How to cap values in equation section in OpenModelica? - vector

I'm developing a drone simulation in OpenModelica. In an equation block I am calculating velocity and position vectors, but I want to cap the velocity to a certain value. This is a simplified example of my drone block.
block drone
parameter Real mass = 0.985;
constant Real g = 9.8;
constant Real maxSpeed = 15.0;
Input Real Fx,Fy,Fz;
Real x,y,z;
Real vX,vY,vZ;
equation
der(vX) = Fx / mass;
der(vY) = Fy / mass;
der(vZ) = Fz / (mass*g);
der(x) = vX;
der(y) = vY;
der(z) = vZ;
end drone;
EDIT:
The velocity vector in the example have to be capped only if the speed of the drone exceed the maxSpeed value

As you have physically correct relations between force F, acceleration der(v), speed v and positions x, I wouldn't change anything there.
You could think about something like:
der(vZ) = if vZ >-1 then Fz / (mass*g) else 0;
which should result in something like:
But I think it would be better to add some kind of friction model, which could be something like:
der(vZ) = (Fz-vZ*3) / (mass*g);
with 3 being a coefficient for linear friction (chosen to get a nice plot). Note that the above is very rudimentary and should be refined quite a bit - the intention is just to give an idea.
The result:

Related

3D Projection Modification - Encode Z/W into Z

This is a little tricky to explain, so bare with me. I'm attempting to design a 2D projection matrix that takes 2D pixel coordinates along with a custom world-space depth value, and converts to clip-space.
The idea is that it would allow drawing elements based on screen coordinates, but at specific depths, so that these elements would interact on the depth buffer with normal 3D elements. However, I want x and y coordinates to remain the same scale at every depth. I only want depth to influence the depth buffer, and not coordinates or scale.
After the vertex shader, the GPU sets depth_buffer=z/w. However, it also scales x/w and y/w, which creates the depth scaling I want to avoid. This means I must make sure my final clip-space w coordinate ends up being 1.0, to avoid those things. I think I could also adopt to scale x and y by w, to cancel out the divide, but I would rather do the former, if possible.
This is the process that my 3D projection matrix uses to convert depth into clip space (d = depth, n = near distance, f = far distance)
z = f/(f-n) * d + f/(f-n) * -n;
w = d;
This is how I would like to setup my 2D projection matrix. Compared to the 3D version, it would divide both attributes by the input depth. This would simulate having z/w encoded into just the z value.
z = ( f/(f-n) * d + f/(f-n) * -n ) / d;
w = d / d;
I think this turns into something like..
r = f/(f-n); // for less crazy math
z = r + ( r * -n ) / d;
w = 1.0;
However, I can't seem to wrap my math around the values that I would need to plug into my matrix to get this result. It looks like I would need to set my matrix up to perform a division by depth. Is that even possible? Can anyone help me figure out the values I need to plug into my matrix at m[2][2] and m[3][2] (m._33 and m._43) to make something like this happen?
Note my 3D projection matrix uses the following properties to generate the final z value:
m._33 = f / (f-n); // depth scale
m._43 = -(f / (f-n)) * n; // depth offset
Edit: After thinking about this a little more, I realized that the rate of change of the depth buffer is not linear, and I'm pretty sure a matrix can only perform linear change when its input is linear. If that is the case, then what I'm trying to do wouldn't be possible. However, I'm still open to any ideas that are in the same ball park, if anyone has one. I know that I can get what I want by simply doing pos.z /= pos.w; pos.w = 1; in the vertex shader, but I was really hoping to make it all happen in the projection matrix, if possible.
In case anyone is attempting to do this, it cannot be done. Without black magic, there is apparently no way to divide values with a matrix, unless of course the diviser is a constant or etc, where you can swap out a scaler with 1/x. I resorted to performing the operation in the shader in the end.

RigidBody2D projectile to target calculation

I am using this code to shoot a projectile in order to hit a target on the ground.
I am applying an impulse force in the x direction, which is calculated from its height above the target. I am working out the force to add by dividing the x distance by the time it will take to fall due to gravity, but this does not seem to work:
float xDist = flag.position.x - transform.position.x;
float yDist = transform.position.y - flag.position.y;
float smallY = (4/9.81f) + (0.5f*-9.81f*Mathf.Pow((4/9.81f), 2));
yDist = yDist + smallY;
float yImpactForce = Mathf.Sqrt(2*9.81f*yDist);
float xForce = xDist/(Mathf.Sqrt(2*yDist/9.81f));
Can anyone help me?
