How to make geometry follow a curve? - swift

Is it possible to make some sprites/objects to copy itself and bend in a curve?
I made an image to show what i mean:
Here the curve, possibly a bezier path is green and the geometry is shown in black. I want the sprite or object (on the left) to copy itself and merge it's vertices with the last copy, while the last two vertices follow the curve.
If it is, how to do it? Is there any documentation on something like this? Have you done something like this? How?
EDIT: I don't want the sprite or object to move through the path, but kind of duplicate itself and merge itself with it's copies.

Yes, what you want to do can work, and your drawing shows how it works fairly well. The pseudocode would look something like this:
curveLength = <length of entire curve>;
tileLength = <length of 1 tile>;
currentLength = 0;
while (currentLength < curveLength)
{
currentTileLength = 0;
startPt = prevPt = calculateBezierAt(0.0);
for (t = delta; (t < 1) && (currentTileLength < tileLength); t += delta) // delta is up to you. I often use 1/100th
{
nextPt = calculateBezierAt(t);
distance = distanceBetween(prevPt, nextPt);
currentTileLength += distance;
currentLength += distance;
prevPt = nextPt;
}
endPt = prevPt;
// Calculate quad here
}
To calculate each quad, you need to generate perpendiculars at the start and end points. You then have 4 points for your quad.
Note that I've simplified things by assuming there's only a single bezier. Normally, you'll have many of them connected together, so it will be a little trickier to iterate over them than I've said above, but it shouldn't be too hard.
Also note that if you have either very tight corners or if the curve loops back on itself you may get bad-looking results. Presumably you'll avoid that if your generating the curves yourself, though.

Take a look at SCNShape, which generates a SceneKit geometry from a Bézier curve.

Related

Scaling seperate triangles (in geometry shader?)

For a masking object, I am trying to scale each triangle individually. If I scale the object as a whole, the points further away from the center will get moved too far and I just want the object to have 'more body'. Since I use it as a mask, it doesn't matter if the triangles end up overlapping.
Although looking at this might hurt someone deep inside, this is actually what I'm trying to achieve:
I thought this was best done in a shader and I thought this could be achieved in the geometry shader since I need to know the center of the triangle. I came up with the code below, but things keep acting... strange.
float3 center = (IN[0].vertex.xyz + IN[1].vertex.xyz + IN[2].vertex.xyz) / 3;
for (int i = 0; i < 3; i++)
{
float3 distance = IN[i].vertex.xyz - center.xyz;
float3 normal = normalize(distance);
distance = abs(distance);
float scale = 1;
float3 pos = IN[i].vertex.xyz + (distance * normal.xyz * (scale - 1));
o.pos.xyz = pos.xyz;
o.pos.w = IN[i].vertex.w;
tristream.Append(o);
}
My plan was to calculate the center of the triangle and than calculate the distance between the center and each point. I would than take the normal of this distance to know in which direction I would have to move the vertex and change the position by adding the distance * normal(direction) * scale to the original position of the vertex. Yet, it seems the triangles change when you rotate the camera, so I would doubt it if this is right. Does anyone know what could be wrong?
(Just some notes:
the mesh is basically 2D, only changing across the x- and z-axis (if this matters).
I did abs(distance) since I thought it would cancel out the normal if both would be negative. I'm not sure if this is necessary.
I did scale -1 since a scale of 1 would result in the mesh staying the same. A scale of 2 should result in all triangles being twice as big.
I have no clue on what to do with the w value, but keeping the old value at least doesn't screw up that much. Perhaps here lays the problem? I thought this value should always be 1 for matrix multiplications.
)
Oke, so besides using a way to 'complex' formula to calculate the new position of each point. (Better way at https://math.stackexchange.com/questions/1563249/how-do-i-scale-a-triangle-given-its-cartesian-cooordinates). I found out that it somehow indeed had to do with the w-value. As I always thought this was mainly a helper variable, it would be awesome if someone could explain how that values screwed things over.
Anyways, including that value in the equation it works fine.
float4 center = (IN[0].vertex.xyzw + IN[1].vertex.xyzw + IN[2].vertex.xyzw) / 3;
for (int i = 0; i < 3; i++)
{
float scale = 2;
float4 pos = (IN[i].vertex.xyzw * scale) - center.xyzw;
o.pos.xyzw = pos.xyzw;
tristream.Append(o);
}
This works just fine :)

