Converting set of CGPoints to CATransform3D to deskew image - iphone

I have an image which contains a trapezoid section which I need to transform into a square shape (deskew). I'm am really struggling to understand 3D transformation matrices and have no idea where to start with this.
At present I have 4 CGPoints which represent a skewed shape, I also have 4 CGPoints which represent a uniform rectangle. How would I convert the initial 4 CGPoints into a 3D transform matrix to deskew the image?
I'm basically looking for the inverse of this: iPhone image stretching (skew)
Where the first image would be the input shape and a square image would be the output.
Can anyone point me in the right direction?

Find the 2 highest CGPoints, and level them, whilst doing this level the 2 lowest CGPoints, the 2 left most CGPoints and the 2 right most CGPoints.
//assuming skewpoint1 & skewpoint2 are the highest points
if (skewpoint1.y < skewpoint2.y)
skewpoint1.y += speed;
skewpoint2.y -= speed;
else
skewpoint1.y -= speed;
skewpoint2.y += speed;
do similar the for lowest points and the x values for the 2 left most and 2 right most CGPoints.
You could also add a snap-to function for when the between the points is less than 2xspeed to snap to the point central to both, i.e.
if (abs(skewpoint1.y - skewpoint2.y) < (speed*2))
//depending on which CGPoint is higher
skewpoint1.y += (abs(skewpoint1.y - skewpoint2.y)/2);
skewpoint2.y -= (abs(skewpoint1.y - skewpoint2.y)/2);

Related

How to reposition a circle to be outside of circumference of two other circles?

This is a question for Unity people or Math geniuses.
I'm making a game where I have a circle object that I can move, but I don't want it to intersect or go into other (static) circles in the world (Physics system isn't good enough in Unity to simply use that, btw).
It's in 3D world, but the circles only ever move on 2 axis.
I was able to get this working perfectly if circle hits only 1 other circle, but not 2 or more.
FYI: All circles are the same size.
Here's my working formula for 1 circle to move it to the edge of the colliding circle if intersecting:
newPosition = PositionOfStaticCircleThatWasJustIntersected + ((positionCircleWasMovedTo - PositionOfStaticCircleThatWasJustIntersected).normalized * circleSize);
But I can't figure out a formula if the moving circle hits 2 (or more) static circles at the same time.
One of the things that confuse me the most is the direction issue depending on how all the circles are positioned and what direction the moving circle is coming from.
Here's an example image of what I'm trying to do.
Since we're operating in a 2D space, let's approach this with some geometry. Taking a close look at your desired outcome, a particular shape become apparent:
There's a triangle here! And since all circles are the same radius, we know even more: this is an isosceles triangle, where two sides are the same length. With that information in hand, the problem basically boils down to:
We know what d is, since it's the distance between the two circles being collided with. And we know what a is, since it's the radius of all the circles. With that information, we can figure out where to place the moved circle. We need to move it d/2 between the two circles (since the point will be equidistant between them), and h away from them.
Calculating the height h is straightforward, since this is a right-angle triangle. According to the Pythagorean theorem:
// a^2 + b^2 = c^2, or rewritten as:
// a = root(c^2 - b^2)
float h = Mathf.Sqrt(Mathf.Pow(2 * a, 2) - Mathf.Pow(d / 2, 2))
Now need to turn these scalar quantities into vectors within our game space. For the vector between the two circles, that's easy:
Vector3 betweenVector = circle2Position - circle1Position
But what about the height vector along the h direction? Well, since all movement is on 2D space, find a direction that your circles don't move along and use it to get the cross product (the perpendicular vector) with the betweenVector using Vector3.Cross(). For
example, if the circles only move laterally:
Vector3 heightVector = Vector3.Cross(betweenVector, Vector3.up)
Bringing this all together, you might have a method like:
Vector3 GetNewPosition(Vector3 movingCirclePosition, Vector3 circle1Position,
Vector3 circle2Position, float radius)
{
float halfDistance = Vector3.Distance(circle1Position, circle2Position) / 2;
float height = Mathf.Sqrt(Mathf.Pow(2 * radius, 2) - Mathf.Pow(halfDistance, 2));
Vector3 betweenVector = circle2Position - circle1Position;
Vector3 heightVector = Vector3.Cross(betweenVector, Vector3.up);
// Two possible positions, on either side of betweenVector
Vector3 candidatePosition1 = circle1Position
+ betweenVector.normalized * halfDistance
+ heightVector.normalized * height;
Vector3 candidatePosition2 = circle1Position
+ betweenVector.normalized * halfDistance
- heightVector.normalized * height;
// Absent any other information, the closer position will be assumed as correct
float distToCandidate1 = Vector3.Distance(movingCirclePosition, candidatePosition1);
float distToCandidate2 = Vector3.Distance(movingCirclePosition, candidatePosition2);
if (distToCandidate1 < distToCandidate2){
return candidatePosition1;
}
else{
return candidatePosition2;
}
}