Not sure if my calculations are wrong, or whether the physics is rather different than a real life situation. Any help is greatly appreciated, thanks
EDITS: The smallY variable is used to find the distance to the peak of the projectile's trajectory
From memory
dist = (a * t2)/2
so solving for time gives:
t = sqrt(2 * dist/a)
Therefore, your initial velocity calculation should be:
float fallTime = Mathf.Sqrt(2*yDist/9.81f);
float xVel = xDist/fallTime;
At least that's in the real world.
Since you are just trying to impact a specific velocity, it would be easier to just use ForceMode.VelocityChange.
To account for the y velocity in the updated version of the question, the additional time will be, assuming a positive (upwards) y-component (from v = a * t or t = v/a, times 2 -- once for decelerating to zero and once for accelerating back to the starting velocity and height, but in the other direction):
float fallTime = Mathf.Sqrt(2*yDist/9.81f);
var yTime = 2 * (yVel / 9.81f);
falltime += yTime;
float xVel = xDist/fallTime;

Generating movement based on time t for real time ocean waves from an initial spectrum

I've spent the last week or so rendering a simple ocean using gerstner waves but having issues with tiling, so I decided to start rendering them "properly" and dip my toes into the murky waters of rendering a heightfield using an iFFT.
There are plenty of papers explaining the basic gist -
1) calculate a frequency spectrum
2) use this to create a heightfield using ifft to convert from frequency domain to spatial domain - animating with time t
Since the beginning of this journey I have learned about things like the complex plane, the complex exponent equation, the FFT in more detail etc but after the initial steps of creating an initial spectrum (rendering a texture full of guassian numbers with mean 0 and sd of 1, filtered by the phillips spectrum) I am still totally lost.
My code for creating the initial data is here (GLSL):
float PhillipsSpectrum(vec2 k){
//kLen is the length of the vector from the centre of the tex
float kLen = length(k);
float kSq = kLen * kLen;
// amp is wave amplitude, passed in as a uniform
float Amp = amplitude;
//L = velocity * velcoity / gravity
float L = (velocity*velocity)/9.81;
float dir = dot(normalize(waveDir),normalize(k));
return Amp * (dir*dir) * exp(-1.0/(kSq * L * L))/ (kSq * kSq) ;
}
void main(){
vec3 sums;
//get screenpos - center is 0.0 and ranges from -0.5 to 0.5 in both
//directions
vec2 screenPos = vec2(gl_FragCoord.x,gl_FragCoord.y)/texSize - vec2(0.5,0.5);
//get random Guass number
vec2 randomGuass = vec2(rand(screenPos),rand(screenPos.yx));
//use phillips spectrum as a filter depending on position in freq domain
float Phil = sqrt(PhillipsSpectrum(screenPos));
float coeff = 1.0/sqrt(2.0);
color = vec3(coeff *randomGuass.x * Phil,coeff * randomGuass.y * Phil,0.0);
}
which creates a texture like this:
Now I am totally lost as how to :
a) derive spectrums in three directions from the initial texture
b) animate this according to time t like mentioned in this paper (https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/OceanCS_Slides.pdf) on slide 5
I might be completely stupid and overlooking something really obvious - I've looked at a bunch of papers and just get lost in formulae even after acquainting myself with their meaning. Please help.

Generate a random point within a circle (uniformly)

I need to generate a uniformly random point within a circle of radius R.
I realize that by just picking a uniformly random angle in the interval [0 ... 2π), and uniformly random radius in the interval (0 ... R) I would end up with more points towards the center, since for two given radii, the points in the smaller radius will be closer to each other than for the points in the larger radius.
I found a blog entry on this over here but I don't understand his reasoning. I suppose it is correct, but I would really like to understand from where he gets (2/R2)×r and how he derives the final solution.
Update: 7 years after posting this question I still hadn't received a satisfactory answer on the actual question regarding the math behind the square root algorithm. So I spent a day writing an answer myself. Link to my answer.
How to generate a random point within a circle of radius R:
r = R * sqrt(random())
theta = random() * 2 * PI
(Assuming random() gives a value between 0 and 1 uniformly)
If you want to convert this to Cartesian coordinates, you can do
x = centerX + r * cos(theta)
y = centerY + r * sin(theta)
Why sqrt(random())?