How to get coords between 2 points

I cannot find exactly what I'm looking for or reading google documentation I missed it, I just need a function or whatever to submit 2 point, start and end, and get X waypoint in between.
Is there some api like "www.somesite.com/api.php?start=43.12,12.23&end=44.12,12.23&number_of_waypoints=5" that return some json?
thank you!
First of all, this will require working with geodesics, which are the shortest lines passing through two points around the Earth, assuming the Earth is an ellipsoid. WGS84 is the standard coordinate system you will see most widely used for "latitude + longitude" coordinates, and this assumes the Earth is an ellipsoid.
To solve this problem, you first need to find the azimuth (bearing angle from north) and distance between two coordinates. The way to calculate this is by solving the inverse geodesic problem.
Once we have this distance (let's say in metres), we can divide it by n, where n - 1 is the number of waypoints we want in between the line. This gives us the distance d metres between each waypoint.
Now, we need to plot points at intervals of d metres along this line. To do this, we can solve the direct geodesic problem. This gives us a new set of coordinates after moving a given distance from a given point with a given azimuth. We can do this repeatedly to get new points moving d metres from the previous point each time. One thing to note with this is that the resultant azimuth to the end of the line from different points within the line will vary, so the destination azimuth must be obtained after each stage and used for calculating the next point.
Solving the direct and inverse geodesic problems requires mathematical formulas, of which multiple are available. However, for your PHP application, you are probably best not trying to implement these yourself, but instead use a library which can do this for you. One popular library for PHP which does this is called phpgeo.
Here's an example of how this might be implemented with phpgeo:
<?php
use Location\Coordinate;
use Location\Distance\Vincenty;
use Location\Bearing\BearingEllipsoidal;
$numPoints = 5;
$coordsA = new Coordinate(50.0, 0.0);
$coordsB = new Coordinate(51.0, 1.0);
$bearingCalculator = new BearingEllipsoidal();
$distanceCalculator = new Vincenty();
// Inverse geodesic problem
// Calculate total length of line between coords
$totalDistance = $distanceCalculator->getDistance($coordsA, $coordsB);
$intervalDistance = $totalDistance / ($numPoints + 1);
// Inverse geodesic problem
// Calculate angle to destination
$currentBearing = $bearingCalculator->calculateBearing($coordsA, $coordsB);
$currentCoords = $coordsA;
$points = [];
for ($i = 0; $i < $numPoints; $i++) {
// Direct geodesic problem
// Calculate new point along line
$currentCoords =
$bearingCalculator->calculateDestination($currentCoords,
$currentBearing,
$intervalDistance);
// Add these new coordinates to the list
array_push($points, $currentCoords);
// Inverse geodesic problem
// Recalculate angle to destination
$currentBearing =
$bearingCalculator->calculateBearing($currentCoords,
$coordsB);
}
// Print out the list of points
foreach ($points as $point) {
echo "{$point->getLat()}, {$point->getLng()}\n";
}

