find point of intersection between two arc - actionscript-3
I'm creating a game for kids. It's creating a triangle using 3 lines. How I approached this is I create two arcs(semi circle) from two end points of a base line. But I couldn't figure how to find the point of intersection of those two arc. I've search about it but only found point of intersection between two straight lines. Is there any method to find this point of intersection? Below is the figure of two arcs drawn from each end of the baseline.
Assume centers of the circle are (x1, y1) and (x2, y2), radii are R1 and R2. Let the ends of the base be A and B and the target point be T. We know that AT = R1 and BT = R2. IMHO the simplest trick to find T is to notice that difference of the squares of the distances is a known constant (R1^2 - R2^2). And it is easy to see that the line the contains points meeting this condition is actually a straight line perpendicular to the base. Circles equations:
(x - x1)^2 + (y-y1)^2 = R1^2
(x - x2)^2 + (y-y2)^2 = R2^2
If we subtract one from another we'll get:
(x2 - x1)(2*x - x1 - x2) + (y2 - y1)(2*y - y1 - y2) = R1^2 - R2^2
Let's x0 = (x1 + x2)/2 and y0 = (y1 + y2)/2 - the coordinates of the center. Let also the length of the base be L and its projections dx = x2 - x1 and dy = y2 - y1 (i.e. L^2 = dx^2 + dy^2). And let's Q = R1^2 - R2^2 So we can see that
2 * (dx * (x-x0) + dy*(y-y0)) = Q
So the line for all (x,y) pairs with R1^2 - R2^2 = Q = const is a straight line orthogonal to the base (because coefficients are exactly dx and dy).
Let's find the point C on the base that is the intersection with that line. It is easy - it splits the base so that difference of the squares of the lengths is Q. It is easy to find out that it is the point on a distance L/2 + Q/(2*L) from A and L/2 - Q/(2*L) from B. So now we can find that
TC^2 = R1^2 - (L/2 + Q/(2*L))^2
Substituting back Q and simplifying a bit we can find that
TC^2 = (2*L^2*R1^2 + 2*L^2*R2^2 + 2*R1^2*R2^2 - L^4 - R1^4 - R2^4) / (4*L^2)
So let's
a = (R1^2 - R2^2)/(2*L)
b = sqrt(2*L^2*R1^2 + 2*L^2*R2^2 + 2*R1^2*R2^2 - L^4 - R1^4 - R2^4) / (2*L)
Note that formula for b can also be written in a different form:
b = sqrt[(R1+R2+L)*(-R1+R2+L)*(R1-R2+L)*(R1+R2-L)] / (2*L)
which looks quite similar to the Heron's formula. And this is not a surprise because b is effectively the length of the height to the base AB from T in the triangle ABT so its length is 2*S/L where S is the area of the triangle. And the triangle ABT obviously has sides of lengths L, R1 and R2 respectively.
To find the target T we need to move a along the base and b in a perpendicular direction. So coordinates of T calculated from the middle of the segment are:
Xt = x0 + a * dx/L ± b * dy / L
Yt = y0 + a * dy/L ± b * dx / L
Here ± means that there are two solutions: one on either side of the base line.
Partial case: if R1 = R2 = R, then a = 0 and b = sqrt(R^2 - (L/2)^2) which makes obvious sense: T lies on the segment bisector on a length of sqrt(R^2 - (L/2)^2) from the middle of the segment.
Hope this helps.
While you have not stated clearly, I assume that you have points with coordinates (A.X, A.Y) and (B.X, B.Y) and lengths of two sides LenA and LenB and need to find coordinates of point C.
So you can make equation system exploiting circle equation:
(C.X - A.X)^2 + (C.Y - A.Y)^2 = LenA^2
(C.X - B.X)^2 + (C.Y - B.Y)^2 = LenB^2
and solve it for unknowns C.X, C.Y.
Not that it is worth to subtract A coordinates from all others, make and solve simpler system (the first equation becomes C'.X^2 + C'.Y^2 = LenA^2), then add A coordinates again
So I actually needed this to design a hopper to lift grapes during the wine harvest. Tried to work it out myself but the algebra is horrible, so I had a look on the web -in the end I did it myself but introduced some intermediate variables (that I calculate in Excel - this should also work for the OP since the goal was a calculated solution). In fairness this is really much the same as previous solutions but hopefully a little clearer.
Problem:
What are the coordinates of a point P(Xp,Yp) distance Lq from point Q(Xq,Yq) and distance Lr from point R(Xr,Yr)?
Let us first map the problem onto to new coordinate system where Lq is the origin, thus Q’ = (0,0), let (x,y) = P’(Xp-Xq,Yp-Yq) and let (a,b) = R’(Xr-Xq,Yr-Yq).
