Calculate Angle from direction vector - vector

I have direction vector (0.000000, 0.707107, 0.707107) like this, i want to convert this vector to an angle between X, Y and Z direction planes and Direction vectors (0,45 deg,45 deg). Please provide the mathematical equations or VBA functions to get an angle.

To get angle between vector D = (dx, dy, dz) and coordinate planes, you can use scalar product of vector and its projection onto corresponding plane.
For example, to get projection on OYZ plane, you can just make x-component zero.
P(0yz) = (0, dy, dz)
S = D.dot.P = 0 + dy * dy + dz * dz
Fi(D, 0yz) = ArcCosine(S / (length(P) * length(D)) =
ArcCosine((dy*dy + dz*dz) / Sqrt((dx*dx + dy*dy + dz*dz)*(dy*dy + dz*dz)))=
ArcCosine(Sqrt((dy*dy + dz*dz) /(dx*dx + dy*dy + dz*dz))))=
ArcCosine(length(P) / length(D))
You can build similar formulas for OXY and OXZ planes

Related

draw arc using start, end and initial direction

I am trying to draw a railway in the way it is implemented in railroad tycoon 3. I have understood some of the patterns by which this is done, but I cannot find a formula for their application. I am trying to build an arc using only two points and some initial direction. For simplicity, let's assume that I can only plot a path in the range from 0 to 90 degrees. The arc should always start in the direction of "Initial direction". I need a method that would implement this. I tried to depict the idea in the drawings. Any pseudocode would do I guess.
general idea
borderline case at alpha = 0
borderline case at alpha = 90 degrees
Center C lies at middle perpendicular to SE segment, so we should find vectors
se = (E.x - S.x, E.y - S.y)
perp = (-se.y, se.x) = (S.y - E.y, E.x - S.x) //MC direction
and middle point
M = ((E.x + S.x)/2, (E.y - S.y)/2)
and express C coordinates using parametric equation
C = M + perp*t
Note that initial arc direction d is perpendicular to radius CS, so their dot product is zero:
(C - S).dot.d = 0
(M.x + perp.x * t - S.x)*d.x + (M.y + perp.y * t - S.y)*d.y = 0
This is linear equation for unknown parameter t, after solving it we know center C and can build the arc.
Python code. Perhaps examples are too simple to reveal bugs, but the first with half-circle gives R=L/2, center at M, and the second one shows correct C position and R.
from math import hypot, atan2
def arcfromptsdir(sx, sy, ex, ey, dx, dy):
sex = ex - sx
sey = ey - sy
perpx = -sey
perpy = sex
mx = (ex + sx) / 2
my = (ey + sy) / 2
#equation
#(sex/2 + perpx * t )*dx + (sey/2 + perp.y * t )*dy = 0
p = perpx * dx + perpy * dy
if p:
t = -0.5*(sex*dx + sey*dx) / p
else:
return None
#centerx, centery, radius
cx = mx + perpx * t
cy = my + perpy * t
radius = hypot(cx-sx, cy-sy)
arcangle = atan2((sx-cx) * (ey-cy) - (sy-cy) * (ex-cx),
(sx-cx) * (ex-cx) + (sy-cy) * (ey-cy))
return (cx, cy, radius, arcangle)
print(arcfromptsdir(0, 0, 2, 0, 0, 1))
print(arcfromptsdir(0, 0, 2, 0, 0.7071, 0.7071))
(1.0, 0.0, 1.0, -3.141592653589793)
(1.0, -1.0, 1.4142135623730951, -1.5707963267948966)

