Creating a spiral galaxy need math guidance - c#

I am creating a spinning galaxy made of blocks for the stars/systems.
I have been fiddling with this for a few days and have this so far:
public int numberArms = 6;
public int numberStars = 1000;
public float galaxyRadius = 500f;
public int spread = 100;
float fHatRandom (float fRange)
{
float fArea = 4 * Mathf.Atan (6.0f);
float fP = fArea * Random.value;
return Mathf.Tan (fP / 4) * fRange / 6.0f;
}
float fLineRandom (float fRange)
{
float fArea = fRange * fRange / 2;
float fP = fArea * Random.value;
return fRange - Mathf.Sqrt (fRange * fRange - 2 * fP);
}
// Use this for initialization
void Start ()
{
Random.seed = 100;
int starsPerArm = numberStars / numberArms;
float fAngularSpread = spread / numberArms;
float fArmAngle = (360 / numberArms);
for (int arm = 0; arm < numberArms; arm++)
{
for (int i = 0; i < starsPerArm; i++)
{
float fR = fHatRandom (galaxyRadius);
float fQ = fLineRandom (fAngularSpread);
float fK = 1;
float fA = numberArms * (fArmAngle);
float fX = fR * Mathf.Cos (Mathf.Deg2Rad * (fA + fR * fK + fQ));
float fY = fR * Mathf.Sin (Mathf.Deg2Rad * (fA + fR * fK + fQ));
Vector3 starPos = new Vector3 (fX, fY, arm*4);
Collider[] colliders = Physics.OverlapSphere (starPos, 1);
if (colliders.Length == 0)
{
GameObject star = GameObject.CreatePrimitive (PrimitiveType.Cube);
star.transform.position = starPos;
star.transform.parent = transform;
} else
{
i--;//because they overlapped, we try again.
}
}
}
}
}
As it works right now, it creates the spiral arm of the galaxy just fine. But as you can see, I just set the position of the arm to be stacked on the other arms because I cannot for the life of me figure out how to get them to rotate around the center, for that matter my center seems to be off.
I admittedly have the math skills of a gnat and have been fumbling my way through this, can someone help correct the math and get the arms/center where they belong?

Shouldn't that:
float fA = numberArms * (fArmAngle);
be
float fA = arm * (fArmAngle);
Just saying...

Related

How to find some additional points on a line between two points in 3D?

Is there a function in C# which can give me all the points on a straight line between two points in 3D?
To calculate the distance between those two points, I use this:
public class Position {
public float x;
public float y;
public float z;
}
public void CalculateDistance(Position position1, Position position2, int mapId){
float deltaX = position1.x - position2.x;
float deltaY = position1.y - position2.y;
float deltaZ = position1.z - position2.z;
float distance = (float)Math.Sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ);
Console.WriteLine("Distance is: " + distance);
}
Example coordinates:
Position pos1 = new Position();
pos1.x = 141.6586f;
pos1.y = 0.6852107f;
pos1.z = 153.2231f;
Position pos2 = new Position();
pos2.x = 142.336f;
pos2.y = 0.8685942f;
pos2.z = 130.8394f;
Let's say, the distance in line between those two 3d coordinates can be passed for 5 seconds. How can I print the current coordinate for every 1 second?
what you want to do is well described in this answer
And here is example of code how you can print your values:
var mx = pos2.x - pos1.x;
var my = pos2.y - pos1.y;
var mz = pos2.z - pos1.z;
for(var t=0; t < 10; t++) {
var x = pos1.x + mx * t;
var y = pos1.y + my * t;
var z = pos1.z + mz * t;
//TODO: use you 3D point
}
Hope this helps!

C# / OpenTK, why does my sphere not look smooth?

