I'm sorry to say that Math really isn't my strong suit. Normally I can get by, but this has got me totally stumped.
I'm trying to code up a quiz results screen in HTML/CSS/Javascript.
On my interface, I have a semicircle (the right hemisphere of a target).
I have a range of 'scores' (integers out of 100 - so 50, 80, 90 etc.).
I need to plot these points on the semicircle to be n% away from the centre, where n is the value of each score - the higher the score, the closer to the centre of the target the point will appear.
I know how wide my semicircle is, and have already handled the conversion of the % values so that the higher ones appear closer to the centre while the lower ones appear further out.
What I can't wrap my head around is plotting these points on a line that travels out from the centre point (x = 0, y = target height/2) of the target at a random angle (so the points don't overlap).
Any suggestions are gratefully received!
Do you have an example of what you want this to look like? It sounds like you want to divide up the circle into N slices where N is the number of points you need to display, then plot the points along each of those radii. So you might have something like:
Edit: code was rotating about the origin, not the circle specified
var scores = [];
//...
//assume scores is an array of distances from the center of the circle
var points = [];
var interval = 2 * Math.PI / N;
var angle;
for (var i = 0; i < N; i++) {
angle = interval * i;
//assume (cx, cy) are the coordinates of the center of your circle
points.push({
x: scores[i] * Math.cos(angle) + cx,
y: scores[i] * Math.sin(angle) + cy
});
}
Then you can plot points however you see fit.
After much headscratching, I managed to arrive at this solution (with the help of a colleague who's much, much better at this kind of thing than me):
(arr_result is an array containing IDs and scores - scores are percentages of 100)
for (var i = 0; i < arr_result.length; i++){
var angle = angleArray[i]; // this is an array of angles (randomised) - points around the edge of the semicircle
var radius = 150; // width of the semicircle
var deadZone = 25 // to make matters complicated, the circle has a 'dead zone' in the centre which we want to discount
var maxScore = 100
var score = parseInt(arr_result[i]['score'], 10)
var alpha = angle * Math.PI
var distance = (maxScore-score)/maxScore*(radius-deadZone) + deadZone
var x = distance * Math.sin(alpha)
var y = radius + distance * Math.cos(alpha)
$('#marker_' + arr_result[i]['id'], templateCode).css({ // target a specific marker and move it using jQuery
'left' : pointX,
'top': pointY
});
}
I've omitted the code for generating the array of angles and randomising that array - that's only needed for presentational purposes so the markers don't overlap.
I also do some weird things with the co-ordinates before I move the markers (again, this has been omitted) as I want the point to be at the bottom-centre of the marker rather than the top-left.
Related
What I'm attempting to do
Loop through two axes and generating a shape with a width and height, either less or equal to the length of the nested for-loops, and calculate the distance from all positions to the center of that shape.
Main Issue(s)
How do I specify the width and height of an ellipse shape to draw using a nested for-loop with different dimensions to that ellipse?
For example a nested for-loop which goes for 0 to 45 in the X axis, and 0 to 100 in the Y axis but draws an ellipse with a width of 39 and a height of 90 - with the remaining difference used as padding (3 on either side, and 5 on top and bottom).
I have this half working using the EdgeOrInBounds function below, however I'm having trouble understanding why the values I'm using are giving the results they are.
Using a nested for-loop the same as above, but specifying an ellipse with a width of 30 and a height of 70 doesn't have the expected padding, it instead draws an ellipse with only one extra sprite surrounding all sides.
How do I calculate the distance from the center of the ellipse to the positions generated by the nested for-loop as a value between zero and one?
For example, any position outside the ellipse returns a value of zero and any position within the ellipse returns the distance scaled between zero and one from the center of the ellipse.
Similar to above, I have this half working as I can return a value of zero for all posiitons outside of the ellipse, but I do not understand how scale the distances for positions within the ellipse.
Bonus Issue(s)
I'm doing this on a platform where code isn't easily shareable and there are few built in functions, so I've had to create my own versions stolen from based on examples from the Nvidia developer site.
I have a basic understanding of some C# and JavaScript, but zero understanding of mathematical formulas.
