Math/Calculations for infinite/repeating world with rotation - math

How do I make a infinite/repeating world that handles rotation, just like in this game:
http://bloodfromastone.co.uk/retaliation.html
I have coded my rotating moving world by having a hierarchy like this:
Scene
- mainLayer (CCLayer)
- rotationLayer(CCNode)
- positionLayer(CCNode)
The rotationLayer and positionLayer have the same size (4000x4000 px right now).
I rotate the whole world by rotating the rotationLayer, and I move the whole world by moving the positionLayer, so that the player always stays centered on the device screen and it is the world that moves and rotates.
Now I would like to make it so that if the player reaches the bounds of the world (the world is moved so that the worlds bounds gets in to contact with the device screen bounds), then the world is "wrapped" to the opposite bounds so that the world is infinite. If the world did not rotate that would be easy, but now that it does I have no idea how to do this. I am a fool at math and in thinking mathematically, so I need some help here.
Now I do not think I need any cocos2d-iphone related help here. What I need is some way to calculate if my player is outside the bounds of the world, and then some way to calculate what new position I must give the world to wrap the world.
I think I have to calculate a radius for a circle that will be my foundry inside the square world, that no matter what angle the square world is in, will ensure that the visible rectangle (the screen) will always be inside the bounds of the world square. And then I need a way to calculate if the visible rectangle bounds are outside the bounds circle, and if so I need a way to calculate the new opposite position in the bounds circle to move the world to. So to illustrate I have added 5 images.
Visible rectangle well inside bounds circle inside a rotated square world:
Top of visible rectangle hitting bounds circle inside a rotated square world:
Rotated square world moved to opposite vertical position so that bottom of visible rectangle now hitting bounds circle inside rotated world:
Another example of top of visible rectangle hitting bounds circle inside a rotated square world to illustrate a different scenario:
And again rotated square world moved to opposite vertical position so that bottom of visible rectangle now hitting bounds circle inside rotated world:
Moving the positionLayer in a non-rotated situation is the math that I did figure out, as I said I can figure this one out as long as the world does not get rotate, but it does. The world/CCNode (positionLayer) that gets moved/positioned is inside a world/CCNode (rotationLayer) that gets rotated. The anchor point for the rotationLayer that rotates is on the center of screen always, but as the positionLayer that gets moved is inside the rotating rotationLayer it gets rotated around the rotationLayer's anchor point. And then I am lost... When I e.g. move the positionLayer down enough so that its top border hits the top of the screen I need to wrap that positionLayer as JohnPS describes but not so simple, I need it to wrap in a vector based on the rotation of the rotationLayer CCNode. This I do not know how to do.
Thank you
Søren

