How to compute angle between a line and a plane in MATLAB? - matlab

Five points A, B, C, D and E are given in ℝ³. How do I compute the angle between the line D-E and the plane defined by A, B, and C?
I understand the question but I don't know how to program it in MATLAB. I'm new to MATLAB so detailed information would be very helpful. This what I have tried, but it's giving me wrong output:
point1 = cross(B-A, C-A);
point2 = cross(D, E);
point3 = cross(point1, point2);
point4 = sqrt(A.*A + B.*B + C.*C);
point5 = sqrt(D.*D + E.*E)
point6 = point4*point5;
final = point3 / point6

Here ya go:
%// normal vector to plane ABC
N = cross(B-A, C-A);
%// angle between plane and line, equals pi/2 - angle between D-E and N
alpha = abs( pi/2 - acos( dot(E-D, N)/norm(N)/norm(E-D) ) );
%// you probably want it in degrees:
alpha = rad2deg(alpha);

Related

Patch on a sphere of varying size

Imagine a patch glued to a sphere. How would I manage to make the patch keep its center position and surface area as the sphere is scaled up or down? Normally, only the curvature of the patch should change, as it is « glued » to the sphere. Assume the patch is described as a set of ( latitude, longitude ) coordinates.
One possible solution would consist of converting the geographical coordinates of the patch into gnomonic coordinates (patch viewed perpendicularly directly from above), thereby making a 2D texture, which is then scaled up or down as the sphere changes its size. But I am unsure whether this is the right approach and how close of the desired effect this would be.
I am a newbie so perhaps Unity can do this simply with the right set options when applying a texture. In this case which input map projection should be used for the texture? Or maybe I should use a 3D surface and « nail » it somehow to the sphere.
Thank you!!
EDIT
I’m adding an illustration to show how the patch should be deformed as the sphere is scaled up or down. On a very small sphere, the patch would eventually wrap around. Whereas on a larger sphere, the patch would be almost flat. The deformation of the patch could be thought of as being similar to gluing the same sticker to spheres of different sizes.
The geometry of the patch could be any polygonal surface, and as previously mentioned must preserve its center position and surface area when the sphere is scaled up or down.
Assume you have a sphere of radius R1 centered at the origin of the standard coordinate system O e1 e2 e3. Then the sphere is given by all points x = [x[0], x[1], x[2]] in 3D that satisfy the equation x[0]^2 + x[1]^2 + x[2]^2 = R1^2. On this sphere you have a patch and the patch has a center c = [c[0], c[1], c[2]].
First, rotate the patch so that the center c goes to the north pole, then project it onto a plane, using an area preserving map for the sphere of radius R1, then map it back using the analogous area preserving map but for radius R2 sphere and finally rotate back the north pole to the scaled position of the center.
Functions you may need to define:
Function 1: Define spherical coordinates
x = sc(u, v, R):
return
x[0] = R*sin(u)*sin(v)
x[1] = R*sin(u)*cos(v)
x[2] = R*cos(u)
where
0 <= u <= pi and 0 <= v < 2*pi
Function 2: Define inverse spherical coordinates:
[u, v] = inv_sc(x, R):
return
u = arccos( x[2] / R )
if x[1] > 0
v = arccot(x[0] / x[1]) if x[1] > 0
else if x[1] < 0
v = 2*pi - arccot(x[1] / x[0])
else if x[1] = 0 and x[0] > 0
v = 0
else if x[1] = 0 and x[0] < 0
v = pi
where x[0]^2 + x[1]^2 + x[2]^2 = R^2
Function 3: Rotation matrix that rotates the center c to the north pole:
Assume the center c is given in spherical coordinates [uc, vc]. Then apply function 1
c = [c[0], c[2], c[3]] = sc(uc, vc, R1)
Then, find for which index i we have c[i] = min( abs(c[0]), abs(c[1]), abs(c[2])). Say i=2 and take the coordinate vector e2 = [0, 1, 0].
Calculate the cross-product vectors cross(c, e2) and cross(cross(c, e2), c), think of them as row-vectors, and form the 3 by 3 rotation matrix
A3 = c / norm(c)
A2 = cross(c, e2) / norm(cross(c, e2))
A1 = cross(A2, A3)
A = [ A1,
A2,
A3 ]
Functions 4:
[w,z] = area_pres(u,v,R1,R2):
return
w = arccos( 1 - (R1/R2)^2 * (1 - cos(u)) )
z = v
Now if you re-scale the sphere from radius R1 to radius R2 then any point x from the patch on the sphere with radius R1 gets transformed to the point y on the sphere of radius R2 by the following chain of transformations:
If x is given in spherical coordinates `[ux, vx]`, first apply
x = [x[0], x[1], x[2]] = sc(ux, vx, R1)
Then rotate with the matrix A:
x = matrix_times_vector(A, x)
Then apply the chain of transformations:
[u,v] = inv_sc(x, R1)
[w,z] = area_pres(u,v,R1,R2)
y = sc(w,z,R2)
Now y is on the R2 sphere.
Finally,
y = matrix_times_vector(transpose(A), y)
As a result all of these points y fill-in the corresponding transformed patch on the sphere of radius R2 and the patch-area on R2 equals the patch-area of the original patch on sphere R1. Plus the center point c gets just scaled up or down along a ray emanating from the center of the sphere.
