Calculate point on a circle in 3D space - vector

i am scratching my head for some time now how to do this.
I have two defined vectors in 3d space. Say vector X at (0,0,0) and vector Y at (3,3,3). I will get a random point on a line between those two vectors. And around this point i want to form a circle ( some amount of points ) perpendicular to the line between the X and Y at given radius.
Hopefuly its clear what i am looking for. I have looked through many similar questions, but just cant figure it out based on those. Thanks for any help.
Edit:
(Couldnt put everything into comment so adding it here)
#WillyWonka
Hi, thanks for your reply, i had some moderate success with implementing your solution, but has some trouble with it. It works most of the time, except for specific scenarios when Y point would be at positions like (20,20,20). If it sits directly on any axis its fine.
But as soon as it gets into diagonal the distance between perpendicular point and origin gets smaller for some reason and at very specific diagonal positions it kinda flips the perpendicular points.
IMAGE
Here is the code for you to look at
public Vector3 X = new Vector3(0,0,0);
public Vector3 Y = new Vector3(0,0,20);
Vector3 A;
Vector3 B;
List<Vector3> points = new List<Vector3>();
void FindPerpendicular(Vector3 x, Vector3 y)
{
Vector3 direction = (x-y);
Vector3 normalized = (x-y).normalized;
float dotProduct1 = Vector3.Dot(normalized, Vector3.left);
float dotProduct2 = Vector3.Dot(normalized, Vector3.forward);
float dotProduct3 = Vector3.Dot(normalized, Vector3.up);
Vector3 dotVector = ((1.0f - Mathf.Abs(dotProduct1)) * Vector3.right) +
((1.0f - Mathf.Abs(dotProduct2)) * Vector3.forward) +
((1.0f - Mathf.Abs(dotProduct3)) * Vector3.up);
A = Vector3.Cross(normalized, dotVector.normalized);
B = Vector3.Cross(A, normalized);
}

What you want to do first is to find the two orthogonal basis vectors of the plane perpendicular to the line XY, passing through the point you choose.
You first need to find a vector which is perpendicular to XY. To do this:
Normalize the vector XY first
Dot XY with the X-axis
If this is very small (for numerical stability let's say < 0.1) then it must be parallel/anti-parallel to the X-axis. We choose the Y axis.
If not then we choose the X-axis
For whichever chosen axis, cross it with XY to get one of the basis vectors; cross this with XY again to get the second vector.
Normalize them (not strictly necessary but very useful)
You now have two basis vectors to calculate your circle coordinates, call them A and B. Call the point you chose P.
Then any point on the circle can be parametrically calculated by
Q(r, t) = P + r * (A * cos(t) + B * sin(t))
where t is an angle (between 0 and 2π), and r is the circle's radius.

Related

Converting 3D rotation to 2D rotation

I've been trying to figure out the 2D rotation value as seen from orthographic "top" view for a 3D object with XYZ rotation values in Maya. Maybe another way to ask this could be: I want to figure out the 2D rotation of a 3D obj's direction.
Here is a simple image to illustrate my question:
I've tried methods like getting the twist value of an object using quaternion (script pasted below), to this post I've found: Component of a quaternion rotation around an axis.
If I set the quaternion's X and Z values to zero, this method works half way. I can get the correct 2D rotation even when obj is rotated in both X and Y axis, but when rotated in all 3 axis, the result is wrong.
I am pretty new to all the quaternion and vector calculations, so I've been having difficulty trying to wrap my head around it.
;)
def quaternionTwist(q, axisVec):
axisVec.normalize()
# Get the plane the axisVec is a normal of
orthonormal1, orthonormal2 = findOrthonormals(axisVec)
transformed = rotateByQuaternion(orthonormal1, q)
# Project transformed vector onto plane
flattened = transformed - ((transformed * axisVec) * axisVec)
flattened.normalize()
# Get angle between original vector and projected transform to get angle around normal
angle = math.acos(orthonormal1 * flattened)
return math.degrees(angle)
q = getMQuaternion(obj)
# Zero out X and Y since we are only interested in Y axis.
q.x = 0
q.z = 0
up = om2.MVector.kYaxisVector
angle = quaternionTwist(q, up)
Can you get the (x,y,z) coordinates of the rotated vector? Once you have them use the (x,y) values to find the angle with atan2(y,x).
I'm not familiar with the framework you're using, but if it does what it seems, I think you're almost there. Just don't zero out the X and Z components of the quaternion before calling quaternionTwist().
The quaternions q1 = (x,y,z,w) and q2 = (0, y, 0, w) don't represent the same rotation about the y-axis, especially since q2 written this way becomes unnormalized, so what you're really comparing is (x,y,z,w) with (0, y/|q2|, 0, w/|q2|) where |q2| = sqrt(y^2 + w^2).
Here is a working code for Maya using John Alexiou's answer:
matrix = dagPath.inclusiveMatrix() #OpenMaya dagPath for an object
axis = om2.MVector.kZaxisVector
v = (axis * matrix).normal()
angle = math.atan2(v.x, v.z) #2D angle on XZ plane