Move object to nearest empty space on a plane

Check the following gif: https://i.gyazo.com/72998b8e2e3174193a6a2956de2ed008.gif
I want the cylinder to instantly change location to the nearest empty space on the plane as soon as I put a cube on the cylinder. The cubes and the cylinder have box colliders attached.
At the moment the cylinder just gets stuck when I put a cube on it, and I have to click in some direction to make it start "swimming" through the cubes.
Is there any easy solution or do I have to create some sort of grid with empty gameobjects that have a tag which tells me if there's an object on them or not?
This is a common problem in RTS-like video games, and I am solving it myself. This requires a breadth-first search algorithm, which means that you're checking the closest neighbors first. You're fortunate to only have to solve this problem in a gridded-environment.
Usually what programmers will do is create a queue and add each node (space) in the entire game to that queue until an empty space is found. It will start with e.g. the above, below, and adjacent spaces to the starting space, and then recursively move out, calling the same function inside of itself and using the queue to keep track of which spaces still need to be checked. It will also need to have a way to know whether a space has already been checked and avoid those spaces.
Another solution I'm conceiving of would be to generate a (conceptual) Archimedean spiral from the starting point and somehow check each space along that spiral. The tricky part would be generating the right spiral and checking it at just the right points in order to hit each space once.
Here's my quick-and-dirty solution for the Archimedean spiral approach in c++:
float x, z, max = 150.0f;
vector<pair<float, float>> spiral;
//Generate the spiral vector (run this code once and store the spiral).
for (float n = 0.0f; n < max; n += (max + 1.0f - n) * 0.0001f)
{
x = cos(n) * n * 0.05f;
z = sin(n) * n * 0.05f;
//Change 1.0f to 0.5f for half-sized spaces.
//fmod is float modulus (remainder).
x = x - fmod(x, 1.0f);
z = z - fmod(z, 1.0f);
pair<float, float> currentPoint = make_pair(x, z);
//Make sure this pair isn't at (0.0f, 0.0f) and that it's not already in the spiral.
if ((x != 0.0f || z != 0.0f) && find(spiral.begin(), spiral.end(), currentPoint) == spiral.end())
{
spiral.push_back(currentPoint);
}
}
//Loop through the results (run this code per usage of the spiral).
for (unsigned int n = 0U; n < spiral.size(); ++n)
{
//Draw or test the spiral.
}
It generates a vector of unique points (float pairs) that can be iterated through in order, which will allow you to draw or test every space around the starting space in a nice, outward (breadth-first), gridded spiral. With 1.0f-sized spaces, it generates a circle of 174 test points, and with 0.5f-sized spaces, it generates a circle of 676 test points. You only have to generate this spiral once and then store it for usage numerous times throughout the rest of the program.
Note:
This spiral samples differently as it grows further and further out from the center (in the for loop: n += (max + 1.0f - n) * 0.0001f).
If you use the wrong numbers, you could very easily break this code or cause an infinite loop! Use at your own risk.
Though more memory intensive, it is probably much more time-efficient than the traditional queue-based solutions due to iterating through each space exactly once.
It is not a 100% accurate solution to the problem, however, because it is a gridded spiral; in some cases it may favor the diagonal over the lateral. This is probably negligible in most cases though.
I used this solution for a game I'm working on. More on that here. Here are some pictures (the orange lines in the first are drawn by me in Paint for illustration, and the second picture is just to demonstrate what the spiral looks like if expanded):

Find area of circle on a grid using euclidean distance?