The general idea behind this appriach is that, basically, the area element of the R1 sphere is R1^2*sin(u) du dv and we can look for a transformation of the latitude-longitude coordinates [u,v] of the R1 sphere into latitude-longitude coordinates [w,z] of the R2 sphere where we have the functions w = w(u,v) and z = z(u,v) such that
R2^2*sin(w) dw dz = R1^2*sin(u) du dv
When you expand the derivatives of [w,z] with respect to [u,v], you get
dw = dw/du(u,v) du + dw/dv(u,v) dv
dz = dz/du(u,v) du + dz/dv(u,v) dv
Plug them in the first formula, and you get
R2^2*sin(w) dw dz = R2^2*sin(w) * ( dw/du(u,v) du + dw/dv(u,v) dv ) wedge ( dz/du(u,v) du + dz/dv(u,v) dv )
= R1^2*sin(u) du dv
which simplifies to the equation
R2^2*sin(w) * ( dw/du(u,v) dz/dv(u,v) - dw/dv(u,v) dz/du(u,v) ) du dv = R^2*sin(u) du dv
So the general differential equation that guarantees the area preserving property of the transformation between the spherical patch on R1 and its image on R2 is
R2^2*sin(w) * ( dw/du(u,v) dz/dv(u,v) - dw/dv(u,v) dz/du(u,v) ) = R^2*sin(u)
Now, recall that the center of the patch has been rotated to the north pole of the R1 sphere, so you can think the center of the patch is the north pole. If you want a nice transformation of the patch so that it is somewhat homogeneous and isotropic from the patch's center, i.e. when standing at the center c of the patch (c = north pole) you see the patch deformed so that longitudes (great circles passing through c) are preserved (i.e. all points from a longitude get mapped to points of the same longitude), you get the restriction that the longitude coordinate v of point [u, v] gets transformed to a new point [w, z] which should be on the same longitude, i.e. z = v. Therefore such longitude preserving transformation should look like this:
w = w(u,v)
z = v
Consequently, the area-preserving equation simplifies to the following partial differential equation
R2^2*sin(w) * dw/du(u,v) = R1^2*sin(u)
because dz/dv = 1 and dz/du = 0.
To solve it, first fix the variable v, and you get the ordinary differential equation
R2^2*sin(w) * dw = R1^2*sin(u) du
whose solution is
R2^2*(1 - cos(w)) = R1^2*(1 - cos(u)) + const
Therefore, when you let v vary, the general solution for the partial differential equation
R2^2*sin(w) * dw/du(u,v) = R^2*sin(u)
in implicit form (equation that links the variables w, u, v) should look like
R2^2*(1 - cos(w)) = R1^2*(1 - cos(u)) + f(v)
for any function f(v)
However, let us not forget that the north pole stays fixed during this transformation, i.e. we have the restriction that w= 0 whenever u = 0. Plug this condition into the equation above and you get the restriction for the function f(v)
R2^2*(1 - cos(0)) = R1^2*(1 - cos(0)) + f(v)
R2^2*(1 - 1) = R1^2*(1 - 1) + f(v)
0 = f(v)
for every longitude v
Therefore, as soon as you impose longitudes to be transformed to the same longitudes and the north pole to be preserved, the only option you are left with is the equation
R2^2*(1 - cos(w)) = R1^2*(1 - cos(u))
which means that when you solve for w you get
w = arccos( 1 - (R1/R2)^2 * (1 - cos(u)) )
and thus, the corresponding area preserving transformation between the patch on sphere R1 and the patch on sphere R2 with the same area, fixed center and a uniform deformation at the center so that longitudes are transformed to the same longitudes, is
w = arccos( 1 - (R1/R2)^2 * (1 - cos(u)) )
z = v
Here I implemented some of these functions in Python and ran a simple simulation:
import numpy as np
import math
from mpl_toolkits.mplot3d import Axes3D
import matplotlib.pyplot as plt
def trig(uv):
return np.cos(uv), np.sin(uv)
def sc_trig(cos_uv, sin_uv, R):
n, dim = cos_uv.shape
x = np.empty((n,3), dtype=float)
x[:,0] = sin_uv[:,0]*cos_uv[:,1] #cos_u*sin_v
x[:,1] = sin_uv[:,0]*sin_uv[:,1] #cos_u*cos_v
x[:,2] = cos_uv[:,0] #sin_u
return R*x
def sc(uv,R):
cos_uv, sin_uv = trig(uv)
return sc_trig(cos_uv, sin_uv, R)
def inv_sc_trig(x):
n, dim = x.shape
cos_uv = np.empty((n,2), dtype=float)
sin_uv = np.empty((n,2), dtype=float)
Rad = np.sqrt(x[:,0]**2 + x[:,1]**2 + x[:,2]**2)
r_xy = np.sqrt(x[:,0]**2 + x[:,1]**2)
cos_uv[:,0] = x[:,2]/Rad #cos_u = x[:,2]/R
sin_uv[:,0] = r_xy/Rad #sin_v = x[:,1]/R
cos_uv[:,1] = x[:,0]/r_xy
sin_uv[:,1] = x[:,1]/r_xy
return cos_uv, sin_uv
def center_x(x,R):
n, dim = x.shape
c = np.sum(x, axis=0)/n
return R*c/math.sqrt(c.dot(c))
def center_uv(uv,R):
x = sc(uv,R)