Triangulating coordinates with an equation

Ok, I know this sounds really daft to be asking here, but it is programming related.
I'm working on a game, and I'm thinking of implementing a system that allows users to triangulate their 3D coordinates to locate something (eg for a task).
I also want to be able to let the user make the coordinates of the points they are using for triangulation have user-determined coordinates (so the location's coordinate is relative, probably by setting up a beacon or something).
I have a method in place for calculating the distance between the points, so essentially I can calculate the lengths of the sides of the triangle/pyramid as well as all but the coordinate I am after.
It has been a long time since I have done any trigonometry and I am rusty with the sin, cos and tan functions, I have a feeling they are required but have no clue how to implement them.
Can anyone give me a demonstration as to how I would go about doing this in a mathematical/programatical way?
extra info:
My function returns the exact distance between the two points, so say you set two points to 0,0,0 and 4,4,0 respectively, and those points are set to scale(the game world is divided into a very large 3d grid, with each 'block' area being represented by a 3d coordinate) then it would give back a value at around 5.6.
The key point about it varying is that the user can set the points, so say they set a point to read 0,0,0, the actual location could be something like 52, 85, 93. However, providing they then count the blocks and set their other points correctly (eg, set a point 4,4,0 at the real point 56, 89, 93) then the final result will return the relative position (eg the object they are trying to locate is at real point 152, 185, 93, it will return the relative value 100,100,0). I need to be able to calculate it knowing every point but the one it's trying to locate, as well as the distances between all points.
Also, please don't ask why I can't just calculate it by using the real coordinates, I'm hoping to show the equation up on screen as it calculates the result.7
Example:
Here is a diagram
Imagine these are points in my game on a flat plain.
I want to know the point f.
I know the values of points d and e, and the sides A,B and C.
Using only the data I know, I need to find out how to do this.
Answered Edit:
After many days of working on this, Sean Kenny has provided me with his time, patience and intellect, and thus I have now got a working implementation of a triangulation method.
I hope to place the different language equivalents of the code as I test them so that future coders may use this code and not have the same problem I have had.
I spent a bit of time working on a solution but I think the implementer, i.e you, should know what it's doing, so any errors encountered can be tackled later on. As such, I'll give my answer in the form of strong hints.
First off, we have a vector from d to e which we can work out: if we consider the coordinates as position vectors rather than absolute coordinates, how can we determine what the vector pointing from d to e is? Think about how you would determine the displacement you had moved if you only knew where you started and where you ended up? Displacement is a straight line, point A to B, no deviation, not: I had to walk around that house so I walked further. A straight line. If you started at the point (0,0) it would be easy.
Secondly, the cosine rule. Do you know what it is? If not, read up on it. How can we rearrange the form given in the link to find the angle d between vectors DE and DF? Remember you need the angle, not a function of the angle (cos is a function remember).