This should hopefully be a simple question. So I finally figured out how to render stuff in 3D in OpenTK. Great! Only problem is, it doesn't quite look how I expect. I'm drawing a sphere using the Polar method, and drawing using PrimitiveType.Polygon.
Here's the algorithm for calculating the coordinates. What I'm doing is stepping through each phi then theta in the sphere, incrementally adding more adjacent quads to my final point list:
Point 1: Theta1, Phi1
Point 2: Theta1, Phi2
Point 3: Theta2, Phi2
Point 4: Theta2: Phi1
protected static RegularPolygon3D _create_unit(int n)
{
List<Vector3> pts = new List<Vector3>();
float theta = 0.0f;
float theta2 = 0.0f;
float phi = 0.0f;
float phi2 = 0.0f;
float segments = n;
float cosT = 0.0f;
float cosT2 = 0.0f;
float cosP = 0.0f;
float cosP2 = 0.0f;
float sinT = 0.0f;
float sinT2 = 0.0f;
float sinP = 0.0f;
float sinP2 = 0.0f;
List<Vector3> current = new List<Vector3>(4);
for (float lat = 0; lat < segments; lat++)
{
phi = (float)Math.PI * (lat / segments);
phi2 = (float)Math.PI * ((lat + 1.0f) / segments);
cosP = (float)Math.Cos(phi);
cosP2 = (float)Math.Cos(phi2);
sinP = (float)Math.Sin(phi);
sinP2 = (float)Math.Sin(phi2);
for (float lon = 0; lon < segments; lon++)
{
current = new List<Vector3>(4);
theta = TWO_PI * (lon / segments);
theta2 = TWO_PI * ((lon + 1.0f) / segments);
cosT = (float)Math.Cos(theta);
cosT2 = (float)Math.Cos(theta2);
sinT = (float)Math.Sin(theta);
sinT2 = (float)Math.Sin(theta2);
current.Add(new Vector3(
cosT * sinP,
sinT * sinP,
cosP
));
current.Add(new Vector3(
cosT * sinP2,
sinT * sinP2,
cosP2
));
current.Add(new Vector3(
cosT2 * sinP2,
sinT2 * sinP2,
cosP2
));
current.Add(new Vector3(
cosT2 * sinP,
sinT2 * sinP,
cosP
));
pts.AddRange(current);
}
}
var rtn = new RegularPolygon3D(pts);
rtn.Translation = Vector3.ZERO;
rtn.Scale = Vector3.ONE;
return rtn;
}
And so my Sphere class looks like this:
public class Sphere : RegularPolygon3D
{
public static Sphere Create(Vector3 center, float radius)
{
var rp = RegularPolygon3D.Create(30, center, radius);
return new Sphere(rp);
}
private Sphere(RegularPolygon3D polygon) : base(polygon)
{
}
}
I should also mention, that the color of this sphere is not constant. I 2 dimensions, I have this code that works great for gradients. In 3D...not so much. That's why my sphere has multiple colors. The way the 2d gradient code works, is there is a list of colors coming from a class I created called GeometryColor. When the polygon is rendered, every vertex gets colored based off the list of colors within GeometryColor. So if there are 3 colors the user wished to gradient between, and there were 6 vertices (hexagon), then the code would assign the first 2 vertices color 1, the 2nd two color 2, then the last 2 color 3. The following code shows how the color for the vertex is calculated.
public ColorLibrary.sRGB GetVertexFillColor(int index)
{
var pct = ((float)index + 1.0f) / (float)Vertices.Count;
var colorIdx = (int)Math.Round((FillColor.Colors.Count - 1.0f) * pct);
return FillColor.Colors[colorIdx];
}
Anyway, here's the output I'm getting...hope somebody can see my error...
Thanks.
Edit: If I only use ONE Vertex color (i,e instead of my array of 4 diff colors), then I get a completely smooth sphere...although without lighting and stuff its hard to tell its anything but a circle lol)
Edit....so somehow my sphere is slightly see through...even though all my alphas are set to 1.0f and I'm doing depth testing..
GL.DepthMask(true);
GL.Enable(EnableCap.DepthTest);
GL.ClearDepth(1.0f);
GL.DepthFunc(DepthFunction.Lequal);
Final edit: OK, it has SOMETHING to do with my vertices I'm guessing, because when I use PrimitiveType.Quads it works perfectly....

