How to set propagation direction of a source in Meep? - direction

I have quite a simple question: how can I set the direction of a continuous source in Meep?
To be more specific, for example, let's say I want a continuous source to interact with a Bragg grating at a 30 deg angle (2D). How do I do that?

It's perhaps more useful to think about what kind of source will generate a planewave incident at 30 degrees (which seems to be what you're interested in). If z is your direction of propagation, an infinite sheet of dipoles in the xy plane will do this.
Check out the user interface page here. For a 3D geometry I'd specify a source with 2D size (or a 1D line of dipoles if your simulation is in 2D), then create your structure rotated by the desired angle (rotate by specifying the block's e1, e2, e3 axis).

Related

Calculating the distance of vectors along an arbitrary normal

I'm trying to create a function for extruding a face along a normal by dragging the mouse. For the purpose of the question, I've simplified things to 2D vectors, so that the view is looking down onto a cube, with the normal being that of the face to extrude.
I can limit the movement of the mouse by the direction of the face normal easily, my question is how to work out the correct distance along the normal direction that the mouse has travelled.
I have two vectors (A & B1). A is the starting point and B1 is the current mouse position (see image Vector Normal Projection). I need to project B1 so that it points along the face normal direction from point A. So B1 becomes B2. This will also be the case for a mouse position of Bx (Bx needs to be projected from A along the normal so that it becomes B2). This will mean that whether the mouse is at B1, B2 or Bx they will all give the same distance along the normal direction (2 in this case).
I may be approaching the problem incorrectly, so please let me know if there is a better way to tackle this.
Thanks. 
Length of projection of w=AB1 vector onto line AB2 having normalized (unit length) direction vector e is very simple using dot product:
L = (w.dot.e)
perhaps you already have e if you know angle - in 2D it's components are:
e = (cos(fi), sin(fi))

How to calculate a point on a circle knowing the radius and center point

I have a complicated problem and it involves an understanding of Maths I'm not confident with.
Some slight context may help. I'm building a 3D train simulator for children and it will run in the browser using WebGL. I'm trying to create a network of points to place the track assets (see image) and provide reference for the train to move along.
To help explain my problem I have created a visual representation as I am a designer who can script and not really a programmer or a mathematician:
Basically, I have 3 shapes (Figs. A, B & C) and although they have width, can be represented as a straight line for A and curves (B & C). Curves B & C are derived (bend modified) from A so are all the same length (l) which is 112. The curves (B & C) each have a radius (r) of 285.5 and the (a) angle they were bent at was 22.5°.
Each shape (A, B & C) has a registration point (start point) illustrated by the centre of the green boxes attached to each of them.
What I am trying to do is create a network of "track" starting at 0, 0 (using standard Cartesian coordinates).
My problem is where to place the next element after a curve. If it were straight track then there is no problem as I can use the length as a constant offset along the y axis but that would be boring so I need to add curves.
Fig. D. demonstrates an example of a possible track layout but please understand that I am not looking for a static answer (based on where everything is positioned in the image), I need a formula that can be applied no matter how I configure the track.
Using Fig. D. I tried to work out where to place the second curved element after the first one. I used the formula for plotting a point of the circumference of a circle given its centre coordinates and radius (Fig. E.).
I had point 1 as that was simply a case of setting the length (y position) of the straight line. I could easily work out the centre of the circle because that's just the offset y position, the offset of the radius (r) (x position) and the angle (a) which is always 22.5° (which, incidentally, was converted to Radians as per formula requirements).
After passing the values through the formula I didn't get the correct result because the formula assumed I was working anti-clockwise starting at 3 o'clock so I had to deduct 180 from (a) and convert that to Radians to get the expected result.
That did work and if I wanted to create a 180° track curve I could use the same centre point and simply deducted 22.5° from the angle each time. Great. But I want a more dynamic track layout like in Figs. D & E.
So, how would I go about working point 5 in Fig. E. because that represents the centre point for that curve segment? I simply have no idea.
Also, as a bonus question, is this the correct way to be doing this or am I over-complicating things?
This problem is the only issue stopping me from building my game and, as you can appreciate, it is a bit of a biggie so I thank anyone for their contribution in advance.
As you build up the track, the position of the next piece of track to be placed needs to be relative to location and direction of the current end of the track.
I would store an (x,y) position and an angle a to indicate the current point (with x,y starting at 0, and a starting at pi/2 radians, which corresponds to straight up in the "anticlockwise from 3-o'clock" system).
Then construct
fx = cos(a);
fy = sin(a);
lx = -sin(a);
ly = cos(a);
which correspond to the x and y components of 'forward' and 'left' vectors relative to the direction we are currently facing. If we wanted to move our position one unit forward, we would increment (x,y) by (fx, fy).
In your case, the rule for placing a straight section of track is then:
x=x+112*fx
y=y+112*fy
The rule for placing a curve is slightly more complex. For a curve turning right, we need to move forward 112*sin(22.5°), then side-step right 112*(1-cos(22.5°), then turn clockwise by 22.5°. In code,
x=x+285.206*sin(22.5*pi/180)*fx // Move forward
y=y+285.206*sin(22.5*pi/180)*fy
x=x+285.206*(1-cos(22.5*pi/180))*(-lx) // Side-step right
y=y+285.206*(1-cos(22.5*pi/180))*(-ly)
a=a-22.5*pi/180 // Turn to face new direction
Turning left is just like turning right, but with a negative angle.
To place the subsequent pieces, just run this procedure again, calculating fx,fy, lx and ly with the now-updated value of a, and then incrementing x and y depending on what type of track piece is next.
There is one other point that you might consider; in my experience, building tracks which form closed loops with these sort of pieces usually works if you stick to making 90° turns or rather symmetric layouts. However, it's quite easy to make tracks which don't quite join up, and it's not obvious to see how they should be modified to allow them to join. Something to bear in mind perhaps if your program allows children to design their own layouts.
Point 5 is equidistant from 3 as 2, but in the opposite direction.