return center_x(x,R)
def center_trig(cos_uv, sin_uv, R):
x = sc_trig(cos_uv, sin_uv, R)
return center_x(x,R)
def rot_mtrx(c):
i = np.where(c == min(c))[0][0]
e_i = np.zeros(3)
e_i[i] = 1
A = np.empty((3,3), dtype=float)
A[2,:] = c/math.sqrt(c.dot(c))
A[1,:] = np.cross(A[2,:], e_i)
A[1,:] = A[1,:]/math.sqrt(A[1,:].dot(A[1,:]))
A[0,:] = np.cross(A[1,:], A[2,:])
return A.T # ready to apply to a n x 2 matrix of points from the right
def area_pres(cos_uv, sin_uv, R1, R2):
cos_wz = np.empty(cos_uv.shape, dtype=float)
sin_wz = np.empty(sin_uv.shape, dtype=float)
cos_wz[:,0] = 1 - (R1/R2)**2 * (1 - cos_uv[:,0])
cos_wz[:,1] = cos_uv[:,1]
sin_wz[:,0] = np.sqrt(1 - cos_wz[:,0]**2)
sin_wz[:,1] = sin_uv[:,1]
return cos_wz, sin_wz
def sym_patch_0(n,m):
u = math.pi/2 + np.linspace(-math.pi/3, math.pi/3, num=n)
v = math.pi/2 + np.linspace(-math.pi/3, math.pi/3, num=m)
uv = np.empty((n, m, 2), dtype=float)
uv[:,:,0] = u[:, np.newaxis]
uv[:,:,1] = v[np.newaxis,:]
uv = np.reshape(uv, (n*m, 2), order='F')
return uv, u, v
uv, u, v = sym_patch_0(18,18)
r1 = 1
r2 = 2/3
r3 = 2
limits = max(r1,r2,r3)
p = math.pi
x = sc(uv,r1)
fig = plt.figure()
ax = fig.add_subplot(111, projection='3d')
ax.scatter(x[:,0], x[:,1], x[:,2])
ax.set_xlim(-limits, limits)
ax.set_ylim(-limits, limits)
ax.set_zlim(-limits, limits)
ax.set_xlabel('X Label')
ax.set_ylabel('Y Label')
ax.set_zlabel('Z Label')
plt.show()
B = rot_mtrx(center_x(x,r1))
x = x.dot(B)
cs, sn = inv_sc_trig(x)
cs1, sn1 = area_pres(cs, sn, r1, r2)
y = sc_trig(cs1, sn1, r2)
y = y.dot(B.T)
fig = plt.figure()
ax = fig.add_subplot(111, projection='3d')
ax.scatter(y[:,0], y[:,1], y[:,2])
ax.set_xlim(-limits, limits)
ax.set_ylim(-limits, limits)
ax.set_zlim(-limits, limits)
ax.set_xlabel('X Label')
ax.set_ylabel('Y Label')
ax.set_zlabel('Z Label')
plt.show()
cs1, sn1 = area_pres(cs, sn, r1, r3)
y = sc_trig(cs1, sn1, r3)
y = y.dot(B.T)
fig = plt.figure()
ax = fig.add_subplot(111, projection='3d')
ax.scatter(y[:,0], y[:,1], y[:,2])
ax.set_xlim(-limits, limits)
ax.set_ylim(-limits, limits)
ax.set_zlim(-limits, limits)
ax.set_xlabel('X Label')
ax.set_ylabel('Y Label')
ax.set_zlabel('Z Label')
plt.show()
One can see three figures of how a patch gets deformed when the radius of the sphere changes from radius 2/3, through radius 1 and finally to radius 2. The patch's area doesn't change and the transformation of the patch is homogeneous in all direction with no excessive deformation.
You could e.g. do something like
public class Example : MonoBehaviour
{
public Transform sphere;
public float latitude;
public float longitude;
private void Update()
{
transform.position = sphere.position
+ Quaternion.AngleAxis(longitude, -Vector3.up)
* Quaternion.AngleAxis(latitude, -Vector3.right)
* sphere.forward * sphere.lossyScale.x / 2f;
transform.LookAt(sphere);
transform.Rotate(90,0,0);
}
}
The pin would not be a child of the sphere. It would result in a pin (in red) like:
Alternatively as said you could make the pin a child of the sphere in a structure like
Sphere
|--PinAnchor
|--Pin
So in order to change the Pin position you would rotate the PinAnchor. The Pin itself would update its own scale so it has always a certain target scale e.g. like
public class Example : MonoBehaviour
{
public float targetScale;
private void Update()
{
var scale = transform.parent.lossyScale;
var invertScale = new Vector3(1 / scale.x, 1 / scale.y, 1 / scale.z);
if (float.IsNaN(invertScale.x)) invertScale.x = 0;
if (float.IsNaN(invertScale.y)) invertScale.y = 0;
if (float.IsNaN(invertScale.z)) invertScale.z = 0;
transform.localScale = invertScale * targetScale;
}
}
I am going to add another answer, because it is possible you may decide that different properties are important for your patch transformation, more specifically having minimal (in some sense) distortion, and the area preservation of the patch is not as important.
Assume you want to create a transformation from a patch (an open subset of the sphere with relatively well-behaved boundary, e.g. piecewise smooth or even piecewise geodesic boundary) on a sphere of radius R1 to a corresponding patch on a sphere of radius R2. However, you want the transformation to not distort the original patch on R1 wen mapping it to R2. Assume the patch on R1 has a distinguished point c, called the center. This could be its geometric center, i.e. its center of mass (barycenter), or a point selected in another way.
