I have three vertices of a triangle i.e. (x1,y1,z1); (x2,y2,z2) and (x3,y3,z3).
The bounding box of my triangle is a cube of length = Maximum(xmax-xmin, ymax-ymin,zmax-zmin). xmax,xmin,....,zmin can be calculated by looping through all the vertices of the triangle.
Now,considering a particular resolution size(h), I divide my bounding box into grids.For example,if my bounding box is of length 10 and resolution is 1,No. of grids will be 1000(10*10*10).
Now,I want to find out all those grids(cubes) which are intersected by my Triangle as well as those cubes,which lie inside my triangle.
I am following the below approach:
-> Storing all the grids of my bounding box in a list (using 3 "for" loops for x,y,z.This involves huge memory wastage)
-> I am then looping through each grid coordinate in my list,checking out if the cube lies on my plane,if the cube lines on my plane,then I am checking if my grid is intersected by three edges of my triangle (or) if my grid is located inside my triangle.
I am using the following algorithms for checking the intersection and inside criteria:
bool IfLineIntersectsPoint(float x, float y, float z)
{
bool checkifIntersects = false;
FindProjectedPointonPlane(x, y, z);
//Px,Py and Pz are projected points on the plane
if ((((Px - vertex1x) / a) == ((Py - vertex1y) / b)) && (((Px - vertex1x) / a) == ((Pz - vertex1z) / c)))
{
checkifIntersects = true;
}
return checkifIntersects;
}
bool PointInTriangle(Vector3[] TriangleVectors, Vector3 P)
{
Vector3 A = TriangleVectors[0], B = TriangleVectors[1], C = TriangleVectors[2];
if (SameSide(P, A, B, C) && SameSide(P, B, A, C) && SameSide(P, C, A, B))
{
Vector3 AB = Vector3.Subtract(A, B);
Vector3 AC = Vector3.Subtract(A, C);
Vector3 AP = Vector3.Subtract(A, P);
Vector3 vc1 = Vector3.Cross(AB, AC);
float magnitude1 = AB.Length();
float magnitude2 = vc1.Length();
Vector3 NormAP = new Vector3(AP.X / magnitude1, AP.Y / magnitude1, AP.Z / magnitude1);
Vector3 NormVC1 = new Vector3(vc1.X / magnitude2, vc1.Y / magnitude2, vc1.Z / magnitude2);
float ftw = Math.Abs(Vector3.Dot(NormAP, NormVC1));
if (ftw <= 0.1f)
return true;
}
return false;
}
I would be really glad,if someone can suggest any changes in my algorithm and the above two functions,so as to minimize my computation time. Also,if I have some 8-9 triangles,Everytime,I am checking all these criteria for all 1000 grids.Can I get some subset(some 100-150 grids) of these 1000 grids and proceed?
Thanks in Advance.
Related
I'm quite new to coding in general. I have found some answers for this question but the answers seem advanced for me.
I'm trying to write my own Finite Element Project. For this I would like to write a method that checks if random 4 nodes given as input form a convex quadrilateral.
My method is supposed to look like this:
private bool IsConvex(Node[4] corners)
{
bool isConvex;
//CODE//
return isConvex;
}
the Node class is defined by three public properties referring to their coordinates (.coordX, .coordY, .coordZ)
In order to know if a quadrilateral is convex or not, you can make a triangle of three points and see if the fourth point is located inside that triangle or not. If you manage finding one triangle, which contains the fourth point, then you don't have a convex quadrilateral.
Ok, and how can you know if a point is located inside a triangle?
Well, you start by determining at which side a point is located compared to a vector.
Come again?
Well, for each vector, you can find out if a point is located at the left side or at the right side: you just rotate the vector back to the Y-axis, you do the same with the point and if the X coordinate of the point is negative your point is located at the left side, otherwise it's at the right side, like in these three cases (left, left and right):
Once you have figured that out, you define a point being inside a triangle if, after having described the triangle as a triangle of vectors, your point is at the same side of all vectors, like in this example (be aware that your triangle consists of the vectors AB, BC and CA: the points must follow up each other):
Good luck
First a little helper class to handle things related to triangles made up of three nodes.
