Trying to write planetary orbit math - c#

I am trying to create a function that will take a point, and a distance and give me a radon location in the circle in that distance.. example
SpawnPlanet(PlanetToOrbitAround, Distance 200 px) returns a point in the "circle" of that 200 pixels away from the planet.
I'm also looking for the actual rotation logic, so one I spawn planet I have a method
UpdateRotation(PlanetToOrbitAround, OrbitingPlanet, 200 px distance, 5 degrees of speed)
I'm terrible at math, I've found some examples and everything I find doesn't seem to work for me(probably because of my lack of understanding of the math involved). The rotation seems to work for a planet around a sun, but not a moon around a planet
public Vector2 RotateAboutOrigin(Vector2 point, Vector2 origin, float rotation)
{
return Vector2.Transform(point - origin, Matrix.CreateRotationZ(rotation)) + origin;
}
is the logic I'm using.. with calls as such...
mPlanetLocation = RotateAboutOrigin(mPlanetLocation, new Vector2(GraphicsDevice.Viewport.Width / 2 - 25, GraphicsDevice.Viewport.Height / 2 - 25), .005f);
mMoonLocation = RotateAboutOrigin(mMoonLocation, mPlanetLocation, .005f);
The moon rotates strangely and oblong . Any help would be great!

I've been through this exact thing in my game!
I have a base class that I use for planets and other space objects. These contain simple properties like Position, Origin, Distance and `Angle.
The angle property uses a setter to change the position based on the desired angle, distance to sun/object and the position + origin of the center.
public float Angle
{
get { return angle; }
set
{
angle = value;
position = Rotate(MathHelper.ToRadians(angle), Distance, SunPosition + Origin);
}
}
public static Vector2 Rotate(float angle, float distance, Vector2 centrer)
{
return new Vector2((float)(distance * Math.Cos(angle)), (float)(distance * Math.Sin(angle))) + center;
}
Using this you could easily do something like SpawnPlanet(SunPosition, Distance) and update the angle by X amount each update. (planet.Angle += X)
Pretty much the same deal that you are doing, but see if this code matches up with your algorithm. For the strange moon shape, could you show some more code and show an example of the orbit?

