Triangulation in three dimensions: Difference between revisions

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==One method to triangulate a ___location in 3D==
 
This method uses [[vector analysis]] to determine the [[coordinates]] of the point where three lines meet given the [[scalar (physics)|scalar]] lengths of the lines and the coordinates of their bases. First treat these three lines as if they are the [[Radius|radii]] of three [[sphere]]s of known centers (these known centres being the coordinates of the known end of each line), this method can then be used to calculate the intersection of the three spheres ''if they intersect''. In the event that the three spheres don't intersect, this method obtains the closest solution to the [[axis of symmetry]] between three spheres.
 
== Development ==
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</math>
 
Then the three [[Euclidean vector|vector]]s intersect at a common point:
 
:<math>\mathbf{M_{AB}}+m_{AB}\mathbf{N_{AB}}=
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* [[Dot product]]
* [[Cross product]]
* [[Magnitude (vector)|Magnitude]]
* [[Vector analysis]]
* [[Linear algebra]]