Like John said, the easiest thing to do is to build a torus world. Imagine that your ship is a point on the surface of the donut and it can only move on the surface. Say you are located at the point where the two circles (red and purple in the picture) intersect:
.
If you follow those circles you'll end up where you started. Also, notice that, no matter how you move on the surface, there is no way you're going to reach an "edge". The surface of the torus has no such thing, which is why it's useful to use as an infinite 2D world. The other reason it's useful is because the equations are quite simple. You specify where on the torus you are by two angles: the angle you travel from the "origin" on the purple circle to find the red circle and the angle you travel on the red circle to find the point you are interested in. Both those angles wrap at 360 degrees. Let's call the two angles theta and phi. They are your ship's coordinates in the world, and what you change when you change velocities, etc. You basically use them as your x and y, except you have to make sure to always use the modulus when you change them (your world will only be 360 degrees in each direction, it will then wrap around).
Suppose now that your ship is at coordinates (theta_ship,phi_ship) and has orientation gamma_ship. You want to draw a square window with the ship at its center and length/width equal to some percentage n of the whole world (say you only want to see a quarter of the world at a time, then you'd set n = sqrt(1/4) = 1/2 and have the length and width of the window set to n*2*pi = pi). To do this you need a function that takes a point represented in the screen coordinates (x and y) and spits out a point in the world coordinates (theta and phi). For example, if you asked it what part of the world corresponds to (0,0) it should return back the coordinates of the ship (theta_ship,phi_ship). If the orientation of the ship is zero (x and y will be aligned with theta and phi) then some coordinate (x_0,y_0) will correspond to (theta_ship+k*x_0, phi_ship+k*y_0), where k is some scaling factor related to how much of the world one can see in a screen and the boundaries on x and y. The rotation by gamma_ship introduces a little bit of trig, detailed in the function below. See the picture for exact definitions of the quantities.
!Blue is the screen coordinate system, red is the world coordinate system and the configuration variables (the things that describe where in the world the ship is). The object
represented in world coordinates is green.
The coordinate transformation function might look something like this:
# takes a screen coordinate and returns a world coordinate
function screen2world(x,y)
# this is the angle between the (x,y) vector and the center of the screen
alpha = atan2(x,y);
radius = sqrt(x^2 + y^2); # and the distance to the center of the screen
# this takes into account the rotation of the ship with respect to the torus coords
beta = alpha - pi/2 + gamma_ship;
# find the coordinates
theta = theta_ship + n*radius*cos(beta)/(2*pi);
phi = phi_ship + n*radius*sin(beta)/(2*pi));
# return the answer, making sure it is between 0 and 2pi
return (theta%(2*pi),phi%(2*pi))
and that's pretty much it, I think. The math is just some relatively easy trig, you should make a little drawing to convince yourself that it's right. Alternatively you can get the same answer in a somewhat more automated fashion by using rotations matrices and their bigger brother, rigid body transformations (the special Euclidian group SE(2)). For the latter, I suggest reading the first few chapters of Murray, Li, Sastry, which is free online.
If you want to do the opposite (go from world coordinates to screen coordinates) you'd have to do more or less the same thing, but in reverse:
beta = atan2(phi-phi_ship, theta-theta_ship);
radius = 2*pi*(theta-theta_ship)/(n*cos(beta));
alpha = beta + pi/2 - gamma_ship;
x = radius*cos(alpha);
y = radius*sin(alpha);

You need to define what you want "opposite bounds" to mean. For 2-dimensional examples see Fundamental polygon. There are 4 ways that you can map the sides of a square to the other sides, and you get a sphere, real projective plane, Klein bottle, or torus. The classic arcade game Asteroids actually has a torus playing surface.
The idea is you need glue each of your boundary points to some other boundary point that will make sense and be consistent.
If your world is truly 3-dimensional (not just 3-D on a 2-D surface map), then I think your task becomes considerably more difficult to determine how you want to glue your edges together--your edges are now surfaces embedded in the 3-D world.
Edit:
Say you have a 2-D map and want to wrap around like in Asteroids.
If the map is 1000x1000 units, x=0 is the left border of the map, x=999 the right border, and you are looking to the right and see 20 units ahead. Then at x=995 you want to see up to 1015, but this is off the right side of the map, so 1015 should become 15.
If you are at x=5 and look to the left 20 units, then you see x=-15 which you really want to be 985.
To get these numbers (always between 0 and 999) when you are looking past the border of your map you need to use the modulo operator.
new_x = x % 1000; // in many programming languages
When x is negative each programming language handles the result of x % 1000 differently. It can even be implementation defined. i.e. it will not always be positive (between 0 and 999), so using this would be safer:
new_x = (x + 1000) % 1000; // result 0 to 999, when x >= -1000
So every time you move or change view you need to recompute the coordinates of your position and coordinates of anything in your view. You apply this operation to get back a coordinate on the map for both x and y coordinates.