Generating a 3D prism from any 2D polygon

I am creating a 2D sprite game in Unity, which is a 3D game development environment.
I have constrained all translation of objects to the XY-plane and rotation to the Z-axis.
My problem is that the meshes that are used to detect collisions between objects must still be in 3D. I have the need to detect collisions between the player object (a capsule collider) and a sprite (that has its collision volume defined by a polygonal prism).
I am currently writing the level editor and I have the need to let the user define the collision area for any given tile. In the image below the user clicks the points P1, P2, P3, P4 in that order.
Obviously the points join up to form a quadrilateral. This is the collision area I want, however I must then convert that to a 3D mesh. Basically I need to generate an extrusion of the polygon, then assign the vertex winding and triangles etc. The vertex positions is not a problem to figure out as it is merely a translation of the polygon down the z-axis.
I am having trouble creating an algorithm for assigning the winding order of the vertices, especially since the mesh must consist only of triangles.
Obviously the structure I have illustrated is not important, the polygon may be any 2d shape and will always need to form a prism.
Does anyone know any methods for this?
Thank you all very much for your time.
A simple algorithm that comes to mind is something like this:
extrudedNormal = faceNormal.multiplyScale(sizeOfExtrusion);//multiply the face normal by the extrusion amt. = move along normal
for each(vertex in face){
vPrime = vertex.clone();//copy the position of each vertex to a new object to be modified later
vPrime.addSelf(extrudedNormal);//add translation in the direction of the normal, with the amt. used in the
}
So the idea is basic:
clone the face normal and move it in
the same direction by the amt. you
want to extrude by
clone the face vertices and move them
using the moved(extruded) normal
position
For a more complete, feature rich example, refer to the Procedural Modeling Unity samples. They include a nice Mesh extrusion sample too (see ExtrudedMeshTrail.js which uses MeshExtrusion.cs).
Goodluck!
To create the extruded walls:
For each vertex a (with coordinates ax, ay) in your polygon:
- call the next vertex 'b' (with coordinates bx, by)
- create the extruded rectangle corresponding to the line from 'a' to 'b':
- The rectangle has vertices (ax,ay,z0), (ax,ay,z1), (bx,by,z0), (bx,by,z1)
- This rectangle can be created from two triangles:
- (ax,ay,z0), (ax,ay,z1), (bx,by,z0) and (ax,ay,z1), (bx,by,z0), (bx,by,z1)
If you want to create a triangle strip instead, it's even simpler. For each vertex a, just add (ax,ay,z0) and (ax,ay,z1). Whichever vertex you processed first will also need to be processed again after looping over all other vertices.
To create the end-caps:
This step is probably unnecessary for collision purposes. But, one simple technique is here: http://www.siggraph.org/education/materials/HyperGraph/scanline/outprims/polygon1.htm
Each resulting triangle should be added at depth z0 and z1.