Let's look at the math that leads up to sqrt(random()). Assume for simplicity that we're working with the unit circle, i.e. R = 1.
The average distance between points should be the same regardless of how far from the center we look. This means for example, that looking on the perimeter of a circle with circumference 2 we should find twice as many points as the number of points on the perimeter of a circle with circumference 1.
Since the circumference of a circle (2πr) grows linearly with r, it follows that the number of random points should grow linearly with r. In other words, the desired probability density function (PDF) grows linearly. Since a PDF should have an area equal to 1 and the maximum radius is 1, we have
So we know how the desired density of our random values should look like.
Now: How do we generate such a random value when all we have is a uniform random value between 0 and 1?
We use a trick called inverse transform sampling
From the PDF, create the cumulative distribution function (CDF)
Mirror this along y = x
Apply the resulting function to a uniform value between 0 and 1.
Sounds complicated? Let me insert a blockquote with a little side track that conveys the intuition:
Suppose we want to generate a random point with the following distribution:
That is
1/5 of the points uniformly between 1 and 2, and
4/5 of the points uniformly between 2 and 3.
The CDF is, as the name suggests, the cumulative version of the PDF. Intuitively: While PDF(x) describes the number of random values at x, CDF(x) describes the number of random values less than x.
In this case the CDF would look like:
To see how this is useful, imagine that we shoot bullets from left to right at uniformly distributed heights. As the bullets hit the line, they drop down to the ground:
See how the density of the bullets on the ground correspond to our desired distribution! We're almost there!
The problem is that for this function, the y axis is the output and the x axis is the input. We can only "shoot bullets from the ground straight up"! We need the inverse function!
This is why we mirror the whole thing; x becomes y and y becomes x:
We call this CDF-1. To get values according to the desired distribution, we use CDF-1(random()).
…so, back to generating random radius values where our PDF equals 2x.
Step 1: Create the CDF:
Since we're working with reals, the CDF is expressed as the integral of the PDF.
CDF(x) = ∫ 2x = x2
Step 2: Mirror the CDF along y = x:
Mathematically this boils down to swapping x and y and solving for y:
CDF: y = x2
Swap: x = y2
Solve: y = √x
CDF-1: y = √x
Step 3: Apply the resulting function to a uniform value between 0 and 1
CDF-1(random()) = √random()
Which is what we set out to derive :-)
Let's approach this like Archimedes would have.
How can we generate a point uniformly in a triangle ABC, where |AB|=|BC|? Let's make this easier by extending to a parallelogram ABCD. It's easy to generate points uniformly in ABCD. We uniformly pick a random point X on AB and Y on BC and choose Z such that XBYZ is a parallelogram. To get a uniformly chosen point in the original triangle we just fold any points that appear in ADC back down to ABC along AC.
Now consider a circle. In the limit we can think of it as infinitely many isoceles triangles ABC with B at the origin and A and C on the circumference vanishingly close to each other. We can pick one of these triangles simply by picking an angle theta. So we now need to generate a distance from the center by picking a point in the sliver ABC. Again, extend to ABCD, where D is now twice the radius from the circle center.
Picking a random point in ABCD is easy using the above method. Pick a random point on AB. Uniformly pick a random point on BC. Ie. pick a pair of random numbers x and y uniformly on [0,R] giving distances from the center. Our triangle is a thin sliver so AB and BC are essentially parallel. So the point Z is simply a distance x+y from the origin. If x+y>R we fold back down.
Here's the complete algorithm for R=1. I hope you agree it's pretty simple. It uses trig, but you can give a guarantee on how long it'll take, and how many random() calls it needs, unlike rejection sampling.
t = 2*pi*random()
u = random()+random()
r = if u>1 then 2-u else u
[r*cos(t), r*sin(t)]
Here it is in Mathematica.
f[] := Block[{u, t, r},
u = Random[] + Random[];
t = Random[] 2 Pi;
r = If[u > 1, 2 - u, u];
{r Cos[t], r Sin[t]}
]
ListPlot[Table[f[], {10000}], AspectRatio -> Automatic]
Here is a fast and simple solution.
Pick two random numbers in the range (0, 1), namely a and b. If b < a, swap them. Your point is (b*R*cos(2*pi*a/b), b*R*sin(2*pi*a/b)).
You can think about this solution as follows. If you took the circle, cut it, then straightened it out, you'd get a right-angled triangle. Scale that triangle down, and you'd have a triangle from (0, 0) to (1, 0) to (1, 1) and back again to (0, 0). All of these transformations change the density uniformly. What you've done is uniformly picked a random point in the triangle and reversed the process to get a point in the circle.