Point positioning inside rectangle with only two known vertexes

I'm working on a js widget, and I've come across a positioning problem, which I can't seem to solve with my limited geometry knowledge or by help of Wikipedia/google.
I have a quadrilateral rectangle, which is positioned at an angle. I know its two opposite vertexes and width/height ratio. And there's a point on it, which coordinates I also know.
I need to find how far (in %s of width/height) is that point from rectangle's sides. Is it possible to do so?
Having two corners P1 = (x1,y1) and P2 = (x2,y2) and point Q, you can find diagonal length
dx = (x2 - x1)
dy = (y2 - y1)
dlen = sqrt(dx^2 + dy^2)
and unit direction vector
dx = dx / dlen
dy = dy / dlen
and center of rectangle
cx = x1 + dx/2
cy = y1 + dy/2
Width and height (with known r = w/h ratio)
w = dlen / sqrt(1 + r^2)
h = w / r
Now we need direction of side of length w. Note that given information does not allow to choose exact rectangle orientation from two possible cases.
Angle between diagonal and side
sina = r / sqrt(1 + r^2)
cosa = 1 / sqrt(1 + r^2)
Side direction vector
wx = dx * cosa - dy * sina
wy = dx * sina + dy * cosa
and for the second orientation
wx' = dx * cosa + dy * sina
wy' = -dx * sina + dy * cosa
The second side vector
hx = -wy
hy = wx
Now we can find length of projection of point p onto sides W and H using dot product
qx = q.x - x1
qy = q.y - y1
qw = qx * wx + qy * wy
qh = qx * hx + qy * hy
The last values are coordinates in W-H basis, so value qw varies from 0 for points at the "left" to w for points at the "right" side. You can divide these values by w and h to get percent values.
Note again - there are two possible rectangles and correspondingly two positions of point Q

Rotation About an Arbitrary Axis in 3 Dimensions Using Matrix

I come accross a math problem about Interactive Computer Graphics.
I summarize and abstract this problem as follows:
I'm going to rotation a 3d coordinate P(x1,y1,z1) around a point O(x0,y0,z0)
and there are 2 vectors u and v which we already know.
u is the direction to O before transformation.
v is the direction to O after transformation.
I want to know how to conduct the calculation and get the coordinate of Q
Thanks a lot.
Solution:
Rotation About an Arbitrary Axis in 3 Dimensions using the following matrix:
rotation axis vector (normalized): (u,v,w)
position coordinate of the rotation center: (a,b,c)
rotation angel: theta
Reference:
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxnbGVubm11cnJheXxneDoyMTJiZTZlNzVlMjFiZTFi
for just single point no rotations is needed ... so knowns are:
u,v,O,P
so we now the distance is not changing:
|P-O| = |Q-O|
and directions are parallel to u,v so:
Q = O + v*(|P-O|/|v|)
