Determining if a vertex is to the left or right of the camera - camera

If you have a given vertex how could you determine whether that vertex is to the left or right (or possibly directly in line with) the camera?
All the info I find on this shows how to do it in 2D but I need 3D.
If I add the camera's look vector onto the camera's location I will have the ray that I need.
But the up vector also has to be thrown into the equation, so it seems a little tricky.
I think I have to find a transformation that makes the up vector = (0, 1, 0) and the look vector = (0, 0, 1) and then apply that transformation to the vertex. Then you can just say if the vertice's x coordinate is less than the camera's then it is to its left, else it is to the right.

It's as simple as multiplying the vector by the View-Projection matrix.
Here is what it boils down to though so you don't have to do a full matrix multiplication (you only need to check one section of the resulting matrix to see which side of the screen the vertex is on)
private bool left(Vector3 v)
{
if (viewProjection.M11 * v.X + viewProjection.M21 * v.Y + viewProjection.M31 * v.Z + viewProjection.M41 < 0)
return true;
return false;
}
viewProjection is obviously just the view matrix * projection matrix

Related

Skeletal Animation: How to manually derive Assimp bone offset Matrix

I'm working off of this tutorial from http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html
Unfortunately it doesn't explain how Assimp derives it's bone data.
I know the global Inverse transform is a default Matrix value blender uses to set the y value to the z value, and the z value to -y. (or atleast that's what my test md5 models use)
GlobalInverseTransform = aiScene->mRootNode->mTransformation;
I'm trying to understand how Assimp derives the offset Matrices or inverse bind pose from MD5 files. For instance BobLampClean.md5mesh has 32 joints and 32 offset Matrices
aiMesh->mBones[i]->mOffsetMatrix;
From what I have seen online through other samples where they compute the offset matrix it goes something like this...
void ComputeQuatW(glm::quat& quat)
{
float t = 1.0f - (quat.x * quat.x) - (quat.y * quat.y) - (quat.z * quat.z);
if (t < 0.0f)
quat.w = 0.0f;
else
quat.w = -sqrtf(t);
}
glm::mat4 rotation, rotationInv, translationInv, offsetmatrix;
glm::quat MyQuaternion;
//here I chose an arbitrary joint and hard coded its orientation and position
MyQuaternion = glm::quat(glm::quat(-0.535591, -0.462288, -0.534983, 1));
ComputeQuatW(MyQuaternion);
glm::mat4 RotationMatrix = glm::toMat4(MyQuaternion);
rotationInv = glm::transpose(RotationMatrix);
translationInv = glm::translate(translationInv, glm::vec3(-0.014076, -2.592741, -30.241238));
offsetmatrix = rotationInv*translationInv;
I've outputted each of these offset matrices to comapre with Assimp's bone Matrices but to no avail. I'm not quite sure what I am doing wrong...
EDIT UPDATE: ok so I'm doing my operations incorrectly, I'm debugging a working code example that doesn't use Assimp and it can duplicate the same values as Assimp's data. I will update on how to correctly calculate the data.
Answer: To create the bind Pose I used the following code. The math classes and functions were created by the author of this series and this is how he created the offsetMatrices which is how Assimp builds it's bone offset matrices. His math functions can be found here https://www.youtube.com/watch?v=AqavYcdB7tg&t=3474s in the comments section. For each bone you create it by converting a quaternion into a rotation matrix, transposing it, then translate the translation matrix by the inverse of the positions, then combine the two.
"sheath" 0 ( 11.004813 -3.177138 31.702473 ) ( 0.307041 -0.578614 0.354181 )
//Example bone offset matrix.
The Quaternion is the last set of 3 numbers, You compute the W component then perform the operations.
mlQuaternionToMat4(rotation, joint.orientation);
mlTransposeMat4(rotationInv, rotation);
Here you would use the 1st set of 3 numbers for the joint position.
mlTranslationMat4(translationInv, -joint.position[0], -
joint.position[1], -joint.position[2]);
mlMultiplyMat4_2(finalmatrix, rotationInv, translationInv);
//finalMatrix = aiMesh->bone[sheath]->offsetMatrix

How can I find the points in a line - Objective c?