For this discussion, let us assume the center c is at the north pole of the sphere R1. If it is not, we can simply rotate it to the north pole (see my previous post for one way to rotate the center), so that the standard spherical coordinates [u, v] (latitude and longitude) naturally apply, i.e.
for sphere R1:
x[0] = R1*sin(u)*cos(v)
x[1] = R1*sin(u)*sin(v)
x[2] = R1*cos(u)
for sphere R2:
y[0] = R2*sin(w)*cos(z)
y[1] = R2*sin(w)*sin(z)
y[2] = R2*cos(w)
with point c being with coordinates [0,0] (or any [0,v] for that matter, as these coordinates have a singularity at the pole). Ideally, if you construct an isometric transformation between the two patches (isometry is a transformation that preserves distances, angles and consequently area), then you are done. The two spheres, however, have different radii R1 and R2 and so they have different intrinsic curvature, so there can be no isometry between the patches. Nevertheless, let us see what an isometry would have done: An isometry is a transformation that transforms the metric tensor (the line element, the way we measure distance on the sphere) of the first sphere to the metric tensor of the second, i.e.
Metric tensor of R1:
R1^2 * ( du^2 + (sin(u))^2 dv^2 )
Metric tensor of R2:
R2^2 * ( dw^2 + (sin(w))^2 dz^2 )
An isometry: [u,v] --> [w,z] so that
R1^2 * ( du^2 + (sin(u))^2 dv^2 ) = R2^2 * ( dw^2 + (sin(w))^2 dz^2 )
What an isometry would do, fist it would send spherical geodesics (great circles) to spherical geodesics, so in particular longitudinal circles of R1 should be mapped to longitudinal circles of R2, because we want the north pole of R1 to be mapped to the north pole of R2. Also, an isometry would preserve angles, so in particular, it would preserve angles between longitudinal circles. Since the angle between the zero longitudinal circle and the longitudinal circle of longitude v is equal to v (up to a translation by a constant if a global rotation of the sphere around the north pole is added, but we don't want that), then v should be preserved by an isometry (i.e. the isometry should preserve the bearing at the north pole). That implies that the desired isometric map between the patches should have the form
Map between patch on R1 and patch on R2,
which maps the north pole of R1 to the north pole of R2:
w = w(u, v)
z = v
Furthermore, since the sphere looks the same at any point and in any direction (it is homogeneous and isotropic everywhere), in particular this is true for the north pole and therefore an isometry should transform identically in all direction when looking from the north pole (the term is "isometric transformations should commute with the with the group of isometric automorphisms of the surfaces") which yields that w = w(u, v) should not depend on the variable v:
Map between patch on R1 and patch on R2,
which maps the north pole of R1 to the north pole of R2:
w = w(u)
z = v
The final steps towards finding an isometric transformation between the patches on R1 and R2 is to make sure that the metric tensors before and after the transformation are equal, i.e.:
R2^2 * ( dw^2 + (sin(w))^2 dz^2 ) = R1^2 * ( du^2 + (sin(u))^2 dv^2 )
dw = (dw/du(u)) du and dz = dv
R2^2 * ( (dw/du(u))^2 du^2 + (sin( w(u) ))^2 dv^2 ) = R1^2 * ( du^2 + (sin(u))^2 dv^2 )
set K = R1/R2
( dw/du(u) )^2 du^2 + (sin( w(u) ))^2 dv^2 = K^2 du^2 + K^2*(sin(u))^2 dv^2
For the latter equation to hold, we need the function w = w(u) to satisfy the following two restrictions
dw/du(u) = K
sin(w(u)) = K * sin(u)
However, we have only one function w(u) and two equations which are satisfied only when K = 1 (i.e. R1 = R2) which is not the case. This is where the isometric conditions break and that is why there is no isometric transformation between a patch on sphere R1 and a patch on R2 when R1 != R2. One thing we can try to do is to find a transformation that in some reasonable sense minimizes the discrepancy between the metric tensors (i.e. we would like to minimize somehow the degree of non-isometricity of the transformation [w = w(u), z = v] ). To that end, we can define a Lagrangian discrepancy function (yes, exactly like in physics) and try to minimize it:
Lagrangian:
L(u, w, dw/du) = ( dw/du - K )^2 + ( sin(w) - K*sin(u) )^2
minimize the action:
S[w] = integral_0^u2 L(u, w(u), dw/du(u))du
or more explicitly, find the function `w(u)` that makes
the sum (integral) of all discrepancies:
S[w] = integral_0^u2 ( ( dw/du(u) - K )^2 + ( sin(w(u)) - K*sin(u) )^2 )du
minimal
In order to find the function w(u) that minimizes the discrepancy integral S[w] above, one needs to derive the Euler-Lagrange equations associated to the Lagrangian L(u, w, dw,du) and to solve them. The Euler-Lagrange equation in this case is one and it is second derivative one:
d^2w/du^2 = sin(w)*cos(w) - K*sin(u)*cos(w)
w(0) = 0
dw/du(0) = K
or using alternative notation:
w''(u) = sin(w(u))*cos(w(u)) - K*sin(u)*cos(w(u))
w(0) = 0
w'(0) = K
The reason for the condition w'(0) = K comes from imposing the isometric identity
( dw/du(u) )^2 du^2 + (sin( w(u) ))^2 dv^2 = K^2 du^2 + K^2*(sin(u))^2 dv^2
When u = 0, we already know w(0) = 0 because we want the north pole to be mapped to the north pole and so the latter identity simplifies to
( dw/du(0) )^2 du^2 + (sin(0))^2 dv^2 = K^2 du^2 + K^2*(sin(0))^2 dv^2
( dw/du(0) )^2 du^2 = K^2 du^2
( dw/du(0) )^2 = K^2
which holds when
dw/du(0) = u'(0) = K
Now, to obtain a north -pole respecting transformation between circular patches on two spheres of radii R1 and R2 respectively, that has as little distortion as possible (with respect to the error Lagrnagian), we have to solve the non-linear initial value problem
d^2w/du^2 = sin(w)*cos(w) - K*sin(u)*cos(w)
w(0) = 0
dw/du(0) = K
or written as a system of two first-derivative differential equations (Hamiltonain form):
dw/du = p
dp/du = sin(w)*cos(w) - K*sin(u)*cos(w)
w(0) = 0
p(0) = K
I seriously doubt that this is an exactly solvable (integrable) system of ordinary differential equations, but a numerical integration with a reasonably small integration step can give an excellent discrete solution, which combined with a good interpolation scheme, like cubic splines, can give you a very accurate solution.
