I'm attempting to draw a path through the inside of a tube, along the center. The data I have to work with is the the center points of the circles describing the tube at the start and end of every turn in the pipe.
Drawing the path through the straight sections of pipe is trivial, but I'm not sure how to approach the bends. Any turn between two circles should be of constant radius. So I have access to two points on this circle, and the direction of of the circle line at that point.
Does anyone know how I would calculate the rest of the circle from this?
Edit:
Attached a photo-realistic sketch of a pipe.
So pretend that curve isn't wobbly as hell, the blue lines indicate the circle, the red the center points, and the green the path through the center.
Clarification
tube has the same circular diameter everywhere so no distortion due to bending is present !!! input is 2 endpoints points (centers of tube) P0,P1
and 2 vectors (normal/direction of tube) N0,N1
Solution
Use Interpolation cubic for example this one
p(t)=a0+a1*t+a2*t*t+a3*t*t*t
t=<0,1.0>
so write equations for the known data, solve a0,a1,a2,a3
coefficients for each axis you need (2D: x,y
) and then you can get the center point and its normal in any point along the bend side which is what you need.
Now some generic equations:
p(t)=a0+a1*t+ a2*t*t+ a3*t*t*t // circle center position
n(t)= a1 +2.0*a2*t +3.0*a3*t*t // circle orientation
p,n,a0,a1,a2,a3
are vectors !!!
t
is scalar
Now add the known data
I. t=0 -> p(0)=P0
P0=a0
a0=P0
II. t=0 -> n(0)=N0
N0=a1
a1=N0
III. t=1 -> p(1)=P1
P1=a0+a1+a2+a3
P1=P0+N0+a2+a3
a2=P1-P0-N0-a3
IV. t=1 -> n(1)=N1
N1=a1+2.0*a2+3.0*a3
N1=N0+2.0*(P1-P0-N0-a3)+3.0*a3
a3=N1+N0-2.0*(P1-P0)
III.
a2=P1-P0-N0-(N1+N0-2.0*(P1-P0))
a2=P1-P0-N0-N1-N0+2.0*(P1-P0)
a2=P1-P0-N1+2.0*(P1-P0-N0)
a2=3.0*(P1-P0)-N1-2.0*N0
So if I did not make any silly mistake then coefficients are:
a0=P0
a1=N0
a2=3.0*(P1-P0)-N1-2.0*N0
a3=N1+N0-2.0*(P1-P0)
So now just encode generic equations into some function with input parameter t
and output p(t)
and n(t)
and/or render circle or tube segment and the call this in for loop for example like this:
for (t=0.0;t<=1.0;t+=0.1) f(t);
[edit1] C++ implementation
//---------------------------------------------------------------------------
void glCircle3D(double *pos,double *nor,double r,bool _fill)
{
int i,n=36;
double a,da=divide(pi2,n),p[3],dp[3],x[3],y[3];
if (fabs(nor[0]-nor[1])>1e-6) vector_ld(x,nor[1],nor[0],nor[2]);
else if (fabs(nor[0]-nor[2])>1e-6) vector_ld(x,nor[2],nor[1],nor[0]);
else if (fabs(nor[1]-nor[2])>1e-6) vector_ld(x,nor[0],nor[2],nor[1]);
else vector_ld(x,1.0,0.0,0.0);
vector_mul(x,x,nor);
vector_mul(y,x,nor);
vector_len(x,x,r);
vector_len(y,y,r);
if (_fill)
{
glBegin(GL_TRIANGLE_FAN);
glVertex3dv(pos);
}
else glBegin(GL_LINE_STRIP);
for (a=0.0,i=0;i<=n;i++,a+=da)
{
vector_mul(dp,x,cos(a)); vector_add(p,pos,dp);
vector_mul(dp,y,sin(a)); vector_add(p,p ,dp);
glVertex3dv(p);
}
glEnd();
}
//---------------------------------------------------------------------------
void tube(double *P0,double *N0,double *P1,double *N1,double R)
{
int i;
double a0[3],a1[3],a2[3],a3[3],p[3],n[3],t,tt,ttt;
// compute coefficients
for (i=0;i<3;i++)
{
a0[i]=P0[i];
a1[i]=N0[i];
a2[i]=(3.0*(P1[i]-P0[i]))-N1[i]-(2.0*N0[i]);
a3[i]=N1[i]+N0[i]-2.0*(P1[i]-P0[i]);
}
// step through curve from t=0 to t=1
for (t=0.0;t<=1.0;t+=0.02)
{
tt=t*t;
ttt=tt*t;
// compute circle position and orientation
for (i=0;i<3;i++)
{
p[i]=a0[i]+(a1[i]*t)+(a2[i]*tt)+(a3[i]*ttt);
n[i]=a1[i]+(2.0*a2[i]*t)+(3.0*a3[i]*tt);
}
// render it
glCircle3D(p,n,R,false);
}
}
//---------------------------------------------------------------------------
void test()
{
// tube parameters
double P0[3]={-1.0, 0.0, 0.0},N0[3]={+1.0,-1.0, 0.0},p[3];
double P1[3]={+1.0,+1.0, 0.0},N1[3]={ 0.0,+1.0, 0.0};
// just normalize normals to size 3.1415...
vector_len(N0,N0,M_PI);
vector_len(N1,N1,M_PI);
// draw normals to visula confirmation of tube direction
glBegin(GL_LINES);
glColor3f(0.0,0.0,1.0); vector_add(p,P0,N0); glVertex3dv(P0); glVertex3dv(p);
glColor3f(0.0,0.0,1.0); vector_add(p,P1,N1); glVertex3dv(P1); glVertex3dv(p);
glEnd();
// render tube
glColor3f(1.0,1.0,1.0); tube(P0,N0,P1,N1,0.2);
}
//---------------------------------------------------------------------------
Visually it best looks when normals are of size M_PI (3.1415...)
this is how it looks for the code above:
the code of mine use mine vector library so you just need to code functions like:
vector_ld(a,x,y,z); //a[]={ x,y,z }
vector_mul(a,b,c); //a[]=b[] x c[]
vector_mul(a,b,c); //a[]=b[] * c
vector_add(a,b,c); //a[]=b[] + c[]
vector_sub(a,b,c); //a[]=b[] - c[]
vector_len(a,b,c); //a[]=b[]* c / |b[]|
which is easy (hope I did not forget to copy something ...)...