using System.Numerics;
public readonly struct Triangle
{
public const float DistanceTolerance = 1e-6f;
public Triangle(Vector3 a, Vector3 b, Vector3 c)
{
A = a;
B = b;
C = c;
}
public Vector3 A { get; }
public Vector3 B { get; }
public Vector3 C { get; }
private Vector3 AreaVector { get => (Vector3.Cross(A, B) + Vector3.Cross(B, C) + Vector3.Cross(C, A)) / 2; }
public float Area { get => AreaVector.Length(); }
public Vector3 Normal { get => Vector3.Normalize(AreaVector); }
public float DistanceTo(Vector3 point) => Vector3.Dot(Normal, point - A);
public Vector3 Project(Vector3 point)
{
// A projected point lies on the plane defined by the three veertices A,B,C
Vector3 n = Normal;
float d = Vector3.Dot(n, point - A);
return point - n * d;
}
public void Barycentric(Vector3 P, out (float w_A, float w_B, float w_C) coordinates)
{
Vector3 n = Vector3.Cross(A, B) + Vector3.Cross(B, C) + Vector3.Cross(C, A);
float w_A = Vector3.Dot(n, Vector3.Cross(P, B) + Vector3.Cross(B, C) + Vector3.Cross(C, P));
float w_B = Vector3.Dot(n, Vector3.Cross(A, P) + Vector3.Cross(P, C) + Vector3.Cross(C, A));
float w_C = Vector3.Dot(n, Vector3.Cross(A, B) + Vector3.Cross(B, P) + Vector3.Cross(P, A));
float sum = w_A + w_B + w_C;
coordinates = (w_A / sum, w_B / sum, w_C / sum);
}
public bool Contains(Vector3 P)
{
if (Math.Abs(DistanceTo(P)) <= DistanceTolerance)
{
Barycentric(P, out var coordinates);
return coordinates.w_A >= 0 && coordinates.w_A <= 1
&& coordinates.w_B >= 0 && coordinates.w_B <= 1
&& coordinates.w_C >= 0 && coordinates.w_C <= 1;
}
return false;
}
}
If you are not familiar with barycentric coordinates, they are the linear combinations of the vertices that make up an interior (or exterior) point.
For example if a point is defined as P = 0.3*A + 0.5*B + 0.2*C then the barycentric coordinates of P are (0.3,0.5,0.2). The only restriction here is that the sum of the barycentric coordinates must equal to 1.
A point P is interior to the triangle ABC if all the barycentric coordinates of P are between 0 and 1.
This is the rule that I am using to write the Triangle.Contains(point) function. I also check to see if the point is on the same plane as the triangle.
Now to get to the algorithm to check if an n-gon is convex, all I have to do is take 3 vertices at a time, and check that all remaining other vertices are exterior to those three.
public static bool IsConvex(Vector3[] nodes)
{
for (int i = 0; i < nodes.Length; i++)
{
// pick three nodes at a time i,j,k
var j = (i + 1) % nodes.Length;
var k = (i + 2) % nodes.Length;
var A = nodes[i];
var B = nodes[j];
var C = nodes[k];
// deefine triangle ABC from three nodes
var trig = new Triangle(A, B, C);
// check nodes after the three and wrap around to grab first nodes also
for (int r = 3; r < nodes.Length; r++)
{
var P = nodes[(r + i) % nodes.Length];
// if _any_ node is interior to ABC then non-convex
if (trig.Contains(P))
{
return false;
}
}
}
return true;
}
and some test code to make sure it all works as intended.
static readonly Random rng = new Random();
static void Main(string[] args)
{
// Generate a random 3D triangle
var trig = new Triangle(
new Vector3(10 * (float)rng.NextDouble(), 0, 0),
new Vector3(0, 10 * (float)rng.NextDouble(), 0),
new Vector3(0, 0, 10 * (float)rng.NextDouble()));
// Generate an interior point (in the plane)
var point1 = 0.3f * trig.A + 0.5f * trig.B + 0.2f * trig.C;
// Check that it is contained inside the triangle
Debug.Assert(trig.Contains(point1));
// Generate an exterior point (on the plane)
var point2 = -0.3f * trig.A + 0.5f * trig.B + 0.8f * trig.C;
// Check that it is not contained inside the triangle
Debug.Assert(!trig.Contains(point2));
// Generate a point out of plane
var point3 = point1 + 2.5f * trig.Normal;
// Check that it is not contained inside the triangle
Debug.Assert(!trig.Contains(point3));
// Generate a convex quadrilateral
var poly1 = new Vector3[] {
new Vector3(0f,0f,0f),
new Vector3(5f,0f,0f),
new Vector3(5f,3f,0f),
new Vector3(1f,7f,0f),
};
// Generate a non-convex quadrilateral
var poly2 = new Vector3[] {
new Vector3(0f,0f,0f),
new Vector3(5f,0f,0f),
new Vector3(2f,2f,0f),
new Vector3(1f,7f,0f),
};
// Check that it is convex
Debug.Assert(IsConvex(poly1));
// Check that it is not convex
Debug.Assert(!IsConvex(poly2));
}
I'm attempting to convert from state vectors (position and speed) into Kepler elements, however I'm running into problems where a negative velocity or position will give me wrong results when trying to calculate true anomaly.
