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Calculating the angle between a line and the x-axis

开发者 https://www.devze.com 2022-12-27 07:39 出处:网络
I\'m currently developing a simple 2D game for Android.I have a stationary ob开发者_Python百科ject that\'s situated in the center of the screen and I\'m trying to get that object to rotate and point t

I'm currently developing a simple 2D game for Android. I have a stationary ob开发者_Python百科ject that's situated in the center of the screen and I'm trying to get that object to rotate and point to the area on the screen that the user touches. I have the constant coordinates that represent the center of the screen and I can get the coordinates of the point that the user taps on. I'm using the formula outlined in this forum: How to get angle between two points?

  • It says as follows "If you want the the angle between the line defined by these two points and the horizontal axis:

    double angle = atan2(y2 - y1, x2 - x1) * 180 / PI;".
    
  • I implemented this, but I think the fact the I'm working in screen coordinates is causing a miscalculation, since the Y-coordinate is reversed. I'm not sure if this is the right way to go about it, any other thoughts or suggestions are appreciated.


Assumptions: x is the horizontal axis, and increases when moving from left to right. y is the vertical axis, and increases from bottom to top. (touch_x, touch_y) is the point selected by the user. (center_x, center_y) is the point at the center of the screen. theta is measured counter-clockwise from the +x axis. Then:

delta_x = touch_x - center_x
delta_y = touch_y - center_y
theta_radians = atan2(delta_y, delta_x)

Edit: you mentioned in a comment that y increases from top to bottom. In that case,

delta_y = center_y - touch_y

But it would be more correct to describe this as expressing (touch_x, touch_y) in polar coordinates relative to (center_x, center_y). As ChrisF mentioned, the idea of taking an "angle between two points" is not well defined.


Had a need for similar functionality myself, so after much hair pulling I came up with the function below

/**
 * Fetches angle relative to screen centre point
 * where 3 O'Clock is 0 and 12 O'Clock is 270 degrees
 * 
 * @param screenPoint
 * @return angle in degress from 0-360.
 */
public double getAngle(Point screenPoint) {
    double dx = screenPoint.getX() - mCentreX;
    // Minus to correct for coord re-mapping
    double dy = -(screenPoint.getY() - mCentreY);

    double inRads = Math.atan2(dy, dx);

    // We need to map to coord system when 0 degree is at 3 O'clock, 270 at 12 O'clock
    if (inRads < 0)
        inRads = Math.abs(inRads);
    else
        inRads = 2 * Math.PI - inRads;

    return Math.toDegrees(inRads);
}


A few answers here have tried to explain the "screen" issue where top left is 0,0 and bottom right is (positive) screen width, screen height. Most grids have the Y axis as positive above X not below.

The following method will work with screen values instead of "grid" values. The only difference to the excepted answer is the Y values are inverted.

/**
 * Work out the angle from the x horizontal winding anti-clockwise 
 * in screen space. 
 * 
 * The value returned from the following should be 315. 
 * <pre>
 * x,y -------------
 *     |  1,1
 *     |    \
 *     |     \
 *     |     2,2
 * </pre>
 * @param p1
 * @param p2
 * @return - a double from 0 to 360
 */
public static double angleOf(PointF p1, PointF p2) {
    // NOTE: Remember that most math has the Y axis as positive above the X.
    // However, for screens we have Y as positive below. For this reason, 
    // the Y values are inverted to get the expected results.
    final double deltaY = (p1.y - p2.y);
    final double deltaX = (p2.x - p1.x);
    final double result = Math.toDegrees(Math.atan2(deltaY, deltaX)); 
    return (result < 0) ? (360d + result) : result;
}


in android i did this using kotlin:

private fun angleBetweenPoints(a: PointF, b: PointF): Double {
        val deltaY = abs(b.y - a.y)
        val deltaX = abs(b.x - a.x)
        return Math.toDegrees(atan2(deltaY.toDouble(), deltaX.toDouble()))
    }


fun calculateAngle(
    touchX: Float,
    touchY: Float,
    centerX: Float,
    centerY: Float
): Float {
    val deltaX = centerX - touchX
    val deltaY = centerY - touchY
    return Math.toDegrees(atan2(deltaY.toDouble(), deltaX.toDouble())).toFloat()
}

This function will return value like

Calculating the angle between a line and the x-axis

If we + 180 to the return value then we will get the value from right to left like

360(<=> 0) -> 45 -> 90 -> 135 -> 180 -> 225 -> 270 -> 315

similar to the angle when we drawArc


"the origin is at the top-left of the screen and the Y-Coordinate increases going down, while the X-Coordinate increases to the right like normal. I guess my question becomes, do I have to convert the screen coordinates to Cartesian coordinates before applying the above formula?"

If you were calculating the angle using Cartesian coordinates, and both points were in quadrant 1 (where x>0 and y>0), the situation would be identical to screen pixel coordinates (except for the upside-down-Y thing. If you negate Y to get it right-side up, it becomes quadrant 4...). Converting screen pixel coordinates to Cartesian doesnt really change the angle.


with pygame:

dy = p1.y - p2.y
dX = p2.x - p1.x

rads = atan2(dy,dx)
degs = degrees(rads)
if degs < 0 :
   degs +=90

it work for me


If you wanto get slope as radian -> m = math.atan2((jy-iy),(jx-ix))

and degree ---> m = math.atan2((jy-iy),(jx-ix))*180/math.pi

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