But I suspect you want to construct rotation (transform matrix) such that more points (mesh perhaps) are transformed. If that is true then you need at least one known to get this right. Because there is infinite possible rotations transforming P -> Q but the rest of the mesh will be different for each ... so you need to know at least 2 non trivial points pair P0,P1 -> Q0,Q1 or axis of rotation or plane parallel to rotation or any other data known ...
Anyway in current state you can use as rotation axis vector perpendicular to u,v and angle obtained from dot product:
axis = cross (u,v)
ang = +/-acos(dot(u,v))
You just need to find out the sign of angle so try both and use the one for which the resultinq Q is where it should be so dot(Q-O,v) is max. To rotate around arbitrary axis and point use:
Rodrigues_rotation_formula
Also this might be helpfull:
Understanding 4x4 homogenous transform matrices
By computing dot product between v and u get the angle l between the vectors. Do a cross product of v and u (normalized) to produce axis of rotation vector a. Let w be a vector along vector u from O to P. To rotate point P into Q apply the following actions (in pseudo code) having axis a and angle l computed above:
float4 Rotate(float4 w, float l, float4 a)
{
float4x4 Mr = IDENTITY;
quat_t quat = IDENTITY;
float4 t = ZERO;
float xx, yy, zz, xy, xz, yz, wx, wy, wz;
quat[X] = a[X] * sin((-l / 2.0f));
quat[Y] = a[Y] * sin((-l / 2.0f));
quat[Z] = a[Z] * sin((-l / 2.0f));
quat[W] = cos((-l / 2.0f));
xx = quat[X] * quat[X];
yy = quat[Y] * quat[Y];
zz = quat[Z] * quat[Z];
xy = quat[X] * quat[Y];
xz = quat[X] * quat[Z];
yz = quat[Y] * quat[Z];
wx = quat[W] * quat[X];
wy = quat[W] * quat[Y];
wz = quat[W] * quat[Z];
Mr[0][0] = 1.0f - 2.0f * (yy + zz);
Mr[0][1] = 2.0f * (xy + wz);
Mr[0][2] = 2.0f * (xz - wy);
Mr[0][3] = 0.0f;
Mr[1][0] = 2.0f * (xy - wz);
Mr[1][1] = 1.0f - 2.0f * (xx + zz);
Mr[1][2] = 2.0f * (yz + wx);
Mr[1][3] = 0.0f;
Mr[2][0] = 2.0f * (xz + wy);
Mr[2][1] = 2.0f * (yz - wx);
Mr[2][2] = 1.0f - 2.0f * (xx + yy);
Mr[2][3] = 0.0f;
Mr[3][0] = 0.0f;
Mr[3][1] = 0.0f;
Mr[3][2] = 0.0f;
Mr[3][3] = 1.0f;
w = Mr * w;
return w;
}
Point Q is at the end of the rotated vector w. Algorithm used in the pseudo code is quaternion rotation.
If you know u, v, P, and O then I would suggest that you compute |OP| which should be preserved under rotations. Then multiply this length by the unit vector -v (I assumed u, v are unit vectors: if not - normalize them) and translate the origin by this -|OP|v vector. The negative sign in front of v comes from the description given in your question:"v is the direction to O after transformation".
P and Q are at the same distance R to O
R = sqrt( (x1-x0)^2 + (y1-y0)^2 + (z1-z0)^2 )
and OQ is collinear to v, so OQ = v * R / ||v|| where ||v|| is the norm of v
||v|| = sqrt( xv^2 + yv^2 + zv^2 )
So the coordinates of Q(xq,yq,zq) are:
xq= xo + xv * R / ||v||
yq= yo + yv * R / ||v||
zq= zo + zv * R / ||v||