We may now write:
x^2 + y^2 = Lq^2 -(1)
(x-a)^2 + (y-b)^2 = Lr^2 -(2)
Expanding 2:
x^2 – 2ax + a^2 + y^2 -2ay + b^2 =Lr^2
Subtracting 1 and rearranging
2by = -2ax + a2 + b2 - Lr^2+ Lq^2
For convenience, let c = a^2 + b^2 + Lq^2 + Lr^2 (these are all known constants so c may be easily computed), thus we obtain:
y = -ax/b + c/2b
Substituting into 1 we obtain:
x^2 + (-a/b x + c/2b)^2 = Lq^2
Multiply the entire equation by b^2 and gather terms:
(a^2 + b^2) x2 -ac x + c/4 + Lq^2 b^2 = 0
Let A = (a2 + b2), B= -ac ,and C= c/4 + Lq^2 b^2
Use the general solution for a quadratic
x = (-B +-SQRT(B^2-4AC))/2A
Substitute back into 1 to get:
y= SQRT(Lq^2 - x^2 )
(This avoids computational difficulties where b = 0)
Map back to original coordinate system
P = (x+Xq, y + Yq)
Hope this helps, sorry about the formatting, I had this all pretty in Word, but lost it
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I would like to plot the shifted logistic function as shown from Wolfram Alpha. In particular, I would like the function to be of the form y = exp(x - t) / (1 + exp(x - t)) where t > 0. In the link, for example, t is 6. I had originally tried the following: x = 0:.1:12; y = exp(x - 6) ./ (1 + exp(x - 6)); plot(x, y); axis([0 6 0 1]) However, this is not the same as the result from Wolfram Alpha. Here is an export of my plot. I do not understand what the difference is between what I am trying to do here vs. plotting shifted sin and cosine functions (which works using the same technique). I am not completely new to Matlab but I do not usually use it in this way. Edit: My values for x in the code should have been from 0 to 12.
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How can I find the smallest difference between two angles around a point?
Given a 2D circle with 2 angles in the range -PI -> PI around a coordinate, what is the value of the smallest angle between them? Taking into account that the difference between PI and -PI is not 2 PI but zero. An Example: Imagine a circle, with 2 lines coming out from the center, there are 2 angles between those lines, the angle they make on the inside aka the smaller angle, and the angle they make on the outside, aka the bigger angle. Both angles when added up make a full circle. Given that each angle can fit within a certain range, what is the smaller angles value, taking into account the rollover
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x is the target angle. y is the source or starting angle: atan2(sin(x-y), cos(x-y)) It returns the signed delta angle. Note that depending on your API the order of the parameters for the atan2() function might be different.
If your two angles are x and y, then one of the angles between them is abs(x - y). The other angle is (2 * PI) - abs(x - y). So the value of the smallest of the 2 angles is: min((2 * PI) - abs(x - y), abs(x - y)) This gives you the absolute value of the angle, and it assumes the inputs are normalized (ie: within the range [0, 2π)). If you want to preserve the sign (ie: direction) of the angle and also accept angles outside the range [0, 2π) you can generalize the above. Here's Python code for the generalized version: PI = math.pi TAU = 2*PI def smallestSignedAngleBetween(x, y): a = (x - y) % TAU b = (y - x) % TAU return -a if a < b else b Note that the % operator does not behave the same in all languages, particularly when negative values are involved, so if porting some sign adjustments may be necessary.
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I rise to the challenge of providing the signed answer: def f(x,y): import math return min(y-x, y-x+2*math.pi, y-x-2*math.pi, key=abs)
For UnityEngine users, the easy way is just to use Mathf.DeltaAngle.
Arithmetical (as opposed to algorithmic) solution: angle = Pi - abs(abs(a1 - a2) - Pi);
I absolutely love Peter B's answer above, but if you need a dead simple approach that produces the same results, here it is: function absAngle(a) { // this yields correct counter-clock-wise numbers, like 350deg for -370 return (360 + (a % 360)) % 360; } function angleDelta(a, b) { // https://gamedev.stackexchange.com/a/4472 let delta = Math.abs(absAngle(a) - absAngle(b)); let sign = absAngle(a) > absAngle(b) || delta >= 180 ? -1 : 1; return (180 - Math.abs(delta - 180)) * sign; } // sample output for (let angle = -370; angle <= 370; angle+=20) { let testAngle = 10; console.log(testAngle, "->", angle, "=", angleDelta(testAngle, angle)); } One thing to note is that I deliberately flipped the sign: counter-clockwise deltas are negative, and clockwise ones are positive
There is no need to compute trigonometric functions. The simple code in C language is: #include <math.h> #define PIV2 M_PI+M_PI #define C360 360.0000000000000000000 double difangrad(double x, double y) { double arg; arg = fmod(y-x, PIV2); if (arg < 0 ) arg = arg + PIV2; if (arg > M_PI) arg = arg - PIV2; return (-arg); } double difangdeg(double x, double y) { double arg; arg = fmod(y-x, C360); if (arg < 0 ) arg = arg + C360; if (arg > 180) arg = arg - C360; return (-arg); } let dif = a - b , in radians dif = difangrad(a,b); let dif = a - b , in degrees dif = difangdeg(a,b); difangdeg(180.000000 , -180.000000) = 0.000000 difangdeg(-180.000000 , 180.000000) = -0.000000 difangdeg(359.000000 , 1.000000) = -2.000000 difangdeg(1.000000 , 359.000000) = 2.000000 No sin, no cos, no tan,.... only geometry!!!!
A simple method, which I use in C++ is: double deltaOrientation = angle1 - angle2; double delta = remainder(deltaOrientation, 2*M_PI);
Convert a quadratic curve points to polynomial representation?
I have the X,Y of 2 end points and 1 bezier point, of a Quadratic Bezier curve. Using this data, how can I derive the polynomial representation of the curve? (source: euclidraw.com)
B(t) = (1-t) * (1-t) * B0 + 2 * (1-t) * t * B1 + t * t * B2
Oog. That would be tricky. Beziers are parametrized curves, namely: x = f(t) y = g(t) where t=0 yields one endpoint and t=1 yields the other. You could technically figure out how to eliminate "t" and get an equation in x and y, but it would not be a polynomial like y = a + bx + cx2 ...; it would be an equation h(x,y) = 0 where h is probably somewhat ugly.
Wikipedia has a section about this. Perhaps this helps.