How to calculate a point on a circle knowing the r

2019-04-11 01:21发布

I have a complicated problem and it involves an understanding of Maths I'm not confident with.

Some slight context may help. I'm building a 3D train simulator for children and it will run in the browser using WebGL. I'm trying to create a network of points to place the track assets (see image) and provide reference for the train to move along.

To help explain my problem I have created a visual representation as I am a designer who can script and not really a programmer or a mathematician:

visualisation of problem

Basically, I have 3 shapes (Figs. A, B & C) and although they have width, can be represented as a straight line for A and curves (B & C). Curves B & C are derived (bend modified) from A so are all the same length (l) which is 112. The curves (B & C) each have a radius (r) of 285.5 and the (a) angle they were bent at was 22.5°.

Each shape (A, B & C) has a registration point (start point) illustrated by the centre of the green boxes attached to each of them.

What I am trying to do is create a network of "track" starting at 0, 0 (using standard Cartesian coordinates).

My problem is where to place the next element after a curve. If it were straight track then there is no problem as I can use the length as a constant offset along the y axis but that would be boring so I need to add curves.

Fig. D. demonstrates an example of a possible track layout but please understand that I am not looking for a static answer (based on where everything is positioned in the image), I need a formula that can be applied no matter how I configure the track.

Using Fig. D. I tried to work out where to place the second curved element after the first one. I used the formula for plotting a point of the circumference of a circle given its centre coordinates and radius (Fig. E.).

I had point 1 as that was simply a case of setting the length (y position) of the straight line. I could easily work out the centre of the circle because that's just the offset y position, the offset of the radius (r) (x position) and the angle (a) which is always 22.5° (which, incidentally, was converted to Radians as per formula requirements).

After passing the values through the formula I didn't get the correct result because the formula assumed I was working anti-clockwise starting at 3 o'clock so I had to deduct 180 from (a) and convert that to Radians to get the expected result.

That did work and if I wanted to create a 180° track curve I could use the same centre point and simply deducted 22.5° from the angle each time. Great. But I want a more dynamic track layout like in Figs. D & E.

So, how would I go about working point 5 in Fig. E. because that represents the centre point for that curve segment? I simply have no idea.

Also, as a bonus question, is this the correct way to be doing this or am I over-complicating things?

This problem is the only issue stopping me from building my game and, as you can appreciate, it is a bit of a biggie so I thank anyone for their contribution in advance.

标签: math circle
2条回答
萌系小妹纸
2楼-- · 2019-04-11 01:45

As you build up the track, the position of the next piece of track to be placed needs to be relative to location and direction of the current end of the track.

I would store an (x,y) position and an angle a to indicate the current point (with x,y starting at 0, and a starting at pi/2 radians, which corresponds to straight up in the "anticlockwise from 3-o'clock" system).

Then construct

fx = cos(a);
fy = sin(a);
lx = -sin(a);
ly = cos(a);

which correspond to the x and y components of 'forward' and 'left' vectors relative to the direction we are currently facing. If we wanted to move our position one unit forward, we would increment (x,y) by (fx, fy).

In your case, the rule for placing a straight section of track is then:

x=x+112*fx
y=y+112*fy

The rule for placing a curve is slightly more complex. For a curve turning right, we need to move forward 112*sin(22.5°), then side-step right 112*(1-cos(22.5°), then turn clockwise by 22.5°. In code,

x=x+285.206*sin(22.5*pi/180)*fx // Move forward
y=y+285.206*sin(22.5*pi/180)*fy

x=x+285.206*(1-cos(22.5*pi/180))*(-lx) // Side-step right
y=y+285.206*(1-cos(22.5*pi/180))*(-ly)

a=a-22.5*pi/180 // Turn to face new direction

Turning left is just like turning right, but with a negative angle.

To place the subsequent pieces, just run this procedure again, calculating fx,fy, lx and ly with the now-updated value of a, and then incrementing x and y depending on what type of track piece is next.

There is one other point that you might consider; in my experience, building tracks which form closed loops with these sort of pieces usually works if you stick to making 90° turns or rather symmetric layouts. However, it's quite easy to make tracks which don't quite join up, and it's not obvious to see how they should be modified to allow them to join. Something to bear in mind perhaps if your program allows children to design their own layouts.

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Evening l夕情丶
3楼-- · 2019-04-11 01:51

Point 5 is equidistant from 3 as 2, but in the opposite direction.

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