Computing the 3D coordinates on a unit sphere from a 2D point

I have a square bitmap of a circle and I want to compute the normals of all the pixels in that circle as if it were a sphere of radius 1:
The sphere/circle is centered in the bitmap.
What is the equation for this?
Don't know much about how people program 3D stuff, so I'll just give the pure math and hope it's useful.
Sphere of radius 1, centered on origin, is the set of points satisfying:
x2 + y2 + z2 = 1
We want the 3D coordinates of a point on the sphere where x and y are known. So, just solve for z:
z = ±sqrt(1 - x2 - y2).
Now, let us consider a unit vector pointing outward from the sphere. It's a unit sphere, so we can just use the vector from the origin to (x, y, z), which is, of course, <x, y, z>.
Now we want the equation of a plane tangent to the sphere at (x, y, z), but this will be using its own x, y, and z variables, so instead I'll make it tangent to the sphere at (x0, y0, z0). This is simply:
x0x + y0y + z0z = 1
Hope this helps.
(OP):
you mean something like:
const int R = 31, SZ = power_of_two(R*2);
std::vector<vec4_t> p;
for(int y=0; y<SZ; y++) {
for(int x=0; x<SZ; x++) {
const float rx = (float)(x-R)/R, ry = (float)(y-R)/R;
if(rx*rx+ry*ry > 1) { // outside sphere
p.push_back(vec4_t(0,0,0,0));
} else {
vec3_t normal(rx,sqrt(1.-rx*rx-ry*ry),ry);
p.push_back(vec4_t(normal,1));
}
}
}
It does make a nice spherical shading-like shading if I treat the normals as colours and blit it; is it right?
(TZ)
Sorry, I'm not familiar with those aspects of C++. Haven't used the language very much, nor recently.
This formula is often used for "fake-envmapping" effect.
double x = 2.0 * pixel_x / bitmap_size - 1.0;
double y = 2.0 * pixel_y / bitmap_size - 1.0;
double r2 = x*x + y*y;
if (r2 < 1)
{
// Inside the circle
double z = sqrt(1 - r2);
.. here the normal is (x, y, z) ...
}
Obviously you're limited to assuming all the points are on one half of the sphere or similar, because of the missing dimension. Past that, it's pretty simple.
The middle of the circle has a normal facing precisely in or out, perpendicular to the plane the circle is drawn on.
Each point on the edge of the circle is facing away from the middle, and thus you can calculate the normal for that.
For any point between the middle and the edge, you use the distance from the middle, and some simple trig (which eludes me at the moment). A lerp is roughly accurate at some points, but not quite what you need, since it's a curve. Simple curve though, and you know the beginning and end values, so figuring them out should only take a simple equation.
I think I get what you're trying to do: generate a grid of depth data for an image. Sort of like ray-tracing a sphere.
In that case, you want a Ray-Sphere Intersection test:
http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter1.htm
Your rays will be simple perpendicular rays, based off your U/V coordinates (times two, since your sphere has a diameter of 2). This will give you the front-facing points on the sphere.
From there, calculate normals as below (point - origin, the radius is already 1 unit).
Ripped off from the link above:
You have to combine two equations:
Ray: R(t) = R0 + t * Rd , t > 0 with R0 = [X0, Y0, Z0] and Rd = [Xd, Yd, Zd]
Sphere: S = the set of points[xs, ys, zs], where (xs - xc)2 + (ys - yc)2 + (zs - zc)2 = Sr2
To do this, calculate your ray (x * pixel / width, y * pixel / width, z: 1), then:
A = Xd^2 + Yd^2 + Zd^2
B = 2 * (Xd * (X0 - Xc) + Yd * (Y0 - Yc) + Zd * (Z0 - Zc))
C = (X0 - Xc)^2 + (Y0 - Yc)^2 + (Z0 - Zc)^2 - Sr^2
Plug into quadratic equation:
t0, t1 = (- B + (B^2 - 4*C)^1/2) / 2
Check discriminant (B^2 - 4*C), and if real root, the intersection is:
Ri = [xi, yi, zi] = [x0 + xd * ti , y0 + yd * ti, z0 + zd * ti]
And the surface normal is:
SN = [(xi - xc)/Sr, (yi - yc)/Sr, (zi - zc)/Sr]
Boiling it all down:
So, since we're talking unit values, and rays that point straight at Z (no x or y component), we can boil down these equations greatly:
Ray:
X0 = 2 * pixelX / width
Y0 = 2 * pixelY / height
Z0 = 0
Xd = 0
Yd = 0
Zd = 1
Sphere:
Xc = 1
Yc = 1
Zc = 1
Factors:
A = 1 (unit ray)
B
= 2 * (0 + 0 + (0 - 1))
= -2 (no x/y component)
C
= (X0 - 1) ^ 2 + (Y0 - 1) ^ 2 + (0 - 1) ^ 2 - 1
= (X0 - 1) ^ 2 + (Y0 - 1) ^ 2
Discriminant
= (-2) ^ 2 - 4 * 1 * C
= 4 - 4 * C
From here:
If discriminant < 0:
Z = ?, Normal = ?
Else:
t = (2 + (discriminant) ^ 1 / 2) / 2
If t < 0 (hopefully never or always the case)
t = -t
Then:
Z: t
Nx: Xi - 1
Ny: Yi - 1
Nz: t - 1
Boiled farther still:
Intuitively it looks like C (X^2 + Y^2) and the square-root are the most prominent figures here. If I had a better recollection of my math (in particular, transformations on exponents of sums), then I'd bet I could derive this down to what Tom Zych gave you. Since I can't, I'll just leave it as above.