I'm new to Cocos2d, but I think I can give it a try on helping you with the geometry calculation issue, since, as you said, it's not a framework question.
I'd start off by setting the anchor point of every layer you're using in the visual center of them all.
Then let's agree on the assumption that the first part to touch the edge will always be a corner.
In case you just want to check IF it's inside the circle, just check if all the four edges are inside the circle.
In case you want to know which edge is touching the circumference of the circle, just check for the one that is the furthest from point x=0 y=0, since the anchor will be at the center.
If you have a reason for not putting the anchor in the middle, you can use the same logic, just as long as you include half of the width of each object on everything.

Related

How to find the appropriate rotation of a pentagon for fitting into a LibGDX hex-tessellated sphere?

I've got a tricky question today which involves a lot of vectors. I'm trying to keep them all straight. What I have is this shape (mostly hexagons with 12 pentagons): http://i.imgur.com/WDSWEcF.jpg
And I want to place 12 pentagon meshes into their 12 spots. I start by creating the 12 meshes at the origin (the center of this shape) and then using the following code to rotate and move them into position.
for (int i = 0; i < 12; ++i) {
Vector3 pentPoint = pentPoints.get(i); // The center of each pentagon.
ModelInstance pent = pents.get(i);
Vector3 direction = (pentPoint).cpy().sub(new Vector3(0, 0, 0))
.nor();
direction.set(direction.x, direction.y, direction.z);
pent.transform.setToRotation(Vector3.Y, direction);
pent.transform.setTranslation(pentPoint);}
Now, this is almost what I need. It results in this: http://i.imgur.com/Ch5Jhb8.jpg. Forgetting about the scaling for now, you can see that the pentagon is rotated improperly. It doesn't line up with its slot. I know that I can fix this rotation using pent.transform.rotate(Vector3.Y, *value*); based on some value for each pentagon. The problem is, I have no idea how I can calculate what this value should be.
Can anyone help or point me to some resources? Alternatively, I could use the fact that I know the coordinate of every vertex in the shape to fill in these pentagons by drawing triangles using LibGDX's ModelBuilder. I think this would be less performant than positioning the .objs. Thoughts?
I don't know anything about the library you're using, but maybe I can help with the geometry. One approach would be to draw a mesh for 1/5 of one of the pentagons. I suggest you do that in place, rather than at the origin. You need to know two adjacent vertices of a pentagon. From that, you can easily calculate the center of the pentagon (I can supply formulas if you wish). The three points you now have determine a triangle which is a "fundamental domain" for the rotation group of the dodecahedron. If you have a mesh on the fundamental domain, it can be propagated to the other 4/5 of the pentagon you chose by repeating a 72 degree rotation about the axis through the origin determined by the center of the pentagon. Call that rotation A. You can represent it by axis angle, quaternion, whatever.
To propagate the mesh to other pentagons in the figure, you just need one more rotation: a 180 degree rotation which takes your chosen pentagon to another nearby pentagon. Again, I could give a formula for the axis if you like, but if you can find the center of a second pentagon with the information you already have, the axis is determined by the midpoint of the segment connecting the two centers. (You may have to normalize the point determining the axis, depending on how you represent rotations.) Call the 180 degree rotation about that axis rotation B.
Rotation A and B together generate the entire 60 element rotation group of the icosahedron, which will allow you to propagate the mesh on the fundamental domain to every other pentagon in the figure. If you're not careful, however, you may hit some parts twice and others not at all. I think you can do it in this order: start with a fundamental domain. 4 A's fill in the first pentagonal face (let's call it the north pole). Then a B will map that pentagon to an adjacent pentagon. 4 more A's will fill in a meridian of pentagons. Another B will take a pentagon on the meridian to the other meridian. 4 more A's will fill in the second meridian. Finally another B will map a pentagon on the second meridian to the south pole.
The orientations of all the pentagons will be correct in this procedure.
Does that help?