Related

Finding points on a cylinder in 3d room c#

Example Image here
I am trying to find a way to calculate points on my cylinders top circle surface. My situation looks like this, I have a vector which is defining my cylinders direction in 3d room. Then I already calculated me a perpendicular vector with
Vector3.Cross(vector1, vector2)
Now I use the diameter/2 to calculate the point which is lying on the edge of the circular top surface of my cylinder. Now I want to rotate my vector always 90 degrees in order to get 4 points on the edge of the surface. All the 4 vectors defining them should be perpendicular to the cylinders direction. Can you help me how I can rotate the first perpendicular to achieve this?
I already tried:
Matrix4x4.CreateFromAxisAngle(vectorcylinderdirection, radiant)
Then I calculated again cross product but it doesnt work like I want to.
Edit:
public static void calculatePontsOnCylinder()
{
//Calculate Orthogonal Vector to Direction
Vector3 tCylinderDirection = new Vector3(1, 0, 0);
Vector3 tOrthogonal = Vector3.Cross(tCylinderDirection, new Vector3(-tCylinderDirection.Z,tCylinderDirection.X,tCylinderDirection.Y));
Vector3 tNormOrthogonal = Vector3.Normalize(tOrthogonal);
//Calculate point on surface circle of cylinder
//10mm radius
int tRadius = 10;
Vector3 tPointFinder = tNormOrthogonal * tRadius;
//tPointFinder add the cylinder start point
//not yet implemented
//now i need to rotate the vector always 90 degrees to find the 3 other points on the circular top surface of the cylinder
//don't know how to do this
// I thought this should do it
Matrix4x4.CreateFromAxisAngle(tCylinderDirection, (float)DegreeToRadian(90));
}
private static double DegreeToRadian(double angle)
{
return Math.PI * angle / 180.0;
}
In the picture you can see a example, the vector1 is what I need, always rotated 90 degrees and vector2 would be my cylinder direction vector
I possibly have found the correct formula:
Vector3 tFinal = Vector3.Multiply((float)Math.Cos(DegreeToRadian(90)), tPointFinder) + Vector3.Multiply((float)Math.Sin(DegreeToRadian(90)), Vector3.Cross(tCylinderDirection, tPointFinder));
Vector3 tFinal180 = Vector3.Multiply((float)Math.Cos(DegreeToRadian(180)), tPointFinder) + Vector3.Multiply((float)Math.Sin(DegreeToRadian(180)), Vector3.Cross(tCylinderDirection, tPointFinder));
Vector3 tFinal270= Vector3.Multiply((float)Math.Cos(DegreeToRadian(270)), tPointFinder) + Vector3.Multiply((float)Math.Sin(DegreeToRadian(270)), Vector3.Cross(tCylinderDirection, tPointFinder));
Interesting is that if I try it with (1,1,0) as cylinder direction it gives me correct directions but the length is different for 90 degrees and 270.
Here is the code that should solve your problem assuming that the input requirements are satisfied.
float zCutPlaneLocation = 20; // should not get bigger than cylinder length
float cylinderRadius = 100;
Vector3 cylinderCenter = new Vector3(0, 0, 0); // or whatever you got as cylinder center point, given as Vector3 since Point type is not defined
// will return 360 points on cylinder edge, corresponding to this z section (cut plane),
// another z section will give another 360 points and so on
List<Vector3> cylinderRotatedPointsIn3D = new List<Vector3>();
for (int angleToRotate = 0; angleToRotate < 360; angleToRotate++)
{
cylinderRotatedPointsIn3D.Add(GetRotatedPoint(zCutPlaneLocation, angleToRotate, cylinderRadius, cylinderCenter));
}
....
private static Vector3 GetRotatedPoint(
float zLocation, double rotationAngleInRadian, float cylinderRadius, Vector3 cylinderCenter)
{
Vector2 cylinderCenterInSection = new Vector2(cylinderCenter.X, cylinderCenter.Y);
float xOfRotatedPoint = cylinderRadius * (float)Math.Cos(rotationAngleInRadian);
float yOfRotatedPoint = cylinderRadius * (float)Math.Sin(rotationAngleInRadian);
Vector2 rotatedVector = new Vector2(xOfRotatedPoint, yOfRotatedPoint);
Vector2 rotatedSectionPointOnCylinder = rotatedVector + cylinderCenterInSection;
Vector3 rotatedPointOnCylinderIn3D = new Vector3(
rotatedSectionPointOnCylinder.X,
rotatedSectionPointOnCylinder.Y,
zLocation + cylinderCenter.Z);
return rotatedPointOnCylinderIn3D;
}
I just created a console app for this. First part of code should be added in main method.
Working with those matrices seems is not that easy. Also I am not sure if your solution works ok for any kind of angle.
Here the idea is that the rotated points from cylinder are calculated in a section of the cylinder so in 2D than the result is moved in 3D by just adding the z where the Z section was made on cylinder. I suppose that world axis and cylinder axis are on the same directions. Also if your cylinder gets along (increases) on the X axis, instead of Z axis as in example just switch in code the Z with X.
I attached also a picture for more details. This should work if you have the cylinder center, radius, rotation angle and you know the length of the cylinder so that you create valid Z sections on cylinder. This could get tricky for clockwise/counter clock wise cases but lets see how it works for you.
If you want to handle this with matrices or whatever else I think that you will end up having this kind of result. So I think that you cannot have "all" the rotated points in just a list for the entire cylinder surface, they would depend on something like the rotated points of a Z section on the cylinder.