Now, if you do not care too much about exactly equal areas between the patches, but reasonably close areas and would actually prefer to have a smallest possible (in some sence) geometric deformation, you can simply use this model and stop here. However, if you really insist on the equal area between the two patches, you can continue further, by splitting your original patch (call it D1) on sphere R1 into a subpatch C1 inside D1 with the same center as D1, such that the difference D1 \ C1 is a narrow frame surrounding C1. Let the image of C1 under the map w = w(u), z = v, defined above, be denoted by C2. Then to find a transformation (a map) from the patch D1 onto a patch D2 on the sphere R2, which has the same area as D1 and includes C2, you can piece together one map from two submaps:
w = w(u)
z = v
for [u,v] from C1 ---> [w,z] from C2
w = w_ext(u, v)
z = v
for [u,v] from D1 \ C1 ---> [w,z] from D2 \ C2
The question is how to find the extension transfromation w_ext(u). For the area of D2 to be equal to the area of D1, you need to choose w_ext(u) so that
integra_(D1 \ C1) sin(w_ext(u)) dw_ext/du(u) du dv = (R1/R2)^2 Area(D1) - Area(C2) ( = the areas on the right are constants )
Now, pick a suitable function (you can start with a cosntant if you want) f(u), say a polynomial with adjustable coefficients, so that
integra_(D1 \ C1) f(u) du dv = (R1/R2)^2 Area(D1) - Area(C2)
e.g.
f(u) = L (constant) such that
integra_(D1 \ C1) L du dv = (R1/R2)^2 Area(D1) - Area(C2)
i.e.
L = ( (R1/R2)^2 Area(D1) - Area(C2) ) / integra_(D1 \ C1) du dv
Then solve the differential eqution
sin(w) dw/du = f(u)
e.g.
sin(w) dw/du = L
w(u) = arccos(L*u + a)
But in this case it is imortant to glue this solution with the previous one, so the initial condition of w_ext(u) matters, possibly depending on the direction v, i.e
w_ext(u, v) = arccos(L*u + a(v))
So there exists a somewhat more laborious approach, but it has a lot of details and is more comlicated.

Non overlapping randomly located circles

I need to generate a fixed number of non-overlapping circles located randomly. I can display circles, in this case 20, located randomly with this piece of code,
for i =1:20
x=0 + (5+5)*rand(1)
y=0 + (5+5)*rand(1)
r=0.5
circle3(x,y,r)
hold on
end
however circles overlap and I would like to avoid this. This was achieved by previous users with Mathematica https://mathematica.stackexchange.com/questions/69649/generate-nonoverlapping-random-circles , but I am using MATLAB and I would like to stick to it.
For reproducibility, this is the function, circle3, I am using to draw the circles
function h = circle3(x,y,r)
d = r*2;
px = x-r;
py = y-r;
h = rectangle('Position',[px py d d],'Curvature',[1,1]);
daspect([1,1,1])
Thank you.
you can save a list of all the previously drawn circles. After
randomizing a new circle check that it doesn't intersects the previously drawn circles.
code example:
nCircles = 20;
circles = zeros(nCircles ,2);
r = 0.5;
for i=1:nCircles
%Flag which holds true whenever a new circle was found
newCircleFound = false;
%loop iteration which runs until finding a circle which doesnt intersect with previous ones
while ~newCircleFound
x = 0 + (5+5)*rand(1);
y = 0 + (5+5)*rand(1);
%calculates distances from previous drawn circles
prevCirclesY = circles(1:i-1,1);
prevCirclesX = circles(1:i-1,2);
distFromPrevCircles = ((prevCirclesX-x).^2+(prevCirclesY-y).^2).^0.5;
%if the distance is not to small - adds the new circle to the list
if i==1 || sum(distFromPrevCircles<=2*r)==0
newCircleFound = true;
circles(i,:) = [y x];
circle3(x,y,r)
end
end
hold on
end
*notice that if the amount of circles is too big relatively to the range in which the x and y coordinates are drawn from, the loop may run infinitely.
in order to avoid it - define this range accordingly (it can be defined as a function of nCircles).
