I calculate angle between two CGPoints :
//calculate radian and degree
CGPoint diff = ccpSub(center, location);//return ccp(v1.x - v2.x, v1.y - v2.y);
float rads = atan2f( diff.y, diff.x);
float degs = -CC_RADIANS_TO_DEGREES(rads);
NSLog(#"Rad %.2f Degs %.2f",rads,degs);
Now In another function where I have a pre known CGPoint and the degree of above function, I want to calculate closest point that satisfies the degree.
I was thinking about maybe below code would help me but in below code start point and rotation point is known, in my situation I only know start point.
-(void) rotateAroundPoint:(CGPoint)rotationPoint angle:(CGFloat)angle {
CGFloat x = cos(CC_DEGREES_TO_RADIANS(-angle)) * (self.position.x-rotationPoint.x) - sin(CC_DEGREES_TO_RADIANS(-angle)) * (self.position.y-rotationPoint.y) + rotationPoint.x;
CGFloat y = sin(CC_DEGREES_TO_RADIANS(-angle)) * (self.position.x-rotationPoint.x) + cos(CC_DEGREES_TO_RADIANS(-angle)) * (self.position.y-rotationPoint.y) + rotationPoint.y;
Lets say I have a point 800,600 and I have a degree of 70, how can I calculate closest point with that point and that degree?
EDIT:::
Normally in my game sprites are moved with a button therefore all rotation,movement,speed etc are handled when button pressed [sprite moveToPreGivenPostion:CGPoint]
But now a compass is added and when user choose an angle on the compass I need to move the sprite in the direction of degree on compass, since [sprite moveToPreGivenPostion:CGPoint] already handles rotation and other stuff I just want to determine that what CGPoint should I send to moveToPreGivenPostion function.
As #trumpetlicks said you cant find the closest point like that, but I guess I understood what you want and that function -(void) rotateAroundPoint:(CGPoint)rotationPoint angle:(CGFloat)angle you are trying to use is perfectly fine to achieve what you want.
all you need to do is choose float radius.
you know your current point and lets say your radius is 1, basically you can calculate your previous point without a degree, assuming 0 degrees is left of your point and lets say your point is 200,200 with 1 radius 0 degree your previous point automatically becomes 199,200.
So now you have a reference point so now calculate the point you want to move your sprite:
//choose a feasable radius
float radius = 0.5;
//position_ is your preknown position as you said
//find a the point to roate
//position_.x-radius is always 0 degrees of your current point
CGFloat x = cos(rads) * ((position_.x-radius)-position_.x) - sin(rads) * ((position_.y)-position_.y) + position_.x;
CGFloat y = sin(rads) * ((position_.x-radius)-position_.x) + cos(rads) * ((position_.y)-position_.y) + position_.y;
//get the new point
CGPoint newLocation = ccp(x, y);
Related
I have an app with a color wheel and I'm trying to pick a random color within the color wheel. However, I'm having problems verifying that the random point falls within the color wheel.
Here's the code as it currently is:
CGPoint randomPoint = CGPointMake(arc4random() % (int)colorWheel.bounds.size.width, arc4random() % (int)colorWheel.bounds.size.height);
UIColor *randomColor = [self colorOfPoint:randomPoint];
CGPoint pointInView = [colorWheel convertPoint:randomPoint fromView:colorWheel.window];
if (CGRectContainsPoint(colorWheel.bounds, pointInView)) {
NSLog(#"%#", randomColor);
}
else {
NSLog(#"out of bounds");
}
A couple of other methods of verifying the point that I've tried with no luck:
if (CGRectContainsPoint(colorWheel.frame, randomPoint)) {
NSLog(#"%#", randomColor);
}
if ([colorWheel pointInside:[self.view convertPoint:randomPoint toView: colorWheel] withEvent: nil]) {
NSLog(#"%#", randomColor);
}
Sometimes it'll output "out of bounds", and sometimes it'll just output that the color is white (the background around the color wheel is currently white but there's no white in the color wheel image).
The color wheel image is a circle, so I'm not sure if that's throwing off the test, although it seems like white pops up way too frequently for it to just be a transparent square outline around the image giving a white color.
