Herro
Its the First Time I'm posting Here
I'm New To C# But I'm Tying Something difficult
In the Illustration You Will Find
Coordinates Of a Arc
All Points Referenced From (0,0)
The X Axis is Horizontal
The Z Axis is Vertical
http://i.stack.imgur.com/ycmdi.png
Input Variables:
Xo,Zo =(529.819,343.509)
Xn,Zn =(529.26,343.678)
R(Radius) =(9.2)
I Need The Coordinates of I,K(Centrer Point,Referenced to 0,0)
The Answer to I,K is (I532.2,K352.396)
But I want to know how to calculate this
This Is Going to Be uses in G code Conversion
Eg:
N8(3)X529.819Z343.509$
N9(4)X529.26Z343.678R9.2C0$
To
N8(3)X529.819Z343.509$
N9(4)X529.26Z343.678I532.2K352.396$
(C0 & C1 is CW & CCW)
A copy/paste of some VB6 code I wrote ages ago, it runs on a lot of machines every day. It works by rotating the coordinate system by the angle between the two points, thus greatly simplifying the math. Tangent() returns the angle, Rotate() rotates a point, Sqr() is Math.Sqrt() in C#:
'--- Compute arc center from radius
Dim tang#, w#
tang = co1.Tangent(co2)
co2.Rotate co1, -tang
center.X = (co1.X + co2.X) / 2
center.Y = 0
w = center.X - co1.X
If Abs(mModal.RWord) < w Then
'--- R-word too small
If mModal.ThrowErr And w - Abs(mModal.RWord) > 0.00
Err.Raise 911, , "R-word too small"
End If
Else
center.Y = -Sqr(mModal.RWord * mModal.RWord - w * w
End If
'--- Choose out of the 4 possible arcs
If Not cw Then center.Y = -center.Y
If mModal.RWord < 0 Then center.Y = -center.Y
center.Y = center.Y + co1.Y
center.Rotate co1, tang
co2.Rotate co1, tang
GetArcCenter = center
Related
I'm working on a rather Large project. It was already finished when I started and I have to implement some small gimics.
One of those is the rotation of a marker on a map.
When the marker is selected a rectangle (System.Wndows.FrameWorkElement) is drawn around the picture. Since I would basically have to rewrite the whole program to use another rectangle, I have to stick with the framework element.
To rotate this thing, I added a line and a circle.
The line connects the circle with the rectangle. When the user clicks on the circle and drags the mouse, the whole thing is supposed to rotate around the center of the rectangle.
So far, the rotation of the rectangle and the line works fine. But the circle, though it is rotating around the center of the rectangle, is also rotating around a point at it's own border.
I rotate the rectangle with a RenderTransform object, which works well enough and is easy enough.
For the line and the circle, I wrote a method to calculate the rotation.
The line I can calculate without using the angle.
Here's the method:
private void SetPositionOfRotationShaft(Point center)
{
double l = Math.Sqrt(Math.Pow((this.ConnectionLineDirection.X - center.X), 2) + Math.Pow((this.ConnectionLineDirection.Y - center.Y), 2));
double factor = Math.PI / 180;
this.connectionLine.X1 = center.X + (this.surroundingRectangle.Height / (2 * l)) * (this.ConnectionLineDirection.X - center.X);
this.connectionLine.Y1 = center.Y + (this.surroundingRectangle.Height / (2 * l)) * (this.ConnectionLineDirection.Y - center.Y);
this.connectionLine.X2 = center.X + ((this.surroundingRectangle.Height + 40) / (2 * l)) * (this.ConnectionLineDirection.X - center.X);
this.connectionLine.Y2 = center.Y + ((this.surroundingRectangle.Height + 40) / (2 * l)) * (this.ConnectionLineDirection.Y - center.Y);
double translatedLeft = Canvas.GetLeft(this.rotationSign) - center.X;
double translatedTop = Canvas.GetTop(this.rotationSign) - center.Y;
double left = ((translatedLeft * Math.Cos(-this.rotateSurroundingRectangle.Angle*factor)) + (translatedTop * Math.Sin(-this.rotateSurroundingRectangle.Angle*factor))) + center.X;
double top = ((translatedTop * Math.Cos(-this.rotateSurroundingRectangle.Angle * factor)) - (translatedLeft * Math.Sin(-1 * this.rotateSurroundingRectangle.Angle * factor))) + center.Y;
Canvas.SetLeft(this.rotationSign, left);
Canvas.SetTop(this.rotationSign, top);
}
Also curious, when i use the same calculation for the line as i do for the circle, the line rotates at a higher speed. The same thing happend to the circle until i added the factor.
