Logical and Screen Co-ordinates - language-agnostic

A logical coordinate to screen coordinate mapping is set up so that a diagram which has
an extent of (-5, -4) to (+5, +6) in logical coordinates is mapped onto a screen with pixel
co-ordinates from 0,0 to 300, 400. The user clicks on pixel 200,300. What does this
correspond to in the logical co-ordinates of the diagram?
Do we create the matrix (30x 40y 1)? and then 200=30x => x=6.67 300=40y => y=7.5 ???

For X you need a mapping from (0, 300) to (-5, +5). Therefore you need a linear function f(x) such that f(0)=-5 and f(300)=+5. You can write that down by inspection as:
f(x) = -5 + [(+5 - -5)/(300 - 0)]x
= -5 + (10/300)x
You can apply the same logical trivially to the other axis.
This problem is simplified by the fact that the top left of your screen rectangle is at (0,0) but even if this was not the case, the same principle can be followed.

Related

In Starling, how do you transform Filters to match the target Sprite's rotation & position?

Let's say your Starling display-list is as follows:
Stage
|___MainApp
|______Canvas (filter's target)
Then, you decide your MainApp should be rotated 90 degrees and offset a bit:
mainApp.rotation = Math.PI * 0.5;
mainApp.x = stage.stageWidth;
But all of a sudden, the filter keeps on applying itself to the target (canvas) in the angle it was originally (as if the MainApp was still at 0 degrees).
(notice in the GIF how the Blur's strong horizontal value continues to only apply horizontally although the parent object turned 90 degrees).
What would need to be changed to apply the filter to the target object before it gets it's parents transform? That way (I'm assuming) the filter's result would get transformed by the parent objects.
Any guess as to how this could be done?
https://github.com/bigp/StarlingShaderIssue
(PS: the filter I'm actually using is custom-made, but this BlurFilter example shows the same issue I'm having with the custom one. If there's any patching-up to do in the shader code, at least it wouldn't necessarily have to be done on the built-in BlurFilter specifically).
I solved this myself with numerous trial and error attempts over the course of several hours.
Since I only needed the shader to run in either at 0 or 90 degrees (not actually tweened like the gif demo shown in the question), I created a shader with two specialized sets of AGAL instructions.
Without going in too much details, the rotated version basically requires a few extra instructions to flip the x and y fields in the vertex and fragment shader (either by moving them with mov or directly calculating the mul or div result into the x or y field).
For example, compare the 0 deg vertex shader...
_vertexShader = [
"m44 op, va0, vc0", // 4x4 matrix transform to output space
"mov posOriginal, va1", // pass texture positions to fragment program
"mul posScaled, va1, viewportScale", // pass displacement positions (scaled)
].join("\n");
... with the 90 deg vertex shader:
_vertexShader = [
"m44 op, va0, vc0", // 4x4 matrix transform to output space
"mov posOriginal, va1", // pass texture positions to fragment program
//Calculate the rotated vertex "displacement" UVs
"mov temp1, va1",
"mov temp2, va1",
"mul temp2.y, temp1.x, viewportScale.y", //Flip X to Y, and scale with viewport Y
"mul temp2.x, temp1.y, viewportScale.x", //Flip Y to X, and scale with viewport X
"sub temp2.y, 1.0, temp2.y", //Invert the UV for the Y axis.
"mov posScaled, temp2",
].join("\n");
You can ignore the special aliases in the AGAL example, they're essentially posOriginal = v0, posScaled = v1 variants and viewportScale = vc4constants, then I do a string-replace to change them back to their respective registers & fields ).
Just a human-readable trick I use to avoid going insane. \☻/
The part that I struggled with the most was calculating the correct scale to adjust the UV's scale (with proper detection to Stage / Viewport resize and render-texture size shifts).
Eventually, this is what I came up with in the AS3 code:
var pt:Texture = _passTexture,
dt:RenderTexture = _displacement.texture,
notReady:Boolean = pt == null,
star:Starling = Starling.current;
var finalScaleX:Number, viewRatioX:Number = star.viewPort.width / star.stage.stageWidth;
var finalScaleY:Number, viewRatioY:Number = star.viewPort.height / star.stage.stageHeight;
if (notReady) {
finalScaleX = finalScaleY = 1.0;
} else if (isRotated) {
//NOTE: Notice how the native width is divided with height, instead of same side. Weird, but it works!
finalScaleY = pt.nativeWidth / dt.nativeHeight / _imageRatio / paramScaleX / viewRatioX; //Eureka!
finalScaleX = pt.nativeHeight / dt.nativeWidth / _imageRatio / paramScaleY / viewRatioY; //Eureka x2!
} else {
finalScaleX = pt.nativeWidth / dt.nativeWidth / _imageRatio / viewRatioX / paramScaleX;
finalScaleY = pt.nativeHeight / dt.nativeHeight / _imageRatio / viewRatioY / paramScaleY;
}
Hopefully these extracted pieces of code can be helpful to others with similar shader issues.
Good luck!

