How can I generate random points on a circles circumference in javascript - javascript

I am trying to write a function that will randomly return an (x,y) co-ordinates around a given circumference
so if I have a point that's at (0,0) (being the center of the div) how can I write a function that randomly places other entities that appear among the outer edge of a circle.
All I need is the equation i know it has something to do with getting the distance from the center to the circumference edge just no idea how to calculate it and randomize it so it looks good.

Just get a random angle:
var angle = Math.random()*Math.PI*2;
Then
x = Math.cos(angle)*radius;
y = Math.sin(angle)*radius;
Done.

You can also avoid computing sin and cos via this formula:
// Generate 2 random numbers in the [-1, 1] interval
const u = Math.random()*2 - 1;
const v = Math.random()*2 - 1;
const u2 = u*u;
const v2 = v*v;
const r = u2 + v2;
if (r <= 1) {
x = (u2 - v2)/r;
y = (2*u*v)/r;
}
if r > 1 you need to re-try, but the expected number of tries until you get a valid point is ~1.27. So this algorithm is very efficient and avoids the complex trigonometric functions.
Visualization: https://observablehq.com/#kunigami/circles-and-randomness

Related

Calculating the two x coordinates at edge of circle for a specific y coordinate

How do I find the two opposite x coordinates at the edge of a circle for a specific y coordinate?
A y coordinate of zero means the center of the circle so the two x coordinates would be +- radius
A y coordinate equaling the radius would give two x coordinates of zero.
I'm using Javascript but any language solution is fine.
Assuming you're talking about circle placed at (0,0) (described by equation x²+y²=R²) and you need to return pair of (symmetric) x coordinates based on y and R, that would be something, like:
const getX = (y, R) => [1, -1].map(n => n*(R**2-y**2)**0.5)
Following is a quick proof-of-a-concept live-demo:
const getX = (y, R) => [1, -1].map(n => n*(R**2-y**2)**0.5)
console.log(getX(0,1))
console.log(getX(1,1))
console.log(getX(-1,1))
console.log(getX(0.7071,1))
.as-console-wrapper{min-height:100%;}
If arbitrary circle center ((x0,y0)) is considered ((x-x0)²+(y-y0)²=R²), more generic solution should work:
const getX = (y, R, x0, y0) => [1, -1].map(n => n*(R**2-(y-y0)**2)**0.5+x0)
The existing answer though technically correct is hugely inefficient. The pattern used creates 2 Arrays every call, and repeats the full calculation twice even though the second result is a simple negative of the first (2 rather than 1 square root operations).
The following is 14 times (1400%) faster
const circleXForY = (y, r) => [y = (1 - (y / r) ** 2) ** 0.5 * r, -y];
If you include the fact that the result can also be NaN when y > r then the above function is a staggering 196 times (19,600%) quicker when y > r || y < -r.
A further slight improvement is to just use the positive result
const circleXForY = (y, r) => (1 - (y / r) ** 2) ** 0.5 * r;
The reason I posted a faster version is that this function is very often used when scanning lining circles for graphical like content presentation. I such cases performance is critical.