Consider a line from point A (x,y) to B (p,q).
The method CGContextMoveToPoint(context, x, y); moves to the point x,y and the method CGContextAddLineToPoint(context, p, q); will draw the line from point A to B.
My question is, can I find the all points that the line cover?
Actually I need to know the exact point which is x points before the end point B.
Refer this image..
The line above is just for reference. This line may have in any angle. I needed the 5th point which is in the line before the point B.
Thank you
You should not think in terms of pixels. Coordinates are floating point values. The geometric point at (x,y) does not need to be a pixel at all. In fact you should think of pixels as being rectangles in your coordinate system.
This means that "x pixels before the end point" does not really makes sense. If a pixel is a rectangle, "x pixels" is a different quantity if you move horizontally than it is if you move vertically. And if you move in any other direction it's even harder to decide what it means.
Depending on what you are trying to do it may or may not be easy to translate your concepts in pixel terms. It's probably better, however, to do the opposite and stop thinking in terms of pixels and translate all you are currently expressing in pixel terms into non pixel terms.
Also remember that exactly what a pixel is is system dependent and you may or may not, in general, be able to query the system about it (especially if you take into consideration things like retina displays and all resolution independent functionality).
Edit:
I see you edited your question, but "points" is not more precise than "pixels".
However I'll try to give you a workable solution. At least it will be workable once you reformulate your problem in the right terms.
Your question, correctly formulated, should be:
Given two points A and B in a cartesian space and a distance delta, what are the coordinates of a point C such that C is on the line passing through A and B and the length of the segment BC is delta?
Here's a solution to that question:
// Assuming point A has coordinates (x,y) and point B has coordinates (p,q).
// Also assuming the distance from B to C is delta. We want to find the
// coordinates of C.
// I'll rename the coordinates for legibility.
double ax = x;
double ay = y;
double bx = p;
double by = q;
// this is what we want to find
double cx, cy;
// we need to establish a limit to acceptable computational precision
double epsilon = 0.000001;
if ( bx - ax < epsilon && by - ay < epsilon ) {
// the two points are too close to compute a reliable result
// this is an error condition. handle the error here (throw
// an exception or whatever).
} else {
// compute the vector from B to A and its length
double bax = bx - ax;
double bay = by - ay;
double balen = sqrt( pow(bax, 2) + pow(bay, 2) );
// compute the vector from B to C (same direction of the vector from
// B to A but with lenght delta)
double bcx = bax * delta / balen;
double bcy = bay * delta / balen;
// and now add that vector to the vector OB (with O being the origin)
// to find the solution
cx = bx + bcx;
cy = by + bcy;
}
You need to make sure that points A and B are not too close or the computations will be imprecise and the result will be different than you expect. That's what epsilon is supposed to do (you may or may not want to change the value of epsilon).
Ideally a suitable value for epsilon is not related to the smallest number representable in a double but to the level of precision that a double gives you for values in the order of magnitude of the coordinates.
I have hardcoded epsilon, which is a common way to define it's value as you generally know in advance the order of magnitude of your data, but there are also 'adaptive' techniques to compute an epsilon from the actual values of the arguments (the coordinates of A and B and the delta, in this case).
Also note that I have coded for legibility (the compiler should be able to optimize anyway). Feel free to recode if you wish.
It's not so hard, translate your segment into a math line expression, x pixels may be translated into radius of a circe with center in B, make a system to find where they intercept, you get two solutions, take the point that is closer to A.
This is the code you can use
float distanceFromPx2toP3 = 1300.0;
float mag = sqrt(pow((px2.x - px1.x),2) + pow((px2.y - px1.y),2));
float P3x = px2.x + distanceFromPx2toP3 * (px2.x - px1.x) / mag;
float P3y = px2.y + distanceFromPx2toP3 * (px2.y - px1.y) / mag;
CGPoint P3 = CGPointMake(P3x, P3y);
Either you can follow this link also it will give you the detail description -
How to find a third point using two other points and their angle.
You can find out number of points whichever you want to find.