So, the problem was, that i had to set the position of the circle with Canvas.SetLeft() and SetTop(), which is essentialy the upper left corner of a square around the circle.
For my rotation to work, i should have set the center (but that's not possible). So i had to subtract the radius of the circle from top and left.
Canvas.SetLeft(this.rotationSign, left-radius);
Canvas.SetTop(this.rotationSign, top-radius);
I need an algorithm that can round a corner between a line and an arc. The start information that I have is P0-start point, P-corner point, P2-end point, R2-radius of the arc between P and P2 and R-radius of the rounded corner(on the second picture).
Output or wanted points are cross sections C0 and C2 and center point of the rounding circle-O
In my sketch BF is part of given segment (F is not known yet), C is center of given arc, B is point of rough conjugation. c is line, parallel to BF, |GF|=|GH| = r - radius of small arc.
To make smooth conjugation, tangent to small arc in point F should be collinear with BF direction, so GF is perpendicular to BF, and tangents to both arcs in point H should coincide - so radius-vectors CH and GH lie on the same line.
Let unit direction vector of BF segment is ud=(dx,dy), so unit normal is un=(-dy, dx). (Negate normal for arcs at another side of BF)
Center of small arc G has coordinates (where t is unknown parameter - length of BF)
G = B + ud * t + un * r
and distance GC is difference of arcs radii, so
|G - C| = |R - r|
or in coordinates:
(B.x + dx * t - dy * r - C.x)^2 + (B.y + dy * t + dx * r - C.y)^2 = (R - r)^2
Open parentheses, solve quadratic equation for unknown t. If solutions exist, choose right root, and you'll get coordinates of center of conjugation arc G and its ends
quick check1:
Line Y=5, big arc with R=5, we want small arc with r=2
B=(5,5)
ud=(-1,0)
un=(0,-1)
(5-t)^2 + (5-2-5)^2 = (5-2)^2
solution gives
t = 5 +/- Sqrt(5), the second root is valid
E = (5 - (5 - Sqrt(5)), 3) = (2.23, 3)
Resulting smooth arc is c-f
quick check2:
Line Y=5, big arc with R=5, we want small arc with r=2
B=(5,5)
big arc center (H here) = (1,2)
ud=(-1,0)
un=(0,-1)
(4-t)^2 + (5-2-2)^2 = (5-2)^2
solution gives
t = 4 +/- Sqrt(8), the second root is valid
E = (5 - (4 - Sqrt(8)), 3) = (3.83, 3)
Resulting smooth arc is F-G
(In both cases larger root corresponds to conjugation with complementary part of big arc)
There isn't enough specification to choose a unique arc. You need to figure out what endpoints you want. Then solve for the ellipse that is tangent to both of those points. See Wikipedia/ellipse for the equations. I recommend a math package (e.g. SciKit) to solve for you.