Here are the different ways I'm trying to calculate the True Anomaly:
/// <summary>
/// https://en.wikipedia.org/wiki/True_anomaly#From_state_vectors
/// </summary>
public static double TrueAnomaly(Vector4 eccentVector, Vector4 position, Vector4 velocity)
{
var dotEccPos = Vector4.Dot(eccentVector, position);
var talen = eccentVector.Length() * position.Length();
talen = dotEccPos / talen;
talen = GMath.Clamp(talen, -1, 1);
var trueAnomoly = Math.Acos(talen);
if (Vector4.Dot(position, velocity) < 0)
trueAnomoly = Math.PI * 2 - trueAnomoly;
return trueAnomoly;
}
//sgp = standard gravitational parameter
public static double TrueAnomaly(double sgp, Vector4 position, Vector4 velocity)
{
var H = Vector4.Cross(position, velocity).Length();
var R = position.Length();
var q = Vector4.Dot(position, velocity); // dot product of r*v
var TAx = H * H / (R * sgp) - 1;
var TAy = H * q / (R * sgp);
var TA = Math.Atan2(TAy, TAx);
return TA;
}
public static double TrueAnomalyFromEccentricAnomaly(double eccentricity, double eccentricAnomaly)
{
var x = Math.Sqrt(1 - Math.Pow(eccentricity, 2)) * Math.Sin(eccentricAnomaly);
var y = Math.Cos(eccentricAnomaly) - eccentricity;
return Math.Atan2(x, y);
}
public static double TrueAnomalyFromEccentricAnomaly2(double eccentricity, double eccentricAnomaly)
{
var x = Math.Cos(eccentricAnomaly) - eccentricity;
var y = 1 - eccentricity * Math.Cos(eccentricAnomaly);
return Math.Acos(x / y);
}
Edit: another way of doing it which Spectre pointed out:
public static double TrueAnomaly(Vector4 position, double loP)
{
return Math.Atan2(position.Y, position.X) - loP;
}
Positions are all relative to the parent body.
These functions all agree if position.x, position.y and velocity.y are all positive.
How do I fix these so that I get a consistent results when position and velocity are negitive?
Just to clarify: My angles appear to be sort of correct, just pointing in the wrong quadrant depending on the position and or velocity vectors.
Yeah so I was wrong, the above all do return the correct values after all.
So I found an edge case where most of the above calculations fail.
Given position and velocity:
pos = new Vector4() { X = -0.208994076275941, Y = 0.955838328099748 };
vel = new Vector4() { X = -2.1678187689294E-07, Y = -7.93096769486992E-08 };
I get some odd results, ie ~ -31.1 degrees, when I think it should return ` 31.1 (non negative). one of them returns ~ 328.8.
However testing with this position and velocity the results apear to be ok:
pos = new Vector4() { X = -0.25, Y = 0.25 };
vel = new Vector4() { X = Distance.KmToAU(-25), Y = Distance.KmToAU(-25) };
See my answer for extra code on how I'm testing and the math I'm using for some of the other variables.
I'm going around in circles on this one. this is a result of a bug in my existing code that shows up under some conditions but not others.
I guess the real question now is WHY am I getting different results with position/velocity above that don't match to my expectations or each other?
Assuming 2D case... I am doing this differently:
compute radius of semi axises and rotation
so you need to remember whole orbit and find 2 most distant points on it that is major axis a. The minor axis b usually is 90 deg from major axis but to be sure just fins 2 perpendicularly most distant points on your orbit to major axis. So now you got both semi axises. The initial rotation is computed from the major axis by atan2.
compute true anomaly E
so if center is x0,y0 (intersection of a,b or center point of both) initial rotation is ang0 (angle of a) and your point on orbit is x,y then:
E = atan2(y-y0,x-x0) - ang0
However in order to match Newton/D'Alembert physics to Kepler orbital parameters you need to boost the integration precision like I did here:
Is it possible to make realistic n-body solar system simulation in matter of size and mass?
see the [Edit3] Improving Newton D'ALembert integration precision even more in there.