If you want to generate a random point in a circle, you would do better to pick your point in polar coordinates and then convert it to Cartesian.
The polar coordinate space uses two dimesions, radius and angle. Radius is just the distance from the center, and angle usually starts at "due east" for 0, and goes around counter-clockwise up to 2π (that's in radians, 360˚ of course in degrees).
Presumably your wheel is divided into simple wedges, so the radius actually doesn't matter; you just need to pick a random angle.
uint32_t angle = arc4random_uniform(360);
// Radius will just be halfway from the center to the edge.
// This assumes the circle is exactly enclosed, i.e., diameter == width
CGFloat radius = colorWheel.bounds.size.width / 4;
This function will give you a Cartesian point from your polar coordinates. Wikipedia explains the simple math if you're interested.
/** Convert the polar point (radius, theta) to a Cartesian (x,y). */
CGPoint poltocar(CGFloat radius, CGFloat theta)
{
return (CGPoint){radius * cos(theta), radius * sin(theta)};
}
The function uses radians for theta, because sin() and cos() do, so change the angle to radians, and then you can convert:
CGFloat theta = (angle * M_PI) / 180.0
CGPoint randomPoint = poltocar(radius, theta);
One last step: this circle has its origin at the same place as the view, that is, in the corner, so you need to translate the point to use the center as the origin.
CGPoint addPoints(CGPoint lhs, CGPoint rhs)
{
return (CGPoint){lhs.x + rhs.x, lhs.y, rhs.y};
}
CGPoint offset = (CGPoint){colorWheel.bounds.size.width / 2,
colorWheel.bounds.size.height / 2};
randomPoint = addPoints(randomPoint, offset);
And your new randomPoint will always be within the circle.
I agree with #JoshCaswell's approach, but FYI, the reason the OP code is not working is that the test for inside a circle is incorrect.
The coordinate conversion is unnecessary, and the test against a rectangle is sure to be wrong. Instead, work out how far the random point is from the center and compare that with the radius.
CGFloat centerX = colorWheel.bounds.size.width / 2.0;
CGFloat centerY = colorWheel.bounds.size.height / 2.0;
CGFloat distanceX = centerX - randomPoint.x;
CGFloat distanceY = centerY - randomPoint.y;
CGFloat distance = distanceX*distanceX + distanceY*distanceY;
CGFloat radius = colorWheel.bounds.size.width / 2.0; // just a guess
CGFloat r2 = radius*radius;
// this compares the square of the distance with r^2, to save a sqrt operation
BOOL isInCircle = distance < r2;
I want to give Force to my SKSpriteNode at specific angle.
So, How to treat my CGVector for give force at specific angle?
I had searched for it but unfortunately not getting any good way.
What i wants to achieve :
My SKSpriteNode moving towards the screen. There are buttons on top like 30,45,60.
So if user press button(i.e. that Button contain "30") then i had to move my SKSpriteNode to 30 degree with same speed.
Please help me towards it if any of you can help me regarding this.
First, you will need to convert the angle in degrees to radians by multiplying it by pi / 180
CGFloat angleInRadians = angleInDegrees * M_PI / 180;
You can then determine the vector components in that direction by
CGFloat dx = cosf(angleInRadians);
CGFloat dy = sinf(angleInRadians);
and finally apply a force to the sprite with
[sprite.physicsBody applyForce:CGVectorMake(dx*scale, dy*scale)];
where scale determines how much force is applied.
Optionally, you can rotate the sprite to face in the same direction as its motion by
sprite.zRotation = angleInRadians + offset;
where offset is the difference in angle, in radians, between your sprite's image and zero degrees. For example, if your sprite is facing up when zRotation is zero, offset should be -M_PI_2.
This is my method to move squares around a circle like satelites does on planets:
-(CGPoint)circularMovement:(float)degrees radius:(CGFloat)radius{
float x = (planet.position.x + planet.radius) *cos(degrees);
float y = (planet.position.y + planet.radius) *sin(degrees);
CGPoint posicion = CGPointMake(x, y);
return posicion;
}
As you can see, I get an x and y position of my satelite, and calling this method with degrees++ I got a circular movement around planets.