Note the point density in proportional to inverse square of the radius, hence instead of picking r from [0, r_max], pick from [0, r_max^2], then compute your coordinates as:
x = sqrt(r) * cos(angle)
y = sqrt(r) * sin(angle)
This will give you uniform point distribution on a disk.
http://mathworld.wolfram.com/DiskPointPicking.html
Think about it this way. If you have a rectangle where one axis is radius and one is angle, and you take the points inside this rectangle that are near radius 0. These will all fall very close to the origin (that is close together on the circle.) However, the points near radius R, these will all fall near the edge of the circle (that is, far apart from each other.)
This might give you some idea of why you are getting this behavior.
The factor that's derived on that link tells you how much corresponding area in the rectangle needs to be adjusted to not depend on the radius once it's mapped to the circle.
Edit: So what he writes in the link you share is, "That’s easy enough to do by calculating the inverse of the cumulative distribution, and we get for r:".
The basic premise is here that you can create a variable with a desired distribution from a uniform by mapping the uniform by the inverse function of the cumulative distribution function of the desired probability density function. Why? Just take it for granted for now, but this is a fact.
Here's my somehwat intuitive explanation of the math. The density function f(r) with respect to r has to be proportional to r itself. Understanding this fact is part of any basic calculus books. See sections on polar area elements. Some other posters have mentioned this.
So we'll call it f(r) = C*r;
This turns out to be most of the work. Now, since f(r) should be a probability density, you can easily see that by integrating f(r) over the interval (0,R) you get that C = 2/R^2 (this is an exercise for the reader.)
Thus, f(r) = 2*r/R^2
OK, so that's how you get the formula in the link.
Then, the final part is going from the uniform random variable u in (0,1) you must map by the inverse function of the cumulative distribution function from this desired density f(r). To understand why this is the case you need to find an advanced probability text like Papoulis probably (or derive it yourself.)
Integrating f(r) you get F(r) = r^2/R^2
To find the inverse function of this you set u = r^2/R^2 and then solve for r, which gives you r = R * sqrt(u)
This totally makes sense intuitively too, u = 0 should map to r = 0. Also, u = 1 shoudl map to r = R. Also, it goes by the square root function, which makes sense and matches the link.
Let ρ (radius) and φ (azimuth) be two random variables corresponding to polar coordinates of an arbitrary point inside the circle. If the points are uniformly distributed then what is the disribution function of ρ and φ?
For any r: 0 < r < R the probability of radius coordinate ρ to be less then r is
P[ρ < r] = P[point is within a circle of radius r] = S1 / S0 =(r/R)2
Where S1 and S0 are the areas of circle of radius r and R respectively.
So the CDF can be given as:
0 if r<=0
CDF = (r/R)**2 if 0 < r <= R
1 if r > R
And PDF:
PDF = d/dr(CDF) = 2 * (r/R**2) (0 < r <= R).
Note that for R=1 random variable sqrt(X) where X is uniform on [0, 1) has this exact CDF (because P[sqrt(X) < y] = P[x < y**2] = y**2 for 0 < y <= 1).
The distribution of φ is obviously uniform from 0 to 2*π. Now you can create random polar coordinates and convert them to Cartesian using trigonometric equations:
x = ρ * cos(φ)
y = ρ * sin(φ)
Can't resist to post python code for R=1.
from matplotlib import pyplot as plt
import numpy as np
rho = np.sqrt(np.random.uniform(0, 1, 5000))
phi = np.random.uniform(0, 2*np.pi, 5000)
x = rho * np.cos(phi)
y = rho * np.sin(phi)
plt.scatter(x, y, s = 4)
You will get
The reason why the naive solution doesn't work is that it gives a higher probability density to the points closer to the circle center. In other words the circle that has radius r/2 has probability r/2 of getting a point selected in it, but it has area (number of points) pi*r^2/4.
Therefore we want a radius probability density to have the following property:
The probability of choosing a radius smaller or equal to a given r has to be proportional to the area of the circle with radius r. (because we want to have a uniform distribution on the points and larger areas mean more points)
In other words we want the probability of choosing a radius between [0,r] to be equal to its share of the overall area of the circle. The total circle area is pi*R^2, and the area of the circle with radius r is pi*r^2. Thus we would like the probability of choosing a radius between [0,r] to be (pi*r^2)/(pi*R^2) = r^2/R^2.