Move object relative to a point it is always facing causes spiraling orbit

I'm developing a simulation where player should be able to move around inside a 2D circle (referred to as sphere in my code). The players movement must be relative to the center of the circle.
My first step was to make sure the player always faces the center. I got the working fine. However when I tried to do the relative movement it doesn't give my quite the result I'm looking for.
When I move the player close to the center of circle and move sideways (which is relative to the player's facing vector), the player spins around the center but then slowly starts spiraling outwards. The outwards spiral is much more prominent near the center and takes about 8 orbits to reach the inner edge of the circle. Instead the player should be spinning around the center at a constant distance from the center. Why does the player spiral outwards?
Here is the code I use:
// center of the sphere
Vector3 center = sphereComponent.transform.position - player.transform.position;
// always rotate towards the center so that transform.up is
float angle = Vector3.Angle(center, Vector3.up);
float sign = (center.x < rigidbody.transform.position.x) ? 1.0f : -1.0f;
rigidbody.MoveRotation(angle * sign);
// use the input vector to calculate a vector relative to the objects right and up vectors
Vector2 relativeInputVector =
(rigidbody.transform.right * player.InputVector.x) +
(rigidbody.transform.up * player.InputVector.y);
// below is same as doing: rigidbody += relativeInputVector.normalized * 20 * Time.deltaTime;
rigidbody.MovePosition(rigidbody.position + (relativeInputVector.normalized * 20 * Time.deltaTime));
So I've tried a few things already:
I thought it was maybe a rounding issue. So I rounded the relativeInputVector's X and Y to the 2nd decimal place. Didn't help.
I normalized the relativeInputVector vector. Didn't seem to do much...
I also thought maybe I should move and then rotate instead of rotate then move. Didn't work.
Now I'm thinking the issue is somewhere in the math (probably where I define relativeInputVector) but I can't find simular use cases regarding this so that I can compare and troubleshoot.
(this is a rather saturated topic when it comes to the keywords I'm search with)
Your intuition would make sense if you were moving to the side then adjusting the direction of your forward vector simultaneously and continuously, but it's being done alternating and discretely.
Consider what happens if Time.deltaTime was absolutely enormous for one frame. You would sidestep a huge amount, maybe even going off the screen in one direction, and then you would adjust your angle to face the center of the circle. That's an exaggerated example but its exactly what's happenening on a small scale.
Here's a diagram showing why your code spirals out:
The way you're doing it, The angle between the circle's radius to the player's position at the beginning of the frame (A in the diagram) and the direction the rigidbody moves (1->2 in the diagram) is a right angle. At position 1, the radius A might be the correct distance, but the hypotenuse of a right triangle is always longer than each leg, so the new radius at position 2 (B) must be larger, and likewise, C must be larger than B.
The result of that is a spiral motion as you continue to accumulate length to your radius by switching from legs to hypotenuses of these right triangles.
Basically, in order for your code to work, you would need to be making infinitely small triangles--Time.deltaTime would need to be infinitely small--as a right triangle with one infinitely small leg is just a line, its other leg and its hypotenuse are the same length.
Of course if Time.deltaTime were infinitely small, the player would never move. ;) So, a different approach is needed:
Instead, we can calculate the player's angular velocity and then move the player according to that.
So, dirst determine the player's new distance from the center first, then how many degrees the player would travel around the circle at that radius:
Vector3 sphereCenterPoint = sphereComponent.transform.position
Vector3 playerToCenter = sphereCenterPoint - player.transform.position;
float playerVerticalSpeed = 20f * player.InputVector.normalized.y;
newVerticalPosition = rigidbody.position + playerToCenter.normalized
* playerVerticalSpeed * Time.deltaTime;
playerToCenter = sphereComponent.transform.position - newVerticalPosition;
float circumferenceOfPlayerPath = 2f * playerToCenter.magnitude * Mathf.PI;
float playerHorizontalSpeed = 20f * player.InputVector.normalized.x;
float degreesTraveled = ( playerHorizontalSpeed * Time.deltaTime / circumferenceOfPlayerPath ) * 360f;
Then, rotate the player's new vertical position around the center point and set the player's rotation and position accordingly. You can use Quaternion.LookRotation to determine the rotation needed to make the rigidbody point forward/up in desired directions:
// rotates newVerticalPosition around sphereCenterPoint by degreesTraveled around z axis
Vector3 newPosition = Quaternion.Euler(0f,0f, degreesTraveled)
* (newVerticalPosition - sphereCenterPoint ) + sphereCenterPoint;
rigidbody.MovePosition(newPosition);
rigidbody.MoveRotation(
Quaternion.LookRotation(Vector3.forward, sphereCenterPoint - newPosition));
To remove a few calculations, you can include the part where you divide by 2 pi and multiply by 360f into the 20f factor:
Vector3 sphereCenterPoint = sphereComponent.transform.position
Vector3 playerToCenter = sphereCenterPoint - player.transform.position;
float playerVerticalSpeed = 20f * player.InputVector.normalized.y;
newVerticalPosition = rigidbody.position + playerToCenter.normalized
* playerVerticalSpeed * Time.deltaTime;
playerToCenter = sphereComponent.transform.position - newVerticalPosition;
float playerHorizontalSpeed = 1146f * player.InputVector.normalized.x;
float degreesTraveled = playerHorizontalSpeed * Time.deltaTime / playerToCenter.magnitude;
// rotates newVerticalPosition around sphereCenterPoint by degreesTraveled around z axis
Vector3 newPosition = Quaternion.Euler(0f,0f, degreesTraveled)
* (newVerticalPosition - sphereCenterPoint ) + sphereCenterPoint;
rigidbody.MovePosition(newPosition);
rigidbody.MoveRotation(
Quaternion.LookRotation(Vector3.forward, sphereCenterPoint - newPosition));

