't repro the problem. I've also used this keyboard on other laptops without a problem. According to this SU thread, USB keyboards have higher latency than PS/2 keyboards-- up to 30 msecs. I find it hard to imagine that I can type key combos faster than 50 msecs, probably more like 100-150. Anyone encountered this problem with this or another keyboard? If so, how did you fix it? Any idea if there's a "keyboard log" or some way to diagnose the problem inside Windows?

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  • Best practices for handling math calculations in a flash project?

    - by VideoDnd
    I'm building a Flash project where it needs to handle some math, like an acceleration formula. My director has recommended a design pattern where I include the calculations directly in the flash object, but that doesn't seem like it's very good OOP. What's the best practice for calculations in Flash? Should it be a separate object, so I can keep the "non-Flash" parts together and out of the way? What are people's experiences with including it inline vs. keeping it separate?

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  • Website has become slower on a VPS, was much fast on a shared host. What's wrong?

    - by Arpit Tambi
    My shared host suspended my website stating system overload, so I moved my website to a VPS which has 4GB RAM. But for some reason the website has become very slow. This is the vmstat output - procs -----------memory---------- ---swap-- -----io---- --system-- -----cpu------ r b swpd free buff cache si so bi bo in cs us sy id wa st 1 0 0 3050500 0 0 0 0 0 1 0 0 0 0 100 0 0 Here's the Apache Benchmark output for a STATIC html page I ran on the server itself - Benchmarking www.ask-oracle.com (be patient)...apr_poll: The timeout specified has expired (70007) Total of 20 requests completed Update: Server Config: List item Centos 5.6 4 cores cpu 4 GB RAM LAMP stack with APC Wordpress Only one website It takes almost double time to load now, same website was much fast on shared hosting. I know I need to tweak some settings but have no clue where to start from? I have already tried to optimize apache, mysql etc. Update 2: CPU usage is low, see uptime output: 11:09:02 up 7 days, 21:26, 1 user, load average: 0.09, 0.11, 0.09 Update 3: When I load any webpage, browser shows "Waiting" for a long time and then page loads quickly. So I suspect server can accept only limited connections and holds extra connections in a waiting state. How to check this? Update 4: Following is the output on executing netperf TCP STREAM TEST from 0.0.0.0 (0.0.0.0) port 0 AF_INET to localhost.localdomain (127.0.0.1) port 0 AF_INET Recv Send Send Socket Socket Message Elapsed Size Size Size Time Throughput bytes bytes bytes secs. 10^6bits/sec 87380 16384 16384 10.00 9615.40 [root@ip-118-139-177-244 j3ngn5ri6r01t3]# Here are the Apache MPM settings from httpd.conf, do they look okay? <IfModule worker.c> StartServers 5 MaxClients 100 MinSpareThreads 50 MaxSpareThreads 250 ThreadsPerChild 125 MaxRequestsPerChild 10000 ServerLimit 100 </IfModule>

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  • Typecasting a floating value or using the math.h floor* functions?

    - by nobody
    Hi, I am coding up an implementation of Interpolation Search in C. The question is actually rather simple, I need to use the floating operations to do linear interpolation to find the correct index which will eventually be an integer result. In particular my probe index is: t = i + floor((((k-low)/(high-low)) * (j-i))); where, i,j,k,t are unsigned ints, and high,low are doubles. Would this be equivalent to: t = i + (unsigned int)(((k-low)/(high-low)) * (j-i)); Is there any reason I would actually want to use math.h floor* functions over just a simple (int) typecast?

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  • Fast extraction of a time range from syslog logfile?

    - by mike
    I've got a logfile in the standard syslog format. It looks like this, except with hundreds of lines per second: Jan 11 07:48:46 blahblahblah... Jan 11 07:49:00 blahblahblah... Jan 11 07:50:13 blahblahblah... Jan 11 07:51:22 blahblahblah... Jan 11 07:58:04 blahblahblah... It doesn't roll at exactly midnight, but it'll never have more than two days in it. I often have to extract a timeslice from this file. I'd like to write a general-purpose script for this, that I can call like: $ timegrep 22:30-02:00 /logs/something.log ...and have it pull out the lines from 22:30, onward across the midnight boundary, until 2am the next day. There are a few caveats: I don't want to have to bother typing the date(s) on the command line, just the times. The program should be smart enough to figure them out. The log date format doesn't include the year, so it should guess based on the current year, but nonetheless do the right thing around New Year's Day. I want it to be fast -- it should use the fact that the lines are in order to seek around in the file and use a binary search. Before I spend a bunch of time writing this, does it already exist?

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  • Why is Javascript's Math.floor the slowest way to calculate floor in Javascript?

    - by z5h
    I'm generally not a fan of microbenchmarks. But this one has a very interesting result. http://ernestdelgado.com/archive/benchmark-on-the-floor/ It suggests that Math.floor is the SLOWEST way to calculate floor in Javascript. ~~n, n|n, n&n all being faster. This seems pretty shocking as I would expect that people implementing Javascript in today's modern browsers would be some pretty smart people. Does floor do something important that the other methods fail to do? Is there any reason to use it?

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  • tangent of two circles

    - by harryovers
    Hello, I am trying to write some code that that will draw the line which is a tangent between 2 circles. so far i have been able to draw multiple circles, and lines between the centers. i have a class which stores the values used in drawing the circles (radius, position). what i need is a method in this class to find all posible tangents between 2 circles. any help would be great. this is what i have so far (it could very well be a load of rubbish) public static Vector2[] Tangents(circle c1, circle c2) { if (c2.radius > c1.radius) { circle temp = c1; c1 = c2; c2 = temp; } circle c0 = new circle(c1.radius - c2.radius, c1.center); Vector2[] tans = new Vector2[2]; Vector2 dir = _point - _center; float len = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); float angle = (float)Math.Atan2(dir.X, dir.Y); float tan_length = (float)Math.Sqrt((len * len) - (_radius * _radius)); float tan_angle = (float)Math.Asin(_radius / len); tans[0] = new Vector2((float)Math.Cos(angle + tan_angle), (float)Math.Sin(angle + tan_angle)); tans[1] = new Vector2((float)Math.Cos(angle - tan_angle), (float)Math.Sin(angle - tan_angle)); Vector2 dir0 = c0.center - tans[0]; Vector2 dir1 = c0.center - tans[1]; Vector2 tan00 = Vector2.Add(Vector2.Multiply(tans[0], (float)c2.radius), c1.center); Vector2 tan01 = c2.center; Vector2 tan10 = Vector2.Add(Vector2.Multiply(tans[1], (float)c2.radius), c1.center); Vector2 tan11 = c2.center; }

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