Now comes the math:
The probability of choosing a radius between [0,r] is the integral of p(r) dr from 0 to r (that's just because we add all the probabilities of the smaller radii). Thus we want integral(p(r)dr) = r^2/R^2. We can clearly see that R^2 is a constant, so all we need to do is figure out which p(r), when integrated would give us something like r^2. The answer is clearly r * constant. integral(r * constant dr) = r^2/2 * constant. This has to be equal to r^2/R^2, therefore constant = 2/R^2. Thus you have the probability distribution p(r) = r * 2/R^2
Note: Another more intuitive way to think about the problem is to imagine that you are trying to give each circle of radius r a probability density equal to the proportion of the number of points it has on its circumference. Thus a circle which has radius r will have 2 * pi * r "points" on its circumference. The total number of points is pi * R^2. Thus you should give the circle r a probability equal to (2 * pi * r) / (pi * R^2) = 2 * r/R^2. This is much easier to understand and more intuitive, but it's not quite as mathematically sound.
It really depends on what you mean by 'uniformly random'. This is a subtle point and you can read more about it on the wiki page here: http://en.wikipedia.org/wiki/Bertrand_paradox_%28probability%29, where the same problem, giving different interpretations to 'uniformly random' gives different answers!
Depending on how you choose the points, the distribution could vary, even though they are uniformly random in some sense.
It seems like the blog entry is trying to make it uniformly random in the following sense: If you take a sub-circle of the circle, with the same center, then the probability that the point falls in that region is proportional to the area of the region. That, I believe, is attempting to follow the now standard interpretation of 'uniformly random' for 2D regions with areas defined on them: probability of a point falling in any region (with area well defined) is proportional to the area of that region.
Here is my Python code to generate num random points from a circle of radius rad:
import matplotlib.pyplot as plt
import numpy as np
rad = 10
num = 1000
t = np.random.uniform(0.0, 2.0*np.pi, num)
r = rad * np.sqrt(np.random.uniform(0.0, 1.0, num))
x = r * np.cos(t)
y = r * np.sin(t)
plt.plot(x, y, "ro", ms=1)
plt.axis([-15, 15, -15, 15])
plt.show()
I think that in this case using polar coordinates is a way of complicate the problem, it would be much easier if you pick random points into a square with sides of length 2R and then select the points (x,y) such that x^2+y^2<=R^2.
Solution in Java and the distribution example (2000 points)
public void getRandomPointInCircle() {
double t = 2 * Math.PI * Math.random();
double r = Math.sqrt(Math.random());
double x = r * Math.cos(t);
double y = r * Math.sin(t);
System.out.println(x);
System.out.println(y);
}
based on previus solution https://stackoverflow.com/a/5838055/5224246 from #sigfpe
I used once this method:
This may be totally unoptimized (ie it uses an array of point so its unusable for big circles) but gives random distribution enough. You could skip the creation of the matrix and draw directly if you wish to. The method is to randomize all points in a rectangle that fall inside the circle.
bool[,] getMatrix(System.Drawing.Rectangle r) {
bool[,] matrix = new bool[r.Width, r.Height];
return matrix;
}
void fillMatrix(ref bool[,] matrix, Vector center) {
double radius = center.X;
Random r = new Random();
for (int y = 0; y < matrix.GetLength(0); y++) {
for (int x = 0; x < matrix.GetLength(1); x++)
{
double distance = (center - new Vector(x, y)).Length;
if (distance < radius) {
matrix[x, y] = r.NextDouble() > 0.5;
}
}
}
}
private void drawMatrix(Vector centerPoint, double radius, bool[,] matrix) {
var g = this.CreateGraphics();
Bitmap pixel = new Bitmap(1,1);
pixel.SetPixel(0, 0, Color.Black);
for (int y = 0; y < matrix.GetLength(0); y++)
{
for (int x = 0; x < matrix.GetLength(1); x++)
{
if (matrix[x, y]) {
g.DrawImage(pixel, new PointF((float)(centerPoint.X - radius + x), (float)(centerPoint.Y - radius + y)));
}
}
}
g.Dispose();
}
private void button1_Click(object sender, EventArgs e)
{
System.Drawing.Rectangle r = new System.Drawing.Rectangle(100,100,200,200);
double radius = r.Width / 2;
Vector center = new Vector(r.Left + radius, r.Top + radius);
Vector normalizedCenter = new Vector(radius, radius);
bool[,] matrix = getMatrix(r);
fillMatrix(ref matrix, normalizedCenter);
drawMatrix(center, radius, matrix);
}
First we generate a cdf[x] which is
The probability that a point is less than distance x from the centre of the circle. Assume the circle has a radius of R.