Cheapest way to find Vector magnitude from a given point and angle

I am trying to determine a players depth position on a plane, which defines the walkable ground in a 2D brawler game. The problem is depictured in the following drawing:
C represents the players current position. I need to find the magnitude of vector V. Since I am not strong on linear algebra, the one thing I can think of is: determining the intersection point P of L1 and L2, and then take the magnitude from AP. However, I get the feeling there must be an easier way to find V, since I already know the angle the vector should have, given by vector from AB.
Any input would be appreciated, since I am looking forward to step up my linear algebra game.
Edit: As it is unclear thanks to my lack of drawing skills: the geometry depicted above is a parallelogram. The vector V I am looking for is parallel to the left and right side of the parallelogram. Depth does not mean, that I am looking for the vector perpendicular to the top side, but it refers to the fake depth of a purely 2D game. The parallelogram is therefore used as a means for creating the feeling of walking along a z axis.
The depth of your player (length of V) as measured from the top line in your drawing, is just the difference between A.y and C.y. This is seperate from the slant in the parralelogram, as we're just looking at depth.
example:
float v;
Vector2 a = new Vector2(100, 100); //The point you're measuring from
Vector2 c = new Vector2(150, 150); //Your character position
v = c.y - a.y; // This is the length of V.
//In numbers: 50 = 150 - 100
Illustrated: image not to scale
This works for any coördinate in your plane.
Now if you'd want to get the length of AC is when you'd need to apply some pythagoras, which is a² + b² = c². In the example that would mean in code:
Vector2 a = new Vector2(100, 100);
Vector2 c = new Vector2(150, 150);
float ac1 = Mathf.Sqrt(Mathf.Pow(c.x - a.x, 2) + Mathf.Pow(c.y - a.y, 2));
Now that is quite a sore to have to type out every time, and looks quite scary. But Unity has you covered! There is a Vector method called Distance
float ac2 = Vector2.Distance(a, c);
Which both return 70.71068 which is the length of AC.
This works because for any point c in your area you can draw a right angled triangle from a to c.
Edit as per comment:
If you want your "depth" vector to be parallel with the sides of the paralellogram we can just create a triangle in the parallelogram of which we calculate the hypotenuse.
Since we want the new hypotenuse of our triangle to be parallel to the parallelogram we can use the same angle θ as point B has in your drawing (indicated by pink in mine), of which I understood you know the value.
We also know the length of the adjacent (indicated in blue) side of this new triangle, as that is the height we calculated earlier (c.y - a.y).
Using these two values we can use cosine to find the length of hypotenuse (indicated in red) of the triangle, which is equal to the vector V, in parallel with the parallelogram.
the formula for that is: hypotenuse = adjacent/cos(θ)
Now if we were to put some numbers in this, and for my example I took 55 for the angle θ. It would look like this
float v = 50/(cos(55));
image not to scale
Let's call the lower right vertex of the parallelogram D.
If the long sides of the parallelogram are horizontal, you can find magnitude of V vector by:
V.magnitude = (c.y - a.y) / sin(BAD)
Or if you prefer:
V.magnitude = AB.magnitude * (c.y - a.y)/(b.y - a.y)