But my problem with this movement sistem is I need the degrees of satelite.position.x+satelite.size.width/2 to detect collisions with another object moving around with the same movement-sistem.
Anybody knows how to get this value??
Just do same calculations, but backwards.
In your example you knew: planet.position, planet.radius, degrees and you had to find x and y for that CGPoint.
Now you know: planet.position, planet.radius and that CGPoint and you need to find degrees.
From your formula:
float x = (planet.position.x + planet.radius) *cos(degrees);
you can find your degrees:
cos(degrees) = x / (planet.position.x + planet.radius);
For example:
cos(x) = 1 / 2;
then
x = acos(1/2);
x = 60 degrees or Pi/3 rads
This is so much an iOS question as it is my current inability to do coordinate geometry. Given a CGPoint to act as a point that the line will pass through and an angle in radians. How do I draw a line that extends across to the bounds of the screen (infinite line)?
I am using Quartz2d to do this and the API for creating a line is limited to two points as input. So how do I convert a point and angle to two points on the bounds of the iOS device?
This begins with simple trigonometry. You need to calculate the x and y coordinate of the 2nd point. With an origin of 0,0 and treating a line that goes straight to the right as 0 degrees, and going counterclockwise (anti-clockwise for some of you), you do:
double angle = ... // angle in radians
double newX = cos(angle);
double newY = sin(angle);
This assumes a radius of 1. Multiply each times a desired radius. Pick a number that will be bigger than the screen such as 480 for an iPhone or 1024 for an iPad (assuming you want points and not pixels).
Then add the original point to get the final point.
Assuming you have CGPoint start, double angle, and a length, your final point is:
double endX = cos(angle) * length + start.x;
double endY = sin(angle) * length + start.y;
CGPoint end = CGPointMake(endX, endY);
It's OK if the end point is off the screen.
I am attempting to simply make objects orbit around a center point, e.g.
The green and blue objects represent objects which should keep their distance to the center point, while rotating, based on an angle which I pass into method.
I have attempted to create a function, in objective-c, but it doesn't work right without a static number. e.g. (It rotates around the center, but not from the true starting point or distance from the object.)
-(void) rotateGear: (UIImageView*) view heading:(int)heading
{
// int distanceX = 160 - view.frame.origin.x;
// int distanceY = 240 - view.frame.origin.y;
float x = 160 - view.image.size.width / 2 + (50 * cos(heading * (M_PI / 180)));
float y = 240 - view.image.size.height / 2 + (50 * sin(heading * (M_PI / 180)));
view.frame = CGRectMake(x, y, view.image.size.width, view.image.size.height);
}
My magic numbers 160, and 240 are the center of the canvas in which I'm drawing the images onto. 50 is a static number (and the problem), which allows the function to work partially correctly -- without maintaining the starting poisition of the object or correct distance. I don't know what to put here unfortunately.
heading is a parameter that passes in a degree, from 0 to 359. It is calculated by a timer and increments outside of this class.
Essentially what I would like to be able to drop any image onto my canvas, and based on the starting point of the image, it would rotate around the center of my circle. This means, if I were to drop an image at Point (10,10), the distance to the center of the circle would persist, using (10,10) as a starting point. The object would rotate 360 degrees around the center, and reach it's original starting point.
The expected result would be to pass for instance (10,10) into the method, based off of zero degrees, and get back out, (15,25) (not real) at 5 degrees.
I know this is very simple (and this problem description is entirely overkill), but I'm going cross eyed trying to figure out where I'm hosing things up. I don't care about what language examples you use, if any. I'll be able to decipher your meanings.
Failure Update
I've gotten farther, but I still cannot get the right calculation. My new code looks like the following:
heading is set to 1 degree.
-(void) rotateGear: (UIImageView*) view heading:(int)heading
{
float y1 = view.frame.origin.y + (view.frame.size.height/2); // 152
float x1 = view.frame.origin.x + (view.frame.size.width/2); // 140.5
float radius = sqrtf(powf(160 - x1 ,2.0f) + powf(240 - y1, 2.0f)); // 90.13
// I know that I need to calculate 90.13 pixels from my center, at 1 degree.
float x = 160 + radius * (cos(heading * (M_PI / 180.0f))); // 250.12
float y = 240 + radius * (sin(heading * (M_PI / 180.0f))); // 241.57
// The numbers are very skewed.
view.frame = CGRectMake(x, y, view.image.size.width, view.image.size.height);
}
I'm getting results that are no where close to where the point should be. The problem is with the assignment of x and y. Where am I going wrong?