Ellipse Function(s)
bool EdgeOrInBounds (Vector2 position) {
int x = ((int) Math.Pow (position.x - center.x, 2) / (int) Math.Pow (radius.x, 2));
int y = ((int) Math.Pow (position.y - center.y, 2) / (int) Math.Pow (radius.y, 2));
return (x + y <= 1);
}
Distance Function(s)
float distance (Vector2 position) {
return (sqrt (dot (centerPosition - position, centerPosition - position));
}
float dot (Vector2 a, Vector2 b) {
return (a.x * b.x + a.y * b.y);
}
float sqrt (float a) {
return (1.0 / pow (a, -0.5));
}
Variables
int mapWidth = 45;
int mapHeight = 100;
Vector2 radius = new Vector2 (mapWidth - 8, mapHeight - 4);
Vector2 center = new Vector2 (mapWidth / 2, mapHeight / 2);
Nested For Loops
for (int x = 0; x < width; x ++) {
for (int y = 0; y < height; y ++) {
// Store current position to reference in a minute
Vector2 position = new Vector2 (x, y);
// Check if position is within bounds or lies on the edge of the ellipse
if (EdgeOrInBounds (position)) {
// Calculate distance from center to current position
float dist = distance (position);
}
}
}
Example Image:
Closing Remarks
I know I haven't done a good job of explaining what I'm tring to achieve, so I'd like to apologize in advance, and I'd also like to thank anyone who reads this as any help would be very much appreciated.
Cheers.
To get color shade better under control, you could use an elliptic spiral, instead of a square grid traverse. Start out with the two radii, use X=R1 * Cos(angle) and Y=R2 * Sin(angle), where you gradually decrease R1 and R2 to zero. Your loop will use polar coordinates (angle,r), see below. You are then sure of the size of your "plot" and you won't need to test distances underways. It can probably do without any distance function for color scaling, but I'm not sure how to do that properly.. I have included a few options.
// The image is 440x240, I want ellipse in the center, margins 20 pix
// Parameters, dependent on size and shape of elllipse
Point pc = new Point(220,120); // pixel center
double r1=200; // radius 1 margin 2x20 on 440
double r2=100; // radius 2 margin 2x20 on 240
// Covering all pixels
int rmax = (int)Math.Max(r1,r2);
// scaling for color
var ravgmax = (r1+r2)/2.0;
// Find suitable loop counts
var nr = rmax; // number of radius steps in loop
var nh = 2*nr*Math.PI); // number of angles in loop
// Prepare initial loop displacements
var h=0.0;
var dr1 = r1/(nr*nh);
var dr2 = r2/(nr*nh);
var dh=(Math.PI*2.0)/nh;
// The loop
for (int i=0; i<nr; i++)
{
for (int j=0; j<(int)nh; j++)
{
var p = new PointF((float)(pc.X+r1*Math.Cos(h)),(float)(pc.Y+r2*Math.Sin(h)));
// vanilla shading
// int grayscale = 255 - (int)(255 * ((r1+r2)/2.0)/ravgmax );
// elliptical option without using distance, scale along axes
// grayscale = 255 - (int)(Math.Abs(p.X-pc.X)*255/200+Math.Abs((p.Y-pc.Y)*255/100)/2;
// "Distance grayscale" which is circular, not elliptical
int grayscale = (int)(255 * floatFDistance(p,pc)/rmax);
PlotF(p,grayscale); // you provide: plotpixel(PointF, int)
r1-=dr1; r2-=dr2;
h+=dh;
}
}
}
float floatFDistance(PointF p1, PointF p2)
{
double d1 = (p1.X - p2.X);
double d2 = (p1.Y - p2.Y);
return (float)(Math.Sqrt(d1 * d1 + d2 * d2));
}
I have a polar graph (see image) with 120 different points. I want to make it so if the user clicks or hovers on one of the points, the coordinate of that point is displayed. I have an array called pointCoordinates that stores each canvas coordinate of each points like this:
[[x1, y1], [x2, y2] ... [x120, y120]]
This is how I am capturing mouse coordinates (which I might later change to click):
document.onmousemove = function(e) {
var x = e.clientX;
var y = e.clientY;
}
I was originally planning to use a formula to check if the mouse is in a certain region (using the distance formula) or simplifying it all into a circle. Either way, this will require me to have 120 different if statements to check for this. I feel like this is inefficient and probably slow. Are there other methods for doing this?
Edit:
To provide more information, these points will NOT be draggable. I am planning to display something like a tooltip near the point that was clicked where the polar coordinates of the point will be shown.