Centering Perspective Camera on two objects by panning

In Unity, I have a perspective camera, and I've got two transforms in my scene that I want the camera to perfectly center on screen. The camera will pan left/right/up/down to the appropriate location.
So far my approach has been to convert the transform positions to screen positions using Camera.WorldToScreenPoint, and taking their average to find the screen midpoint. From there, I know I want to pan the camera a certain number of units toward that midpoint. What I'm having trouble with is figuring out the formula for deciding how much to pan (or, maybe this isn't even the preferred way to determine this).
I think your approach is great. Let me expand the idea.
So this is your screen :D. Blue circle is where you want your objects to be. There are two scenarios. We will use green dots as an example of zooming scenario. Then red dots for panning scenario.
The trick is, you want to keep the dots as close as possible to circumference of blue circle.
Let's say you get red dots as your objects' screen position. You have to shift them towards the center. Let's calculate CenterOfDots. Then calculate it's difference to CenterOfBlueCircle. That's how much pan you need in screen coordinates.
So you have calculated the pan. Now you want to know how much you need to zoom. Let's say you get green dots this time. Calculate DistanceBetweenDots and compare it to DiameterOfBlueCircle. You want them to be the same. So their difference is how much zoom you need in screen coordinates.
There comes the tricky part. Now you know how much to pan and zoom in screen space. But you need to move the camera in world space. Trying to solve it using geometry magic is fine. But I hate headache :D
So instead, I would iteratively shift my camera using the data I calculated above. Just shift the camera in it's local x-y axes towards HowMuchPan, multiplied by a manually given coefficient PanSpeed. This will give a smooth transition to the camera. Same is for the zoom. This time you shift the camera in it's local z axis using HowMuchZoom multiplied by your manually given coefficient ZoomSpeed.
Hope it helps. Have fun :)
i figured out the mathy approach!
for panning, you want to figure out the average screen position of your objects (i.e. the middle). then you want to generate a couple world points against an arbitrary plane some distance away from the camera. the difference between these points is how much to pan the camera
center=Camera.ScreenToWorldPoint(Screen.width*0.5f, Screen.height*0.5f, 10f)
mid=Camera.ScreenToWorldPoint(averageScreenPoint.x, averageScreenPoint.y, 10f)
Camera.transform.Translate(mid-center)
zooming is a bit more complicated, but very similar to the panning approach. you want to use Camera.ScreenToWorldPoint against an arbitrary plane, but you want to do this for 4 points, which will help you figure out a scale to apply to your camera's z position. psuedocode -
screenMin = Camera.ScreenToWorldPoint(0f,0f,10f);
screenMax = Camera.ScreenToWorldPoint(Screen.width,Screen.height,10f);
objMin = Camera.ScreenToWorldPoint(screenPosMin.x, screenPosMin.y, 10f);
objMax = Camera.ScreenToWorldPoint(screenPosMax.x, screenPosMax.y, 10f);
screenDiff = screenMax-screenMin;
objDiff = objMax-objMin;
Vector3 scale = new Vector3(objDiff.x/screenDiff.x, objDiff.y/screenDiff.y, 0f);
ratio = scale.x < scale.y ? scale.y : scale.x;// pick the one that best puts fits on screen.
Camera.localPosition.z = Mathf.Min(ZoomMin, Camera.localPosition.z*ratio);