Next we can use a vector 'trick' called the scalar product. Notice there is a cos function in there. Now, you may be thinking, we've just found the angle, why are we doing it again?
Define DQ = [1,0]. DQ is a vector of length 1, a unit vector, along the x-axis. Which other vector do we know? Do we know of two position vectors?
Once we have two vectors (I hope you worked out the other one) we can use the scalar product to find the angle; again, just the angle, not a function of it.
Now, hopefully, we have 2 angles. Could we take one from the other to get yet another angle to our desired coordinate DF? The choice of using a unit vector earlier was not arbitrary.
The scalar product, after some cancelling, gives us this : cos(theta) = x / r
Where x is the x ordinate for F and r is the length of side A.
The end result being:
theta = arccos( xe / B ) - arccos( ( (A^2) + (B^2) - (C^2) ) / ( 2*A*B ) )
Where theta is the angle formed between a unit vector along the line y = 0 where the origin is at point d.
With this information we can find the x and y coordinates of point f relative to d. How?
Again, with the scalar product. The rest is fairly easy, so I'll give it to you.
x = r.cos(theta)
y = r.sin(theta)
From basic trigonometry.
I wouldn't advise trying to code this into one value.
Instead, try this:
//pseudo code
dx = 0
dy = 0 //initialise coordinates somehow
ex = ex
ey = ey
A = A
B = B
C = C
cosd = ex / B
cosfi = ((A^2) + (B^2) - (C^2)) / ( 2*A*B)
d = acos(cosd) //acos is a method in java.math
fi = acos(cosfi) //you will have to find an equivalent in your chosen language
//look for a method of inverse cos
theta = fi - d
x = A cos(theta)
y = A sin(theta)
Initialise all variables as those which can take decimals. e.g float or double in Java.
The green along the x-axis represents the x ordinate of f, and the purple the y ordinate.
The blue angle is the one we are trying to find because, hopefully you can see, we can then use simple trig to work out x and y, given that we know the length of the hypotenuse.
This yellow line up to 1 is the unit vector for which scalar products are taken, this runs along the x-axis.
We need to find the black and red angles so we can deduce the blue angle by simple subtraction.
Hope this helps. Extensions can be made to 3D, all the vector functions work basically the same for 3D.
If you have the displacements from an origin, regardless of whether this is another user defined coordinate or not, the coordinate for that 3D point are simply (x, y, z).
If you are defining these lengths from a point, which also has a coordinate to take into account, you can simply write (x, y, z) + (x1, y1, z1) = (x2, y2, z2) where x2, y2 and z2 are the displacements from the (0, 0, 0) origin.
If you wish to find the length of this vector, i.e if you defined the line from A to B to be the x axis, what would the x displacement be, you can use Pythagoras for 3D vectors, it works just the same as with 2D:
Length l = sqrt((x^2) + (y^2) + (z^2))
EDIT:
Say you have a user defined point A (x1, y1, z1) and you want to define this as the origin (0,0,0). You have another user chosen point B (x2, y2, z2) and you know the distance from A to B in the x, y and z plane. If you want to work out what this point is, in relation to the new origin, you can simply do
B relative to A = (x2, y2, z2) - (x1, y1, z1) = (x2-x1, y2-y1, z2-z1) = C
C is the vector A>B, a vector is a quantity which has a magnitude (the length of the lines) and a direction (the angle from A which points to B).
If you want to work out the position of B relative to the origin O, you can do the opposite:
B relative to O = (x2, y2, z2) + (x1, y1, z1) = (x1+x2, y1+y2, z1+z2) = D
D is the vector O>B.
Edit 2:
//pseudo code
userx = x;
usery = y;
userz = z;
//move origin
for (every block i){
xi = xi-x;
yi = yi - y;
zi = zi -z;
}