Edit 2:
After using the code posted below and drawing a rectangle in the "clickable" spot on the map, I get this image. I do not want the click detection to be perfect, but this is pretty far off after pi/3. Any ideas how to fix this? I used this code to generate the black spots:
for(var x = 0; x < WIDTH*2/3; x++){
for(var y = 0; y < HEIGHT; y++){
var mp = realToPolar(x, y);//converts canvas x and y into polar
if(checkRadialDistance(mp[0], mp[1])){ //returns true if in bounds
ctx.fillRect(x, y, 1, 1);
}
}
}
Playing around with the constants still generates the same pattern, just of different thicknesses. checkRadialDistance is just the renamed checkr function that inside calls checkrt.
JSBIN Keep in mind, width of screen has to be greater than height for this to work properly.
The image generated by mt-rt. I later made a minor edit, so that whole circle is covered when theta = 0.
EDIT: My (accepted) answer was bad. This corrects it:
This assumes r to be 1 to 5. Convert mouse cartesian mx,my to polar mr,mt. First check if mr is close to 1 of the 5 radii. Function checkr does that. If it is close, then check if mt is close to 1 of the 24 thetas. Function checkt does that. A complication is that the atan2 function is not continuous at pi radians which is where points are at, so make the discontinuity at -pi/24 radians where there are no points.
A "close" value is pi/24 since the arc distance between two adjacent points at r=1 will be pi/12.
var del = 1*Math.PI/24*.7; // for example
function xy2rt(xy) { // to polar cordinates
var rt = [];
rt.push(Math.sqrt(xy[0]*xy[0]+xy[1]*xy[1])); // r
var zatan = Math.atan2(xy[1], xy[0]);
// make the discontinuity at -pi/24
if (zatan < -Math.PI/24) zatan += 2*Math.PI;
rt.push(zatan); // theta
return rt;
}
function checkr() { // check radial distance
for (var pr=1; pr<=5; pr+=1) { // 5 radii
if (Math.abs(mr-pr) < del) { checkt(pr); break; }
}
}
function checkt(pr) { // check theta
var pt;
for (var ipt=0; ipt<24; ipt+=1) { // 24 thetas
pt = ipt / 24 * 2 * Math.PI;
if (Math.abs(mt-pt) < del/pr) {
// is close -- do whatever
break;
}
}
}
My problem was when checking the arc distance, I was using mr and pr whereas only pr should be used. The OP found my error by processing every pixel on the canvas and found there was a problem. I also processed every pixel and this image shows the routines to be correct now. The black is where the routines determine that the pixel is close to one of the 120 points.
EDIT: Faster processing
There are a lot of Math.* functions being executed. Although I haven't timed anything, I think this has to be much faster.
1) The x,y coordintates of the 120 points are stored in arrays.
2) Instead of getting polar mr, mt, pr, and pt, use vector processing.
Here is the derivation of arcd, the arc distance using vectors.
sint = sin(theta) = (M cross P)/mr/pr (cross product Mouse X Point)
cost = cos(theta) = (M dot P)/mr/pr (dot product Mouse . Point)
sint will be used to get arc distance, but sint goes to zero at theta=+-pi as well as theta=0, so:
mdotp will be used to determine if theta is near zero and not +-pi
arcd = pr*theta
arcd = pr*sin(theta) (good approximation for small theta)
arcd = pr*abs(M cross P)/mr/mp (from above)
if ardd < del, check if mdotp > 0.
Here are the load-xy-arrays and the new checkr and checkt routines.
apx=[], apy=[]; // the saved x,y of the 120 points
function loadapxapy() { // load arrays of px, py
var itheta, theta
for (var pr=1; pr<=5; pr+=1) { // 2-dimension arrays
apx[pr] = []; apy[pr] = []; // 5 arrays, 1 for each pr
for (itheta=0; itheta<24; itheta+=1) { // 24 x's and y's
theta = Math.PI*itheta/12;
apx[pr][itheta] = pr*Math.cos(theta);
apy[pr][itheta] = pr*Math.sin(theta);
}
}
}
function checkr() { // check radial distance
var mr = Math.sqrt(mx*mx+my*my); // mouse r
for (var pr=1; pr<=5; pr+=1) { // check 1 to 5
if (Math.abs(mr-pr) < del) { // mouser - pointr
checkt(mr, pr); // if close, check thetas
}
}
}
function checkt(mr, pr) { // check thetas
var px, py, sint, mdotp, arcd;
for (var itheta=0; itheta<24; itheta+=1) { // check 24
px = apx[pr][itheta]; // get saved x
py = apy[pr][itheta]; // and y
// This arcd is derived from vector processing
// At least this doesn't use the accursed "atan"!