For more info and equations see:
Solving Kepler's equation
[Edit1] so you want to compute V I see it like this:
As you got your coordinates relative to parent you can assume they are already in focal point centered so no need for x0,y0 anymore. Of coarse if you want high precision and have more than 2 bodies (focal mass + object + proximity object(s) like moons) then the parent mass will no longer be in focal point of orbit but close to it ... and to remedy you need to use real focal point position so x0,y0 again... So how to do it:
compute center point (cx,cy) and a,b semi axises
so its the same as in previous text.
compute focal point (x0,y0) in orbit axis aligned coordinates
simple:
x0 = cx + sqrt( a^2 + b^2 );
y0 = cy;
initial angle ang0 of a
let xa,ya be the intersection of orbit and major axis a on the side with bigger speeds (near parent object focus). Then:
ang0 = atan2( ya-cy , xa-cx );
and finally the V fore any of yours x,y
V = atan2( y-y0 , x-x0 ) - ang0;
Ok so on further testing it appears my original calcs do all return the correct values, however when I was looking at the outputs I was not taking the LoP into account and basically not recognizing that 180 is essentially the same angle as -180.
(I was also looking at the output in radians and just didn't see what should have been obvious)
Long story short, I have a bug I thought was in this area of the code and got lost in the weeds.
Seems I was wrong above. see OP for edge case.
Here's some code I used to test these,
I used variations of the following inputs:
pos = new Vector4() { X = 0.25, Y = 0.25 };
vel = new Vector4() { X = Distance.KmToAU(-25), Y = Distance.KmToAU(25) };
And tested them with the following
double parentMass = 1.989e30;
double objMass = 2.2e+15;
double sgp = GameConstants.Science.GravitationalConstant * (parentMass + objMass) / 3.347928976e33;
Vector4 ev = OrbitMath.EccentricityVector(sgp, pos, vel);
double e = ev.Length();
double specificOrbitalEnergy = Math.Pow(vel.Length(), 2) * 0.5 - sgp / pos.Length();
double a = -sgp / (2 * specificOrbitalEnergy);
double ae = e * a;
double aop = Math.Atan2(ev.Y, ev.X);
double eccentricAnomaly = OrbitMath.GetEccentricAnomalyFromStateVectors(pos, a, ae, aop);
double aopD = Angle.ToDegrees(aop);
double directAngle = Math.Atan2(pos.Y, pos.X);
var θ1 = OrbitMath.TrueAnomaly(sgp, pos, vel);
var θ2 = OrbitMath.TrueAnomaly(ev, pos, vel);
var θ3 = OrbitMath.TrueAnomalyFromEccentricAnomaly(e, eccentricAnomaly);
var θ4 = OrbitMath.TrueAnomalyFromEccentricAnomaly2(e, eccentricAnomaly);
var θ5 = OrbitMath.TrueAnomaly(pos, aop);
double angleΔ = 0.0000001; //this is the "acceptable" amount of error, really only the TrueAnomalyFromEccentricAnomaly() calcs needed this.
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ1), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ2), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ3), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ4), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ5), angleΔ);
and the following to compare the angles:
public static double DifferenceBetweenRadians(double a1, double a2)
{
return Math.PI - Math.Abs(Math.Abs(a1 - a2) - Math.PI);
}
And eccentricity Vector found thus:
public static Vector4 EccentricityVector(double sgp, Vector4 position, Vector4 velocity)
{
Vector4 angularMomentum = Vector4.Cross(position, velocity);
Vector4 foo1 = Vector4.Cross(velocity, angularMomentum) / sgp;
var foo2 = position / position.Length();
return foo1 - foo2;
}
And EccentricAnomaly:
public static double GetEccentricAnomalyFromStateVectors(Vector4 position, double a, double linierEccentricity, double aop)
{
var x = (position.X * Math.Cos(-aop)) - (position.Y * Math.Sin(-aop));
x = linierEccentricity + x;
double foo = GMath.Clamp(x / a, -1, 1); //because sometimes we were getting a floating point error that resulted in numbers infinatly smaller than -1
return Math.Acos(foo);
}
Thanks to Futurogogist and Spektre for their help.
I am assuming you are working in two dimensions?
Two dimensional vectors of position p and velocity v. The constant K is the the product of the gravitational constant and the mass of the gravity generating body. Calculate the eccentricity vector
eccVector = (dot(v, v)*p - dot(v, p)*v) / K - p / sqrt(dot(p, p));
eccentricity = sqrt(dot(eccVector, eccVector));
eccVector = eccVector / eccentricity;
b = { - eccVector.y, eccVector.x}; //unit vector perpendicular to eccVector
r = sqrt(dot(p, p));
cos_TA = dot(p, eccVector) / r; \\ cosine of true anomaly
sin_TA = dot(p, b) / r; \\ sine of true anomaly
if (sin_TA >= 0) {
trueAnomaly = arccos(cos_TA);
}
else if (sin_TA < 0){
trueAnomaly = 2*pi - arccos(cos_TA);
}
I am trying to spawn particle effects at random points of a Box Collider2D. I know how to do this for a PolygonCollider2D but was just wondering if there is a similar way to do it for a Box Collider2D. I am trying to convert this code for a Box Collider. Can someone maybe point me in the right direction?