Perturb vector by some angle

I have a unit vector in 3D space whose direction I wish to perturb by some angle within the range 0 to theta, with the position of the vector remaining the same. What is a way I can accomplish this?
Thanks.
EDIT: After thinking about the way I posed the question, it seems to be a bit too general. I'll attempt to make it more specific: Assume that the vector originates from the surface of an object (i.e. sphere, circle, box, line, cylinder, cone). If there are different methods to finding the new direction for each of those objects, then providing help for the sphere one is fine.
EDIT 2: I was going to type this in a comment but it was too much.
So I have orig_vector, which I wish to perturb in some direction between 0 and theta. The theta can be thought of as forming a cone around my vector (with theta being the angle between the center and one side of the cone) and I wish to generate a new vector within that cone. I can generate a point lying on the plane that is tangent to my vector and thus creating a unit vector in the direction of the point, call it rand_vector. At this time, I orig_vector and trand_vector are two unit vectors perpendicular to each other.
I generate my first angle, angle1 between 0 and 2pi and I rotate rand_vector around orig_vector by angle1, forming rand_vector2. I looked up a resource online and it said that the second angle, angle2 should be between 0 and sin(theta) (where theta is the original "cone" angle). Then I rotate rand_vector2 by acos(angle2) around the vector defined by the cross product between rand_vector2 and orig_vector.
When I do this, I don't obtain the desired results. That is, when theta=0, I still get perturbed vectors, and I expect to get orig_vector. If anyone can explain the reason for the angles and why they are the way they are, I would greatly appreciate it.
EDIT 3: This is the final edit, I promise =). So I fixed my bug and everything that I described above works (it was an implementation bug, not a theory bug). However, my question about the angles (i.e. why is angle2 = sin(theta)*rand() and why is perturbed_vector = rand_vector2.Rotate(rand_vector2.Cross(orig_vector), acos(angle2)). Thanks so much!
Here's the algorithm that I've used for this kind of problem before. It was described in Ray Tracing News.
1) Make a third vector perpendicular to the other two to build an orthogonal basis:
cross_vector = unit( cross( orig_vector, rand_vector ) )
2) Pick two uniform random numbers in [0,1]:
s = rand( 0, 1 )
r = rand( 0, 1 )
3) Let h be the cosine of the cone's angle:
h = cos( theta )
4) Modify uniform sampling on a sphere to pick a random vector in the cone around +Z:
phi = 2 * pi * s
z = h + ( 1 - h ) * r
sinT = sqrt( 1 - z * z )
x = cos( phi ) * sinT
y = sin( phi ) * sinT
5) Change of basis to reorient it around the original angle:
perturbed = rand_vector * x + cross_vector * y + orig_vector * z
If you have another vector to represent an axis of rotation, there are libraries that will take the axis and the angle and give you a rotation matrix, which can then be multiplied by your starting vector to get the result you want.
However, the axis of rotation should be at right angles to your starting vector, to get the amount of rotation you expect. If the axis of rotation does not lie in the plane perpendicular to your vector, the result will be somewhat different than theta.
That being said, if you already have a vector at right angles to the one you want to perturb, and you're not picky about the direction of the perturbation, you can just as easily take a linear combination of your starting vector with the perpendicular one, adjust for magnitude as needed.
I.e., if P and Q are vectors having identical magnitude, and are perpendicular, and you want to rotate P in the direction of Q, then the vector R given by R = [Pcos(theta)+Qsin(theta)] will satisfy the constraints you've given. If P and Q have differing magnitude, then there will be some scaling involved.
You may be interested in 3D-coordinate transformations to change your vector angle.
I don't know how many directions you want to change your angle in, but transforming your Cartesian coordinates to spherical coordinates should allow you to make your angle change as you like.
Actually, it is very easy to do that. All you have to do is multiply your vector by the correct rotation matrix. The resulting vector will be your rotated vector. Now, how do you obtain such rotation matrix? That depends on the 3d framework/engine you are using. Any 3d framework must provide functions for obtaining rotation matrices, normally as static methods of the Matrix class.
Good luck.
Like said in other comments you can rotate your vector using a rotation matrix.
The rotation matrix has two angles you rotate your vector around. You can pick them with a random number generator, but just picking two from a flat generator is not correct. To ensure that your rotation vector is generated flat, you have to pick one random angle φ from a flat generator and the other one from a generator flat in cosθ ;this ensures that your solid angle element dcos(θ)dφ is defined correctly (φ and θ defined as usual for spherical coordinates).
Example: picking a random direction with no restriction on range, random() generates flat in [0,1]
angle1 = acos(random())
angle2 = 2*pi*random()
My code in unity - tested and working:
/*
* this is used to perturb given vector 'direction' by changing it by angle not more than 'angle' vector from
* base direction. Used to provide errors for player playing algorithms
*
*/
Vector3 perturbDirection( Vector3 direction, float angle ) {
// division by zero protection
if( Mathf.Approximately( direction.z, 0f )) {
direction.z = 0.0001f;
}
// 1 get some orthogonal vector to direction ( solve direction and orthogonal dot product = 0, assume x = 1, y = 1, then z = as below ))
Vector3 orthogonal = new Vector3( 1f, 1f, - ( direction.x + direction.y ) / direction.z );
// 2 get random vector from circle on flat orthogonal to direction vector. get full range to assume all cone space randomization (-180, 180 )
float orthoAngle = UnityEngine.Random.Range( -180f, 180f );
Quaternion rotateTowardsDirection = Quaternion.AngleAxis( orthoAngle, direction );
Vector3 randomOrtho = rotateTowardsDirection * orthogonal;
// 3 rotate direction towards random orthogonal vector by vector from our available range
float perturbAngle = UnityEngine.Random.Range( 0f, angle ); // range from (0, angle), full cone cover guarantees previous (-180,180) range
Quaternion rotateDirection = Quaternion.AngleAxis( perturbAngle, randomOrtho );
Vector3 perturbedDirection = rotateDirection * direction;
return perturbedDirection;
}