sint = Math.abs(mx*py-my*px)/mr/pr; // sine
arcd = pr*sint; // arc distance
if (arcd<del) { // arc distance check
mdotp = (mx*px+my*py); // final check
if (mdotp > 0) { // to see if theta is near zero and not +-pi
setpixelxy([mx, my]); // or whatever..
}
}
}
}
I am working on a "rally" game where a car is drawing on hills made of cosine curves. I know the current xspeed of the car (without hills) but the problem is that I need to know the xspeed of the car on the hills to be able to draw the wheels on right places and keep the speed steady.
At the moment my solution looks like this.
function drawWheelOnBasicHill(hillStart, xLocWheel, wheelNro) {
var cw = 400 //the width of the hill
t_max = 2*Math.PI;
var scale = 80, step = cw, inc = t_max/step;
var t1 = (xLocWheel-hillStart)*inc
var y1 = -scale*0.5 * Math.cos(t1);
if(wheelNro == 1 ){ //backwheel
drawRotatedImage(wheel, car.wheel1x, car.wheel1y-y1-45,sx);
//drawing the wheel on canvas
} else { //frontwheel
drawRotatedImage(wheel, car.wheel2x, car.wheel2y-y1-45,sx);
}
for(var i=1; i<=car.speed; i++){ //finding the next xlocation of the wheel with the
//same distance (on the curve) to the previous location as the speed of the car(=the
//distance to the new point on the flat ground)
var t2 = (xLocWheel + i -hillStart)*inc
var y2 = -scale*0.5 * Math.cos(t2);
if(Math.round(Math.sqrt(i^2+(y2-y1)^2))==car.speed){
sx = sx+i; //the new xcoordinate break;
}
}
}
The for loop is the problem. It might bee too slow (animation with fps 24). I cant understand why the if statement isnt working at the moment. It works sometimes but most of the times the value of the condition newer reaches the actual xspeed.
Are there some more efficient and easier ways to do this? Or does this code contain some errors? I really appreciate your efforts to solve this! Ive been looking at this piece of code the whole day..
So i is the variable and
x2=x1+i
t2=t1+i*inc
y1=-scale*0.5 * Math.cos(t1)
y2=-scale*0.5 * Math.cos(t2)
which somehow is strange. The landscape should be time independent, that is, y should be a function of x only. The time step is external, determined by the speed of the animation loop. So a more logical model would have dx as variable and
dt = t2-t1
x2 = x1 + dx
y1 = f(x1) = -0.5*scale*cos(x1)
y2 = f(x2) = -0.5*scale*cos(x2)
and you would be looking for the intersection of
(x2-x1)^2+(y2-y1)^2 = (speed*dt)^2
which simplifies to
(speed*dt)^2=dx^2+0.25*scale^2*(cos(x1+dx)-cos(x1))^2
For small values of dx, which would be the case if dt or speed*dt is small,
cos(x1+dx)-cos(x1) is approx. -sin(x1)*dx
leading to
dx = (speed*dt) / sqrt( 1+0.25*scale^2*sin(x1)^2 )
To get closer to the intersection of curve and circle, you can then iterate the fixed point equation
dydx = 0.5*scale*(cos(x1+dx)-cos(x1))/dx
dx = (speed*dt) / ( 1+dydx^2 )
a small number of times.
Im creating a simple particle experiment on canvas. Now i want them to "run away" from mouse coursor over canvas. detecting the distance from the mouse is not a problem, but how to code their behaviour?
each particle is created as following:
var particle = {
x: Math.floor(Math.random() * width),
y: Math.floor(Math.random() * height),
xVel: Math.random() * 10 - 5,
yVel: Math.random() * 10 - 5,
}
so i assume i should also save the direction somehow, and if the distance from pointer is < x, reverse the direction? maybe also save old speed, and decrease it slowly while moving away?
how to detect the direction?
