Given a plane(in my case a triangle) normal N_T and a reference Normal N_R, both have the length 1.
I calculated the rotation_normal
N = N_T x N_R
and now i need to calculate the angle around this rotation_normal, which i get with the following calculation:
angle = acos(<N_T, N_R>), with <x,y> is the dotproduct of x and y
This angle is in the interval of [0°, 180°] and is the smallest angle between both normals.
So my problem is that if i want to rotate my triangle in a manner that its normal is equal to the reference normal, i need to know in which direction (positive or negative) the calculated angle is.
Does anybody know how to get this direction or how to solve this problem in general?
you need to use atan2 (4-quadrant arc tangens)
create reference plane basis vectors u,v
must be perpendicular to each other and lie inside plane
preferably unit vectors (or else you need to account for its size)
so let N=N_T x N_R; ... reference plane normal where the rotation will take place
U=N_T;
V= N x U; ... x means cross product
make them unit U/=|U|; V/=|V|; if they are not already
compute plane coordinates of N_R
u=(N_R.U); ... . means dot product
v=(N_R.V);
compute angle
ang=atan2(v,u);
if you do not have atan2 then use ang=atanxy(u,v);
this will give you angle in range ang=<0,2*M_PI>
if you want signed angle instead then add
if (ang>M_PI) ang-=2.0*M_PI; ... M_PI is well known constant Pi=3.1415...
now if you want the opposite sign direction then just use -ang
I have a list of 3D points. I know they are all coplanar. I have the center that I want to sort them around and the normal to the plane on which the points and the center lie. How can I test if one point is right (or left) of another point?
I understand how to do it in 2D. Sort points in clockwise order? explains how to compare 2d points. So I think I need to somehow covert all the points and the center to local 2d plane coordinates. How can I do that? Is it the most efficient way to solve this problem?
//from link:
// a and b are points
//center is the center around which to determine order
//int num = (a.x-center.x) * (b.y-center.y) - (b.x - center.x) * (a.y - center.y);
//if num=0 then they're on the same line
//if num <0 or num>0 then a is to the left or right of b
How would I adapt this to handle 3d coplanar points?
There's no need to convert everything to 2D.
You have the center C and the normal n. To determine whether point B is clockwise or counterclockwise from point A, calculate dot(n, cross(A-C, B-C)). If the result is positive, B is counterclockwise from A; if it's negative, B is clockwise from A.
I have 2 circles that collide in a certain collision point and under a certain collision angle which I calculate using this formula :
C1(x1,y1) C2(x2,y2)
and the angle between the line uniting their centre and the x axis is
X = arctg (|y2 - y1| / |x2 - x1|)
and what I want is to translate the circle on top under the same angle that collided with the other circle. I mean with the angle X and I don't know what translation coordinates should I give for a proper and a straight translation!
For what I think you mean, here's how to do it cleanly.
Think in vectors.
Suppose the centre of the bottom circle has coordinates (x1,y1), and the centre of the top circle has coordinates (x2,y2). Then define two vectors
support = (x1,y1)
direction = (x2,y2) - (x1,y1)
now, the line between the two centres is fully described by the parametric representation
line = support + k*direction
with k any value in (-inf,+inf). At the initial time, substituting k=1 in the equation above indeed give the coordinates of the top circle. On some later time t, the value of k will have increased, and substituting that new value of k in the equation will give the new coordinates of the centre of the top circle.
How much k increases at value t is equal to the speed of the circle, and I leave that entirely up to you :)
Doing it this way, you never need to mess around with any angles and/or coordinate transformations etc. It even works in 3D (provided you add in z-coordinates everywhere).
I have two points in 2D space, centred on origin (0,0). The first point represents the starting location and the second represents the end location. I need to calculate the angle of rotation between the two points, my problem being that the hypoteneuse from each point to (0,0) is not equal.
Could someone tell me how to work out the angle between the two points, bearing in mind that they could be anywhere relative to (0,0).
Many thanks,
Matt.
Let's say point 1 is (x1,y1) and point 2 is (x2,y2)
The tangent of the Angle from X axis to point 1, relative to (0,0) is y1/x1
The tangent of the Angle from X axis to point 2, relative to (0,0) is y2/x2
Take the arc tangent (is that the right term? Tan-1 on a calculator) to get the actual angle for each, then subtract to get the answer you're looking for
This is easily accomplished taking the arccosine of the normalized inner product of the two vectors. That is, given u = (ux, uy) and v = (vx, vy), the angle between the two is given by θ = acos(u·v/|u||v|), where u · v = uxvx + uyvy is the dot product of the two and the | | operator is the l2 normal given by |u| = sqrt(ux2 + uy2). This will result in the smallest rotation that can be applied to one of the vectors that will make them linear multiples of each other. Therefore, you may need to fiddle with the sign of θ to make sure you're going in the right direction if you have one you want to start from.
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!