How can I turn a ray-plane intersection point into barycentric coordinates?

My problem:
How can I take two 3D points and lock them to a single axis? For instance, so that both their z-axes are 0.
What I'm trying to do:
I have a set of 3D coordinates in a scene, representing a a box with a pyramid on it. I also have a camera, represented by another 3D coordinate. I subtract the camera coordinate from the scene coordinate and normalize it, returning a vector that points to the camera. I then do ray-plane intersection with a plane that is behind the camera point.
O + tD
Where O (origin) is the camera position, D is the direction from the scene point to the camera and t is time it takes for the ray to intersect the plane from the camera point.
If that doesn't make sense, here's a crude drawing:
I've searched far and wide, and as far as I can tell, this is called using a "pinhole camera".
The problem is not my camera rotation, I've eliminated that. The trouble is in translating the intersection point to barycentric (uv) coordinates.
The translation on the x-axis looks like this:
uaxis.x = -a_PlaneNormal.y;
uaxis.y = a_PlaneNormal.x;
uaxis.z = a_PlaneNormal.z;
point vaxis = uaxis.CopyCrossProduct(a_PlaneNormal);
point2d.x = intersection.DotProduct(uaxis);
point2d.y = intersection.DotProduct(vaxis);
return point2d;
While the translation on the z-axis looks like this:
uaxis.x = -a_PlaneNormal.z;
uaxis.y = a_PlaneNormal.y;
uaxis.z = a_PlaneNormal.x;
point vaxis = uaxis.CopyCrossProduct(a_PlaneNormal);
point2d.x = intersection.DotProduct(uaxis);
point2d.y = intersection.DotProduct(vaxis);
return point2d;
My question is: how can I turn a ray plane intersection point to barycentric coordinates on both the x and the z axis?
The usual formula for points (p) on a line, starting at (p0) with vector direction (v) is:
p = p0 + t*v
The criterion for a point (p) on a plane containing (p1) and with normal (n) is:
(p - p1).n = 0
So, plug&chug:
(p0 + t*v - p1).n = (p0-p1).n + t*(v.n) = 0
-> t = (p1-p0).n / v.n
-> p = p0 + ((p1-p0).n / v.n)*v
To check:
(p - p1).n = (p0-p1).n + ((p1-p0).n / v.n)*(v.n)
= (p0-p1).n + (p1-p0).n
= 0
If you want to fix the Z coordinate at a particular value, you need to choose a normal along the Z axis (which will define a plane parallel to XY plane).
Then, you have:
n = (0,0,1)
-> p = p0 + ((p1.z-p0.z)/v.z) * v
-> x and y offsets from p0 = ((p1.z-p0.z)/v.z) * (v.x,v.y)
Finally, if you're trying to build a virtual "camera" for 3D computer graphics, the standard way to do this kind of thing is homogeneous coordinates. Ultimately, working with homogeneous coordinates is simpler (and usually faster) than the kind of ad hoc 3D vector algebra I have written above.

