How to draw arrow head with coordinates? - c#

Is there a nice way to draw an arrowhead, when you have only coordinates of the source and destination point of the line?
So I'm using ITextSharp, programming in c#.
I know how to easily calculate slope and stuff but is there a way of calculating the edge coordinates for the "arrowhead" triangle (marked red in image)?
Thanks in advance

Your central line is vector from (x1,y1) to (x2,y2)
Backward direction vector D = (dx, dy) = (x1-x2, y1-y2)
Length of it: Norm = Sqrt(dx * dx + dy * dy)
Normalize it: uD = (udx, udy) = (dx/Norm, dy/Norm)
To form "wings" of arrow, rotate uD by needed angle. For example, I use angle Pi/6 with Cos(Pi/6) = Sqrt(3)/2 and Sin(Pi/6) = 1/2
ax = udx * Sqrt(3)/2 - udy * 1/2
ay = udx * 1/2 + udy * Sqrt(3)/2
bx = udx * Sqrt(3)/2 + udy * 1/2
by = - udx * 1/2 + udy * Sqrt(3)/2
Points for head with wing length L=20:
(x1 + 20 * ax, y1 + 20 * ay)
and
(x1 + 20 * bx, y1 + 20 * by)

If we define two (2-dimensional) vectors p2 and p3 for the end point of your line and the end point of one side of the arrow respectively you will get p3 by evaluating
p3 = p2 + A(alpha)s
s is a vector (l, 0) where l is the length of one side of the arrow.
alpha is the angle of this line against the x-axis i.e. the sum of the angle of your given line and the positive or negative angle between this line and the arrow line.
The components of the matrix are:
a11 = a22 = cos(alpha)
a12 = -sin(alpha)
a21 = sin(alpha)
Edit: As the y-component of s is zero a12 and a22 are not needed.

Related

emgucv angle detection for rectangle in csharp

I am using following thread to perform angle detection for a rectangle image.
Detect centre and angle of rectangles in an image using Opencv
I am stuck at following piece of code.
cv::Point2f edge1 = cv::Vec2f(rect_points[1].x, rect_points[1].y) - cv::Vec2f(rect_points[0].x, rect_points[0].y);
cv::Point2f edge2 = cv::Vec2f(rect_points[2].x, rect_points[2].y) - cv::Vec2f(rect_points[1].x, rect_points[1].y);
cv::Point2f usedEdge = edge1;
if(cv::norm(edge2) > cv::norm(edge1)) usedEdge = edge2;
cv::Point2f reference = cv::Vec2f(1,0); // horizontal edge
angle = 180.0f/CV_PI * acos((reference.x*usedEdge.x + reference.y*usedEdge.y) / (cv::norm(reference) *cv::norm(usedEdge)));
I am not able to figure out following few lines which i required to convert in emgu csharp.
cv::Point2f edge1 = cv::Vec2f(rect_points[1].x, rect_points[1].y) - cv::Vec2f(rect_points[0].x, rect_points[0].y);
cv::Point2f edge2 = cv::Vec2f(rect_points[2].x, rect_points[2].y) - cv::Vec2f(rect_points[1].x, rect_points[1].y);
angle = 180.0f/CV_PI * acos((reference.x*usedEdge.x + reference.y*usedEdge.y) / (cv::norm(reference) *cv::norm(usedEdge)));
if(cv::norm(edge2) > cv::norm(edge1)) usedEdge = edge2;
cv::Point2f reference = cv::Vec2f(1,0);
Can anyone help me how to resolve the same? Any help or suggestion will be highly appreciated?
The Point2f here are simply points, having float precision properties of X and Y, being used to store 2D vectors of I and J. Their method if declaration is setting the edges to be the vector between two points, i.e. the delta between those two points. In C#, I would write this as:
float deltaX = rect_points[1].X - rect_points[0].X;
float deltaY = rect_points[1].Y - rect_points[0].Y;
PointF edge1 = new PointF(deltaX, deltaY);
OR of course...
PointF edge1 = new PointF(rect_points[1].X - rect_points[0].X, rect_points[1].Y - rect_points[0].Y);
PointF edge2 = new PointF(rect_points[2].X - rect_points[1].X, rect_points[2].Y - rect_points[1].Y);
These PointF are now the two vectors, or edges, that join at rect_points[1]. Next, norm is performed in order to compare the magnitude of the two. This is simply Pythagoras if we perform the same manually:
edge1Magnitude = Math.Sqrt(Math.Pow(edge1.X, 2) + Math.Pow(edge1.Y, 2));
edge2Magnitude = Math.Sqrt(Math.Pow(edge2.X, 2) + Math.Pow(edge2.Y, 2));
The longer of the edges, that with the greatest magnitude, is considered the "primary", or longer edge the rectangle:
PointF primaryEdge = edge1Magnitude > edge2Magnitude ? edge1 : edge2;
double primaryMagnitude = edge1Magnitude > edge2Magnitude ? edge1Magnitude : edge2Magnitude;
Finally, to find the angle between the primaryEdge, and a horizontal vector, reference. This is the acos, of the "Dot Product", of the two, or:
PointF reference = new PointF(1,0);
double refMagnitude = 1;
double thetaRads = Math.Acos(((primaryEdge.X * reference.X) + (primaryEdge.Y * reference.Y)) / (primaryMagnitude * refMagnitude));
double thetaDeg = thetaRads * 180 / Math.PI;
Now, thetaDeg is the angle between edge1 and the horizontal, in degrees.