For a screen overlay I am making for a 3-dimensional game, I need to display icons over certain locations in the 3D world. I've managed to get several variables from the game that should make this possible:
Player position (x,y,z)
Camera position (x,y,z)
Point position (x,y,z)
Camera Angle(FOV)
Using these variables I managed to get the right and left edge of the camera view. Using these 2 variables I am able to get the point between 0 and 1 where the icon should be displayed on the x axis. (0 is on the left edge, 1 is right edge) This seems to work quite well, but only if I am aligned to either the X or Z axis, as shown in the following example:
I've been trying to fix this using the following rotation matrix:
[ Math.Cos(angle), -Math.Sin(angle) ]
[ Math.Sin(angle), Math.Cos(angle) ]
What I do is, I put the player position, camera position and the camera edge positions in the matrix with as rotation point the world point. The problem is, as soon as I put the angle amount at 90 degrees, the X and Y are being flipped. I've been trying to find a solution for this for a few days now, but I can't find it, so I hope anyone can push me in the right direction here. Below are a few parts of my code that might help in finding the solution:
float PCDistXZ = (float)Math.Sqrt(deltaPCx * deltaPCx + deltaPCz * deltaPCz); // X/Z distance from the world point to the camera
Point fakeAvatarPos = RotateAround(new Point((int)point.x, (int)point.z), new Point((int)avatar.x, (int)avatar.z), (int)90);
Point fakeCameraPos = RotateAround(new Point((int)point.x, (int)point.z), new Point((int)camera.x, (int)camera.z), (int)90);
double edgeRight = fakeC.X + (Math.Sin(45) * PCDistXZ);
double edgeLeft = fakeC.X - (Math.Sin(45) * PCDistXZ);
float edgeTest_ScreenPositionX = (1 - (float)((edgeRight - P.x) / (edgeRight - edgeLeft))) * screenWidth;
public static Point RotateAround(Point pCenter,Point pPoint, float pAngle)
{
double angle = (pAngle * Math.PI) / 180;
double[,] matrix = new Double[2, 2] {
{ Math.Cos(angle), Math.Sin(angle) },
{ Math.Sin(angle), Math.Cos(angle) }
};
double xOffset = pPoint.X - pCenter.X;
double yOffset = pPoint.Y - pCenter.Y;
Point newPoint = new Point(
(int)(((pPoint.X - xOffset) * matrix[0, 0]) - ((pPoint.Y - xOffset) * matrix[0, 1])),
(int)(((pPoint.X - yOffset) * matrix[1, 0]) + ((pPoint.Y - yOffset) * matrix[1, 1]))
);
newPoint.X += (int)xOffset;
newPoint.Y += (int)yOffset;
return new Point(newPoint.X,newPoint.Y);
}
Note: I've changed the names of some of the variables to more understandable one, so it could be possible that there are inconsistencies in the names.
EDIT: I found out about view- and projection matrices. I might be able to use those to convert the 3D position to screen. I'm not sure if it's possible to make this matrices with the limited information I have though.
In my C# WinForms application I have a picturebox that hosts 2 curves (Resulted from a voltage/current measurement). The X axis is voltage and Y axis is current. The voltage axis is ranged from -5 to 5 but the current axis is a much smaller scale ranged from -10 uA to 10 uA. The task is to see if the second curve is within 10% of the first curve.
For visual inspection I am trying to draw an envelope around the first curve (Blue one). The curve is just a PointF array. At the moment since I have no idea how to draw a correct envelope around the blue curve, I just draw two other curves that are result of X points of the actual curve added and subtracted by 10% of the original curve. Of course this is a bad approach, but atleast for the section of the curve that is noticably vertical, it works. But as soon as the curve is on its non vertical section, this trick does not work anymore, as you can see in the picture below:
Here is the code that I am using to draw the envelope:
public Bitmap DrawEnvelope(double[,] pinData, float vLimit, float iLimit)
{
g = Graphics.FromImage(box);
g.SmoothingMode = SmoothingMode.AntiAlias;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
PointF[] u = new PointF[pinData.GetLength(0)]; //Up line
PointF[] d = new PointF[pinData.GetLength(0)]; //Down Line
List<PointF> joinedCurves = new List<PointF>();
float posX = xMaxValue * (vLimit / 100);
float minX = posX * -1;
for (int i = 0; i < pinData.GetLength(0); i++)
{
u[i] = new PointF(400 * (1 + (((float)pinData[i, 0]) + minX) / (xMaxValue + vExpand)), 400 * (1 - ((float)pinData[i, 1] * GetInvers((yMaxValue + iExpand)))));
}
for (int i = 0; i < pinData.GetLength(0); i++)
{
d[i] = new PointF(400 * (1 + (((float)pinData[i, 0]) + posX) / (xMaxValue + vExpand)), 400 * (1 - ((float)pinData[i, 1] * GetInvers((yMaxValue + iExpand)))));
}
Pen pengraph = new Pen(Color.FromArgb(50, 0 ,0 ,200), 1F);
pengraph.Alignment = PenAlignment.Center;
joinedCurves.AddRange(u);
joinedCurves.AddRange(d.Reverse());
PointF[] fillPoints = joinedCurves.ToArray();
SolidBrush fillBrush = new SolidBrush(Color.FromArgb(40, 0, 0, 250));
FillMode newFillMode = FillMode.Alternate;
g.FillClosedCurve(fillBrush, fillPoints, newFillMode, 0);
g.Dispose();
return box;
}
The green circles are added by myself, and they indicate the region that the second curve (Red one) is potentially has a difference bigger than 10% from the orginal curve.