OpenGL texture mapping with different coordinates systems

I already asked a question about texture mapping and these two are related (this question).
I'm working with Quartz Composer which appears to be kind specific with textures...
I have a complex polygon that I triangulate in a specific coordinate system (-1 -> 1 on x | -0.75 -> 0.75 on y). I obtain an array of triangles vertices in this coordinate system (triangles 1 to 6 on the left pic).
Then I render each polygon separately (it's necessary for my program), by applying a scale function on its vertices from this coordinate system to OpenGL one (0. -> 1.). Here, even if for 0->1 range it's kind of stupid :
return (((1. - 0.) * (**myVertexXorY** - minTriangleBound)) / (maxTriangleBound - minTriangleBound)) + 0.;
But I want one image to be textured on these triangles (like on the picture above). So I begin by getting the whole polygon bounds (1 on the right pic), then the triangle bounds (2 on the right pic). I scale 1 to the picture coordinates (3 on the right pic) in pixels, then I get the triangle bounds (2) in pixels.
It gives me the bounds to lock my texture in OpenGL with Quartz :
NSRect myBounds = NSMakeRect(originXinPixels, originYinPixels, widthForTheTriangle, heightForTheTriangle);
And I lock my texture
[myImage lockTextureRepresentationWithColorSpace:space forBounds:myBounds];
Then, with OpenGL :
for (int32 i = 0; i < vertexCount; ++i)
{
verts[i] = myTriangle.vertices[i];
texcoord[0] = [self myScaleFunctionFor:XinQuartzCoordinateSystem From:0 To:1]
texcoord[1] = [self myScaleFunctionFor:YinQuartzCoordinateSystem From:0 To:1]
glTexCoord2fv(texcoord);
}
And I obtain what you can see : sometimes parts of the image are fitting, sometimes no (well, in fact with this particular polygon, it doesn't fit at all...).
I'm not really sure if I did understand your question, but:
What hinders you from directly supplying texture coordinates that do match the topology of your source picture? This was far easier than trying to find some per triangle linear mapping that moves the picture in the right way.

Draw a scatterplot matrix using glut, opengl

I am new to GLUT and opengl. I need to draw a scatterplot matrix for n dimensional array.
I have saved the data from csv to a vector of vectors and each vector corresponds to a row. I have plotted just one scatterplot. And used GL_LINES to draw the grid. My questions
1. How do I draw points in a particular grid? Using GL_POINTS I can only draw points in the entire window.
Please let me know need any further info to answer this question
Thanks
What you need to do is be able to transform your data's (x,y) coordinates into screen coordinates. The most straightforward way to do it actually does not rely on OpenGL or GLUT. All you have to do is use a little math. Determine the screen (x,y) coordinates of the place where you want a datapoint for (0,0) to be on the screen, and then determine how far apart you want one increment to be on the screen. Simply take your original data points, apply the offset, and then scale them, to get your screen coordinates, which you then pass into glVertex2f() (or whatever function you are using to specify points in your API).
For instance, you might decide you want point (0,0) in your data to be at location (200,0) on your screen, and the distance between 0 and 1 in your data to be 30 pixels on the screen. This operation will look like this:
int x = 0, y = 0; //Original data points
int scaleX = 30, scaleY = 30; //Scaling values for each component
int offsetX = 100, offsetY = 100; //Where you want the origin of your graph to be
// Apply the scaling values and offsets:
int screenX = x * scaleX + offsetX;
int screenY = y * scaleY + offsetY;
// Calls to your drawing functions using screenX and screenY as your coordinates
You will have to determine values that make sense for the scalaing and offsets. You can also have your program use different values for different sets of data, so you can display multiple graphs on the same screen. But this is a simple way to do it.
There are also other ways you can go about this. OpenGL has very powerful coordinate transformation functions and matrix math capabilities. Those may become more useful when you develop increasingly elaborate programs. They're most useful if you're going to be moving things around the screen in real-time, or operating on incredibly large data sets, as they allow you to perform these mathematical calculations very quickly using your graphics hardware (which is able to do them much faster than the CPU). However, the time it takes for the CPU to do simple calculations like those where you only are going to do them once or very infrequently on limited sets of data is not a problem for computers today.