Rotating multiple objects to face from one vector to another

Currently, I have the player select 2 positions in the map, it's a 3d world but my problem is only relevant in the first 2 dimensions. I want to create a floor between the 2 selected points, and rotate them to the angle between those 2 points. http://i.imgur.com/hCjtEzB.png (excuse my paint skills)
My code works properly in some cases, but in other cases the crates are spawned at the wrong angle. I think it has something to do with vec1.x > vec2.x, or something similar. But I can't figure it out.
What am I missing?
const int modelLength = 55;
const int modelWidth = 30;
void createFloor(Vector vec1, Vector vec2)
{
float height = vec1.Z;
float length = Math.Abs(vec1.X - vec2.X);
float width = Math.Abs(vec1.Y - vec2.Y);
int crateWidth = (int)Math.Ceiling(width / modelWidth);
int crateLength = (int)Math.Ceiling(length / modelLength);
int adjustedWidth = crateWidth * modelWidth;
int adjustedLength = crateLength * modelLength;
double angleRad = Math.Atan2(adjustedWidth, adjustedLength);
double angleDeg = Util.RadianToDegree(angleRad);
Vector angles = new Vector(0, (float)angleDeg, 0);
float mX = (vec1.X < vec2.X) ? adjustedLength / 2 + vec1.X : vec1.X - (adjustedLength / 2);
float mY = (vec1.Y < vec2.Y) ? adjustedWidth / 2 + vec1.Y : vec1.Y - (adjustedWidth / 2);
Vector middle = new Vector(mX, mY, vec1.Z);
for (int i = 0; i < crateLength; i++)
{
for (int j = 0; j < crateWidth; j++)
{
float x = (vec1.X < vec2.X) ? vec1.X + i * modelLength : vec1.X - i * modelLength;
float y = (vec1.Y < vec2.Y) ? vec1.Y + j * modelWidth : vec1.Y - j * modelWidth;
Vector v = new Vector(x, y, height);
v = Util.RotateAround(v, middle, angleDeg);
spawnCrate(v, angles);
}
}
}
public static Vector RotateAround(Vector vectorToRotate, Vector center, double angleDeg)
{
double angleRad = DegreeToRadian(angleDeg);
double cosTheta = Math.Cos(angleRad);
double sinTheta = Math.Sin(angleRad);
return new Vector
{
X = (int)(cosTheta * (vectorToRotate.X - center.X) - sinTheta * (vectorToRotate.Y - center.Y) + center.X),
Y = (int)(sinTheta * (vectorToRotate.X - center.X) + cosTheta * (vectorToRotate.Y - center.Y) + center.Y),
Z = vectorToRotate.Z
};
}
Thanks.