Is angle between 2 vectors reflex? (C#)

I need to be able to check whether the angle between three points (A, B and C) which make up part of a shape is reflex (> PI radians), as in the diagram below (sorry for poor paint skills!):
My points should always be anti-clockwise, and I always want to measure the angle on the inside of the shape.
I am currently doing this using the following code:
//triangle[] is an array of the three points I am testing, corresponding
// to [A, B, C] on the diagram above
//Vectors from B to A and C
PointF toA = PointFVectorTools.difference(triangle[0], triangle[1]);
PointF toC = PointFVectorTools.difference(triangle[2], triangle[1]);
double angle = Math.Atan2(toB.Y, toB.X) - Math.Atan2(toA.Y, toA.X);
//Put angle in range 0 to 2 PI
if (angle < 0) angle += 2 * Math.PI;
return angle > Math.PI;
This has worked in all the cases I have tried up until now, but with these co-ords it does not work:
(Where B=(2,3) )
The angle I get back is ~-0.5, whereas I would expect ~+0.5. Any ideas why this is wrong?
UPDATE
I've attempted to implement Nico's solution, and while I understand it in theory I'm getting a real headache trying to implement it. Here is the code so far:
//Vector A -> B
float dx = triangle[1].X - triangle[0].X;
float dy = triangle[1].Y - triangle[0].Y;
//Left normal = (y, -x)
PointF leftDir = new PointF(dy, -dx);
//Vector B -> C
dx = triangle[2].X - triangle[1].X;
dy = triangle[2].Y - triangle[1].Y;
//Dot product of B->C and Left normal
float dot = dx * leftDir.X + dy * leftDir.Y;
return dot < 0;
In the following, I assume that the x-axis points to the right and the y-axis points upwards. If this is not the case in your scenario, you might need to switch some signs.
If you have the line segment (x1, y1) - (x2, y2) and points are sorted counter-clockwise, you know that the shape is left of the line segment. The orthogonal direction vector that points to the line segment's left is:
leftDir = (y1 - y2, x2 - x1)
Together with the line segment, this direction defines a half space. If the following angle is convex, the third point must lie in this half space. If that's not the case, the angle is concave (which you apparently call reflex):
You can determine if the point lies in the same half space with the dot product:
isConcave = dot(p3 - p2, leftDir) < 0
In code:
float dx = x3 - x2;
float dy = y3 - y2;
float dot = dx * leftDir.x + dy * leftDir.y
return dot < 0;
I'm not sure how toB in your code is defined, and also I'm not familar with PointF.
Anyway you should use the cosine rule c^2 = a^2 + b^2 - 2ab cos(C) (where a,b,c are the lengths of the sides of the triangle, and C is the angle subtending c):
public bool IsReflex(... triangle)
{
var a = GetVectorLength(triangle[0].x, triangle[0].y, triangle[1].x, triangle[1].y);
var b = GetVectorLength(triangle[1].x, triangle[1].y, triangle[2].x, triangle[2].y);
var c = GetVectorLength(triangle[2].x, triangle[2].y, triangle[0].x, triangle[0].y);
var cosC = (c*c - a*a - b*b) / (2*a*b);
var C = Math.Acos(cosC); // this returns a value between 0 and pi
return Math.Abs(C) > (Math.PI/2);
}
private double GetVectorLength(double x0, double y0, double x1, double y1)
{
// using Pythagoras
var sideX = x0 - x1;
var sideY = y0 - y1;
return Math.Sqrt(sideX*sideX + sideY*sideY);
}