Calculating 2D resultant forces for vehicles in games

I am trying to calculate the forces that will act on circular objects in the event of a collision. Unfortunately, my mechanics is slightly rusty so i'm having a bit of trouble.
I have an agent class with members
vector position // (x,y)
vector velocity // (x,y)
vector forward // (x,y)
float radius // radius of the agent (all circles)
float mass
So if we have A,B:Agent, and in the next time step the velocity is going to change the position. If a collision is going to occur I want to work out the force that will act on the objects.
I know Line1 = (B.position-A.position) is needed to work out the angle of the resultant force but how to calculate it is baffling me when I have to take into account current velocity of the vehicle along with the angle of collision.
arctan(L1.y,L1.x) is am angle for the force (direction can be determined)
sin/cos are height/width of the components
Also I know to calculate the rotated axis I need to use
x = cos(T)*vel.x + sin(T)*vel.y
y = cos(T)*vel.y + sin(T)*vel.x
This is where my brain can't cope anymore.. Any help would be appreciated.
As I say, the aim is to work out the vector force applied to the objects as I have already taken into account basic physics.
Added a little psudocode to show where I was starting to go with it..
A,B:Agent
Agent {
vector position, velocity, front;
float radius,mass;
}
vector dist = B.position - A.position;
float distMag = dist.magnitude();
if (distMag < A.radius + B.radius) { // collision
float theta = arctan(dist.y,dist.x);
flost sine = sin(theta);
float cosine = cos(theta);
vector newAxis = new vector;
newAxis.x = cosine * dist .x + sine * dist .y;
newAxis.y = cosine * dist .y - sine * dist .x;
// Converted velocities
vector[] vTemp = {
new vector(), new vector() };
vTemp[0].x = cosine * agent.velocity.x + sine * agent.velocity.y;
vTemp[0].y = cosine * agent.velocity.y - sine * agent.velocity.x;
vTemp[1].x = cosine * current.velocity.x + sine * current.velocity.y;
vTemp[1].y = cosine * current.velocity.y - sine * current.velocity.x;
Here's to hoping there's a curious maths geek on stack..
Let us assume, without loss of generality, that we are in the second object's reference frame before the collision.
Conservation of momentum:
m1*vx1 = m1*vx1' + m2*vx2'
m1*vy1 = m1*vy1' + m2*vy2'
Solving for vx1', vy1':
vx1' = vx1 - (m2/m1)*vx2'
vy1' = vy1 - (m2/m1)*vy2'
Secretly, I will remember the fact that vx1'*vx1' + vy1'*vy1' = v1'*v1'.
Conservation of energy (one of the things elastic collisions give us is that angle of incidence is angle of reflection):
m1*v1*v1 = m1*v1'*v1' + m2*v2'+v2'
Solving for v1' squared:
v1'*v1' = v1*v1 - (m2/m1)v2'*v2'
Combine to eliminate v1':
(1-m2/m1)*v2'*v2' = 2*(vx2'*vx1+vy2'*vy1)
Now, if you've ever seen a stationary poolball hit, you know that it flies off in the direction of the contact normal (this is the same as your theta).
v2x' = v2'cos(theta)
v2y' = v2'sin(theta)
Therefore:
v2' = 2/(1-m2/m1)*(vx1*sin(theta)+vy1*cos(theta))
Now you can solve for v1' (either use v1'=sqrt(v1*v1-(m2/m1)*v2'*v2') or solve the whole thing in terms of the input variables).
Let's call phi = arctan(vy1/vx1). The angle of incidence relative to the tangent line to the circle at the point of intersection is 90-phi-theta (pi/2-phi-theta if you prefer). Add that again for the reflection, then convert back to an angle relative to the horizontal. Let's call the angle of incidence psi = 180-phi-2*theta (pi-phi-2*theta). Or,
psi = (180 or pi) - (arctan(vy1/vx1))-2*(arctan(dy/dx))
So:
vx1' = v1'sin(psi)
vy1' = v1'cos(psi)
Consider: if these circles are supposed to be solid 3D spheres, then use a mass proportional to radius-cubed for each one (note that the proportionality constant cancels out). If they are supposed to be disklike, use mass proportional to radius-squared. If they are rings, just use radius.
Next point to consider: Since the computer updates at discrete time events, you actually have overlapping objects. You should back out the objects so that they don't overlap before computing the new location of each object. For extra credit, figure out the time that they should have intersected, then move them in the new direction for that amount of time. Note that this time is just the overlap / old velocity. The reason that this is important is that you might imagine a collision that is computed that causes the objects to still overlap (causing them to collide again).
Next point to consider: to translate the original problem into this problem, just subtract object 2's velocity from object 1 (component-wise). After the computation, remember to add it back.
Final point to consider: I probably made an algebra error somewhere along the line. You should seriously consider checking my work.