Spline offset in three.js

I have to make 3d text from font glyphs. Yes, I know that I can use TextGeometry, but I need to draw this manually because I need to do offset on font splines.
At this moment I have splines with their points and I can draw letters.
From points I know: previousPoint, currentPoint and nextPoint and I need to compute bisector between previous and next points and I have no idea to do that.
Or if is another way to move spline points outer of initial position to do offset.
My idea:
Thank you!
EDIT:
With yours answers I obtained correct values for each splines from font, but only at 'o' and '0' I have a problem.
This method draw a weird tangent in bottom of the letter and I don't know to resolve this problem..
here is the result
Anybody know how to resolve this?
EDIT 2:
Finally I finished my project. And this is the final product ( .stl exporter )
final offset
Thank you for yours answers!
There are the result from: x = (prev_x + next_x) / 2 and y = (prev_y + next_y) / 2
wrong result
desired result
Here is my code where let points is all the points from the path:
getPathPoints(path) {
let points = path.getPoints();
console.log(points)
for (let i = 0; i < points.length; i++) {
let A = points.extended(i - 1); // previousPoint => where extends is a custom array prototype
let B = points.extended(i); // currentPoint
let C = points.extended(i + 1); // nextPoint
let x = (A.x + C.x) / 2;
let y = (A.y + C.y) / 2;
let bisector = new THREE.Vector2(x,y);
console.log(bisector);
}
}
What splines describe your glyphs?
I know that TTF fonts use quadratic Bezier curves. For Bezier direction vector in starting and ending points has direction onto control point. So difference
S = ControlPoint[1] - ControlPoint[0]
represents direction in the starting point, difference
E = ControlPoint[1] - ControlPoint[2]
represents direction in the ending point.
Normalize these vectors for two neighbour curves and add them - now you have bisector vector.
Bisector = E(i).Normalized + S(i+1).Normalized

Draw a perpendicular line through middle of two long/lat points

Hello i'm currently trying to draw a line through two long/lat lines to create a triangle. So far i have manged to draw a line through but the line is not perpendicular and looks skewed. Here is my code:
startPosition = [-0.17640, 51.426700];
endPosition = [0.17640, 51.796700];
triangleSizeY = (endPosition [1] - startPosition[1]) / 6;
/*subtract
end from start to work out direction and also use this divided by 6 to
get distance*/
triangleSize *= -1;
triangleSizeX = (endPosition [0] - startPosition[0]) / 6;
/*subtract
end from start to work out direction and also use this divided by 6 to
get distance*/
triangleSize *= -1;
var cx = (startPosition[0] + endPosition[0]) / 2;
var cy = (startPosition[1] + endPosition[1]) / 2;
var dx = (endPosition[0] - startPosition[0]) / 2;
var dy = (endPosition[1] - startPosition[1]) / 2;
positions[0] = [midPoint[0] + triangleSizeX, midPoint[1] +
triangleSizeY];
positions[1] = [cx - dy, cy + dx];
positions[2] = [cx + dy, cy - dx];
This is what it looks like:
First, lat/lon are angular so you can not do linear type distances. The steps you need to take to solve this:
Compute the distance between the 2 lat/lon pairs you want a perpendicular line from.
Take half the distance computed from the above step to get you the midpoint range.
Calculate the bearing between the 2 lat/lon pairs. (see reference below on computing a bearing from 2 lat/lon's)
With the half distance and bearing, you can compute the lat/lon of the midpoint. This is called computing a lat/lon based on a range and bearing. (See the reference below.)
Now you can go perpendicular from the midpoint by adding/subtracting 90 degrees from the bearing in step 3. Decide on a range you want to compute the new lat/lon from a range/bearing like in step 4.
This site (https://www.movable-type.co.uk/scripts/latlong.html) has the calculations you need to do this. Also, since the distance is relatively small, you can use the Equirectangular approximation over Haversine for distance calculation.

