I have an array of points which all range from x(0-512) and y(0-384) which means an aspect ratio of 4:3.
If I want to display every points, perfectly, on a 16:9 monitor, what math would be needed to achieve this?
Let's say "ee" is my 4:3 point and "point" is the 16:9 point I need..
I thought since I'm trying to scale it on a 1920:1080 monitor, which is a 16:9 aspect ratio
point = new PointF(ee.x * (1920 / 512), ee.y * (1080 / 384));
But this seems to be off by abit.
Any help? Thanks.
You can't match exactly the aspect other than by multiplying each dimension by an integer. Here the only integer that would fit is 2 (cause 384 * 3 > 1080)...
so you would have to do:
point = new Point (ee.x * 2, ee.y * 2);
and you could center it with:
point = new Point (ee.x * 2 + ((1920 - 512*2)/2), ee.y * 2 + ((1080 - 384*2)/2)));
Hope that helps...
Edit: with floats, you have to take the minimum of the multiplier:
var multiplier = Math.Min(1920.0/512, 1080.0/384);
point = new Point (ee.x * multiplier + ((1920 - 512*multiplier)/2), ee.y * multiplier + ((1080 - 384*multiplier)/2)));
Could you elaborate what you mean by "off"?
If you mean that the image looks stretched horizontally, it is because the aspect ratio is larger than before. If you want the image to look like what it was before (but bigger), you'll need to scale one axis by the aspect ratio to fix it.
aspect_ratio_before = 4.0f / 3.0f;
aspect_ratio_after = 16.0f / 9.0f;
// This is equal to 4/3.
aspect_ratio_difference = aspect_ratio_after / aspect_ratio_before;
// I squish the X axis here.
point.x /= aspect_ratio_difference;
// Alternatively, you can also multiply point.y by the
// aspect_ratio_difference, though that will stretch the Y axis instead.
// Use only one!
// point.y *= aspect_ratio_difference;
Disclaimer: I have not worked with .net before, so I don't know all the details of its rendering engine. This is based off my experience working with OpenGL and scaling.
Related
It's been 10 years since I did any math like this... I am programming a game in 2D and moving a player around. As I move the player around I am trying to calculate the point on a circle 200 pixels away from the player position given a positive OR negative angle(degree) between -360 to 360. The screen is 1280x720 with 0,0 being the center point of the screen. The player moves around this entire Cartesian coordinate system. The point I am trying trying to find can be off screen.
I tried the formulas on article Find the point with radius and angle but I don't believe I am understanding what "Angle" is because I am getting weird results when I pass Angle as -360 to 360 into a Cos(angle) or Sin(angle).
So for example I have...
1280x720 on a Cartesian plane
Center Point (the position of player):
let x = a number between minimum -640 to maximum 640
let y = a number between minimum -360 to maximum 360
Radius of Circle around the player: let r always = 200
Angle: let a = a number given between -360 to 360 (allow negative to point downward or positive to point upward so -10 and 350 would give same answer)
What is the formula to return X on the circle?
What is the formula to return Y on the circle?
The simple equations from your link give the X and Y coordinates of the point on the circle relative to the center of the circle.
X = r * cosine(angle)
Y = r * sine(angle)
This tells you how far the point is offset from the center of the circle. Since you have the coordinates of the center (Cx, Cy), simply add the calculated offset.
The coordinates of the point on the circle are:
X = Cx + (r * cosine(angle))
Y = Cy + (r * sine(angle))
You should post the code you are using. That would help identify the problem exactly.
However, since you mentioned measuring your angle in terms of -360 to 360, you are probably using the incorrect units for your math library. Most implementations of trigonometry functions use radians for their input. And if you use degrees instead...your answers will be weirdly wrong.
x_oncircle = x_origin + 200 * cos (degrees * pi / 180)
y_oncircle = y_origin + 200 * sin (degrees * pi / 180)
Note that you might also run into circumstance where the quadrant is not what you'd expect. This can fixed by carefully selecting where angle zero is, or by manually checking the quadrant you expect and applying your own signs to the result values.
I highly suggest using matrices for this type of manipulations. It is the most generic approach, see example below:
// The center point of rotation
var centerPoint = new Point(0, 0);
// Factory method creating the matrix
var matrix = new RotateTransform(angleInDegrees, centerPoint.X, centerPoint.Y).Value;
// The point to rotate
var point = new Point(100, 0);
// Applying the transform that results in a rotated point
Point rotated = Point.Multiply(point, matrix);
Side note, the convention is to measure the angle counter clockwise starting form (positive) X-axis
I am getting weird results when I pass Angle as -360 to 360 into a Cos(angle) or Sin(angle).