XNA Parallaxing background wont show all the layers

Im playing around with the Platformer Starter Kit and so far I've added in horizontal and vertical "camera" movement and Im trying to add inn a parallaxing background. The problem is that after two background layers it stops showing the rest of them. Im very new to XNA and need a little help :). Heres a pic of the problem:
Heres the code. Please tell me if you need some more :)
Layer classes:
class Layer
{
public Texture2D[] Textures { get; private set; }
public float ScrollRate { get; private set; }
public Layer(ContentManager content, string basePath, float scrollRate)
{
// Assumes each layer only has 3 segments.
Textures = new Texture2D[3];
for (int i = 0; i < 3; ++i)
Textures[i] = content.Load<Texture2D>(basePath + "_" + i);
ScrollRate = scrollRate;
}
public void Draw(SpriteBatch spriteBatch, float cameraPosition, float cameraPositionYAxis)
{
// Assume each segment is the same width.
int segmentWidth = Textures[0].Width;
// Calculate which segments to draw and how much to offset them.
float x = cameraPosition * ScrollRate;
float y = ScrollRate;
int leftSegment = (int)Math.Floor(x / segmentWidth);
int rightSegment = leftSegment + 1;
x = (x / segmentWidth - leftSegment) * -segmentWidth;
spriteBatch.Draw(Textures[leftSegment % Textures.Length], new Vector2(x, -y), Color.White);
spriteBatch.Draw(Textures[rightSegment % Textures.Length], new Vector2(x + segmentWidth, -y), Color.White);
}
}
Heres the draw method in my Level.cs with my ScrollCamera (dont know if ScrollCamera has anything to do with it)
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
ScrollCamera(spriteBatch.GraphicsDevice.Viewport);
Matrix cameraTransformYAxis = Matrix.CreateTranslation(-cameraPosition, -cameraPositionYAxis, 0.0f);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp,
DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, cameraTransformYAxis);
//added this foreach loop
foreach (var layer in layers)
{
layer.Draw(spriteBatch, cameraPosition, cameraPositionYAxis);
}
DrawTiles(spriteBatch);
Player.Draw(gameTime, spriteBatch);
foreach (Enemy enemy in enemies)
{
enemy.Draw(gameTime, spriteBatch);
}
spriteBatch.End();
}
private void ScrollCamera(Viewport viewport)
{
#if ZUNE
const float ViewMargin = 0.4f;
#else
const float ViewMargin = 0.5f;
#endif
float marginWidth = viewport.Width * ViewMargin;
float marginLeft = cameraPosition + marginWidth;
float marginRight = cameraPosition + viewport.Width - marginWidth;
const float TopMargin = 0.4f;
const float BottomMargin = 0.4f;
float marginTop = cameraPositionYAxis + viewport.Height * TopMargin;
float marginBottom = cameraPositionYAxis + viewport.Height - viewport.Height * BottomMargin;
// float maxCameraPositionYOffset = Tile.Height * Height - viewport.Height;
float CameraMovement = 0.0f;
if (Player.Position.X < marginLeft)
CameraMovement = Player.Position.X - marginLeft;
else if (Player.Position.X > marginRight)
CameraMovement = Player.Position.X - marginRight;
//Aktualizuj przesuwanie ekranu, ale zapobiegnij wyjściu poza mape
float maxCameraPosition = Tile.Width * Width - viewport.Width;
cameraPosition = MathHelper.Clamp(cameraPosition + CameraMovement, 0.0f, maxCameraPosition);
float cameraMovementY = 0.0f;
if (Player.Position.Y < marginTop) //above the top margin
cameraMovementY = Player.Position.Y - marginTop;
else if (Player.Position.Y > marginBottom) //below the bottom margin
cameraMovementY = Player.Position.Y - marginBottom;
float maxCameraPositionYOffset = Tile.Height * Height - viewport.Height;
cameraPositionYAxis = MathHelper.Clamp(cameraPositionYAxis + cameraMovementY, 0.0f, maxCameraPositionYOffset);
}
And I think thats it. Please tell me if you need some more code :)
You want to use Linear Wrapping. There's an excellent blog post on it right here. This assumes of course that your texture tiles perfect. You just simply need to to set your linear wrapping mode, code example below:
// Use this one instead!
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
spriteBatch.Draw(texture, position, new Rectangle(-scrollX, -scrollY, texture.Width, texture.Height), Color.White);
spriteBatch.End();