Create a Vector3 position by angle differences

I have a player position, a pointer indicating the players view direction, a distance and a horizontal and vertical angle. I want to calculate a target position:
that is distance away from the players position
that, from the players view direction, is horizontal angle to
the right and vertical angle up
It's about positioning a Hololens-Application UI in a sphere around the player. The UI should i.e. be 40 degrees to the leftand 20 degrees up from the players view direction.
Edit: Added image to clarify. Given is the Player Pos (pX|pY|pZ), the radius (= length of the black bold line) and both angles in degree.
I'm looking for how to calculate the UI Center position (x?|y?|z?).
You can use Quaternion.Euler to create a rotation based on angles in world space and then get the desired result by multiplying it with a known position.
So by using your example you could find the position like this:
float radius, x_rot, y_rot;
Vector3 forwardDirection, playerPos;
Vector3 forwardPosition = playerPos + (forwardDirection * radius);
Vector3 targetPosition = Quaternion.Euler(x_rot, y_rot, 0) * forwardPosition;
Try check out the docs on Quaternion and Quaternion.AngleAxis for more handy rotation stuff.
Answer by a mathematician:
To calculate the spherical position with the given information (distance between objects, x angle, y angle) you use trigonometry:
float x = distance * Mathf.Cos(yAngle) * Mathf.Sin(xAngle);
float z = distance * Mathf.Cos(yAngle) * Mathf.Cos(xAngle);
float y = distance * Mathf.Sin(yAngle);
ui.transform.position = player.transform.position + new Vector3(x,y,z);
// Set UI in front of player with the same orientation as the player
ui.transform.position = player.transform.position + player.transform.forward * desiredDistance;
ui.transform.rotation = player.transform.rotation;
// turn it to the left on the players up vector around the the player
ui.transform.RotateAround(player.transform.position, player.transform.up, -40);
// Turn it up on the UI's right vector around the player
ui.transform.RotateAround(player.transform.position, ui.transform.right, 20);
assuming you also want the UI to face the player, otherwise you have to set another rotation after this.
No need to calculate it yourself, the Unity API already does it for you (
see Rotate around)
If i am understanding you correctly you want to create a UI that hovers above a point. I recently did a similar thing in my game. and this is how i did it.
if (Input.GetMouseButtonDown(0)) // use the ray cast to get a vector3 of the location your ui
// you could also do this manualy of have the computer do it the main thing is to
// get the location in the world where you want your ui to be and the
// WorldTOScreenPoint() will do the rest
{
RaycastHit hit;
Vector3 pos;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
pos = hit.point;
pos.y += yOffset; // use the offset if you want to have it hover above the point
ui.transform.position = cam.WorldToScreenPoint(pos); // use your main cammera here
// then either make your ui vissible or instanciati it here and make sure if you instanciate it
// that you make it a child of your cnavas
}
}
I hope this solves you problem. If i am not understanding what you are trying to do let me know and i will try to help.
Note: if you want to make the ui look farther away when you move away from the point scale the ui down as you move farther away, and scale it up when you get closer.
The diagram in the question is somewhat confusing:
The axes are in the orientation of a right-handed coordinate system, but Unity uses a left-handed coordinate system.
In terms of Euler angles, the part of the image labeled "x Angle" is actually the Y angle (rotation around Y axis), and the part of the image labeled "y Angle" is actually the X angle (around X axis).
The two angles listed use a different sign convention. The Y angle (labeled "x Angle") is following the right-hand rule, while the other angle is not.
Jonas Zimmer has a great answer that follows the conventions in the image, but I'll try to do something a bit less confusing and follows more standard math conventions.
Here is some code for Unity written in C#, in YX rotation order, treating zero angle as forward (+Z), and follows Unity's conventions of a left-handed, Y-is-up, Z-is-forward coordinate system. Increasing Y angle rotates to the right, and increasing X angle rotates down.
public static Vector3 Vector3FromAngleYX(float y, float x)
{
float cosx = Mathf.Cos(x);
return new Vector3(cosx * Mathf.Sin(y), -Mathf.Sin(x), cosx * Mathf.Cos(y));
}
Also, I found this question looking to implement a Godot version, so here is a version for Godot Engine written in GDScript, in YX rotation order, treating zero angle as forward (-Z), and follows Godot's conventions of a right-handed, Y-is-up, Z-is-back coordinate system. Increasing Y angle rotates to the left, and increasing X angle rotates up.
func vector3_from_angle_yx(y, x):
var neg_cosx = -cos(x)
return Vector3(neg_cosx * sin(y), sin(x), neg_cosx * cos(y))

What's wrong with this XNA RotateVector2 function?