Draw a circle on a map by radius and angle

Im using Microsoft visual studio 2010, with the refernce dynamic data display.
I would like to draw a circle on a map, i have 2 points, one of them is the center of the circle and the other is the point on the circle, the distance between them is the radius of the circle.
the result should look like this :
http://sizmedia.com/my.php?i=mjmynzim2nhy.png
my result when I draw a circle with one point and const distance is like this (distance = radius = 15):
http://sizmedia.com/my.php?i=hm2zuv5yyenj.png
***** I don't care if the circle will look like my result(the ellipse)
because as I understood the earth is circle and its type of reasonable. ****
but when I draw circle with distance between 2 point (distance = 3400 +) I can't see the circle that I draw.
I would love to get some help, there is my code to find distance between 2 points.
// Calculating the distance between the two points
double dLat = (ps.X - centerPoint.X) / 180 * Math.PI;
double dLong = (
double.Parse(this.plotter.Viewport.Transform.DataTransform.ViewportToData(ps).Y.ToString()) -
double.Parse(this.plotter.Viewport.Transform.DataTransform.ViewportToData(centerPoint).Y.ToString())) / 180 * Math.PI;
double a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2)
+ Math.Cos(ps.X / 180 * Math.PI) * Math.Cos(pointLine1.X / 180 * Math.PI)
* Math.Sin(dLong / 2) * Math.Sin(dLong / 2);
double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
//Calculate radius of earth
double radiusE = 6378135; // Equatorial radius, in metres
double radiusP = 6356750; // Polar Radius
//Numerator part of function
double nr = Math.Pow(radiusE * radiusP * Math.Cos(ps.X / 180 * Math.PI), 2);
//Denominator part of the function
double dr = Math.Pow(radiusE * Math.Cos(ps.X / 180 * Math.PI), 2)
+ Math.Pow(radiusP * Math.Sin(ps.X / 180 * Math.PI), 2);
double radius = Math.Sqrt(nr / dr);
//Calculate distance in meters.
distance = (radius * c); // resualt in meters
distance /= 1000; // resualt in KM
And there is my code to add the circle :
while (a < 360) // Doing one round around the point (The angels)
{
// Get the X position of the pointClicked
cx = (double)prePs.X;
// Get the Y position of the pointClicked
cy = double.Parse(this.plotter.Viewport.Transform.DataTransform.ViewportToData(prePs).Y.ToString());
// Get the new X position of the pointClicked by the angel with math calculation
xEndP = (float)(distance * Math.Cos(a * Math.PI / 180F)) + cx;
// Get the new Y position of the pointClicked by the angel with math calculation
yEndP = (float)(distance * Math.Sin(a * Math.PI / 180F)) + cy;
// Creating the new point
globalPoint = new DraggablePoint(new Point(xEndP, yEndP));
globalPoint.Position = new Point(xEndP, yEndP);
globalPoint.Visibility = Visibility.Visible;
// Increas the angel
a++;
//Creat new point on the circle with new angel
xEndPNext = (float)(distance * Math.Cos(a * Math.PI / 180F)) + cx;
yEndPNext = (float)(distance * Math.Sin(a * Math.PI / 180F)) + cy;
// Creat line between the two new points that we creat now
segmentHelper = new Segment(new Point(xEndP, yEndP), new Point(xEndPNext, yEndPNext));
// Brush between the points by line
SolidColorBrush mySolidColorBrush = new SolidColorBrush();
mySolidColorBrush.Color = Color.FromArgb(255, 47, 79, 49);
segmentHelper.Stroke = mySolidColorBrush;
// Add the line to the chartplotter
plotter.Children.Add(segmentHelper);
// Add the angel
a++;
}
My algorithm is take one point, and the next point and to draw line between them ( when the points are visiblty false) and then i get a nice circle.
Thank you very much :)