I would like to have a function where I can input a radius value and have said function spit out the area for that size circle. The catch is I want it to do so for integer based coordinates only.
I was told elsewhere to look at Gauss's circle problem, which looks to be exactly what I'm interested in, but I don't really understand the math behind it (assuming it is actually accurate in calculating what I'm wanting).
As a side note, I currently use a modified circle drawing algorithm which does indeed produce the results I desire, but it just seems so incredibly inefficient (both the algorithm and the way in which I'm using it to get the area).
So, possible answers for this to me would be actual code or pseudocode for such a function if such a thing exists or something like a thorough explanation of Gauss's circle problem and why it is/isn't what I'm looking for.
The results I would hope the function would produce:
Input: Output
0: 1
1: 5
2: 13
3: 29
4: 49
5: 81
6: 113
7: 149
8: 197
9: 253
I too had to solve this problem recently and my initial approach was that of Numeron's - iterate on x axis from the center outwards and count the points within the upper right quarter, then quadruple them.
I then improved the algorithm around 3.4 times.
What I do now is just calculating how many points there are within an inscribed square inside that circle, and what's between that square and the edge of the circle (actually in the opposite order).
This way I actually count one-eighth of the points between the edge of the circle, the x axis and the right edge of the square.
Here's the code:
public static int gaussCircleProblem(int radius) {
int allPoints=0; //holds the sum of points
double y=0; //will hold the precise y coordinate of a point on the circle edge for a given x coordinate.
long inscribedSquare=(long) Math.sqrt(radius*radius/2); //the length of the side of an inscribed square in the upper right quarter of the circle
int x=(int)inscribedSquare; //will hold x coordinate - starts on the edge of the inscribed square
while(x<=radius){
allPoints+=(long) y; //returns floor of y, which is initially 0
x++; //because we need to start behind the inscribed square and move outwards from there
y=Math.sqrt(radius*radius-x*x); // Pythagorean equation - returns how many points there are vertically between the X axis and the edge of the circle for given x
}
allPoints*=8; //because we were counting points in the right half of the upper right corner of that circle, so we had just one-eightth
allPoints+=(4*inscribedSquare*inscribedSquare); //how many points there are in the inscribed square
allPoints+=(4*radius+1); //the loop and the inscribed square calculations did not touch the points on the axis and in the center
return allPoints;
}
Here's a picture to illustrate that:
Round down the length of the side of an inscribed square (pink) in the upper right quarter of the circle.
Go to next x coordinate behind the inscribed square and start counting orange points until you reach the edge.
Multiply the orange points by eight. This will give you the yellow
ones.
Square the pink points. This will give you the dark-blue ones. Then
multiply by four, this will get you the green ones.
Add the points on the axis and the one in the center. This gives you
the light-blue ones and the red one.
This is an old question but I was recently working on the same thing. What you are trying to do is as you said, Gauss's circle problem, which is sort of described here
While I too have difficulty understaning the serious maths behind it all, what it more or less pans out to when not using wierd alien symbols is this:
1 + 4 * sum(i=0, r^2/4, r^2/(4*i+1) - r^2/(4*i+3))
which in java at least is:
int sum = 0;
for(int i = 0; i <= (radius*radius)/4; i++)
sum += (radius*radius)/(4*i+1) - (radius*radius)/(4*i+3);
sum = sum * 4 + 1;
I have no idea why or how this works and to be honest Im a bit bummed I have to use a loop to get this out rather than a single line, as it means the performance is O(r^2/4) rather than O(1).
Since the math wizards can't seem to do better than a loop, I decided to see whether I could get it down to O(r + 1) performance, which I did. So don't use the above, use the below. O(r^2/4) is terrible and will be slower even despite mine using square roots.
int sum = 0;
for(int x = 0; x <= radius; x++)
sum += Math.sqrt(radius * radius - x * x);
sum = sum * 4 + 1;
What this code does is loop from centre out to the edge along an orthogonal line, and at each point adding the distance from line to edge in a perpendicualr direction. At the end it will have the number of points in a quater, so it quadruples the result and adds one because there is also central point. I feel like the wolfram equation does something similar, since it also multiplies by 4 and adds one, but IDK why it loops r^2/4.
Honestly these aren't great solution, but it seems to be the best there is. If you are calling a function which does this regularly then as new radii come up save the results in a look-up table rather than doing a full calc each time.
Its not a part of your question, but it may be relevant to someone maybe so I'll add it in anyway. I was personally working on finding all the points within a circle with cells defined by:
(centreX - cellX)^2 + (centreY - cellY)^2 <= radius^2 + radius
Which puts the whole thing out of whack because the extra +radius makes this not exactly the pythagorean theorem. That extra bit makes the circles look a whole lot more visually appealing on a grid though, as they don't have those little pimples on the orthogonal edges. It turns out that, yes my shape is still a circle, but its using sqrt(r^2+r) as radius instead of r, which apparently works but dont ask me how. Anyway that means that for me, my code is slightly different and looks more like this:
int sum = 0;
int compactR = ((radius * radius) + radius) //Small performance boost I suppose
for(int j = 0; j <= compactR / 4; j++)
sum += compactR / (4 * j + 1) - compactR / (4 * j + 3);
sum = sum * 4 + 1;

