In the field of geometry, plane figures that are delimited by a certain number of segments are called polygons. If the polygon is made up of three segments (called sides), the figure is a triangle.
Depending on its specific characteristics, a triangle can be classified in different ways. The obtuse triangle is the one who has an obtuse angle: that is, it measures more than 90 °. Of the three interior angles of the obtuse triangle, therefore, one is obtuse, while the other two are acute (less than 90 °).
Features of the obtuse triangle
The obtuse triangles are also oblique triangles since none of its internal angles is right. The acute triangles, which have three acute angles, enter this same rating. If the triangle has a right angle, on the other hand, it is classified as right triangle (and it is not obtuse, acute, or oblique).
It is important to note that obtuse triangles can also be included in other sets depending on the characteristics of their sides. The obtuse triangle that has two sides that measure the same and a third side that is different is a isosceles triangle. If the obtuse triangle has three different sides, all with different measurements, it is a scalene triangle.
As it is possible to notice, the same triangle can be classified in more than one way, depending on the criterion be focused on your angles or in their sides. A triangle, in this way, can also be isosceles or scalene in addition to obtuse and oblique, since the first two classifications depend on the sides and the other two, on the angles.
A simple-looking figure
Triangles are apparently very simple figures, the least complex of all if you will, but hide a large number of concepts and applications that are more than useful to solve a myriad of mathematical and physical problems. In the first place, we should not think of the triangle as a body that only works if we know all its sides and angles: many times, it is through thinking in this way and taking advantage of some of the numerous equations associated with it that we can find one. solution to a problem that little seems to be related to geometry.
Having said this, let us consider that to find an obtuse triangle there are at least two paths, one at each end: draw it; deducing their presence by means of the equations that relate its sides to its angles. The first case is not exactly challenging, or at least not for science: we take a pencil, we draw three lines connected to each other and, voila. On the other hand, realizing that we are in front of a triangle when its existence is not evident can lead us out of more than one impasse.
The obtuse triangle in a specific situation
Let’s consider a situation in which we need to know the relative position that a point would have if it passed from one plane to another, parallel to the first; more specifically, the position that an object in the three-dimensional universe would have if it were to move to the two-dimensional one from which it is observed. This may be necessary when developing a video game in which you need to use a two-dimensional graphic as a look, always on the screen, and make it react every time it passes “over” certain three-dimensional objects, since the screen is measured in pixels. , while the 3d universe uses units arbitrary.
Well, since the camera filming the scene has a countryside Of vision determined (a vertical and a horizontal angle, which form an imaginary pyramid, outside of which no object is shown), we can use these angles together with the distance between the camera and each three-dimensional object (which we will convert into the leg greater than a triangle) to solve the problem. Before continuing, we must understand that these fields of vision draw two triangles of different classes (if an angle is greater than 90 °, we will be facing an obtuse triangle), but by cutting them in two, we will obtain four straight lines.
Having done this, we simply have to apply the relevant equations to find out the remaining leg (once for the angle vertical and another for the horizontal, which now measure half), and duplicate them to know the dimensions of the space in which the object is located; finally, we transfer its position to the screen relating these dimensions to the resolution in pixels.