Get CGPoint x points in front of node

I am working on a game in sprite kit and have been trying to get a point in front of a node. I've been reading up on trigonometry but have not been able to do it.
The problem: Get a CGPoint x units in front of an SKSpriteNode, relative to zRotation. See the illustration here: http://i.stack.imgur.com/TGZ51.png
I have understood that i can use the adjacent and opposite lengths in the triangle to calculate the distance of the hypotenuse (and that the hypotenuse is a vector?). However, i've failed to understand how to get this vector relative to current zPosition and how to get a point from the vector.
I would be grateful if anyone can provide some sample code or point me in a direction where i can find more info.
Thanks a lot!
I solved it after trying some more and here's how i did it:
- (CGVector)convertAngleToVector:(CGFloat)radians {
CGVector vector;
vector.dx = cos(radians) * 40;
vector.dy = sin(radians) * 40;
return vector;
}
I call the method with the sprites zRotation which gives me a vector. The number 40 decides how long the vector is. Then i just added the vector to the current position.

Draw Camera Range with Postgis

i am working on some camera data. I have some points which consist of azimuth, angle, distance, and of course coordinate field attributes. In postgresql postgis I want to draw shapes like this with functions.
how can i draw this pink range shape?
at first should i draw 360 degree circle then extracting out of my shape... i dont know how?
I would create a circle around the point(x,y) with your radius distance, then use the info below to create a triangle that has a larger height than the radius.
Then using those two polygons do an ST_Intersection between the two geometries.
NOTE: This method only works if the angle is less than 180 degrees.
Note, that if you extend the outer edges and meet it with a 90 degree angle from the midpoint of your arc, you have a an angle, and an adjacent side. Now you can SOH CAH TOA!
Get Points B and C
Let point A = (x,y)
To get the top point:
point B = (x + radius, y + (r * tan(angle)))
to get the bottom point:
point C = (x + radius, y - (r * tan(angle)))
Rotate your triangle to you azimouth
Now that you have the triangle, you need to rotate it to your azimuth, with a pivot point of A. This means you need point A at the origin when you do the rotation. The rotation is the trickiest part. Its used in computer graphics all the time. (Actually, if you know OpenGL you could get it to do the rotation for you.)
NOTE: This method rotates counter-clockwise through an angle (theta) around the origin. You might have to adjust your azimuth accordingly.
First step: translate your triangle so that A (your original x,y) is at 0,0. Whatever you added/subtracted to x and y, do the same for the other two points.
(You need to translate it because you need point A to be at the origin)
Second step: Then rotate points B and C using a rotation matrix. More info here, but I'll give you the formula:
Your new point is (x', y')
Do this for points B and C.
Third step: Translate them back to the original place by adding or subtracting. If you subtracted x last time, add it this time.
Finally, use points {A,B,C} to create a triangle.
And then do a ST_Intersection(geom_circle,geom_triangle);
Because this takes a lot of calculations, it would be best to write a program that does all these calculations and then populates a table.
PostGIS supports curves, so one way to achieve this that might require less math on your behalf would be to do something like:
SELECT ST_GeomFromText('COMPOUNDCURVE((0 0, 0 10), CIRCULARSTRING(0 10, 7.071 7.071, 10 0), (10 0, 0 0))')
This describes a sector with an origin at 0,0, a radius of 10 degrees (geographic coordinates), and an opening angle of 45°.
Wrapping that with additional functions to convert it from a true curve into a LINESTRING, reduce the coordinate precision, and to transform it into WKT:
SELECT ST_AsText(ST_SnapToGrid(ST_CurveToLine(ST_GeomFromText('COMPOUNDCURVE((0 0, 0 10), CIRCULARSTRING(0 10, 7.071 7.071, 10 0), (10 0, 0 0))')), 0.01))
Gives:
This requires a few pieces of pre-computed information (the position of the centre, and the two adjacent vertices, and one other point on the edge of the segment) but it has the distinct advantage of actually producing a truly curved geometry. It also works with segments with opening angles greater than 180°.
A tip: the 7.071 x and y positions used in the example can be computed like this:
x = {radius} cos {angle} = 10 cos 45 ≈ 7.0171
y = {radius} sin {angle} = 10 sin 45 ≈ 7.0171
Corner cases: at the antimeridian, and at the poles.