You can find the distance of the point from the centre pretty easily:
radius = sqrt((160 - x)^2 + (240 - y)^2)
where (x, y) is the initial position of the centre of your object. Then just replace 50 by the radius.
http://en.wikipedia.org/wiki/Pythagorean_theorem
You can then figure out the initial angle using trigonometry (tan = opposite / adjacent, so draw a right-angled triangle using the centre mass and the centre of your orbiting object to visualize this):
angle = arctan((y - 240) / (x - 160))
if x > 160, or:
angle = arctan((y - 240) / (x - 160)) + 180
if x < 160
http://en.wikipedia.org/wiki/Inverse_trigonometric_functions
Edit: bear in mind I don't actually know any Objective-C but this is basically what I think you should do (you should be able to translate this to correct Obj-C pretty easily, this is just for demonstration):
// Your object gets created here somewhere
float x1 = view.frame.origin.x + (view.frame.size.width/2); // 140.5
float y1 = view.frame.origin.y + (view.frame.size.height/2); // 152
float radius = sqrtf(powf(160 - x1 ,2.0f) + powf(240 - y1, 2.0f)); // 90.13
// Calculate the initial angle here, as per the first part of my answer
float initialAngle = atan((y1 - 240) / (x1 - 160)) * 180.0f / M_PI;
if(x1 < 160)
initialAngle += 180;
// Calculate the adjustment we need to add to heading
int adjustment = (int)(initialAngle - heading);
So we only execute the code above once (when the object gets created). We need to remember radius and adjustment for later. Then we alter rotateGear to take an angle and a radius as inputs instead of heading (this is much more flexible anyway):
-(void) rotateGear: (UIImageView*) view radius:(float)radius angle:(int)angle
{
float x = 160 + radius * (cos(angle * (M_PI / 180.0f)));
float y = 240 + radius * (sin(angle * (M_PI / 180.0f)));
// The numbers are very skewed.
view.frame = CGRectMake(x, y, view.image.size.width, view.image.size.height);
}
And each time we want to update the position we make a call like this:
[objectName rotateGear radius:radius angle:(adjustment + heading)];
Btw, once you manage to get this working, I'd strongly recommend converting all your angles so you're using radians all the way through, it makes it much neater/easier to follow!
The formula for x and y coordinates of a point on a circle, based on radians, radius, and center point:
x = cos(angle) * radius + center_x
y = sin(angle) * radius + center_y
You can find the radius with HappyPixel's formula.
Once you figure out the radius and the center point, you can simply vary the angle to get all the points on the circle that you'd want.
If I understand correctly, you want to do InitObject(x,y). followed by UpdateObject(angle) where angle sweeps from 0 to 360. (But use radians instead of degrees for the math)
So you need to track the angle and radius for each object.:
InitObject(x,y)
relative_x = x-center.x
relative_y = y-center.y
object.radius = sqrt((relative_x)^2, (relative_y)^2)
object.initial_angle = atan(relative_y,relative_x);
And
UpdateObject(angle)
newangle = (object.initial_angle + angle) % (2*PI )
object.x = cos(newangle) * object.radius + center.x
object.y = sin(newangle) * object.radius + center.y
dx=dropx-centerx; //target-source
dy=-(dropy-centery); //minus = invert screen coords to cartesian coords
radius=sqrt(dy*dy+dx*dx); //faster if your compiler optimizer is bad
if dx=0 then dx=0.000001; //hackpatchfudgenudge*
angle=atan(dy/dx); //set this as start angle for the angle-incrementer
Then go with the code you have and you'll be fine. You seem to be calculating radius from current position each time though? This, like the angle, should only be done once, when the object is dropped, or else the radius might not be constant.
*instead of handling 3 special cases for dx=0, if you need < 1/100 degree precision for the start angle go with those instead, google Polar Arctan.