How to move incrementally in a 3D world using glRotatef() and glTranslatef()

I have some 3D models that I render in OpenGL in a 3D space, and I'm experiencing some headaches in moving the 'character' (that is the camera) with rotations and translation inside this world.
I receive the input (ie the coordinates where to move/the dregrees to turn) from some extern event (image a user input or some data from a GPS+compass device) and the kind of event is rotation OR translation .
I've wrote this method to manage these events:
- (void)moveThePlayerPositionTranslatingLat:(double)translatedLat Long:(double)translatedLong andRotating:(double)degrees{
[super startDrawingFrame];
if (degrees != 0)
{
glRotatef(degrees, 0, 0, 1);
}
if (translatedLat != 0)
{
glTranslatef(translatedLat, -translatedLong, 0);
}
[self redrawView];
}
Then in redrawView I'm actualy drawing the scene and my models. It is something like:
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
NSInteger nModels = [models count];
for (NSInteger i = 0; i < nModels; i++)
{
MD2Object * mdobj = [models objectAtIndex:i];
glPushMatrix();
double * deltas = calloc(sizeof(double),2);
deltas[0] = currentCoords[0] - mdobj.modelPosition[0];
deltas[1] = currentCoords[1] - mdobj.modelPosition[1];
glTranslatef(deltas[0], -deltas[1], 0);
free(deltas);
[mdobj setupForRenderGL];
[mdobj renderGL];
[mdobj cleanupAfterRenderGL];
glPopMatrix();
}
[super drawView];
The problem is that when translation an rotation events are called one after the other: for example when I'm rotating incrementally for some iterations (still around the origin) then I translate and finally rotate again but it appears that the last rotation does not occur around the current (translated) position but around the old one (the old origin). I'm well aware that this happens when the order of transformations is inverted, but I believed that after a drawing the new center of the world was given by the translated system.
What am I missing? How can I fix this? (any reference to OpenGL will be appreciated too)
I would recommend not doing cummulative transformations in the event handler, but internally storing the current values for your transformation and then only transforming once, but I don't know if this is the behaviour that you want.
Pseudocode:
someEvent(lat, long, deg)
{
currentLat += lat;
currentLong += long;
currentDeg += deg;
}
redraw()
{
glClear()
glRotatef(currentDeg, 0, 0, 1);
glTranslatef(currentLat, -currentLong, 0);
... // draw stuff
}
It sounds like you have a couple of things that are happening here:
The first is that you need to be aware that rotations occur about the origin. So when you translate then rotate, you are not rotating about what you think is the origin, but the new origin which is T-10 (the origin transformed by the inverse of your translation).
Second, you're making things quite a bit harder than you really need. What you might want to consider instead is to use gluLookAt. You essentially give it a position within your scene and a point in your scene to look at and an 'up' vector and it will set up the scene properly. To use it properly, keep track of where you camera is located, call that vector p, and a vector n (for normal ... indicates the direction you're looking) and u (your up vector). It will make things easier for more advanced features if n and u are orthonormal vectors (i.e. they are orthoginal to each other and have unit length). If you do this, you can compute r = n x u, (your 'right' vector), which will be a normal vector orthoginal to the other two. You then 'look at' p+n and provide the u as the up vector.
Ideally, your n, u and r have some canonical form, for instance:
n = <0, 0, 1>
u = <0, 1, 0>
r = <1, 0, 0>
You then incrementally accumulate your rotations and apply them to the canonical for of your oritentation vectors. You can use either Euler Rotations or Quaternion Rotations to accumulate your rotations (I've come to really appreciate the quaternion approach for a variety of reasons).