I think the reason your attempt did not work is that you were passing angles in degrees. The sin and cos trigonometric functions expect angles expressed in radians, so the numbers should be from 0 to 2*M_PI. For d degrees you pass M_PI*d/180.0. M_PI is a constant defined in math.h header.
I also needed this to form the movement of the hands of a clock in code. I tried several formulas but they didn't work, so this is what I came up with:
motion - clockwise
points - every 6 degrees (because 360 degrees divided by 60 minuites is 6 degrees)
hand length - 65 pixels
center - x=75,y=75
So the formula would be
x=Cx+(r*cos(d/(180/PI))
y=Cy+(r*sin(d/(180/PI))
where x and y are the points on the circumference of a circle, Cx and Cy are the x,y coordinates of the center, r is the radius, and d is the amount of degrees.
Here is the c# implementation. The method will return the circular points which takes radius, center and angle interval as parameter. Angle is passed as Radian.
public static List<PointF> getCircularPoints(double radius, PointF center, double angleInterval)
{
List<PointF> points = new List<PointF>();
for (double interval = angleInterval; interval < 2 * Math.PI; interval += angleInterval)
{
double X = center.X + (radius * Math.Cos(interval));
double Y = center.Y + (radius * Math.Sin(interval));
points.Add(new PointF((float)X, (float)Y));
}
return points;
}
and the calling example:
List<PointF> LEPoints = getCircularPoints(10.0f, new PointF(100.0f, 100.0f), Math.PI / 6.0f);
The answer should be exactly opposite.
X = Xc + rSin(angle)
Y = Yc + rCos(angle)
where Xc and Yc are circle's center coordinates and r is the radius.
Recommend:
public static Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles)
{
return Quaternion.Euler(angles) * (point - pivot) + pivot;
}
You can use this:
Equation of circle
where
(x-k)2+(y-v)2=R2
where k and v is constant and R is radius
Ok so I have searched and searched for a solution to my problem, but non seem to fix it.
I need to make a game with a rotating "cannon", my cannon is a simple rectangle placed in the middle of my panel that I can rotate with my keyboard. It rotates around one edge. I want to shoot out of the edge on the other side. I have found the starting point of where to shoot my bullets by using:
x = a + dia * (float)Math.Cos(angle);
y = b + dia * (float)Math.Sin(angle)
where "a, b" is the center coordinate I rotate it around and "dia" is the diagonal of the rectangle and "angle" is the angle of the one half of my rectangle.
public float rotate = 0.0f;
g.TranslateTransform(a , b);
g.RotateTransform(rotate);
I have a own class for my bullets that I put in a List.
So far so good. But when I rotate my cannon, the bullets don't come out from the tip anymore..they just start appearing far off where I want them to. it's because of this code:
x = (float)((x * Math.Cos(rotate)) - (y * Math.Sin(rotate)));
y = (float)((x * Math.Sin(rotate)) + (y * Math.Cos(rotate)));
that's supposed to update the x, y coordinates of the tip of the cannon.
If I delete it, it just fires from the same spot(no shit).
Can someone please explain to me what code I need to write to update the X, Y so they come out of my rectangle edge? It's driving me crazy..
Edit:
Found my answer staring at the screen in the early mornings. I had no need for any "find new x, y coordinates". I simply made a updater that updated the original angle with the float number it needed to move a little bit each time i rotated it.
hah! so simple, yet so hard to see.
First of all,
x = (float)((x * Math.Cos(rotate)) - (y * Math.Sin(rotate)));
y = (float)((x * Math.Sin(rotate)) + (y * Math.Cos(rotate)));
needs to be something like:
float oldx = x;
float oldy = y;
x = (float)((oldx * Math.Cos(rotate)) - (oldy * Math.Sin(rotate)));
y = (float)((oldx * Math.Sin(rotate)) + (oldy * Math.Cos(rotate)));
your new values need to be based purely off the old values..
If there's any other problem after fixing this, it may be related to how the rectangle is translated on the plane.
Edit: If this were a code review, I'd say the solution I just gave isn't quite the best solution either (it just doesn't suffer from the bug you introduced by using the new value of x to calculate the new value of y). See, Math.Cos and Math.Sin are generally expensive operations compared to multiplication and addition. If you had a bunch of points that need transformed the same way, best to calculate Math.Sin(rotate) and Math.Cos(rotate) once and use those values for every point. This might be a good place to use the Flyweight pattern and define a class where an instance would hold all your points for a given object/context so that operations can be done in aggregate.
