Get the slope from one point and an angle in degrees - javascript

In javascript, I am trying to draw a line that is at an angle that is user defined.
Basically, I have a point (x,y) and an angle to create the next point at. The length of the line need to be 10px.
Let's say that the point to start with is (180, 200)... if I give it angle "A" and the (I guess)hypotenuse is 10, what would my equation(s) be to get the X and Y for a slope?
Thanks for your help!

well, from basic trigonometry...
sin A° = Y/10
cos A° = X/10
10^2 = Y^2 + X^2

As Mr Doyle snarkily implied, the math isn't that hard, but :
1) Make sure you are clear about what the angle is referenced to, and what directions your coordinates go; most simple trig stuff assumes you are dealing with traditional cartesian coordinates with x increasing to the right, and y increasing up the page, whereas most drawing api have y increasing down the page and x increasing to the right.
2) make sure you understand whether the math functions need degrees or radians and supply them with the appropriate arguments.

Assuming H = Hypotenuse (10 in your example), this is the formula for your slope:
Y2 = H(Sin(A)) + Y1
= 10(Sin(A)) + 200
X2 = Sqrt((H^2)-(Y2^2)) + X1
= Sqrt(100 - (Y2^2)) + 180
So now you've got
(180, 200) -> (X2, Y2)
Where X2, Y2 will vary depending on the values of A and H
To check our calculation - A (as entered by the user) can be calculated using the slope equation replacing the X1, X2, Y1 and Y2 values with the original input and resulting output.
A = InvTan((Y2 - Y1) / (X2 - X1))
= InvTan((Y2 - 200) / (X2 - 180))

Maybe a better way to look at the problem is using vectors:
(source: equationsheet.com)
You can also write the vector this way:
(source: equationsheet.com)
where
(source: equationsheet.com)
Setting the first equal to the second lets us solve for the end point given the starting point, the angle, and the distance:
(source: equationsheet.com)
(source: equationsheet.com)

Related

Drag and drop limit to angle

Background
I have a Google Maps application in which a person is to draw a rectangle in as few clicks as possible, the solution is to draw a line at the centre and expand outwards by clicking and dragging the edges.
Problem
I know the angle between the two lat/longs on the map that form the line I mentioned above so I can draw a rectangle around that line, easy. Knowing the angle of the original line I need to limit the dragging of the lines parallel to the original to the same angle but I don't know where to start with that, how do I limit the dragging of those two lines so that they remain parallel at all times?
I forgot simple geometry/algebra.. the way to do this would be to use the standard distance formula D = SQRT((x1 - x2)² + (y1 - y2)²) on the two vertices that make the line and then transform those coordinates by the below orthogonal matrix
| 0 -1 | -> x axis
| 1 0 | -> y axis
You also need to use the standard distance formula to get the distance between the mouse and the old line to calculate what OFFSET might equal.
It's worth noting that you need to use the Google Maps geometry library for this and to convert each LatLng pair into a Point before calculating and then converting back to LatLng when you're ready to draw the lines.
from.x = x1 + OFFSET * (y2 - y1) / D
from.y = y1 + OFFSET * (x1 - x2) / D
to.x = x2 + OFFSET * (y2 - y1) / D
to.y = y2 + OFFSET * (x1 - x2) / D