If you're happy with brute-forcing, consider this solution:
N = 60; % number of circles
r = 0.5; % radius
newpt = #() rand([1,2]) * 10; % function to generate a new candidate point
xy = newpt(); % matrix to store XY coordinates
fails = 0; % to avoid looping forever
while size(xy,1) < N
% generate new point and test distance
pt = newpt();
if all(pdist2(xy, pt) > 2*r)
xy = [xy; pt]; % add it
fails = 0; % reset failure counter
else
% increase failure counter,
fails = fails + 1;
% give up if exceeded some threshold
if fails > 1000
error('this is taking too long...');
end
end
end
% plot
plot(xy(:,1), xy(:,2), 'x'), hold on
for i=1:size(xy,1)
circle3(xy(i,1), xy(i,2), r);
end
hold off
Slightly amended code #drorco to make sure exact number of circles I want are drawn
nCircles = 20;
circles = zeros(nCircles ,2);
r = 0.5;
c=0;
for i=1:nCircles
%Flag which holds true whenever a new circle was found
newCircleFound = false;
%loop iteration which runs until finding a circle which doesnt intersect with previous ones
while ~newCircleFound & c<=nCircles
x = 0 + (5+5)*rand(1);
y = 0 + (5+5)*rand(1);
%calculates distances from previous drawn circles
prevCirclesY = circles(1:i-1,1);
prevCirclesX = circles(1:i-1,2);
distFromPrevCircles = ((prevCirclesX-x).^2+(prevCirclesY-y).^2).^0.5;
%if the distance is not to small - adds the new circle to the list
if i==1 || sum(distFromPrevCircles<=2*r)==0
newCircleFound = true;
c=c+1
circles(i,:) = [y x];
circle3(x,y,r)
end
end
hold on
end
Although this is an old post, and because I faced the same problem before I would like to share my solution, which uses anonymous functions: https://github.com/davidnsousa/mcsd/blob/master/mcsd/cells.m . This code allows to create 1, 2 or 3-D cell environments from user-defined cell radii distributions. The purpose was to create a complex environment for monte-carlo simulations of diffusion in biological tissues: https://www.mathworks.com/matlabcentral/fileexchange/67903-davidnsousa-mcsd
A simpler but less flexible version of this code would be the simple case of a 2-D environment. The following creates a space distribution of N randomly positioned and non-overlapping circles with radius R and with minimum distance D from other cells. All packed in a square region of length S.
function C = cells(N, R, D, S)
C = #(x, y, r) 0;
for n=1:N
o = randi(S-R,1,2);
while C(o(1),o(2),2 * R + D) ~= 0
o = randi(S-R,1,2);
end
f = #(x, y) sqrt ((x - o(1)) ^ 2 + (y - o(2)) ^ 2);
c = #(x, y, r) f(x, y) .* (f(x, y) < r);
C = #(x, y, r) + C(x, y, r) + c(x, y, r);
end
C = #(x, y) + C(x, y, R);
end
where the return C is the combined anonymous functions of all circles. Although it is a brute force solution it is fast and elegant, I believe.

Finding the intersection points of ray-5th order polynomial

I am doing ray tracing and I have A screen described in the world coordinates as Matrices(I had before the X,Y,Z in the screen coordinates and by using transformation and rotation I got it in the world coordinates)
Xw (NXM Matrix)
Yw (NXM Matrix)
Zw (I have got this polynomial (5th order polynomial)by fitting the 3D data Xw and Yw. I have it as f(Xw,Yw))
I have the rays equations too described as usual:
X = Ox + t*Dx
Y = Oy + t*Dy
Z = Oz + t*Dz %(O is the origin point and D is the direction)
So what I did is that I replaced the X and Y in the Polynomial equation f(Xw,Yw) and solved it for t so I can then get the intersection point.
But apparently the method that I used is wrong(The intersection points that I got were somewhere else).
Could any one please help me and tell me what is the mistake. Please support me.
Thanks
This is part of the code:
X_World_coordinate_scr = ScreenXCoordinates.*Rotation_matrix_screen(1,1) + ScreenYCoordinates.*Rotation_matrix_screen(1,2) + ScreenZCoordinates.*Rotation_matrix_screen(1,3) + Zerobase_scr(1);
Y_World_coordinate_scr = ScreenXCoordinates.*Rotation_matrix_screen(2,1) + ScreenYCoordinates.*Rotation_matrix_screen(2,2) + ScreenZCoordinates.*Rotation_matrix_screen(2,3) + Zerobase_scr(2);
Z_World_coordinate_scr = ScreenXCoordinates.*Rotation_matrix_screen(3,1) + ScreenYCoordinates.*Rotation_matrix_screen(3,2) + ScreenZCoordinates.*Rotation_matrix_screen(3,3) + Zerobase_scr(3); % converting the screen coordinates to the world coordinates using the rotation matrix and the translation vector
polymodel = polyfitn([X_World_coordinate_scr(:),Y_World_coordinate_scr(:)],Z_World_coordinate_scr(:),5); % using a function from the MAtlab file exchange and I trust this function. I tried it different data and it gives me the f(Xw,Yw).
ScreenPoly = polyn2sym(polymodel); % Function from Matlab file exchange to give the symbolic shape of the polynomial.
syms X Y Z t Dx Ox Dy Oy oz Dz z;
tsun = matlabFunction(LayerPoly, 'vars',[X,Y,Z]); % just to substitue the symboles from X , Y and Z to (Ox+t*Dx) , (Oy+t*Dy) and (Oz+t*Dz) respectively
Equation = tsun((Ox+t*Dx),(Oy+t*Dy),(Oz+t*Dz));
Answer = solve(Equation,t); % solving it for t but the equation that it is from the 5th order and the answer is RootOf(.... for z)
a = char(Answer); % preparing it to find the roots (Solutions of t)
R = strrep(a,'RootOf(','');
R1 = strrep(R,', z)','');
b = sym(R1);
PolyCoeffs = coeffs(b,z); % get the coefficient of the polynomail
tfun = matlabFunction(PolyCoeffs, 'vars',[Ox,Oy,oz,Dx,Dy,Dz]);
tCounter = zeros(length(Directions),1);
NaNIndices = find(isnan(Surface(:,1))==1); %I have NaN values and I am taking them out
tCounter(NaNIndices) = NaN;
NotNaNIndices = find(isnan(Surface(:,1))==0);
for i = NotNaNIndices' % for loop to calc
OxNew = Surface(i,1);
OyNew = Surface(i,2);
OzNew = Surface(i,3);
DxNew = Directions(i,1);
DyNew = Directions(i,2);
DzNew = Directions(i,3);
P = tfun(OxNew,OyNew,OzNew ,DxNew,DyNew,DzNew);
t = roots(P);
t(imag(t) ~= 0) = []; % getting rid of the complex solutions
tCounter(i) = t;
end
Please support
Thanks in advance

Is this rotation matrix (angle about vector) limited to certain orientations?