Incorrect angle, wrong side calculated

I need to calculate the angle between 3 points. For this, I do the following:
Grab the 3 points (previous, current and next, it's within a loop)
Calculate the distance between the points with Pythagoras
Calculate the angle using Math.acos
This seems to work fine for shapes without angels of over 180 degrees, however if a shape has such an corner it calculates the short-side. Here's an illustration to show what I mean (the red values are wrong):
This is the code that does the calculations:
// Pythagoras for calculating distance between two points (2D)
pointDistance = function (p1x, p1y, p2x, p2y) {
return Math.sqrt((p1x - p2x)*(p1x - p2x) + (p1y - p2y)*(p1y - p2y));
};
// Get the distance between the previous, current and next points
// vprev, vcur and vnext are objects that look like this:
// { x:float, y:float, z:float }
lcn = pointDistance(vcur.x, vcur.z, vnext.x, vnext.z);
lnp = pointDistance(vnext.x, vnext.z, vprev.x, vprev.z);
lpc = pointDistance(vprev.x, vprev.z, vcur.x, vcur.z);
// Calculate and print the angle
Math.acos((lcn*lcn + lpc*lpc - lnp*lnp)/(2*lcn*lpc))*180/Math.PI
Is there something wrong in the code, did I forget to do something, or should it be done a completely different way?
HI there your math and calculations are perfect. Your running into the same problem most people do on calculators, which is orientation. What I would do is find out if the point lies to the left or right of the vector made by the first two points using this code, which I found from
Determine which side of a line a point lies
isLeft = function(ax,ay,bx,by,cx,cy){
return ((bx - ax)*(cy - ay) - (by - ay)*(cx - ax)) > 0;
}
Where ax and ay make up your first point bx by your second and cx cy your third.
if it is to the left just add 180 to your angle
I've got a working but not necessarily brief example of how this can work:
var point1x = 0, point1y = 0,
point2x = 10, point2y = 10,
point3x = 20, point3y = 10,
point4x = 10, point4y = 20;
var slope1 = Math.atan2(point2y-point1y,point2x-point1x)*180/Math.PI;
var slope2 = Math.atan2(point3y-point2y,point3x-point2x)*180/Math.PI;
var slope3 = Math.atan2(point4y-point3y,point4x-point3x)*180/Math.PI;
alert(slope1);
alert(slope2);
alert(slope3);
var Angle1 = slope1-slope2;
var Angle2 = slope2-slope3;
alert(180-Angle1);
alert(180-Angle2);
(see http://jsfiddle.net/ZUESt/1/)
To explain the multiple steps the slopeN variables are the slopes of the individual line segments. AngleN is the amount turned at each junction (ie point N+1). A positive angle is a right turn and a negative angle a left turn.
You can then subtract this angle from 180 to get the actual interior angle that you want.
It should be noted that this code can of course be compressed and that five lines are merely outputting variables to see what is going on. I'll let you worry about optimizing it for your own use with this being a proof of concept.
You need to check boundary conditions (apparently, if points are colinear) and apply the proper calculation to find the angle.
Also, a triangle can't have any (interior) angle greater than 180 degress. Sum of angle of triangle is 180 degrees.