I know this is probably a very simple question, but I can't seem to figure it out. First of all, I want to specify that I did look over Google and SO for half an hour or so without finding the answer to my question(yes, I am serious).
Basically, I want to rotate a Vector2 around a point(which, in my case, is always the (0, 0) vector). So, I tried to make a function to do it with the parameters being the point to rotate and the angle(in degrees) to rotate by.
Here's a quick drawing showing what I'm trying to achieve:
I want to take V1(red vector), rotate it by an angle A(blue), to obtain a new vector (V2, green). In this example I used one of the simplest case: V1 on the axis, and a 90 degree angle, but I want the function to handle more "complicated" cases too.
So here's my function:
public static Vector2 RotateVector2(Vector2 point, float degrees)
{
return Vector2.Transform(point,
Matrix.CreateRotationZ(MathHelper.ToRadians(degrees)));
}
So, what am I doing wrong? When I run the code and call this function with the (0, -1) vector and a 90 degrees angle, I get the vector (1, 4.371139E-08) ...
Also, what if I want to accept a point to rotate around as a parameter too? So that the rotation doesn't always happen around (0, 0)...
Chris Schmich's answer regarding floating point precision and using radians is correct. I suggest an alternate implementation for RotateVector2 and answer the second part of your question.
Building a 4x4 rotation matrix to rotate a vector will cause a lot of unnecessary operations. The matrix transform is actually doing the following but using a lot of redundant math:
public static Vector2 RotateVector2(Vector2 point, float radians)
{
float cosRadians = (float)Math.Cos(radians);
float sinRadians = (float)Math.Sin(radians);
return new Vector2(
point.X * cosRadians - point.Y * sinRadians,
point.X * sinRadians + point.Y * cosRadians);
}
If you want to rotate around an arbitrary point, you first need to translate your space so that the point to be rotated around is the origin, do the rotation and then reverse the translation.
public static Vector2 RotateVector2(Vector2 point, float radians, Vector2 pivot)
{
float cosRadians = (float)Math.Cos(radians);
float sinRadians = (float)Math.Sin(radians);
Vector2 translatedPoint = new Vector2();
translatedPoint.X = point.X - pivot.X;
translatedPoint.Y = point.Y - pivot.Y;
Vector2 rotatedPoint = new Vector2();
rotatedPoint.X = translatedPoint.X * cosRadians - translatedPoint.Y * sinRadians + pivot.X;
rotatedPoint.Y = translatedPoint.X * sinRadians + translatedPoint.Y * cosRadians + pivot.Y;
return rotatedPoint;
}
Note that the vector arithmetic has been inlined for maximum speed.
So, what am I doing wrong? When I run the code and call this function with the (0, -1) vector and a 90 degrees angle, I get the vector (1, 4.371139E-08) ...
Your code is correct, this is just a floating point representation issue. 4.371139E-08 is essentially zero (it's 0.0000000431139), but the transformation did not produce a value that was exactly zero. This is a common problem with floating point that you should be aware of. This SO answer has some additional good points about floating point.
Also, if possible, you should stick with radians instead of using degrees. This is likely introducing more error into your computations.

How do I find rotation transformed 2D coordinates in XNA?

I'm making an XNA game and have run into a small problem figuring out a bit of vector math.
I have a class representing a 2D object with X and Y integer coordinates and a Rotation float. What I need is to have a Vector2 property for Position that gets and sets X and Y as a Vector2 that has been transformed using the Rotation float. This way I can just do something like;
Position += new Vector2((thumbstick.X * scrollSpeed), -(thumbstick.Y * scrollSpeed));
and the object will move in it's own upward direction, rather than the View's upward direction.
So far this is what I have...I think the set is right, but for += changes it needs a get as well and the answer just isn't coming to me right now... >.>
public Vector2 Position
{
get
{
// What goes here? :S
}
set
{
X = value.X * (int)Math.Cos(this.Rotation);
Y = value.Y * (int)Math.Cos(this.Rotation);
}
}
No, both are incorrect.
A 2D vector transforms like this:
x' = x*cos(angle) - y*sin(angle)
y' = x*sin(angle) + y*cos(angle)
where the angle is measured in radians, zero angle is along the positive x-axis, and increases in the counterclockwise direction as you rotate around the z-axis out of plane. The center of rotation is at the end of the vector being transformed, so imagine the vector with origin at (0,0), end at (x,y) rotation through an angle until it becomes a vector with origin at (0,0) and end at (x', y').
You can also use the Matrix helper methods to create a Z rotation matrix then multiply your vector by this to rotate it. Something like this:
Vector v1;
Matrix rot = Matrix.CreateRotationZ(angle);
Vector v2 = v1 * rot;
I think this is a bad idea. Keep all of your objects' X and Y co-ordinates in the same planes instead of each having their own axes. By all means have a Position and Heading properties and consider having a Move method which takes your input vector and does the maths to update position and heading.

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