Galaxy Generation Algorithm

I'm trying to generate a set of points (represented by a Vector struct) that roughly models a spiral galaxy.
The C# code I've been playing with is below; but I can only seem to get it to generate a single 'arm' of the galaxy.
public Vector3[] GenerateArm(int numOfStars, int numOfArms, float rotation)
{
Vector3[] result = new Vector3[numOfStars];
Random r = new Random();
float fArmAngle = (float)((360 / numOfArms) % 360);
float fAngularSpread = 180 / (numOfArms * 2);
for (int i = 0; i < numOfStars; i++)
{
float fR = (float)r.NextDouble() * 64.0f;
float fQ = ((float)r.NextDouble() * fAngularSpread) * 1;
float fK = 1;
float fA = ((float)r.NextDouble() % numOfArms) * fArmAngle;
float fX = fR * (float)Math.Cos((MathHelper.DegreesToRadians(fA + fR * fK + fQ)));
float fY = fR * (float)Math.Sin((MathHelper.DegreesToRadians(fA + fR * fK + fQ)));
float resultX = (float)(fX * Math.Cos(rotation) - fY * Math.Sin(rotation));
float resultY = (float)(fY * Math.Cos(rotation) - fX * Math.Sin(rotation));
result[i] = new Vector3(resultX, resultY, 1.0f);
}
return result;
}
Check this. It's a simulation of galaxy using density wave theory. Code is available.
http://beltoforion.de/galaxy/galaxy_en.html
I liked this idea so much i had to play around with it on my own and here is my result.
Note that i used PointF instead of Vector3, but you should be able to search and replace and add , 0) in a few places.
PointF[] points;
private void Render(Graphics g, int width, int height)
{
using (Brush brush = new SolidBrush(Color.FromArgb(20, 150, 200, 255)))
{
g.Clear(Color.Black);
foreach (PointF point in points)
{
Point screenPoint = new Point((int)(point.X * (float)width), (int)(point.Y * (float)height));
screenPoint.Offset(new Point(-2, -2));
g.FillRectangle(brush, new Rectangle(screenPoint, new Size(4, 4)));
}
g.Flush();
}
}
public PointF[] GenerateGalaxy(int numOfStars, int numOfArms, float spin, double armSpread, double starsAtCenterRatio)
{
List<PointF> result = new List<PointF>(numOfStars);
for (int i = 0; i < numOfArms; i++)
{
result.AddRange(GenerateArm(numOfStars / numOfArms, (float)i / (float)numOfArms, spin, armSpread, starsAtCenterRatio));
}
return result.ToArray();
}
public PointF[] GenerateArm(int numOfStars, float rotation, float spin, double armSpread, double starsAtCenterRatio)
{
PointF[] result = new PointF[numOfStars];
Random r = new Random();
for (int i = 0; i < numOfStars; i++)
{
double part = (double)i / (double)numOfStars;
part = Math.Pow(part, starsAtCenterRatio);
float distanceFromCenter = (float)part;
double position = (part * spin + rotation) * Math.PI * 2;
double xFluctuation = (Pow3Constrained(r.NextDouble()) - Pow3Constrained(r.NextDouble())) * armSpread;
double yFluctuation = (Pow3Constrained(r.NextDouble()) - Pow3Constrained(r.NextDouble())) * armSpread;
float resultX = (float)Math.Cos(position) * distanceFromCenter / 2 + 0.5f + (float)xFluctuation;
float resultY = (float)Math.Sin(position) * distanceFromCenter / 2 + 0.5f + (float)yFluctuation;
result[i] = new PointF(resultX, resultY);
}
return result;
}
public static double Pow3Constrained(double x)
{
double value = Math.Pow(x - 0.5, 3) * 4 + 0.5d;
return Math.Max(Math.Min(1, value), 0);
}
Example:
points = GenerateGalaxy(80000, 2, 3f, 0.1d, 3);
Result:
I would abstract that function out into a createArm function.
Then you can store each arm as its own galaxy (temporarily).
So if you want 2 arms, do 2 galaxies of 5000. Then, rotate one of them 0 degrees around the origin (so doesn't move) and the other 180 degrees around the origin.
With this you can do an arbitrary number of arms by using different rotation amounts. You could even add some "naturalization" to it by making the rotation distance more random, like with a range instead of straight (360 / n). For example, 5 arms would be 0, 72, 144, 216, 288. But with some randomization you could make it 0, 70, 146, 225, 301.
Edit:
Some quick google-fu tells me (source)
q = initial angle, f = angle of rotation.
x = r cos q
y = r sin q
x' = r cos ( q + f ) = r cos q cos f - r sin q sin f
y' = r sin ( q + w ) = r sin q cos f + r cos q sin f
hence:
x' = x cos f - y sin f
y' = y cos f + x sin f

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