Velocity (xVel, yVel, together) is a 2D vector. And so is the distance between the mouse and the particles. A vector contains both direction and magnitude. So you want a vector that is the difference between the mouse position and the particle position.
var posRelativeToMouse = {
x: particle.x - mousPosX,
y: particle.y - mousPosY
};
So small numbers of x and y mean the the particle is close to the mouse, and big mean it's far away.
Next we need to figure out how these numbers should affect the velocity of the particle. So we need 2 things.
What direction do we push them in?
We already have this, mostly. posRelativeToMouse is a vector that has the direction we want. We just normalize it, which means to set the length of the vector to 1. To do that, we divide each component by the current length of the vector. The length of this vector is always the distance to from the particle to the mouse.
var distance = Math.sqrt(
posRelativeToMouse.x * posRelativeToMouse.x +
posRelativeToMouse.y * posRelativeToMouse.y
);
var forceDirection = {
x: posRelativeToMouse.x / distance,
y: posRelativeToMouse.y / distance,
};
How hard do we push the particles?
This is an inverse of the distance. Close means a big push, far means a little push. So lets reuse our distance we calculated above.
// distance past which the force is zero
var maxDistance = 1000;
// convert (0...maxDistance) range into a (1...0).
// Close is near 1, far is near 0
// for example:
// 250 => 0.75
// 100 => 0.9
// 10 => 0.99
var force = (maxDistance - distance) / maxDistance;
// if we went below zero, set it to zero.
if (force < 0) force = 0;
Ok we have a direction, and we have the force. All that's left is to apply this to the particle velocity.
particle.xVel += forceDirection.x * force * timeElapsedSinceLastFrame;
particle.yVel += forceDirection.y * force * timeElapsedSinceLastFrame;
And assuming you are animating your position each frame by that xVel/yVel, you should now have particles being pushed away by the mouse.
you can obtain a vector v by subtracting the position of particle from position of mouse,
then you can find the magnitude of this vector my taking sqrt(x^2 + y^2)
by dividing v by magnitude, you obtain a unit vector in the direction you want your particles to go.
for instance.
suppose I have 10 particles in a list U, each has an x and y field.
I can obtain it's vector from each particle v by setting v = (xpart - mousepart, ypart - mousepart)
then you need to find the magnitude vmag by taking sqrt(vx^2 + vy^2)
then you obtain vunit = (vx / vmag, vy / vmag)
This is the vector "away from the mouse".
the rest can be left to detemining speed you want to move at, and ensuring you bounce of walls and such.
I have a similar project at github open source:
https://github.com/dmitrymakhnin/JavaParticleSystem/blob/master/Main.java
How can I place rectangles with variable width and height, randomly in a stage but away from a circle in the center which has radius of x
Thanks in advance
EDIT
check my code so far
http://jsfiddle.net/chchrist/cAShH/1/
The three potential options I would follow are:
Generate random coordinates in [400,400] and then check that the distance from [200,200] is less than 50. If it is, fine; if not, start again.
Generate random polar coordinates (i.e., angle and distance), where the distance is greater than 50. Then convert these to Cartesian, centred around [200,200] and bounded to your area... The problem with this approach is that it would introduce bias at the extremities of your rectangular area.
Ignore the circle and bound it by a square, then use the first approach but with simplified logic.
One approach might be to think about how to map uniform random numbers into legal positions.
For example (simplifying slightly), if you had a 200 x 200 square, and you wanted to avoid any points in a 100x100 square in the middle, you could do the following for each coordinate. Generate a random number between 0 and 100. If it's less than 50, use it directly; otherwise add 100 to it (to put it in the 150-200 range)
Conceptually this stretches the range around the "hole" in the middle, while still leaving the resulting points uniformly distributed.
It'll be trickier with your circle, as the axes are not independent, but a variation on this method could be worth considering. (Especially if you only have "soft" requirements for randomness and so can relax the constraints on the distribution somewhat).
I would start with a coordinate system centered at 0,0 and after you have generated valid coordinates map them onto your square/rectangle.
Here's a simple example:
function getValidCoordinates() {
var x, y, isValid = false;
while (!isValid) {
x = Math.random() * 400 - 200;
y = Math.random() * 400 - 200;
if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2)) > 50)
isValid = true;
//else alert('too close ' + x + ',' + y);
}
return {x: x + 200, y: y + 200};
}
for (var i=0; i < 10; i++) {
var co = getValidCoordinates();
alert('x=' + co.x + ', y=' + co.y);
}