Explanation of a Hough accumulator that does not match image

I was having fun with image processing and hough transforms on Octave but the results are not the expected ones.
Here is my edges image:
and here is my hough accumulator (x-axis is angle in deg, y-axis is radius):
I feel like I am missing the horizontal streaks but there is no local maximum in the accumulator for the 0/180 angle values.
Also, for the vertical streaks, the value of the radius should be equal to the x value of the edge's image, but instead the values of r are very high:
exp: the first vertical line on the left of the image has an equation of x=20(approx) -> r.r = x.x + y.y -> r=x -> r=20
The overall resulting lines detected do not match the edges at all:
Acculmulator with detected maxima:
Resulting lines:
As you can see the maximas of the accumulator are satisfyingly detected but the resulting lines' radius values are too high and theta values are missing.
It almost looks like the hough transform accumulator does not correspond to the image...
Can someone help me figure out why and how to correct it?
Here is my code:
function [r, theta] = findScratches (img, edge)
hough = houghtf(edge,"line", pi*[0:360]/180);
threshHough = hough>.5*max(hough(:));
[r, theta] = find(threshHough>0);
%deg to rad for the trig functions
theta = theta/180*pi;
%according to octave doc r range is 2*diagonal
%-> bring it down to 1*diagonal or all lines are out of the picture
r = r/2;
%coefficients of the line y=ax+b
a = -cos(theta)./sin(theta);
b = r./sin(theta);
x = 1:size(img,2);
y = a * x + b;
figure(1)
imagesc(edge);
colormap gray;
hold on;
for i=1:size(y,1)
axis ij;
plot(y(i,:),x,'r','linewidth',1);
end
hold off;
endfunction
Thank you in advance.
You're definitely on the right track. Blurring the accumulator image would help before looking for the hotspots. Also, why not do a quick erode and dilate before doing the hough transform?
I had the same issue - detected lines had the correct slope but were shifted. The problem is that the r returned by the find(threshHough>0) function call is in the interval of [0,2*diag] while the Hough transform operates with values of r from the interval of [-diag,diag]. Therefore if you change the line
r=r/2
to
r=r-size(hough,1)/2
you will get the correct offset.
Lets define a vector of angles (in radians):
angles=pi*[0:360]/180
You should not take this operation: theta = theta/180*pi.
Replace it by: theta = angles(theta), where theta are indices
Some one commented above suggesting adjusting r to -diag to +diag range by
r=r-size(hough,1)/2
This worked well for me. However another difference was that I used the default angle to compute Hough Transform with angles -90 to +90. The theta range in the vector is +1 to +181. So It needs to be adjusted by -91, then convert to radian.
theta = (theta-91)*pi/180;
With above 2 changes, rest of the code works ok.

How can I determine whether it's faster to face an object rotating clockwise or counter clockwise?