Car turning circle and moving the sprite

I would like to use Cocos2d on the iPhone to draw a 2D car and make it steer from left to right in a natural way.
Here is what I tried:
Calculate the angle of the wheels and just move it to the destination point where the wheels point to. But this creates a very unnatural feel. The car drifts half the time
After that I started some research on how to get a turning circle from a car, which meant that I needed a couple of constants like wheelbase and the width of the car.
After a lot of research, I created the following code:
float steerAngle = 30; // in degrees
float speed = 20;
float carWidth = 1.8f; // as in 1.8 meters
float wheelBase = 3.5f; // as in 3.5 meters
float x = (wheelBase / abs(tan(steerAngle)) + carWidth/ 2);
float wheelBaseHalf = wheelBase / 2;
float r = (float) sqrt(x * x + wheelBaseHalf * wheelBaseHalf);
float theta = speed * 1 / r;
if (steerAngle < 0.0f)
theta = theta * -1;
drawCircle(CGPointMake(carPosition.x - r, carPosition.y),
r, CC_DEGREES_TO_RADIANS(180), 50, NO);
The first couple of lines are my constants. carPosition is of the type CGPoint. After that I try to draw a circle which shows the turning circle of my car, but the circle it draws is far too small. I can just make my constants bigger, to make the circle bigger, but then I would still need to know how to move my sprite on this circle.
I tried following a .NET tutorial I found on the subject, but I can't really completely convert it because it uses Matrixes, which aren't supported by Cocoa.
Can someone give me a couple of pointers on how to start this? I have been looking for example code, but I can't find any.
EDIT After the comments given below
I corrected my constants, my wheelBase is now 50 (the sprite is 50px high), my carWidth is 30 (the sprite is 30px in width).
But now I have the problem, that when my car does it's first 'tick', the rotation is correct (and also the placement), but after that the calculations seem wrong.
The middle of the turning circle is moved instead of kept at it's original position. What I need (I think) is that at each angle of the car I need to recalculate the original centre of the turning circle. I would think this is easy, because I have the radius and the turning angle, but I can't seem to figure out how to keep the car moving in a nice circle.
Any more pointers?
You have the right idea. The constants are the problem in this case. You need to specify wheelBase and carWidth in units that match your view size. For example, if the image of your car on the screen has a wheel base of 30 pixels, you would use 30 for the WheelBase variable.
This explains why your on-screen circles are too small. Cocoa is trying to draw circles for a tiny little car which is only 1.8 pixels wide!
Now, for the matter of moving your car along the circle:
The theta variable you calculate in the code above is a rotational speed, which is what you would use to move the car around the center point of that circle:
Let's assume that your speed variable is in pixels per second, to make the calculations easier. With that assumption in place, you would simply execute the following code once every second:
// calculate the new position of the car
newCarPosition.x = (carPosition.x - r) + r*cos(theta);
newCarPosition.y = carPosition.y + r*sin(theta);
// rotate the car appropriately (pseudo-code)
[car rotateByAngle:theta];
Note: I'm not sure what the correct method is to rotate your car's image, so I just used rotateByAngle: to get the point across. I hope it helps!
update (after comments):
I hadn't thought about the center of the turning circle moving with the car. The original code doesn't take into account the angle that the car is already rotated to. I would change it as follows:
...
if (steerAngle < 0.0f)
theta = theta * -1;
// calculate the center of the turning circle,
// taking int account the rotation of the car
circleCenter.x = carPosition.x - r*cos(carAngle);
circleCenter.y = carPosition.y + r*sin(carAngle);
// draw the turning circle
drawCircle(circleCenter, r, CC_DEGREES_TO_RADIANS(180), 50, NO);
// calculate the new position of the car
newCarPosition.x = circleCenter.x + r*cos(theta);
newCarPosition.y = circleCenter.y + r*sin(theta);
// rotate the car appropriately (pseudo-code)
[car rotateByAngle:theta];
carAngle = carAngle + theta;
This should keep the center of the turning circle at the appropriate point, even if the car has been rotated.