finding height on a heightmap stretched over a sphere C#

I'm looking for a bit of math help. I have a game were a 2D heightmap is generated and then stretched over a sphere using a length/direction formula. Now I need to know how to calculate the height between 2 points on my heightmap.
What I know:
The array that holds the heightmap
The angle in radians to my object
how many points there are on the heightmap
My problem look somewhat like so:
image
more images
The red and blue lines are the 2 heightmap points, and the light blue is where I'd like to calculate the height at.
Here's my current code to do it, but it doesn't work to well.
public double getheight(double angle)
{
//find out angle between 2 heightmap point
double offset = MathHelper.TwoPi / (heightmap.Length - 1);
//total brainfart attempt
double lowerAngle = offset * angle;
double upperAngle = offset * angle + offset;
//find heights
double height1 = heightmap[(int)lowerAngle];
double height2 = heightmap[(int)upperAngle];
//find offset angle
double u = angle - lowerAngle / (upperAngle - lowerAngle);
//return the height
return height1 + (height1 - height2) * u;
}
from my vegetation code, this seems to work okay, but is to rough to use for units and such, as they jump up/down as they move, due to it using only 1 heightmap point.
double[] hMap = planet.getHeightMap();
double i = hMap.Length / (Math.PI * 2);
this.height = hMap[(int)(angle * i)];
EDIT: example at end based on additional question info
Sounds to me like a linear interpolation - if you look at it from a 2d point of view, you've got two points:
(x1, y1) = point one on heightmap
(x2, y2) = point two on heightmap
and one point somewhere between (x1,x2) at an unknown height:
pu = (xu, yu)
A generic formula for LERP is:
pu = p0 + (p1 - p0) * u
where:
p0 = first value
p1 = second value
u = % where your unknown point lies between (p0,p1)
Here, we'll say p0 == y2 and p1 == y1. Now we need to determine "how far" the unknown point is between x1 and x2 - if you know the angles to the two heightmap points, this is easy:
u = ang(xu) - ang(x1) / (ang(x2) - ang(x1))
Alternatively, you could project your angle out to Max(y1,y2) and get the "unknown x pos" that way, then calculate the above.
So, let's try a contrived example:
p1 = point one in map = (1,2) therefore ang(p1) ~ 57 degrees
p2 = point two in map = (2,4) therefore ang(p2) ~ 114 degrees
note that here, the "x axis" is along the surface of the sphere, and the "y-axis" is the distance away from the center.
pu = object location = py #angle 100 degrees ~ 1.74 radians
px = (1.74 rad - 1 rad ) / (2 rad - 1 rad) = 0.74 / 1.0 = 0.74 => 74%
py = y0 + (y1 - y0) * u
= 2 + (4 - 2) * 0.74
= 2.96
Hopefully I didn't drop or misplace a sign there somewhere... :)
Ok, your example code - I've tweaked it a bit, here's what I've come up with:
First, let's define some helpers of my own:
public static class MathHelper
{
public const double TwoPi = Math.PI * 2.0;
public static double DegToRad(double deg)
{
return (TwoPi / 360.0) * deg;
}
public static double RadToDeg(double rad)
{
return (360.0 / TwoPi) * rad;
}
// given an upper/lower bounds, "clamp" the value into that
// range, wrapping over to lower if higher than upper, and
// vice versa
public static int WrapClamp(int value, int lower, int upper)
{
return value > upper ? value - upper - 1
: value < lower ? upper - value - 1
: value;
}
}
Our Test setup:
void Main()
{
var random = new Random();
// "sea level"
var baseDiameter = 10;
// very chaotic heightmap
heightmap = Enumerable
.Range(0, 360)
.Select(_ => random.NextDouble() * baseDiameter)
.ToArray();
// let's walk by half degrees, since that's roughly how many points we have
for(double i=0;i<360;i+=0.5)
{
var angleInDegrees = i;
var angleInRads = MathHelper.DegToRad(i);
Console.WriteLine("Height at angle {0}°({1} rad):{2} (using getheight:{3})",
angleInDegrees,
angleInRads,
heightmap[(int)angleInDegrees],
getheight(angleInRads));
}
}
double[] heightmap;
And our "getheight" method:
// assume: input angle is in radians
public double getheight(double angle)
{
//find out angle between 2 heightmap point
double dTheta = MathHelper.TwoPi / (heightmap.Length);
// our "offset" will be how many dThetas we are
double offset = angle / dTheta;
// Figure out two reference points in heightmap
// THESE MAY BE THE SAME POINT, if angle ends up
// landing on a heightmap index!
int lowerAngle = (int)offset;
int upperAngle = (int)Math.Round(
offset,
0,
MidpointRounding.AwayFromZero);
// find closest heightmap points to angle, wrapping
// around if we go under 0 or over max
int closestPointIndex = MathHelper.WrapClamp(
lowerAngle,
0,
heightmap.Length-1);
int nextPointIndex = MathHelper.WrapClamp(
upperAngle,
0,
heightmap.Length-1);
//find heights
double height1 = heightmap[closestPointIndex];
double height2 = heightmap[nextPointIndex];
// percent is (distance from angle to closest angle) / (angle "step" per heightmap point)
double percent = (angle - (closestPointIndex * dTheta)) / dTheta;
// find lerp height = firstvalue + (diff between values) * percent
double lerp = Math.Abs(height1 + (height2 - height1) * percent);
// Show what we're doing
Console.WriteLine("Delta ang:{0:f3}, Offset={1:f3} => compare indices:[{2}, {3}]",
dTheta,
offset,
closestPointIndex,
nextPointIndex);
Console.WriteLine("Lerping {0:p} between heights {1:f4} and {2:f4} - lerped height:{3:f4}",
percent,
height1,
height2,
lerp);
return lerp;
}