From a couple references (i.e., http://en.wikipedia.org/wiki/Rotation_matrix "Rotation matrix from axis and angle", and exercise 5.15 in "Computer Graphics - Principles and Practice" by Foley et al, 2nd edition in C), I've seen this definition of a rotation matrix (implemented below in Octave) that rotates points by a specified angle about a specified vector. Although I have used it before, I'm now seeing rotation problems that appear to be related to orientation. The problem is recreated in the following Octave code that
takes two unit vectors: src (green in figures) and dst (red in figures),
calculates the angle between them: theta,
calculates the vector normal to both: pivot (blue in figures),
and finally attempts to rotate src into dst by rotating it about vector pivot by angle theta.
% This test fails: rotated unit vector is not at expected location and is no longer normalized.
s = [-0.49647; -0.82397; -0.27311]
d = [ 0.43726; -0.85770; -0.27048]
test_rotation(s, d, 1);
% Determine rotation matrix that rotates the source and normal vectors to the x and z axes, respectively.
normal = cross(s, d);
normal /= norm(normal);
R = zeros(3,3);
R(1,:) = s;
R(2,:) = cross(normal, s);
R(3,:) = normal;
R
% After rotation of the source and destination vectors, this test passes.
s2 = R * s
d2 = R * d
test_rotation(s2, d2, 2);
function test_rotation(src, dst, iFig)
norm_src = norm(src)
norm_dst = norm(dst)
% Determine rotation axis (i.e., normal to two vectors) and rotation angle.
pivot = cross(src, dst);
theta = asin(norm(pivot))
theta_degrees = theta * 180 / pi
pivot /= norm(pivot)
% Initialize matrix to rotate by an angle theta about pivot vector.
ct = cos(theta);
st = sin(theta);
omct = 1 - ct;
M(1,1) = ct - pivot(1)*pivot(1)*omct;
M(1,2) = pivot(1)*pivot(2)*omct - pivot(3)*st;
M(1,3) = pivot(1)*pivot(3)*omct + pivot(2)*st;
M(2,1) = pivot(1)*pivot(2)*omct + pivot(3)*st;
M(2,2) = ct - pivot(2)*pivot(2)*omct;
M(2,3) = pivot(2)*pivot(3)*omct - pivot(1)*st;
M(3,1) = pivot(1)*pivot(3)*omct - pivot(2)*st;
M(3,2) = pivot(2)*pivot(3)*omct + pivot(1)*st;
M(3,3) = ct - pivot(3)*pivot(3)*omct;
% Rotate src about pivot by angle theta ... and check the result.
dst2 = M * src
dot_dst_dst2 = dot(dst, dst2)
if (dot_dst_dst2 >= 0.99999)
"success"
else
"FAIL"
end
% Draw the vectors: green is source, red is destination, blue is normal.
figure(iFig);
x(1) = y(1) = z(1) = 0;
ubounds = [-1.25 1.25 -1.25 1.25 -1.25 1.25];
x(2)=src(1); y(2)=src(2); z(2)=src(3);
plot3(x,y,z,'g-o');
hold on
x(2)=dst(1); y(2)=dst(2); z(2)=dst(3);
plot3(x,y,z,'r-o');
x(2)=pivot(1); y(2)=pivot(2); z(2)=pivot(3);
plot3(x,y,z,'b-o');
x(2)=dst2(1); y(2)=dst2(2); z(2)=dst2(3);
plot3(x,y,z,'k.o');
axis(ubounds, 'square');
view(45,45);
xlabel("xd");
ylabel("yd");
zlabel("zd");
hold off
end
Here are the resulting figures. Figure 1 shows an orientation that doesn't work. Figure 2 shows an orientation that works: the same src and dst vectors but rotated into the first quadrant.
I was expecting the src vector to always rotate onto the dst vector, as shown in Figure 2 by the black circle covering the red circle, for all vector orientations. However Figure 1 shows an orientation where the src vector does not rotate onto the dst vector (i.e., the black circle is not on top of the red circle, and is not even on the unit sphere).
For what it's worth, the references that defined the rotation matrix did not mention orientation limitations, and I derived (in a few hours and a few pages) the rotation matrix equation and didn't spot any orientation limitations there. I'm hoping the problem is an implementation error on my part, but I haven't been able to find it yet in either of my implementations: C and Octave. Have you experienced orientation limitations when implementing this rotation matrix? If so, how did you work around them? I would prefer to avoid the extra translation into the first quadrant if it isn't necessary.