Polygon math

Given a list of points that form a simple 2d polygon oriented in 3d space and a normal for that polygon, what is a good way to determine which points are specific 'corner' points?
For example, which point is at the lower left, or the lower right, or the top most point? The polygon may be oriented in any 3d orientation, so I'm pretty sure I need to do something with the normal, but I'm having trouble getting the math right.
Thanks!
You would need more information in order to make that decision. A set of (co-planar) points and a normal is not enough to give you a concept of "lower left" or "top right" or any such relative identification.
Viewing the polygon from the direction of the normal (so that it appears as a simple 2D shape) is a good start, but that shape could be rotated to any arbitrary angle.
Is there some other information in the 3D world that you can use to obtain a coordinate-system reference?
What are you trying to accomplish by knowing the extreme corners of the shape?
Are you looking for a bounding box?
I'm not sure the normal has anything to do with what you are asking.
To get a Bounding box, keep 4 variables: MinX, MaxX, MinY, MaxY
Then loop through all of your points, checking the X values against MaxX and MinX, and your Y values against MaxY and MinY, updating them as needed.
When looping is complete, your box is defined as MinX,MinY as the upper left, MinX, MaxY as upper right, and so on...
Response to your comment:
If you want your box after a projection, what you need is to get the "transformed" points. Then apply bounding box loop as stated above.
Transformed usually implies 2D screen coordinates after a projection(scene render) but it could also mean the 2D points on any plane that you projected on to.
A possible algorithm would be
Find the normal, which you can do by using the cross product of vectors connecting two pairs of different corners
Create a transformation matrix to rotate the polygon so that it is planer in XY space (i.e. normal alligned along the Z axis)
Calculate the coordinates of the bounding box or whatever other definition of corners you are using (as the polygon is now aligned in 2D space this is a considerably simpler problem)
Apply the inverse of the transformation matrix used in step 2 to transform these coordinates back to 3D space.
I believe that your question requires some additional information - namely the coordinate system with respect to which any point could be considered "topmost", or "leftmost".
Don't forget that whilst the normal tells you which way the polygon is facing, it doesn't on its own tell you which way is "up". It's possible to rotate (or "roll") around the normal vector and still be facing in the same direction.
This is why most 3D rendering systems have a camera which contains not only a "view" vector, but also "up" and "right" vectors. Changes to the latter two achieve the effect of the camera "rolling" around the view vector.
Project it onto a plane and get the bounding box.
I have a silly idea, but at the risk of gaining a negative a point, I'll give it a try:
Get the minimum/maximum value from
each three-dimensional axis of each
point on your 2d polygon. A single pass with a loop/iterator over the list of values for every point will suffice, simply replacing the minimum and maximum values as you go. The end result is a list that has the "lowest" X, Y, Z coordinates and "highest" X, Y, Z coordinates.
Iterate through this list of min/max
values to create each point
("corner") of a "bounding box"
around the object. The result
should be a box that always contains
the object regardless of axis
examined or orientation (no point on
the polygon will ever exceed the
maximum or minimums you collect).
Then get the distance of each "2d
polygon" point to each corner
location on the "bounding box"; the
shorter the distance between points,
the "closer" it is to that "corner".
Far from optimal, certainly crummy, but certainly quick. You could probably post-capture this during the object's rotation, by simply looking for the min/max of each rotated x/y/z value, and retaining a list of those values ahead of time.
If you can assume that there is some constraints regarding the shapes, then you might be able to get away with knowing less information. For example, if your shape was the composition of a small square with a long thin triangle on one side (i.e. a simple symmetrical geometry), then you could compare the distance from each list point to the "center of mass." The largest distance would identify the tip of the cone, the second largest would be the two points farthest from the tip of the cone, etc... If there was some order to the list, like points are entered in counter clockwise order (about the normal), you could identify all the points. This sounds like a bit of computation, so it might be reasonable to try to include some extra info with your shapes, like the "center of mass" and a reference point that is located "up" above the COM (but not along the normal). This will give you an "up" vector that you can cross with the normal to define some body coordinates, for example. Also, the normal can be defined by an ordering of the point list. If you can't assume anything about the shapes (or even if the shapes were symmetrical, for example), then you will need more data. It depends on your constraints.
If you know that the polygon in 3D is "flat" you can use the normal to transform all 3D-points of the vertices to a 2D-representation (of the points with respect to the plan in which the polygon is located) - but this still leaves you with defining the origin of this coordinate-system (but this don't really matter for your problem) and with the orientation of at least one of the axes (if you want orthogonal axes you can still rotate them around your choosen origin) - and this is where the trouble starts.
I would recommend using the Y-axis of your 3D-coordinate system, project this on your plane and use the resulting direction as "up" - but then you are in trouble in case your plan is orthogonal to the Y-axis (now you might want to use the projected Z-Axis as "up").
The math is rather simple (you can use the inner product (a.k.a. scalar product) for projection to your plane and some matrix stuff to convert to the 2D-coordinate system - you can get all of it by googling for raytracer algorithms for polygons.