c# rotation problem

I have 3 particles and one of them is the center particle. I want to rotate other two particle ( stored in particles list ) relative to the center particle with the formula q' = Θq + p where q' is the new position of the rotated particle, Θ is the orientation angle and p is the position of center particle. The initial position of other two particles is stored in initialParticlePosition list. THe problem is I think the angle I calculate is wrong because of the range. I thing I should take the range as [-pi, pi) or something like this. In some parts it calculates correct but sometimes it is wrong. Can someone help me with this code or give me another method of rotating.
{
angle = Math.Acos(Vector2.Dot(heading,new Vector2(0,-1) ));
for (int i = 0; i < 2; i++)
{
tempX = (double)initialParticlePositions[i].X * Math.Cos(angle) - (double)initialParticlePositions[i].Y * Math.Sin(angle) + centerParticle.position.x;
tempY = (double)initialParticlePositions[i].X * Math.Sin(angle) + (double)initialParticlePositions[i].Y * Math.Cos(angle) + centerParticle.position.y;
particles[i].position.x = tempX;
particles[i].position.y = tempY;
}
}
Some methods that might help (angles always in degrees, not rad):
public static double GetAngle(Vector v)
{
return Math.Atan2(v.X, -v.Y) * 180.0 / Math.PI;
}
public static Vector SetAngle(Vector v, double angle)
{
var angleInRads = angle * (Math.PI / 180.0);
var distance = v.Length;
v.X = (Math.Sin(angleInRads) * distance);
v.Y = -(Math.Cos(angleInRads) * distance);
return v;
}
static public Point RotatePointAroundCenter(Point point, Point center, double rotationChange)
{
Vector centerToPoint = point - center;
double angle = GetAngle(centerToPoint);
Vector centerToNewPoint = SetAngle(centerToPoint, angle + rotationChange);
return center + centerToNewPoint;
}
(You should start marking answers that help as answer, click the checkmark outline below the votes on the left, e.g. you could accept this answer)
Edit: Optimized the methods a bit.
The particle positions that are orbiting can be set with a single line of code each:
Assume p1, p2, & p3 are Vector2s and p2 & p3 are orbiting p1.
p2 = Vector2.Transform(p2 - p1, Matrix.CreateRotationZ(rotationChangeP2)) + p1;
p3 = Vector2.Transform(p3 - p1, Matrix.CreateRotationZ(rotationChangeP3)) + p1;
The Matrix.Create...() method will call the two trig functions for you.
edit. the Matrix & Vector2 structures & methods are XNA specific but included here because that's what the OP tagged his Q with.
angle = Math.Acos(Vector2.Dot(heading,new Vector2(0,-1)));
As you suspect, your combination of dot product and Acos will only give you angles in a 180
degree range.
Instead, use Atan2 on your unit vector to get a full range of angles from -pi to pi.
angle = (float)Math.Atan2((double)heading.Y, (double)heading.X);
You may need to negate the Y term if your Y axis is positive in the down direction.

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