I am using DirectX to draw on screen.
I want to make the image about whilst keeping the dimensions, so I am assigning some arithmetic to the vertexes:
float boxPosFactorX = (869-3)+(100/100 * (1063 - 869));
float boxPosFactorY = (940-3)+(100/100 * (1038 - 940));
vertexes[0].Position = new Vector4((50 * boxScale) + boxPosFactorX, (50 * boxScale) + boxPosFactorY, 0, 1.0f);
// other vertexes with same structure just different constants (e.g. 50 above is the constant values of that vertex.
Now here is the really weird part, the code above works as expected, but as soon as change the ratio "100/100" to anything below "99/100" or less, it behaves as if the code were:
float boxPosFactorX = (869-3)
float boxPosFactorY = (940-3)
99/100 is 0 (and 101/100 is exactly 1). That is integer arithmetic. If you want floating point arithmetic, use 99F/100.
If we have 2 same images. One is small and one is big. Now we have x y value on small image
then how we will map it on the same position on big image. Can anyone tell me with formula?
I'd imagine you'd just scale it:
int bigX = smallX * (bigWidth / smallWidth);
int bigY = smallY * (bigHeight / smallHeight);
Note that you may wish to use floating point arithmetic to avoid integer arithmetic issues:
int bigX = (int) (smallX * ((double) bigWidth / smallWidth));
int bigY = (int) (smallY * ((double) bigHeight / smallHeight));
Simply use proportions.
Point bigpoint = new Point((int)(smallpoint.X * bigwidth/smallwidth),
(int)(smallpoint.Y * bigheight/smallheight));
// Assuming that Point smallpoint is the pixel of small image
Hi I'm using this C# code to rotate polygons in my app - they do rotate but also get skewed along the way which is not what i want to happen. All the polygons are rectangles with four corners defined as 2D Vectors,
public Polygon GetRotated(float radians)
{
Vector origin = this.Center;
Polygon ret = new Polygon();
for (int i = 0; i < points.Count; i++)
{
ret.Points.Add(RotatePoint(points[i], origin, radians));
}
return ret;
}
public Vector RotatePoint(Vector point, Vector origin, float angle)
{
Vector ret = new Vector();
ret.X = (float)(origin.X + ((point.X - origin.X) * Math.Cos((float)angle)) - ((point.Y - origin.Y) * Math.Sin((float)angle)));
ret.Y = (float)(origin.Y + ((point.X - origin.X) * Math.Sin((float)angle)) - ((point.Y - origin.Y) * Math.Cos((float)angle)));
return ret;
}
Looks like your rotation transformation is incorrect. You should use:
x' = x*Cos(angle) - y*Sin(angle)
y' = x*Sin(angle) + y*Cos(angle)
For more information, check various sources on the internet. :)
I don't have any answer to why it's skewing yet, but I do have a suggestion to make the code clearer:
public Vector RotatePoint(Vector point, Vector origin, float angle)
{
Vector translated = point - origin;
Vector rotated = new Vector
{
X = translated.X * Math.Cos(angle) - translated.Y * Math.Sin(angle),
Y = translated.X * Math.Sin(angle) + translated.Y * Math.Cos(angle)
};
return rotated + origin;
}
(That's assuming Vector has appropriate +/- operators defined.)
You may still need a couple of casts to float, but you'll still end up with fewer brackets obfuscating things. Oh, and you definitely don't need to cast angle to float, given that it's already declared as float.
EDIT: A note about the rotation matrices involved - it depends on whether you take the angle to be clockwise or anticlockwise. I wouldn't be at all surprised to find out that the matrix is indeed what's going wrong (I did try to check it, but apparently messed up)... but "different" doesn't necessarily mean "wrong". Hopefully the matrix is what's wrong, admittedly :)
I think your rotation matrix is incorrect. There should be a + instead of - in the second equation:
+cos -sin
+sin +cos
Assuming that origin is 0,0. From your formula I would get:
X' = (X + ((X - 0) * Cos(angle)) - ((Y - 0) * Sin(angle)));
X' = X + (X * Cos(angle)) - (Y * Sin(angle));
Which differs from the initial formula
x' = x * cos angle - y * cos angle
So I think Jon Skeet's answer is correct and clearer.
Just a wild guess - are you sure the aspect ratio of your desktop resolution is the same as of the physical screen? That is, are the pixels square? If not, then rotating your rectangles in an arbitrary angle can make them look skewed.