Triangle mathematics for game development

I'm trying to make a triangle (isosceles triangle) to move around the screen and at the same time slightly rotate it when a user presses a directional key (like right or left).
I would like the nose (top point) of the triangle to lead the triangle at all times. (Like that old asteroids game).
My problem is with the maths behind this. At every X time interval, I want the triangle to move in "some direction", I need help finding this direction (x and y increments/decrements).
I can find the center point (Centroid) of the triangle, and I have the top most x an y points, so I have a line vector to work with, but not a clue as to "how" to work with it.
I think it has something to do with the old Sin and Cos methods and the amount (angle) that the triangle has been rotated, but I'm a bit rusty on that stuff.
Any help is greatly appreciated.
The arctangent (inverse tangent) of vy/vx, where vx and vy are the components of your (centroid->tip) vector, gives you the angle the vector is facing.
The classical arctangent gives you an angle normalized to -90° < r < +90° degrees, however, so you have to add or subtract 90 degrees from the result depending on the sign of the result and the sign of vx.
Luckily, your standard library should proive an atan2() function that takes vx and vy seperately as parameters, and returns you an angle between 0° and 360°, or -180° and +180° degrees. It will also deal with the special case where vx=0, which would result in a division by zero if you were not careful.
See http://www.arctangent.net/atan.html or just search for "arctangent".
Edit: I've used degrees in my post for clarity, but Java and many other languages/libraries work in radians where 180° = π.
You can also just add vx and vy to the triangle's points to make it move in the "forward" direction, but make sure that the vector is normalized (vx² + vy² = 1), else the speed will depend on your triangle's size.
#Mark:
I've tried writing a primer on vectors, coordinates, points and angles in this answer box twice, but changed my mind on both occasions because it would take too long and I'm sure there are many tutorials out there explaining stuff better than I ever can.
Your centroid and "tip" coordinates are not vectors; that is to say, there is nothing to be gained from thinking of them as vectors.
The vector you want, vForward = pTip - pCentroid, can be calculated by subtracting the coordinates of the "tip" corner from the centroid point. The atan2() of this vector, i.e. atan2(tipY-centY, tipX-centX), gives you the angle your triangle is "facing".
As for what it's relative to, it doesn't matter. Your library will probably use the convention that the increasing X axis (---> the right/east direction on presumably all the 2D graphs you've seen) is 0° or 0π. The increasing Y (top, north) direction will correspond to 90° or (1/2)π.
It seems to me that you need to store the rotation angle of the triangle and possibly it's current speed.
x' = x + speed * cos(angle)
y' = y + speed * sin(angle)
Note that angle is in radians, not degrees!
Radians = Degrees * RadiansInACircle / DegreesInACircle
RadiansInACircle = 2 * Pi
DegressInACircle = 360
For the locations of the vertices, each is located at a certain distance and angle from the center. Add the current rotation angle before doing this calculation. It's the same math as for figuring the movement.
Here's some more:
Vectors represent displacement. Displacement, translation, movement or whatever you want to call it, is meaningless without a starting point, that's why I referred to the "forward" vector above as "from the centroid," and that's why the "centroid vector," the vector with the x/y components of the centroid point doesn't make sense. Those components give you the displacement of the centroid point from the origin. In other words, pOrigin + vCentroid = pCentroid. If you start from the 0 point, then add a vector representing the centroid point's displacement, you get the centroid point.
Note that:
vector + vector = vector
(addition of two displacements gives you a third, different displacement)
point + vector = point
(moving/displacing a point gives you another point)
point + point = ???
(adding two points doesn't make sense; however:)
point - point = vector
(the difference of two points is the displacement between them)
Now, these displacements can be thought of in (at least) two different ways. The one you're already familiar with is the rectangular (x, y) system, where the two components of a vector represent the displacement in the x and y directions, respectively. However, you can also use polar coordinates, (r, Θ). Here, Θ represents the direction of the displacement (in angles relative to an arbitary zero angle) and r, the distance.