Thanks,
Greg
Seems two minus signs have escaped:
M(1,1) = ct - P(1)*P(1)*omct;
M(1,2) = P(1)*P(2)*omct - P(3)*st;
M(1,3) = P(1)*P(3)*omct + P(2)*st;
M(2,1) = P(1)*P(2)*omct + P(3)*st;
M(2,2) = ct + P(2)*P(2)*omct; %% ERR HERE; THIS IS THE CORRECT SIGN
M(2,3) = P(2)*P(3)*omct - P(1)*st;
M(3,1) = P(1)*P(3)*omct - P(2)*st;
M(3,2) = P(2)*P(3)*omct + P(1)*st;
M(3,3) = ct + P(3)*P(3)*omct; %% ERR HERE; THIS IS THE CORRECT SIGN
Here is a version that is much more compact, faster, and also based on Rodrigues' rotation formula:
function test
% first test: pass
s = [-0.49647; -0.82397; -0.27311];
d = [ 0.43726; -0.85770; -0.27048]
d2 = axis_angle_rotation(s, d)
% Determine rotation matrix that rotates the source and normal vectors to the x and z axes, respectively.
normal = cross(s, d);
normal = normal/norm(normal);
R(1,:) = s;
R(2,:) = cross(normal, s);
R(3,:) = normal;
% Second test: pass
s2 = R * s;
d2 = R * d
d3 = axis_angle_rotation(s2, d2)
end
function vec = axis_angle_rotation(vec, dst)
% These following commands are just here for the function to act
% the same as your original function. Eventually, the function is
% probably best defined as
%
% vec = axis_angle_rotation(vec, axs, angle)
%
% or even
%
% vec = axis_angle_rotation(vec, axs)
%
% where the length of axs defines the angle.
%
axs = cross(vec, dst);
theta = asin(norm(axs));
% some preparations
aa = axs.'*axs;
ra = vec.'*axs;
% location of circle centers
c = ra.*axs./aa;
% first coordinate axis on the circle's plane
u = vec-c;
% second coordinate axis on the circle's plane
v = [axs(2)*vec(3)-axs(3)*vec(2)
axs(3)*vec(1)-axs(1)*vec(3)
axs(1)*vec(2)-axs(2)*vec(1)]./sqrt(aa);
% the output vector
vec = c + u*cos(theta) + v*sin(theta);
end

How can I plot a 3D-plane in Matlab?

I would like to plot a plane using a vector that I calculated from 3 points where:
pointA = [0,0,0];
pointB = [-10,-20,10];
pointC = [10,20,10];
plane1 = cross(pointA-pointB, pointA-pointC)
How do I plot 'plane1' in 3D?
Here's an easy way to plot the plane using fill3:
points=[pointA' pointB' pointC']; % using the data given in the question
fill3(points(1,:),points(2,:),points(3,:),'r')
grid on
alpha(0.3)
You have already calculated the normal vector. Now you should decide what are the limits of your plane in x and z and create a rectangular patch.
An explanation : Each plane can be characterized by its normal vector (A,B,C) and another coefficient D. The equation of the plane is AX+BY+CZ+D=0. Cross product between two differences between points, cross(P3-P1,P2-P1) allows finding (A,B,C). In order to find D, simply put any point into the equation mentioned above:
D = -Ax-By-Cz;
Once you have the equation of the plane, you can take 4 points that lie on this plane, and draw the patch between them.
normal = cross(pointA-pointB, pointA-pointC); %# Calculate plane normal
%# Transform points to x,y,z
x = [pointA(1) pointB(1) pointC(1)];
y = [pointA(2) pointB(2) pointC(2)];
z = [pointA(3) pointB(3) pointC(3)];
%Find all coefficients of plane equation
A = normal(1); B = normal(2); C = normal(3);
D = -dot(normal,pointA);
%Decide on a suitable showing range
xLim = [min(x) max(x)];
zLim = [min(z) max(z)];
[X,Z] = meshgrid(xLim,zLim);
Y = (A * X + C * Z + D)/ (-B);
reOrder = [1 2 4 3];
figure();patch(X(reOrder),Y(reOrder),Z(reOrder),'b');
grid on;
alpha(0.3);
Here's what I came up with:
function [x, y, z] = plane_surf(normal, dist, size)
normal = normal / norm(normal);
center = normal * dist;
tangents = null(normal') * size;
res(1,1,:) = center + tangents * [-1;-1];
res(1,2,:) = center + tangents * [-1;1];
res(2,2,:) = center + tangents * [1;1];
res(2,1,:) = center + tangents * [1;-1];
x = squeeze(res(:,:,1));
y = squeeze(res(:,:,2));
z = squeeze(res(:,:,3));
end
Which you would use as:
normal = cross(pointA-pointB, pointA-pointC);
dist = dot(normal, pointA)
[x, y, z] = plane_surf(normal, dist, 30);
surf(x, y, z);
Which plots a square of side length 60 on the plane in question
I want to add to the answer given by Andrey Rubshtein, his code works perfectly well except at B=0. Here is the edited version of his code
Below Code works when A is not 0
normal = cross(pointA-pointB, pointA-pointC);
x = [pointA(1) pointB(1) pointC(1)];
y = [pointA(2) pointB(2) pointC(2)];
z = [pointA(3) pointB(3) pointC(3)];
A = normal(1); B = normal(2); C = normal(3);
D = -dot(normal,pointA);
zLim = [min(z) max(z)];
yLim = [min(y) max(y)];
[Y,Z] = meshgrid(yLim,zLim);
X = (C * Z + B * Y + D)/ (-A);
reOrder = [1 2 4 3];
figure();patch(X(reOrder),Y(reOrder),Z(reOrder),'r');
grid on;
alpha(0.3);
Below Code works when C is not 0
normal = cross(pointA-pointB, pointA-pointC);
x = [pointA(1) pointB(1) pointC(1)];
y = [pointA(2) pointB(2) pointC(2)];
z = [pointA(3) pointB(3) pointC(3)];
A = normal(1); B = normal(2); C = normal(3);
D = -dot(normal,pointA);
xLim = [min(x) max(x)];
yLim = [min(y) max(y)];
[Y,X] = meshgrid(yLim,xLim);
Z = (A * X + B * Y + D)/ (-C);
reOrder = [1 2 4 3];
figure();patch(X(reOrder),Y(reOrder),Z(reOrder),'r');
grid on;
alpha(0.3);