Extract vertices from an ARC in generic way

I want to get all the vertices from an ARC. I have all the data (for ex : start point, end point, start angle, end angle, radius) which will used to draw an arc but my need is I have to generate all the vertices from the arc data.
I have already tried with one or two algorithm but I failed to get the exact vertices from an arc data.
I used Bresenham's algorithm but I failed.
Right now I am using below code but its not working ..
double theta = 2 * 3.1415926 / 100;
double c = Math.cos(theta);
double s = Math.sin(theta);
double t;
double x = ((ArcTo) element).getRadius();//we start at angle = 0
double y = 0;
for(int ii = 0; ii < 100; ii++) {
coordinates.add(new Coordinate(x + element.getCenterPoint().getX(), y + element.getCenterPoint().getY()));//output vertex
//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
Please help me. Thank you.
First some clarifications
I assume that by vertices you mean the pixels and ARC is standard 2D circular arc (not elliptic arc !!!) and your input data are:
int (x0,y0),(x1,y1) // star/end points on curve !!!
float a0,a1 // start end angles [rad]
int (xc,yc) // center of circle
int r // radius
Do not use Bresenham
because you would need to start from zero angle and compute all pixels until start point is hit. Then flip draw flag so you start filling the pixel from that point and stop on end point hit. Also you would need to handle the winding to match ARC direction.
You can use circle parametric equation
// just some arc data to test with
float r=25.0;
float a0= 45.0*M_PI/180.0;
float a1=270.0*M_PI/180.0;
int xc=100,x0=xc+floor(r*cos(a0)),x1=xc+floor(r*cos(a1));
int yc=100,y0=yc+floor(r*sin(a0)),y1=yc+floor(r*sin(a1));
// arc rasterize code
int x,y;
float a,da;
// here draw pixels x0,y0 and x1,y1 to avoid rounding holes ...
if (r) da=0.75/float(r); else da=0.1; // step slightly less then pixel to avoid holes
for (a=a0;;a+=da)
{
x=xc+int(floor(r*cos(a)));
y=yc+int(floor(r*sin(a)));
// here draw pixel x,y
if ((x==x1)&&(y==y1)) // stop if endpoint reach
if (fabs(a-a1)<da) // but ignore stop if not at end angle (full or empty circle arc)
break;
}
may be round instead of floor will have less pixel position error. If your endpoint does not match then this will loop infinitely. If you tweak a bit the end conditions you can avoid even that or recompute x1,y1 from a1 as I have ...
You can use equation (x-xc)^2+(y-yc)^2=r^2
you need to divide ARC to quadrants and handle each as separate arc looping through x or y and computing the other coordinate. Loop through coordinate that is changing more
so in blue areas loop y and in the red loop x. For example red area code can look like this:
int x,y;
for (x=_x0;;x++)
{
y=sqrt((r*r)-((x-xc)*(x-xc)));
// here draw pixel x,y
if (x==_x1) // stop if endpoint reach
break;
}
you need to compute (_x0,_y0),(_x1,_y1) start end points of cut part of ARC inside the quadrant and make _x0<=_x1.
The value for _x looped start/end point coordinate will be xc +/- sqrt(r) or x0 or x1
the value for _y looped start/end point coordinate will be yc +/- sqrt(r) or y0 or y1
The blue parts are done in analogically manner (just swap/replace x and y). This approach is a bit more complicated due to cutting but can be done solely on integers. sqrt can be speed up by LUT (limiting the max radius) and the ^2 can be also further optimized.
[Notes]
so if I recapitulate the parametric equation is the simplest to implement but slowest. Then is the sqrt approach which can be done as fast as Bresenham (and may be even faster with LUT) but need the code for cutting ARC to quadrants which need few ifs prior to rendering.
All codes are in C++ and can be further improved like avoiding some int/float conversions, pre-compute some values before loop, etc ...
The last goes the Bresenham but you need to change a few things inside and when you do not know what you are doing you can easily get lost. It also need to cut to octant's so the complexity of change is far bigger then sqrt approach

Could you explain how this formula is working on JavaScript?

I'm trying to create swipe sencing in JavaScript like this "http://padilicious.com/code/touchevents/swipesensejs.html". Can someone explain the distance formula on this?
swipeLength = Math.round(Math.sqrt(Math.pow(curX - startX,2) + Math.pow(curY - startY,2)));
I do know sqrt and pow but couldn't figur out how swipe length is calculated.
This is how you calculate the distance between 2 points in a 2d space when the coordinates are known.
In your code:
curX is x2 which is the x coordinate of the end point
startX is x1 which is the x coordinate of the beginning point
curY is y2 which is the y coordinate of the end point
startY is y2 which is the y coordinate of the beginning point
Refs:
The Distance Formula is a variant of the Pythagorean Theorem
Wikipedia entry on distance
this is a simple distance formula between two points.
more details on Distance Formula Explained
This is a basic formula for calculating distance between two points:

How to divide an ellipse to equal segments?