Take the (1, 1) vector, for example. It represents a movement one unit to the right and one unit upwards in the coordinate system we're all used to seeing. The polar equivalent of this vector would be (1.414, 45°); the same movement, but represented as a "displacement of 1.414 units in the 45°-angle direction. (Again, using a convenient polar coordinate system where the East direction is 0° and angles increase counter-clockwise.)
The relationship between polar and rectangular coordinates are:
Θ = atan2(y, x)
r = sqrt(x²+y²) (now do you see where the right triangle comes in?)
and conversely,
x = r * cos(Θ)
y = r * sin(Θ)
Now, since a line segment drawn from your triangle's centroid to the "tip" corner would represent the direction your triangle is "facing," if we were to obtain a vector parallel to that line (e.g. vForward = pTip - pCentroid), that vector's Θ-coordinate would correspond to the angle that your triangle is facing.
Take the (1, 1) vector again. If this was vForward, then that would have meant that your "tip" point's x and y coordinates were both 1 more than those of your centroid. Let's say the centroid is on (10, 10). That puts the "tip" corner over at (11, 11). (Remember, pTip = pCentroid + vForward by adding "+ pCentroid" to both sides of the previous equation.) Now in which direction is this triangle facing? 45°, right? That's the Θ-coordinate of our (1, 1) vector!
keep the centroid at the origin. use the vector from the centroid to the nose as the direction vector. http://en.wikipedia.org/wiki/Coordinate_rotation#Two_dimensions will rotate this vector. construct the other two points from this vector. translate the three points to where they are on the screen and draw.
double v; // velocity
double theta; // direction of travel (angle)
double dt; // time elapsed
// To compute increments
double dx = v*dt*cos(theta);
double dy = v*dt*sin(theta);
// To compute position of the top of the triangle
double size; // distance between centroid and top
double top_x = x + size*cos(theta);
double top_y = y + size*sin(theta);
I can see that I need to apply the common 2d rotation formulas to my triangle to get my result, Im just having a little bit of trouble with the relationships between the different components here.
aib, stated that:
The arctangent (inverse tangent) of
vy/vx, where vx and vy are the
components of your (centroid->tip)
vector, gives you the angle the vector
is facing.
Is vx and vy the x and y coords of the centriod or the tip? I think Im getting confused as to the terminology of a "vector" here. I was under the impression that a Vector was just a point in 2d (in this case) space that represented direction.
So in this case, how is the vector of the centroid->tip calculated? Is it just the centriod?
meyahoocomlorenpechtel stated:
It seems to me that you need to store
the rotation angle of the triangle and
possibly it's current speed.
What is the rotation angle relative to? The origin of the triangle, or the game window itself? Also, for future rotations, is the angle the angle from the last rotation or the original position of the triangle?
Thanks all for the help so far, I really appreciate it!
you will want the topmost vertex to be the centroid in order to achieve the desired effect.
First, I would start with the centroid rather than calculate it. You know the position of the centroid and the angle of rotation of the triangle, I would use this to calculate the locations of the verticies. (I apologize in advance for any syntax errors, I have just started to dabble in Java.)
//starting point
double tip_x = 10;
double tip_y = 10;
should be
double center_x = 10;
double center_y = 10;
//triangle details
int width = 6; //base
int height = 9;
should be an array of 3 angle, distance pairs.
angle = rotation_angle + vertex[1].angle;
dist = vertex[1].distance;
p1_x = center_x + math.cos(angle) * dist;
p1_y = center_y - math.sin(angle) * dist;
// and the same for the other two points
Note that I am subtracting the Y distance. You're being tripped up by the fact that screen space is inverted. In our minds Y increases as you go up--but screen coordinates don't work that way.
The math is a lot simpler if you track things as position and rotation angle rather than deriving the rotation angle.
Also, in your final piece of code you're modifying the location by the rotation angle. The result will be that your ship turns by the rotation angle every update cycle. I think the objective is something like Asteroids, not a cat chasing it's tail!

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