Calculating rotation along a path

I am trying to animate an object, let's say its a car. I want it go from point
x1,y1,z1
to point x2,y2,z2 . It moves to those points, but it appears to be drifting rather than pointing in the direction of motion. So my question is: how can I solve this issue in my updateframe() event? Could you point me in the direction of some good resources?
Thanks.
First off how do you represent the road?
I recently done exactly this thing and I used Catmull-Rom splines for the road. To orient an object and make it follow the spline path you need to interpolate the current x,y,z position from a t that walks along the spline, then orient it along the Frenet Coordinates System or Frenet Frame for that particular position.
Basically for each point you need 3 vectors: the Tangent, the Normal, and the Binormal. The Tangent will be the actual direction you will like your object (car) to point at.
I choose Catmull-Rom because they are easy to deduct the tangents at any point - just make the (vector) difference between 2 other near points to the current one. (Say you are at t, pick t-epsilon and t+epsilon - with epsilon being a small enough constant).
For the other 2 vectors, you can use this iterative method - that is you start with a known set of vectors on one end, and you work a new set based on the previous one each updateframe() ).
You need to work out the initial orientation of the car, and the final orientation of the car at its destination, then interpolate between them to determine the orientation in between for the current timestep.
This article describes the mathematics behind doing the interpolation, as well as some other things to do with rotating objects that may be of use to you. gamasutra.com in general is an excellent resource for this sort of thing.
I think interpolating is giving the drift you are seeing.
You need to model the way steering works .. your update function should 1) move the car always in the direction of where it is pointing and 2) turn the car toward the current target .. one should not affect the other so that the turning will happen and complete more rapidly than the arriving.
In general terms, the direction the car is pointing is along its velocity vector, which is the first derivative of its position vector.
For example, if the car is going in a circle (of radius r) around the origin every n seconds then the x component of the car's position is given by:
x = r.sin(2πt/n)
and the x component of its velocity vector will be:
vx = dx/dt = r.(2π/n)cos(2πt/n)
Do this for all of the x, y and z components, normalize the resulting vector and you have your direction.
Always pointing the car toward the destination point is simple and cheap, but it won't work if the car is following a curved path. In which case you need to point the car along the tangent line at its current location (see other answers, above).
going from one position to another gives an object a velocity, a velocity is a vector, and normalising that vector will give you the direction vector of the motion that you can plug into a "look at" matrix, do the cross of the up with this vector to get the side and hey presto you have a full matrix for the direction control of the object in motion.

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