obviously if x is zero then cdf[0] = 0
obviously if x is R then the cdf[R] = 1
obviously if x = r then the cdf[r] = (Pi r^2)/(Pi R^2)
This is because each "small area" on the circle has the same probability of being picked, So the probability is proportionally to the area in question. And the area given a distance x from the centre of the circle is Pi r^2
so cdf[x] = x^2/R^2 because the Pi cancel each other out
we have cdf[x]=x^2/R^2 where x goes from 0 to R
So we solve for x
R^2 cdf[x] = x^2
x = R Sqrt[ cdf[x] ]
We can now replace cdf with a random number from 0 to 1
x = R Sqrt[ RandomReal[{0,1}] ]
Finally
r = R Sqrt[ RandomReal[{0,1}] ];
theta = 360 deg * RandomReal[{0,1}];
{r,theta}
we get the polar coordinates
{0.601168 R, 311.915 deg}
This might help people interested in choosing an algorithm for speed; the fastest method is (probably?) rejection sampling.
Just generate a point within the unit square and reject it until it is inside a circle. E.g (pseudo-code),
def sample(r=1):
while True:
x = random(-1, 1)
y = random(-1, 1)
if x*x + y*y <= 1:
return (x, y) * r
Although it may run more than once or twice sometimes (and it is not constant time or suited for parallel execution), it is much faster because it doesn't use complex formulas like sin or cos.
The area element in a circle is dA=rdr*dphi. That extra factor r destroyed your idea to randomly choose a r and phi. While phi is distributed flat, r is not, but flat in 1/r (i.e. you are more likely to hit the boundary than "the bull's eye").
So to generate points evenly distributed over the circle pick phi from a flat distribution and r from a 1/r distribution.
Alternatively use the Monte Carlo method proposed by Mehrdad.
EDIT
To pick a random r flat in 1/r you could pick a random x from the interval [1/R, infinity] and calculate r=1/x. r is then distributed flat in 1/r.
To calculate a random phi pick a random x from the interval [0, 1] and calculate phi=2*pi*x.
You can also use your intuition.
The area of a circle is pi*r^2
For r=1
This give us an area of pi. Let us assume that we have some kind of function fthat would uniformly distrubute N=10 points inside a circle. The ratio here is 10 / pi
Now we double the area and the number of points
For r=2 and N=20
This gives an area of 4pi and the ratio is now 20/4pi or 10/2pi. The ratio will get smaller and smaller the bigger the radius is, because its growth is quadratic and the N scales linearly.
To fix this we can just say
x = r^2
sqrt(x) = r
If you would generate a vector in polar coordinates like this
length = random_0_1();
angle = random_0_2pi();
More points would land around the center.
length = sqrt(random_0_1());
angle = random_0_2pi();
length is not uniformly distributed anymore, but the vector will now be uniformly distributed.
There is a linear relationship between the radius and the number of points "near" that radius, so he needs to use a radius distribution that is also makes the number of data points near a radius r proportional to r.
I don't know if this question is still open for a new solution with all the answer already given, but I happened to have faced exactly the same question myself. I tried to "reason" with myself for a solution, and I found one. It might be the same thing as some have already suggested here, but anyway here it is:
in order for two elements of the circle's surface to be equal, assuming equal dr's, we must have dtheta1/dtheta2 = r2/r1. Writing expression of the probability for that element as P(r, theta) = P{ r1< r< r1 + dr, theta1< theta< theta + dtheta1} = f(r,theta)*dr*dtheta1, and setting the two probabilities (for r1 and r2) equal, we arrive to (assuming r and theta are independent) f(r1)/r1 = f(r2)/r2 = constant, which gives f(r) = c*r. And the rest, determining the constant c follows from the condition on f(r) being a PDF.