KinectJS: Algorithm required to determine new X,Y coords after image resize

BACKGROUND:
The app allows users to upload a photo of themselves and then place a pair of glasses over their face to see what it looks like. For the most part, it is working fine. After the user selects the location of the 2 pupils, I auto zoom the image based on the ratio between the distance of the pupils and then already known distance between the center points of the glasses. All is working fine there, but now I need to automatically place the glasses image over the eyes.
I am using KinectJS, but the problem is not with regards to that library or javascript.. it is more of an algorithm requirement
WHAT I HAVE TO WORK WITH:
Distance between pupils (eyes)
Distance between pupils (glasses)
Glasses width
Glasses height
Zoom ratio
SOME CODE:
//.. code before here just zooms the image, etc..
//problem is here (this is wrong, but I need to know what is the right way to calculate this)
var newLeftEyeX = self.leftEyePosition.x * ratio;
var newLeftEyeY = self.leftEyePosition.y * ratio;
//create a blue dot for testing (remove later)
var newEyePosition = new Kinetic.Circle({
radius: 3,
fill: "blue",
stroke: "blue",
strokeWidth: 0,
x: newLeftEyeX,
y: newLeftEyeY
});
self.pointsLayer.add(newEyePosition);
var glassesWidth = glassesImage.getWidth();
var glassesHeight = glassesImage.getHeight();
// this code below works perfect, as I can see the glasses center over the blue dot created above
newGlassesPosition.x = newLeftEyeX - (glassesWidth / 4);
newGlassesPosition.y = newLeftEyeY - (glassesHeight / 2);
NEEDED
A math genius to give me the algorithm to determine where the new left eye position should be AFTER the image has been resized
UPDATE
After researching this for the past 6 hours or so, I think I need to do some sort of "translate transform", but the examples I see only allow setting this by x and y amounts.. whereas I will only know the scale of the underlying image. Here's the example I found (which cannot help me):
http://tutorials.jenkov.com/html5-canvas/transformation.html
and here is something which looks interesting, but it is for Silverlight:
Get element position after transform
Is there perhaps some way to do the same in Html5 and/or KinectJS? Or perhaps I am going down the wrong road here... any ideas people?
UPDATE 2
I tried this:
// if zoomFactor > 1, then picture got bigger, so...
if (zoomFactor > 1) {
// if x = 10 (for example) and if zoomFactor = 2, that means new x should be 5
// current x / zoomFactor => 10 / 2 = 5
newLeftEyeX = self.leftEyePosition.x / zoomFactor;
// same for y
newLeftEyeY = self.leftEyePosition.y / zoomFactor;
}
else {
// else picture got smaller, so...
// if x = 10 (for example) and if zoomFactor = 0.5, that means new x should be 20
// current x * (1 / zoomFactor) => 10 * (1 / 0.5) = 10 * 2 = 20
newLeftEyeX = self.leftEyePosition.x * (1 / zoomFactor);
// same for y
newLeftEyeY = self.leftEyePosition.y * (1 / zoomFactor);
}
that didn't work, so then I tried an implementation of Rody Oldenhuis' suggestion (thanks Rody):
var xFromCenter = self.leftEyePosition.x - self.xCenter;
var yFromCenter = self.leftEyePosition.y - self.yCenter;
var angle = Math.atan2(yFromCenter, xFromCenter);
var length = Math.hypotenuse(xFromCenter, yFromCenter);
var xNew = zoomFactor * length * Math.cos(angle);
var yNew = zoomFactor * length * Math.sin(angle);
newLeftEyeX = xNew + self.xCenter;
newLeftEyeY = yNew + self.yCenter;
However, that is still not working as expected. So, I am not sure what the issue is currently. If anyone has worked with KinectJS before and has an idea of what the issue may be, please let me know.
UPDATE 3
I checked Rody's calculations on paper and they seem fine, so there is obviously something else here messing things up.. I got the coordinates of the left pupil at zoom factors 1 and 2. With those coordinates, maybe someone can figure out what the issue is:
Zoom Factor 1: x = 239, y = 209
Zoom Factor 2: x = 201, y = 133
OK, since it's an algorithmic question, I'm going to keep this generic and only write pseudo code.
I f I understand you correctly, What you want is the following:
Transform all coordinates such that the origin of your coordinate system is at the zoom center (usually, central pixel)
Compute the angle a line drawn from this new origin to a point of interest makes with the positive x-axis. Compute also the length of this line.
The new x and y coordinates after zooming are defined by elongating this line, such that the new line is the zoom factor times the length of the original line.
Transform the newly found x and y coordinates back to a coordinate system that makes sense to the computer (e.g., top left pixel = 0,0)
Repeat for all points of interest.
In pseudo-code (with formulas):
x_center = image_width/2
y_center = image_height/2
x_from_zoom_center = x_from_topleft - x_center
y_from_zoom_center = y_from_topleft - y_center
angle = atan2(y_from_zoom_center, x_from_zoom_center)
length = hypot(x_from_zoom_center, y_from_zoom_center)
x_new = zoom_factor * length * cos(angle)
y_new = zoom_factor * length * sin(angle)
x_new_topleft = x_new + x_center
y_new_topleft = y_new + y_center
Note that this assumes the number of pixels used for length and width stays the same after zooming. Note also that some rounding should take place (keep everything double precision, and only round to int after all calculations)
In the code above, atan2 is the four-quadrant arctangent, available in most programming languages, and hypot is simply sqrt(x*x + y*y), but then computed more carefully (e.g., to avoid overflow etc.), also available in most programing languages.
Is this indeed what you were after?

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