determine rectangle rotation point

I would like to know how to compute rotation components of a rectangle in space according to four given points in a projection plane.
Hard to depict in a single sentence, thus I explain my needs.
I have a 3D world viewed from a static camera (located in <0,0,0>).
I have a known rectangular shape (an picture, actually) That I want to place in that space.
I only can define points (up to four) in a spherical/rectangular referencial (camera looking at <0°,0°> (sph) or <0,0,1000> (rect)).
I considere the given polygon to be my rectangle shape rotated (rX,rY,rZ). 3 points are supposed to be enough, 4 points should be too constraintfull. I'm not sure for now.
I want to determine rX, rY and rZ, the rectangle rotation about its center.
--- My first attempt at solving this constrint problem was to fix the first point: given spherical coordinates, I "project" this point onto a camera-facing plane at z=1000. Quite easy, this give me a point.
Then, the second point is considered to be on the <0,0,0>- segment, which is about an infinity of solution ; but I fix this by knowing the width(w) and height(h) of my rectangle: I then get two solutions for my second point ; one is "in front" of the first point, and the other is "far away"... I now have a edge of my rectangle. Two, in fact.
And from there, I don't know what to do. If in the end I have my four points, I don't have a clue about how to calculate the rotation equivalency...
It's hard to be lost in Mathematics...
To get an idea of the goal of all this: I make photospheres and I want to "insert" in them images. For instance, I got on my photo a TV screen, and I want to place a picture in the screen. I know my screen size (or I can guess it), I know the size of the image I want to place in (actually, it has the same aspect ratio), and I know the four screen corner positions in my space (spherical or euclidian). My software allow my to place an image in the scene and to rotate it as I want. I can zoom it (to give the feeling of depth)... I then can do all this manually, but it is a long try-fail process and never exact. I would like then to be able to type in the screen corner positions, and get the final image place and rotation attributes in a click...
The question in pictures:
Images presenting steps of the problem
Note that on the page, I present actual images of my app. I mean I had to manually rotate and scale the picture to get it fits the screen but it is not a photoshop. The parameters found are:
Scale: 0.86362
rX = 18.9375
rY = -12.5875
rZ = -0.105881
center position: <-9.55, 18.76, 1000>
Note: Rotation is not enought to set the picture up: we need scale and translation. I assume the scale can be found once a first edge is fixed (first two points help determining two solutions as initial constraints, and because I then know edge length and picture width and height, I can deduce scale. But the software is kind and allow me to modify picture width and height: thus the constraint is just to be sure the four points are descripbing a rectangle in space, with is simple to check with vectors. Here, the problem seems to place the fourth point as a valid rectangle corner, and then deduce rotation from that rectangle. About translation, it is the center (diagonal cross) of the points once fixed.

How do I find the dimensions of a rotated rectangle within an unrotated rectangle such that area is maximized?

I have a rectangle that is W x H.
Within that rectangle is another rectangle that is rotated by ϴ degrees which is always between -45 and 45 degrees, and shares the same center as the outer rectangle. I need to find w and h such that the area of the inner rectangle is maximized.
Here's a (ghetto) image to illustrate a bit. Though, the corners of the rectangles should probably be touching, I assume?
Here is the prototype of the function I'm looking to write:
SizeD GetMaxRectangleSize(double outerWidth, double outerHeight, float angle)
SizeD is just a struct that has a width and height in doubles.
Thanks to the comments for steering me in the right direction!
My solution, though perhaps not mathematically optimal, was to assume that if all four corners of the inner rectangle fall on the outer rectangle then area will be maximized.
Therefore:
H = wSin(ϴ) + hCos(ϴ)
W = wCos(ϴ) + hSin(ϴ)
Solving for w and h and substituting gives:
h = (HCos(ϴ) - WSin(ϴ))/(cos(ϴ)^2 - sin(ϴ)^2)
w = (WCos(ϴ) - HSin(ϴ))/(cos(ϴ)^2 - sin(ϴ)^2)
Which happens to work for ϴ = [0,45), and (-45,0] should act the same.
The tricky part of this question isn't how to calculate the area of an interior rectangle, but which of all the possible interior rectangles has maximum area?
To start with, observe that the box in your image is the same area regardless of how it is slid around horizontally, and if it is slid to the rightmost wall, it allows for an easy parameterization of the problem as follows:
I find it a bit easier to think of this problem, with the fixed box rotated by the offset angle so that the interior box lines up in a standard orientation. Here's a figure (I've changed theta to beta just because I can type it easily on a mac, and also left off the left most wall for reasons that will be clear):
So think of this constructed as follows: Pick a point on the right side of the exterior rectangle (shown here by a small circle), note the distance a from this point to the corner, and construct the largest possible interior with a corner at this point (by extending vertical and horizontal lines to the exterior rectangle). Clearly, then, the largest possible rectangle is one of the rectangles derived from the different values for a, and a is a good parameter for this problem.
So given that, then the area of the interior rectangle is:
A = (a * (H-a))/(cosß * sinß)
or, A = c * a * (H-a)
where I've folded the constant trig terms into the constant c. We need to maximize this, and to do that the derivative is useful:
dA/da = c * (H - 2a)
That is, starting at a=0 (ie, the circle in the figure is in the lower corner of the exterior rectangle, resulting in a tall and super skin interior rectangle), then the area of the interior rectangle increases monotonically until a=H/2, and then the area starts to decrease again.
That is, there are two cases:
1) If, as a increase from 0 to H/2, the far interior corner hits the opposite wall of the exterior, then the largest possible rectangle is when this contact occurs (and you know it's the largest due to the monotonic increase -- ie, the positive value of the derivative). This is your guess at the solution.
2) If the far corner never touches a wall, then the largest interior rectangle will be at a=H/2.
I haven't explicitly solved here for the area of the interior rectangle for each case, since that's a much easier problem than the proof, and anyone who could follow the proof, I assume could easily calculate the areas (and it does take a long time to write these things up).