I've been trying this to no avail for some days now, but basically I have some creatures and the player on the screen. What I want to happen is for the enemies to turn to face the player at a variable speed, rather than 'lock' into position and face the player immediately.
What I am trying to do is work out whether it is faster for a given enemy to rotate clockwise or counter clockwise to face the player, but it's proving to be beyond my capabilities with trigonometry.
Example:
x in these figures represents the 'shorter' path and the direction I want to rotate in each situation.
What is the simplest way to work out either 'clockwise' or 'counter-clockwise' in this situation, using any of the following:
The direction the enemy is facing.
The angle between the enemy to the player, and player to the enemy.
There is no need to calculate angles or use trigonometric functions here, assuming you have a direction vector.
var pos_x, pos_y, dir_x, dir_y, target_x, target_y;
if ((pos_x - target_x) * dir_y > (pos_y - target_y) * dir_x) {
// Target lies clockwise
} else {
// Target lies anticlockwise
}
This simply draws an imaginary line through the object in the direction it's facing, and figures out which side of that line the target is on. This is basic linear algebra, so you should not need to use sin() or cos() etc. anywhere in this function, unless you need to calculate the direction vector from the angle.
This also uses a right-handed coordinate system, it will be backwards if you are using a left-handed coordinate system -- the formulas will be the same, but "clockwise" and "anticlockwise" will be swapped.
Deeper explanation: The function computes the outer product of the forward vector (dir_x, dir_y) and the vector to the target, (target_x - pos_x, target_y - pos_y). The resulting outer product is a pseudoscalar which is positive or negative, depending on whether the target is clockwise or anticlockwise.
Crash course on vectors
A vector is a magnitude and direction, e.g., 3 km north, or 6 centimeters down. You can represent a vector using cartesian coordinates (x, y), or you can represent it using polar coordinates (r,θ). Both representations give you the same vectors, but they use different numbers and different formulas. In general, you should stick with cartesian coordinates instead of polar coordinates. If you're writing a game, polar coordinates suck royally — they litter your code with sin() and cos() everywhere.
The code has three vectors in it:
The vector (pos_x, pos_y) is the position of the object, relative to the origin.
The vector (target_x, target_y) is the position of the target, relative to the origin.
The vector (dir_x, dir_y) is the direction that the object is facing.
const CLOCKWISE:int = 0;
const COUNTER_CLOCKWISE:int = 1;
const PI2:Number = Math.PI * 2
function determineSmallestAngle(from:Sprite, to:Sprite):int
{
var a1:Number = Math.atan2(to.y - from.y, to.x - from.x);
var a2:Number = from.rotation * Math.PI / 180;
a2 -= Math.floor(a2 / PI2) * PI2;
if(a2 > Math.PI) a2 -= PI2;
a2 -= a1;
if (a2 > Math.PI) a2 -= PI2;
if (a2 < -1 * Math.PI) a2 += PI2;
if (a2 > 0) return CLOCKWISE;
return COUNTER_CLOCKWISE;
}

Dividing N points in a 2-D graph into 2 groups

Suppose there are N points in a 2-D graph.Each point has some weight attached to it.I am required to draw a straight line such a way that the line divides the points into 2 groups such that total weight(sum of weight of points in that group) of part with smaller weight be as many as possible.My task is to find this value.How to go about it ?
Note:No three points lie on the same line.
This is not a homework or part of any contest.
You could just scan over all angles and offsets until you find the optimal solution.
For ease of computation, I would rotate all the points with a simple rotation matrix to align the points with the scanline, so that you only have to look at their x coordinates.
You only have to check half a circle before the scanline doubles up on itself, that's an angle of 0 to PI assuming that you're working with radians, not degrees. Also assuming that the points can be read from the data as some kind of objects with an x, y and weight value.
Pseudocode:
Initialize points from input data
Initialize bestDifference to sum(weights of points)
Initialize bestAngle to 0
Initialize bestOffset to 0
Initialize angleStepSize to an arbitrary small value (e.g. PI/100)
For angle = 0:angleStepSize:PI
Initialize rotatedpoints from points and rotationMatrix(angle)
For offset = (lowest x in rotatedpoints) to (highest x in rotatedpoints)
weightsLeft = sum of the weights of all nodes with x < offset
weightsRight = sum of the weights of all nodes with x > offset
difference = abs(weightsLeft - weightsRight)
If difference < bestDifference
bestAngle = angle
bestOffset = offset
bestDifference = difference
Increment angle by stepsize
Return bestAngle, bestOffset, bestDifference
Here's a crude Paint image to clarify my approach:

Create a function to generate random points in a parallelogram

I hope someone can help me here, I have been asked to write some code for an Lua script for a game. Firstly i am not an Lua Scripter and I am defiantly no mathematician.
What i need to do is generate random points within a parallelogram, so over time the entire parallelogram becomes filled. I have played with the scripting and had some success with the parallelogram (rectangle) positioned on a straight up and down or at 90 degrees. My problem comes when the parallelogram is rotated.
As you can see in the image, things are made even worse by the coordinates originating at the centre of the map area, and the parallelogram can be positioned anywhere within the map area. The parallelogram itself is defined by 3 pairs of coordinates, start_X and Start_Y, Height_X and Height_Y and finally Width_X and Width_Y. The random points generated need to be within the bounds of these coordinates regardless of position or orientation.
Map coordinates and example parallelogram
An example of coordinates are...
Start_X = 122.226
Start_Y = -523.541
Height_X = 144.113
Height_Y = -536.169
Width_X = 128.089
Width_Y = -513.825
In my script testing i have eliminated the decimals down to .5 as any smaller seems to have no effect on the final outcome. Also in real terms the start width and height could be in any orientation when in final use.
Is there anyone out there with the patients to explain what i need to do to get this working, my maths is pretty basic, so please be gentle.
Thanks for reading and in anticipation of a reply.
Ian
In Pseudocode
a= random number with 0<=a<=1
b= random number with 0<=b<=1
x= Start_X + a*(Width_X-Start_X) + b*(Height_X-Start_X)
y= Start_Y + a*(Width_Y-Start_Y) + b*(Height_Y-Start_Y)
this should make a random point at coordinates x,y within the parallelogram
The idea is that each point inside the parallelogram can be specified by saying how far you go from Start in the direction of the first edge (a) and how far you go in the direction of the second edge (b).
For example, if you have a=0, and b=0, then you do not move at all and are still at Start.
If you have a=1, and b=0, then you move to Width.
If you have a=1, and b=1, then you move to the opposite corner.
You can use something like "texture coordinates", which are in the range [0,1], to generate X,Y for a point inside your parallelogram. Then, you could generate random numbers (u,v) from range [0,1] and get a random point you want.
To explain this better, here is a picture:
The base is formed by vectors v1 and v2. The four points A,B,C,D represent the corners of the parallelogram. You can see the "texture coordinates" (which I will call u,v) of the points in parentheses, for example A is (0,0), D is (1,1). Every point inside the parallelogram will have coordinates within (0,0) and (1,1), for example the center of the parallelogram has coordinates (0.5,0.5).
To get the vectors v1,v2, you need to do vector subtraction: v1 = B - A, v2 = C - A. When you generate random coordinates u,v for a random point r, you can get back the X,Y using this vector formula: r = A + u*v1 + v*v2.
In Lua, you can do this as follows:
-- let's say that you have A,B,C,D defined as the four corners as {x=...,y=...}
-- (actually, you do not need D, as it is D=v1+v2)
-- returns the vector a+b
function add(a,b)
return {x = a.x + b.x, y = a.y + b.y} end
end
-- returns the vector a-b
function sub(a,b)
return {x = a.x - b.x, y = a.y - b.y} end
end
-- returns the vector v1*u + v2*v
function combine(v1,u,v2,v)
return {x = v1.x*u + v2.x*v, y = v1.y*u + v2.y*v}
end
-- returns a random point in parallelogram defined by 2 vectors and start
function randomPoint(s,v1,v2)
local u,v = math.random(), math.random() -- these are in range [0,1]
return add(s, combine(v1,u,v2,v))
end
v1 = sub(B,A) -- your basis vectors v1, v2
v2 = sub(C,A)
r = randomPoint(A,v1,v2) -- this will be in your parallelogram defined by A,B,C
Note that this will not work with your current layout - start, width, height. How do you want to handle rotation with these parameters?