Perpendicular on a line from a given point

How can I draw a perpendicular on a line segment from a given point? My line segment is defined as (x1, y1), (x2, y2), If I draw a perpendicular from a point (x3,y3) and it meets to line on point (x4,y4). I want to find out this (x4,y4).
I solved the equations for you:
k = ((y2-y1) * (x3-x1) - (x2-x1) * (y3-y1)) / ((y2-y1)^2 + (x2-x1)^2)
x4 = x3 - k * (y2-y1)
y4 = y3 + k * (x2-x1)
Where ^2 means squared
From wiki:
In algebra, for any linear equation
y=mx + b, the perpendiculars will all
have a slope of (-1/m), the opposite
reciprocal of the original slope. It
is helpful to memorize the slogan "to
find the slope of the perpendicular
line, flip the fraction and change the
sign." Recall that any whole number a
is itself over one, and can be written
as (a/1)
To find the perpendicular of a given
line which also passes through a
particular point (x, y), solve the
equation y = (-1/m)x + b, substituting
in the known values of m, x, and y to
solve for b.
The slope of the line, m, through (x1, y1) and (x2, y2) is m = (y1 - y2) / (x1 - x2)
I agree with peter.murray.rust, vectors make the solution clearer:
// first convert line to normalized unit vector
double dx = x2 - x1;
double dy = y2 - y1;
double mag = sqrt(dx*dx + dy*dy);
dx /= mag;
dy /= mag;
// translate the point and get the dot product
double lambda = (dx * (x3 - x1)) + (dy * (y3 - y1));
x4 = (dx * lambda) + x1;
y4 = (dy * lambda) + y1;
You know both the point and the slope, so the equation for the new line is:
y-y3=m*(x-x3)
Since the line is perpendicular, the slope is the negative reciprocal. You now have two equations and can solve for their intersection.
y-y3=-(1/m)*(x-x3)
y-y1=m*(x-x1)
You will often find that using vectors makes the solution clearer...
Here is a routine from my own library:
public class Line2 {
Real2 from;
Real2 to;
Vector2 vector;
Vector2 unitVector = null;
public Real2 getNearestPointOnLine(Real2 point) {
unitVector = to.subtract(from).getUnitVector();
Vector2 lp = new Vector2(point.subtract(this.from));
double lambda = unitVector.dotProduct(lp);
Real2 vv = unitVector.multiplyBy(lambda);
return from.plus(vv);
}
}
You will have to implement Real2 (a point) and Vector2 and dotProduct() but these should be simple:
The code then looks something like:
Point2 p1 = new Point2(x1, y1);
Point2 p2 = new Point2(x2, y2);
Point2 p3 = new Point2(x3, y3);
Line2 line = new Line2(p1, p2);
Point2 p4 = getNearestPointOnLine(p3);
The library (org.xmlcml.euclid) is at:
http://sourceforge.net/projects/cml/
and there are unit tests which will exercise this method and show you how to use it.
#Test
public final void testGetNearestPointOnLine() {
Real2 p = l1112.getNearestPointOnLine(new Real2(0., 0.));
Real2Test.assertEquals("point", new Real2(0.4, -0.2), p, 0.0000001);
}
Compute the slope of the line joining points (x1,y1) and (x2,y2) as m=(y2-y1)/(x2-x1)
Equation of the line joining (x1,y1) and (x2,y2) using point-slope form of line equation, would be y-y2 = m(x-x2)
Slope of the line joining (x3,y3) and (x4,y4) would be -(1/m)
Again, equation of the line joining (x3,y3) and (x4,y4) using point-slope form of line equation, would be y-y3 = -(1/m)(x-x3)
Solve these two line equations as you solve a linear equation in two variables and the values of x and y you get would be your (x4,y4)
I hope this helps.
cheers
Find out the slopes for both the
lines, say slopes are m1 and m2 then
m1*m2=-1 is the condition for
perpendicularity.
Matlab function code for the following problem
function Pr=getSpPoint(Line,Point)
% getSpPoint(): find Perpendicular on a line segment from a given point
x1=Line(1,1);
y1=Line(1,2);
x2=Line(2,1);
y2=Line(2,1);
x3=Point(1,1);
y3=Point(1,2);
px = x2-x1;
py = y2-y1;
dAB = px*px + py*py;
u = ((x3 - x1) * px + (y3 - y1) * py) / dAB;
x = x1 + u * px;
y = y1 + u * py;
Pr=[x,y];
end
Mathematica introduced the function RegionNearest[] in version 10, 2014. This function could be used to return an answer to this question:
{x4,y4} = RegionNearest[Line[{{x1,y1},{x2,y2}}],{x3,y3}]
This is mostly a duplicate of Arnkrishn's answer. I just wanted to complete his section with a complete Mathematica code snippet:
m = (y2 - y1)/(x2 - x1)
eqn1 = y - y3 == -(1/m)*(x - x3)
eqn2 = y - y1 == m*(x - x1)
Solve[eqn1 && eqn2, {x, y}]
This is a C# implementation of the accepted answer. It's also using ArcGis to return a MapPoint as that's what we're using for this project.
private MapPoint GenerateLinePoint(double startPointX, double startPointY, double endPointX, double endPointY, double pointX, double pointY)
{
double k = ((endPointY - startPointY) * (pointX - startPointX) - (endPointX - startPointX) * (pointY - startPointY)) / (Math.Pow(endPointY - startPointY, 2)
+ Math.Pow(endPointX - startPointX, 2));
double resultX = pointX - k * (endPointY - startPointY);
double resultY = pointY + k * (endPointX - startPointX);
return new MapPoint(resultX, resultY, 0, SpatialReferences.Wgs84);
}
Thanks to Ray as this worked perfectly for me.
c#arcgis
Just for the sake of completeness, here is a solution using homogeneous coordinates.
The homogeneous points are:
p1 = (x1,y1,1), p2 = (x2,y2,1), p3 = (x3,y3,1)
a line through two points is their cross-product
l_12 := p1 x p2 = (y1-y2, x2-x1, x1*y2 - x2*y1)
The (signed) distance of a point to a line is their dot product.
d := l_12 * p3 = x3*(y1-y2) + y3*(x2-x1) + x1*y2 - x2*y1
The vector from p4 to p3 is d times the normal vector of l_12 divided by the squared length of the normal vector.
n2 := (y1-y2)^2 + (x2-x1)^2
p4 := p3 + d/n2*(y1-y2, x2-x1, 0)
Note: if you divide l_12 by the length of the normal vector
l_12 := l_12 / sqrt((y1-y2)^2 + (x2-x1)^2)
the distance d will be the euclidean distance.
First, calculate the linear function determined by the points
(x1,y2),(x2,y2).
We get:
y1 = mx+b1 where m and b1 are constants.
This step is easy to calculate by the formula of linear function between two points.
Then, calculate the linear function y that goes through (x3,y3).
The function slope is -m, where m is the slope of y1.
Then calculate the const b2 by the coordinates of the point (x3,y3).
We get y2 = -mx+b2 where m and b2 are constants.
The last thing to do is to find the intersection of y1, y2.
You can find x by solving the equation: -mx+b2 = mx+b1, then place x in one of the equations to find y.
This is a vectorized Matlab function for finding pairwise projections of m points onto n line segments. Here xp and yp are m by 1 vectors holding coordinates of m different points, and x1, y1, x2 and y2 are n by 1 vectors holding coordinates of start and end points of n different line segments.
It returns m by n matrices, x and y, where x(i, j) and y(i, j) are coordinates of projection of i-th point onto j-th line.
The actual work is done in first few lines and the rest of the function runs a self-test demo, just in case where it is called with no parameters. It's relatively fast, I managed to find projections of 2k points onto 2k line segments in less than 0.05s.
function [x, y] = projectPointLine(xp, yp, x1, y1, x2, y2)
if nargin > 0
xd = (x2-x1)';
yd = (y2-y1)';
dAB = xd.*xd + yd.*yd;
u = bsxfun(#rdivide, bsxfun(#times, bsxfun(#minus, xp, x1'), xd) + ...
bsxfun(#times, bsxfun(#minus, yp, y1'), yd), dAB);
x = bsxfun(#plus, x1', bsxfun(#times, u, xd));
y = bsxfun(#plus, y1', bsxfun(#times, u, yd));
else
nLine = 3;
nPoint = 2;
xp = rand(nPoint, 1) * 2 -1;
yp = rand(nPoint, 1) * 2 -1;
x1 = rand(nLine, 1) * 2 -1;
y1 = rand(nLine, 1) * 2 -1;
x2 = rand(nLine, 1) * 2 -1;
y2 = rand(nLine, 1) * 2 -1;
tic;
[x, y] = projectPointLine(xp, yp, x1, y1, x2, y2);
toc
close all;
plot([x1'; x2'], [y1'; y2'], '.-', 'linewidth', 2, 'markersize', 20);
axis equal;
hold on
C = lines(nPoint + nLine);
for i=1:nPoint
scatter(x(i, :), y(i, :), 100, C(i+nLine, :), 'x', 'linewidth', 2);
scatter(xp(i), yp(i), 100, C(i+nLine, :), 'x', 'linewidth', 2);
end
for i=1:nLine
scatter(x(:, i)', y(:, i)', 100, C(i, :), 'o', 'linewidth', 2);
end
end
end

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