Moving a Sphere so its Z-Axis faces a direction

Firstly - Z is Up in this problem.
Context: Top down 2D Game using 3D objects.
The player and all enemies are Spheres that can move in any direction on a 2D Plane (XY). They rotate as you would expect when they move. Their velocity is a 3D vector in world space and this is how I influence them. They aren't allowed to rotate on the spot.
I need to find a formula to determine the direction one of these spheres should move in order to get their Z-Axis (or any axis really) pointing a specified direction in world space.
Some examples may be in order:
X
|
Z--Y
This one is simple: The Spheres local axes matches the world so if I want the Spheres Z-Axis to point along 1,0,0 then I can move the sphere along 1,0,0.
The one that gives me trouble is this:
X
|
Y--Z
Now I know that to get the Z-Axis to point along 1,0,0 in world space I have to tell the sphere to move along 1,1,0 but I don't know/understand WHY that is the case.
I've been programming for ten years but I absolutely suck at vector maths so assume I'm an idiot when trying to explain :)
All right, I think I see what you mean.
Take a ball-- you must have one lying around. Mark a spot on it to indicate an axis of interest. Now pick a direction in which you want the axis to point. The trick is to rotate the ball in place to bring the axis to the right direction-- we'll get to the rolling in a minute.
The obvious way is to move "directly", and if you do this a few times you'll notice that the axis around which you are rotating the ball is perpendicular to the axis you're trying to move. It's as if the spot is on the equator and you're rotating around the North-South axis. Every time you pick a new direction, that direction and your marked axis determine the new equator. Also notice (this may be tricky) that you can draw a great circle (that's a circle that goes right around the sphere and divides it into equal halves) that goes between the mark and the destination, so that they're on opposite hemispheres, like mirror images. The poles are always on that circle.
Now suppose you're not free to choose the poles like that. You have a mark, you have a desired direction, so you have the great circle, and the north pole will be somewhere on the circle, but it could be anywhere. Imagine that someone else gets to choose it. The mark will still rotate to the destination, but they won't be on the equator any more, they'll be at some other latitude.
Now put the ball on the floor and roll it -- don't worry about the mark for now. Notice that it rotates around a horizontal axis, the poles, and touches the floor along a circle, the equator (which is now vertical). The poles must be somewhere on the "waist" of the sphere, halfway up from the floor (don't call it the equator). If you pick the poles on that circle, you choose the direction of rolling.
Now look at the marks, and draw the great circle that divides them. The poles must be on that circle. Look where that circle crosses the "waist"; that's where your poles must be.
Tell me if this makes sense, and we can put in the math.

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