This calculates vertex coordinates on ellipse:
function calculateEllipse(a, b, angle)
{
var alpha = angle * (Math.PI / 180) ;
var sinalpha = Math.sin(alpha);
var cosalpha = Math.cos(alpha);
var X = a * cosalpha - b * sinalpha;
var Y = a * cosalpha + b * sinalpha;
}
But how can I calculate the "angle" to get equal or roughly equal circumference segments?
So from what Jozi's said in the OP's comments, what's needed isn't how to subdivide an ellipse into equal segments (which would require a whole bunch of horrible integrals), it's to construct an ellipse from line segments of roughly equal length.
There are a whole pile of ways to do that, but I think the best suited for the OP's purposes would be the concentric circle method, listed on the page as 'the draftman's method'. If you don't mind installing the Mathematica player, there's a neat lil' app here which illustrates it interactively.
The problem with those methods is that the segment lengths are only roughly equal at low eccentricities. If you're dealing in extreme eccentricities, things get a lot more complicated. The simplest solution I can think of is to linearly approximate the length of a line segment within each quadrant, and then solve for the positions of the endpoints in that quadrant exactly.
In detail: this is an ellipse quadrant with parameters a = 5, b = 1:
And this is a plot of the length of the arc subtended by an infinitesimal change in the angle, at each angle:
The x axis is the angle, in radians, and the y axis is the length of the arc that would be subtended by a change in angle of 1 radian. The formula, which can be derived using the equations in the Wikipedia article I just linked, is y = Sqrt(a^2 Sin^2(x) + b^2 Cos^2(x)). The important thing to note though is that the integral of this function - the area under this curve - is the length of the arc in the whole quadrant.
Now, we can approximate it by a straight line:
which has gradient m = (a-b) / (Pi/2) and y intercept c = b. Using simple geometry, we can deduce that the area under the red curve is A = (a+b)*Pi/4.
Using this knowledge, and the knowledge that the area under the curve is the total length of the curve, the problem of constructing an approximation to the ellipse reduces to finding say a midpoint-rule quadrature (other quadratures would work too, but this is the simplest) of the red line such that each rectangle has equal area.
Converting that sentence to an equation, and representing the position of a rectangle in a quadrature by it's left hand boundary x and its width w, we get that:
(v*m)*w^2 + (m*x+c)*w - A/k == 0
where k is the number of pieces we want to use to approximate the quadrant, and v is a weighting function I'll come to shortly. This can be used to construct the quadrature by first setting x0 = 0 and solving for w0, which is then used to set x1 = w0 and solve for w1. Then set x2 = w1, etc etc until you've got all k left-hand boundary points. The k+1th boundary point is obviously Pi/2.
The weighting function v effectively represents where the rectangle crosses the red line. A constant v = 0.5 is equivalent to it crossing in the middle, and gets you this with 10 points:
but you can play around with it to see what better balances the points. Ideally it should stay in the range [0, 1] and the sum of the values you use should be k/2.
If you want an even better approximation without messing around with weighting functions, you could try least-squares fitting a line rather than just fitting it to the endpoints, or you could try fitting a cubic polynomial to the blue curve instead of a linear polynomial. It'll entail solving quartics but if you've a maths package on hand that shouldn't be a problem.
Too long for a comment, so I suppose this has to be an answer ...
Here's a mathematically simple approach to forming a first order approximation. Pick one quadrant. You can generate the data for the other quadrants by reflection in the X and Y axis. Calculate (x,y) for the angle = 0 degrees, 1 degree, ... 90 degrees. Now you want the little lengths joining consecutive points. If (x_n, y_n) are the coordinates at angle = n, then Pythagoras tells us the distance D between points (x_n, y_n) and (x_n+1, y_n+1) is D = sqrt((x_n+1 - x_n)^2 + (y_n+1 - y_n)^2). Use this formula to produce a table of cumulative distances around the ellipse for angles from 0 degrees to 90 degrees. This is the inverse of the function you seek. Of course, you don't have to pick a stepsize of 1 degree; you could use any angle which exactly divides 90 degrees.
If you want to find the angle which corresponds to a perimeter step size of x, find the largest angle n in your table producing a partial perimeter less than or equal to x. The partial perimeter of angle n+1 will be larger than x. Use linear interpolation to find the fractional angle which corresponds to x.
All we are doing is approximating the ellipse with straight line segments and using them instead of the original curve; its a first order approximation. You could do somewhat better by using Simpson's rule or similar instead of linear interpolation.
Yes, you have to calculate the table in advance. But once you have the table, the calculations are easy. If you don't need too much accuracy, this is pretty simple both mathematically and coding-wise.

Using points to generate quadratic equation to interpolate data

I'm trying to come up with a flexible decaying score system for a game using quadratic curves. I could probably brute force my way through it but was wondering if anyone can help me come up with something flexible or maybe there are some ready made solutions out there already!
But basically I need the ability to generate the values of a,b & c in:
y = ax^2 + bx + c
from 3 points (which i know fall on a valid quadratic curve, but are dynamic based on configurable settings and maximum times to react to an event) for example: (-1100, 0), (200, 1), (1500, 0).
So I can then plugin in values for x to generate values of Y which will determine the score I give the user.
If I could get away with a fixed quadratic equation I would but the scoring is based on how much time a user has to react to a particular event (X Axis) the y axis points will always be between 0 and 1 with 0 being minimum score and 1 being maximum score!
Let me know if you need more info!
You can use Lagrange polynomial interpolation, the curve is given by
y(x) = y_1 * (x-x_2)*(x-x_3)/((x_1-x_2)*(x_1-x_3))
+ y_2 * (x-x_1)*(x-x_3)/((x_2-x_1)*(x_2-x_3))
+ y_3 * (x-x_1)*(x-x_2)/((x_3-x_1)*(x_3-x_2))
If you collect the coefficients, you obtain
a = y_1/((x_1-x_2)*(x_1-x_3)) + y_2/((x_2-x_1)*(x_2-x_3)) + y_3/((x_3-x_1)*(x_3-x_2))
b = -y_1*(x_2+x_3)/((x_1-x_2)*(x_1-x_3))
-y_2*(x_1+x_3)/((x_2-x_1)*(x_2-x_3))
-y_3*(x_1+x_2)/((x_3-x_1)*(x_3-x_2))
c = y_1*x_2*x_3/((x_1-x_2)*(x_1-x_3))
+ y_2*x_1*x_3/((x_2-x_1)*(x_2-x_3))
+ y_3*x_1*x_2/((x_3-x_1)*(x_3-x_2))
you can formulate it in a matrix form: aX=b
1 x1 x1^2
a= 1 x2 x2^2
1 x3 x3^2
y1
b= y2
y3
then solve by inverting the matrix a (can be done via gauss method pretty straight forward)
http://en.wikipedia.org/wiki/Gaussian_elimination
X = a^-1*b
and X in this case are the [c b a] coefficients your are looking for.

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