Would be nice if someone put me in the right way, what should I look to to achive a nice envelope around original curve?
UPDATE
Because I am so noob I cant find a way to implement the answers given to this question until now, So put a bounty to see if somone can kindly show me atleast a coding approach to this problem.
You could try finding the gradient between each pair of points and calculating two points either side that are on the orthogonal that passes through the midpoint.
You would then have two more lines defined as a set of points that you could use to draw the envelope.
Your best bet is to iterate your point array and to calculate a perpendicular vector to two consecutive points each time (see Calculating a 2D Vector's Cross Product for implementation clues). Project in either direction along these perpendicular vectors to generate the two point arrays of your envelope.
This function generates them roughly using segment midpoints (as long as the point count is high and your offset is not too small it should look ok when plotted):
private void GetEnvelope(PointF[] curve, out PointF[] left, out PointF[] right, float offset)
{
left = new PointF[curve.Length - 1];
right = new PointF[curve.Length - 1];
for (int i = 1; i < curve.Length; i++)
{
PointF normal = new PointF(curve[i].Y - curve[i - 1].Y, curve[i - 1].X - curve[i].X);
float length = (float)Math.Sqrt(normal.X * normal.X + normal.Y * normal.Y);
normal.X /= length;
normal.Y /= length;
PointF midpoint = new PointF((curve[i - 1].X + curve[i].X) / 2F, (curve[i - 1].Y + curve[i].Y) / 2F);
left[i - 1] = new PointF(midpoint.X - (normal.X * offset), midpoint.Y - (normal.Y * offset));
right[i - 1] = new PointF(midpoint.X + (normal.X * offset), midpoint.Y + (normal.Y * offset));
}
}
It all depends on the way you want the envelop to be sized.
You could calculate/guestimate the slope of the curve in each point by calculating the slope to the next point and the slope to the previous point, average these and then calculate a perpendicular vector to the slope.
Add this vector to the point of the curve; this gives you the right-hand edge of the envelop.
Subtract this vector from the point of the curve; this gives you the left-hand edge of the envelop.
This method will fail if the points are too far apart or very sudden changes in the points appear.
This is probably a dumb suggestion. Perhaps instead of drawing the envelope yourself, maybe you could let winforms do it for you. Try drawing the envelope as a line with a pen that has a larger width. Perhaps it might work.
If you look at this msdn example on varying the pen width, you might see what I mean.
http://msdn.microsoft.com/en-us/library/3bssbs7z.aspx
2 (probably incorrect) possibilities.
Do what you did originally to get the pale blue wide area, but also do it in the vertical direction (not just the horizontal)
Do what Dan suggested with a REALLY thick line (in pale blue) then draw it again, then draw the original (thin) line on top of it.
I am updating one of our older apps from vb6 to c# and in the process have to recreate a custom control that the original programmer designed. The control simply took the dimensions of an object, rectangular or conical, and placed an outline sketch of the object in 3D (2.5D technically I think). Of course, the code for the control or the algorithim is nowhere to be had.
Knowing nothing about this before hand I have gotten pretty much everything replicated except the perspective. I am using this code that I found on another answer here.
}
double w = 400;
double h = 250;
double t = 0.6; // tilt angle
double X = w / 2 - x;
double Y = h / 2 - y;
double a = h / (h + Y * Math.Sin(t));
double u = a * X + w / 2;
double v = a * Y * Math.Cos(t) + h / 2;
}
The last piece I need help with though is turning the perspective about 30 degrees left-to-right so I'm not looking at straight on.
Thanks for any help.
As the commenter says: You should use matrices to make your live easy.
Rotation could be easily done by multiplying the 2 matrices, a rotation matrix and a perspective matrix this way:
// We don't have a view matrix here
Matrix4x4 modelProjection = Matrix4x4.Perspective(400, 250, Math.PI / 4) * Matrix4x4.RotationX(degree);
// Get a specifics point position, use x and y to determine the screen position and z for the z-order
Vector3 screenPosition = modelProjection * myPosition; // myPosition is a Vector3
For running the code you have to do some things:
Implement a C# matrix, or get it from anywhere else. Here is a excellent source for implementing matrices.