I am still not sure about the exact '(2/R2)×r' but what is apparent is the number of points required to be distributed in given unit 'dr' i.e. increase in r will be proportional to r2 and not r.
check this way...number of points at some angle theta and between r (0.1r to 0.2r) i.e. fraction of the r and number of points between r (0.6r to 0.7r) would be equal if you use standard generation, since the difference is only 0.1r between two intervals. but since area covered between points (0.6r to 0.7r) will be much larger than area covered between 0.1r to 0.2r, the equal number of points will be sparsely spaced in larger area, this I assume you already know, So the function to generate the random points must not be linear but quadratic, (since number of points required to be distributed in given unit 'dr' i.e. increase in r will be proportional to r2 and not r), so in this case it will be inverse of quadratic, since the delta we have (0.1r) in both intervals must be square of some function so it can act as seed value for linear generation of points (since afterwords, this seed is used linearly in sin and cos function), so we know, dr must be quadratic value and to make this seed quadratic, we need to originate this values from square root of r not r itself, I hope this makes it little more clear.
Such a fun problem.
The rationale of the probability of a point being chosen lowering as distance from the axis origin increases is explained multiple times above. We account for that by taking the root of U[0,1].
Here's a general solution for a positive r in Python 3.
import numpy
import math
import matplotlib.pyplot as plt
def sq_point_in_circle(r):
"""
Generate a random point in an r radius circle
centered around the start of the axis
"""
t = 2*math.pi*numpy.random.uniform()
R = (numpy.random.uniform(0,1) ** 0.5) * r
return(R*math.cos(t), R*math.sin(t))
R = 200 # Radius
N = 1000 # Samples
points = numpy.array([sq_point_in_circle(R) for i in range(N)])
plt.scatter(points[:, 0], points[:,1])
A programmer solution:
Create a bit map (a matrix of boolean values). It can be as large as you want.
Draw a circle in that bit map.
Create a lookup table of the circle's points.
Choose a random index in this lookup table.
const int RADIUS = 64;
const int MATRIX_SIZE = RADIUS * 2;
bool matrix[MATRIX_SIZE][MATRIX_SIZE] = {0};
struct Point { int x; int y; };
Point lookupTable[MATRIX_SIZE * MATRIX_SIZE];
void init()
{
int numberOfOnBits = 0;
for (int x = 0 ; x < MATRIX_SIZE ; ++x)
{
for (int y = 0 ; y < MATRIX_SIZE ; ++y)
{
if (x * x + y * y < RADIUS * RADIUS)
{
matrix[x][y] = true;
loopUpTable[numberOfOnBits].x = x;
loopUpTable[numberOfOnBits].y = y;
++numberOfOnBits;
} // if
} // for
} // for
} // ()
Point choose()
{
int randomIndex = randomInt(numberOfBits);
return loopUpTable[randomIndex];
} // ()
The bitmap is only necessary for the explanation of the logic. This is the code without the bitmap:
const int RADIUS = 64;
const int MATRIX_SIZE = RADIUS * 2;
struct Point { int x; int y; };
Point lookupTable[MATRIX_SIZE * MATRIX_SIZE];
void init()
{
int numberOfOnBits = 0;
for (int x = 0 ; x < MATRIX_SIZE ; ++x)
{
for (int y = 0 ; y < MATRIX_SIZE ; ++y)
{
if (x * x + y * y < RADIUS * RADIUS)
{
loopUpTable[numberOfOnBits].x = x;
loopUpTable[numberOfOnBits].y = y;
++numberOfOnBits;
} // if
} // for
} // for
} // ()
Point choose()
{
int randomIndex = randomInt(numberOfBits);
return loopUpTable[randomIndex];
} // ()
1) Choose a random X between -1 and 1.
var X:Number = Math.random() * 2 - 1;
2) Using the circle formula, calculate the maximum and minimum values of Y given that X and a radius of 1:
var YMin:Number = -Math.sqrt(1 - X * X);
var YMax:Number = Math.sqrt(1 - X * X);
3) Choose a random Y between those extremes:
var Y:Number = Math.random() * (YMax - YMin) + YMin;
4) Incorporate your location and radius values in the final value:
var finalX:Number = X * radius + pos.x;
var finalY:Number = Y * radois + pos.y;

I've got my 2D/3D conversion working perfectly, how to do perspective

Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math.
Although its a 2.5D world, lets pretend its just 2d for this question.
// xa: x-accent, the x coordinate of the projection
// mapP: a coordinate on a map which need to be projected
// _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection
xa = mapP.x * xDistX + mapP.y * xDistY;
ya = mapP.x * yDistX + mapP.y * yDistY;
xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity).
x-axis-angle = atan(yDistX/xDistX)
y-axis-angle = atan(yDistY/yDistY)
a "normal" coordinate system like this
--------------- x
|
|
|
|
|
y
has values like this:
xDistX = 1;
yDistX = 0;
xDistY = 0;
YDistY = 1;
So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down.