PolygonCollider2D col = GetComponent<PolygonCollider2D>();
int index = Random.Range(0, col.pathCount);
Vector2[] points = col.GetPath(index)
Vector2 spawnPoint = Random.Range(0, points.Length);
No, you don't have any coordinate data for surface of Box Collider. But you can calculate it.
Lets say your box is 2a width and 2b height.
Of course you can assign two random value to decide first, x = abs(a) || y = abs(b) and thus corresponding y = rand(-b,b) || x = rand(-a, a). But it is not elegant (at least I think).
So lets do it in polar coordinate as following, where you can generate only one random value from 0 to 360 as theta.
Vector2 calCoor(double theta, int a, int b)
{
double rad = theta * Math.PI / 180.0;
double x, y;
double tan = Math.Tan(rad);
if (Math.Abs(tan) > b/ (double)a)
{
x = tan > 0 ? a : -a;
y = b / Math.Tan(rad);
} else
{
x = a * Math.Tan(rad);
y = tan < 0 ? b : -b;
}
return new Vector2(x,y);
}
Don't forget to add this vector2 back to your Box Collider's coordinate.
You can find the eqn to transform a rectangle from Cartesian coordinate to Polar coordinate here.
I need the ability to determine which Shape a given point falls within. There will be overlapped shapes and I need to find the Shape with the smallest area. For example, given the Shapes and points illustrated in the image below the following would be true:
Point 3 - collides with star
Point 2 - collides with diamond
Point 1 - collides with circle
Given this, I would like to know if there is a built in way to do what is needed.
If you are drawing these shapes manually, you could do a second drawing pass into a separate buffer, and instead of drawing the shape, you write an ID into the buffer if the pixel is within the shape. Then your hit test just has to index into that buffer and retrieve the ID. You would get to re-use your drawing code completely, and it scales much better when you have more shapes, vertices, and hits to test.
I've arrived at a solution that meets the requirements, still interested in hearing if there is a better way of doing this. My approach is as follows: do a hit-test by bounding box, then a geometric hit test based on the type of geometry.
For Polygons, I've adapted the C code mentioned http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes /pnpoly.html to work in C#.
int pnpoly(int nvert, float *vertx, float *verty, float testx, float testy)
{
int i, j, c = 0;
for (i = 0, j = nvert-1; i < nvert; j = i++) {
if ( ((verty[i]>testy) != (verty[j]>testy)) &&
(testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
c = !c;
}
return c;
}
For Ellipses, I've adaptated this code: http://msdn.microsoft.com/en-us/library/aa231172%28v=vs.60%29.aspx
BOOL CCircCtrl::InCircle(CPoint& point)
{
CRect rc;
GetClientRect(rc);
GetDrawRect(&rc);
// Determine radii
double a = (rc.right - rc.left) / 2;
double b = (rc.bottom - rc.top) / 2;
// Determine x, y
double x = point.x - (rc.left + rc.right) / 2;
double y = point.y - (rc.top + rc.bottom) / 2;
// Apply ellipse formula
return ((x * x) / (a * a) + (y * y) / (b * b) <= 1);
}
Using a bit of code like this:
static bool Intersects(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, out Vector2 intersection)
{
intersection = Vector2.Zero;
Vector2 b = a2 - a1;
Vector2 d = b2 - b1;
float bDotDPerp = b.X * d.Y - b.Y * d.X;
if (bDotDPerp == 0)
return false;
Vector2 c = b1 - a1;
float t = (c.X * d.Y - c.Y * d.X) / bDotDPerp;
if (t < 0 || t > 1)
return false;
float u = (c.X * b.Y - c.Y * b.X) / bDotDPerp;
if (u < 0 || u > 1)
return false;
intersection = a1 + t * b;
return true;
}
I can determine where two lines collide. However, the coordinates are given relative to the window, not each other. For example, say the two lines are perpendicular to one another. One of them overlaps the second one by one pixel at 0,0. This would mean that to resolve this collision, I would need to move back 1 pixel. However, if I performed this same test at say, 400,400, it would tell me that it intersects at 399, 399. I obviously do not have to resolve the collision by 399, 399.
I'm looking to use this information to find out how much the lines are overlapping so I can move them back appropriately. What must I do to do this?
This answer was pretty obvious, and I figured it out.
Just subtract a1 and a2 from X and Y of outVect:
(outVect.X-a1.X), (outVect.Y-a1.Y)
This negates its location.