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... | ... | @@ -39,11 +39,11 @@ Now we need to calculate the vector from the origin of our polygon to the origin |
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40 | 40 | This is how it looks in Fancade. Here we use the fact that cotangent of an angle is equal to its cosine divided by its sine: |
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42 | [[/uploads/Screenshot_20210423-180421~2.jpg | height = 180px]] |
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42 | [[/uploads/Screenshot_20210423-180421~2.jpg]] |
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44 | 44 | Now, to calculate the positions of the remaining pieces, we can subtract **A** from the position of the original object and then add **A** rotated by a certain angle. Here's how it looks: |
45 | 45 | |
46 | [[/uploads/Screenshot_20210423-180438~2.jpg | height = 500px]] |
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46 | [[/uploads/Screenshot_20210423-180438~2.jpg]] |
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48 | 48 | For **N** = 6 and **X** = **Z** = 1, we obtain the exact same hexagon as in the classic method, without using any additional lists! After changing the value of **N**, we can obtain different polygons, for instance a pentagon: |
49 | 49 |