When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this).
So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective.
I wanted to add some perspective to this grid so i added some extra's like this:
camera = new MapPoint(60, 60);
dx = mapP.x - camera.x; // delta x
dy = mapP.y - camera.y; // delta y
dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera
fac = 1 - dist / 100; // this formula determines the amount of perspective
xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ;
ya = fac * (mapP.x * yDistX + mapP.y * yDistY );
Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y).
For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this.
( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)
The function you've defined doesn't have an inverse. Just as an example, as user207422 already pointed out anything that's 100 units away from the camera will get mapped to (xa,ya)=(0,0), so the inverse isn't uniquely defined.
More importantly, that's not how you calculate perspective. Generally the perspective scaling factor is defined to be viewdist/zdist where zdist is the perpendicular distance from the camera to the object and viewdist is a constant which is the distance from the camera to the hypothetical screen onto which everything is being projected. (See the diagram here, but feel free to ignore everything else on that page.) The scaling factor you're using in your example doesn't have the same behaviour.
Here's a stab at trying to convert your code into a correct perspective calculation (note I'm not simplifying to 2D; perspective is about projecting three dimensions to two, trying to simplify the problem to 2D is kind of pointless):
camera = new MapPoint(60, 60, 10);
camera_z = camera.x*zDistX + camera.y*zDistY + camera.z*zDistz;
// viewdist is the distance from the viewer's eye to the screen in
// "world units". You'll have to fiddle with this, probably.
viewdist = 10.0;
xa = mapP.x*xDistX + mapP.y*xDistY + mapP.z*xDistZ;
ya = mapP.x*yDistX + mapP.y*yDistY + mapP.z*yDistZ;
za = mapP.x*zDistX + mapP.y*zDistY + mapP.z*zDistZ;
zdist = camera_z - za;
scaling_factor = viewdist / zdist;
xa *= scaling_factor;
ya *= scaling_factor;
You're only going to return xa and ya from this function; za is just for the perspective calculation. I'm assuming the the "za-direction" points out of the screen, so if the pre-projection x-axis points towards the viewer then zDistX should be positive and vice-versa, and similarly for zDistY. For a trimetric projection you would probably have xDistZ==0, yDistZ<0, and zDistZ==0. This would make the pre-projection z-axis point straight up post-projection.
Now the bad news: this function doesn't have an inverse either. Any point (xa,ya) is the image of an infinite number of points (x,y,z). But! If you assume that z=0, then you can solve for x and y, which is possibly good enough.
To do that you'll have to do some linear algebra. Compute camera_x and camera_y similar to camera_z. That's the post-transformation coordinates of the camera. The point on the screen has post-tranformation coordinates (xa,ya,camera_z-viewdist). Draw a line through those two points, and calculate where in intersects the plane spanned by the vectors (xDistX, yDistX, zDistX) and (xDistY, yDistY, zDistY). In other words, you need to solve the equations:
x*xDistX + y*xDistY == s*camera_x + (1-s)*xa
x*yDistX + y*yDistY == s*camera_y + (1-s)*ya
x*zDistX + y*zDistY == s*camera_z + (1-s)*(camera_z - viewdist)
It's not pretty, but it will work.
I think that with your post i can solve the problem. Still, to clarify some questions:
Solving the problem in 2d is useless indeed, but this was only done to make the problem easier to grasp (for me and for the readers here). My program actually give's a perfect 3d projection (i checked it with 3d images rendered with blender). I did left something out about the inverse function though. The inverse function is only for coordinates between 0..camera.x * 0.5 and 0.. camera.y*0.5. So in my example between 0 and 30. But even then i have doubt's about my function.
In my projection the z-axis is always straight up, so to calculate the height of an object i only used the vieuwingangle. But since you cant actually fly or jumpt into the sky everything has only a 2d point. This also means that when you try to solve the x and y, the z really is 0.
I know not every funcion has an inverse, and some functions do, but only for a particular domain. My basic thought in this all was... if i can draw a grid using a function... every point on that grid maps to exactly one map-point. I can read the x and y coordinate so if i just had the correct function i would be able to calculate the inverse.
But there is no better replacement then some good solid math, and im very glad you took the time to give a very helpfull responce :).

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