Tessellating hexagons over a rectangle - geometry

I have an infinite grid of hexagons, defined by a cubic (x y z) coordinate system like so:
I also have a viewport -- a rectangular canvas where I will draw the hexagons.
My issue is this. Because the grid of hexagons is infinite in all directions, I can't feasibly draw all of them at once. Therefore, I need to draw all the hexagons that are in the viewport, and ONLY those hexagons.
This image summarizes what I want to do:
In this image, purple-colored hexagons are those I want to render, while white-colored hexagons are those I don't want to render. The black rectangle is hte viewport -- all the hexagons that intersect with it are to be drawn. How would I find which hexagons to render (IE their xyz coordinates)?
Some other info:
I have a function that can recall a hexagon tile and draw it centered at position(x,y) in the viewport, given its cubic xyz coordinates. Therefore, all I should need is the xyz coords of each rectangle to draw, and I can draw them. This might simplify the problem.
I have formulas to convert from cubic hexagon coordinates to x/y coordinates, and back. Given the above diagram, r/g/b being the axes for the cubic coords with the image above, x and y being the cartesian coordinates, and s being the length of a hexagon's edge...
y = 3/2 * s * b
b = 2/3 * y / s
x = sqrt(3) * s * ( b/2 + r)
x = - sqrt(3) * s * ( b/2 + g )
r = (sqrt(3)/3 * x - y/3 ) / s
g = -(sqrt(3)/3 * x + y/3 ) / s
r + b + g = 0

Let's X0, Y0 are coordinates of top left corner, RectWidth is rectangle width, HexWidth = s * Sqrt(3/2) is hexagon width.
Find center of the closest hexagon r0, g0, b0, HX0, HY0. (Rect corner lies in this hexagon, because hexagons are Voronoy diagram cells). Remember horizontal and vertical shift DX = X0 - HX0, DY = Y0 - HY0
Draw horizontal row of Ceil(RectWidth/HexWidth) hexagons, incrementing r coordinate, decrementing f, and keeping b the same, ROWINC=(1,-1,0).
Note that if DY > HexWidth/2, you need extra top row with initial coordinates shifted up (r0, g0-1, b0+1)
Shift starting point by L=(0, 1, -1) if the DX < 0, or by R=(1, 0, -1) otherwise. Draw another horizontal row with the same ROWINC
Shift row starting point by alternative way (L after R, R after L). Draw horizontal rows until bottom edge is reached.
Check whether extra row is needed in the bottom.

You can think of the rectangular box in terms of constraints on an axis.
In the diagram, the horizontal lines correspond to b and your constraints will be of the form somenumber ≤ b and b ≤ somenumber. For example the rectangle might be in the range 3 ≤ b ≤ 7.
The vertical lines are a little trickier, but they are a “diagonal” that corresponds to r-g. Your constraints will be of the form somenumber ≤ r-g and r-g ≤ somenumber. For example it might be the range -4 ≤ r-g ≤ 5.
Now you have two axes with constraints on them, and you can form a loop. The easiest thing will be to have the outer loop use b:
for (b = 3; b ≤ 7; b++) {
…
}
The inner loop is a little trickier, because that's the diagonal constraint. Since we know r+g+b=0, and we know the value of b from the outer loop, we can rewrite the two-variable constraint on r-g. Express r+g+b=0 as g=0-r-b. Now substitute into r-g and get r-(0-r-b). Simplify r-(0-r-b) to 2*r-b. Instead of -4 ≤ r-g we can say -4 ≤ 2*r-b or -4+b ≤ 2*r or (-4+b)/2 ≤ r. Similarly, we can rearrange r-g ≤ 5 to 2*r-b ≤ 5 to r ≤ (5+b)/2. This gives us our inner loop:
for (b = 3; b ≤ 7; b++) {
for (r = (-4+b)/2; r ≤ (5+b)/2; r++) {
g = 0-b-r;
…
}
}
The last bit is to generalize, replacing the constants 3,7,-4,5 with the actual bounds for your rectangle.

Related

How to calculate rectangle size for specific corner radius?

I have some square board .
I would like it to be inside a rounded corners square box.
Question seems to be basic, but how do you calculate how much length you have to add to your square board ,in order to make a rounded square box with specific radius that cover it exactly ?
For example i have a square 30x30mm board , and i would like to cover it with a square box that has corner radius of 6mm , how much length do i have to add to the 30mm , to create that box so it can filled with the original board ( so the board can exactly "live" inside that box )
Agree that the OP application may be carpentry but it seems like an interesting enough geometry problem that it could have programming/graphics applications. Here's what I come up with:
Let I = inner square side length (30mm)
O = outer rounded square side length
r = corner radius (6mm)
Decompose the outer rounded square into 9 sections:
1 center square (with diagonal length d and side length c)
4 side squares (left, right, above, and below)
4 round corners
Since the inner square fits into the outer square,
the outer rounded square diagonal is I * sqrt(2)
Since there are 2 rounded corners the diagonal of the center square is
d = I sqrt(2) - 2 * r
The diagonal of the center square is sqrt(2) times its side
d = c * sqrt(2)
Equating these two
c = I - r * sqrt(2)
The side length of the outer square is
O = c + 2 * r
Substituting for c
O = I + r * (2 - sqrt(2))
Your question asked for the amount of length to add which would be
length to add = O - I = r * (2 - sqrt(2))
In your case, 6mm * (2 - sqrt(2)) = 3.515mm (approximately)

Find a coordinate along a path

My trigonometry needs a little help.
How would I go about calculating the point of the nearest possible intersection with a line along a rounded corner?
Take this image:
What I would like to know is, given that I know point a, and the dimensions of the rectangle, how would I find point b when the edges of the rectangle are curved?
So far, as you can see, I've only managed to calculate the nearest edge of the rectangle as if it had right-angled corners.
If it matters, I'm doing this in ActionScript 3. But example sudo-code will suffice.
Calculate the vector from the midpoint M of the corner to A:
v_x = a_x - m_x
v_y = a_y - m_y
then go radius of the corner r times towards A to get to the intersection point I
i_x = m_x + r*v_x
i_y = m_y + r*v_y
This obviously only works if the nearest intersection is on the rounded corner. Just calculate the other intersections with the edges, too, and then check which has the nearest distance to A.
You need to know the radius R of the circle that generates the round corner and the coordinates (Xr,Yr) of the point where the two sides of a non rounded rectangle cross each other.
Then the coordinates for the center of the circle that generates the round corner are (Xc, Yc) = (Xr-R, Yr-R)
From here, it's a matter of solving the equation of the cross point between the segment line defined by point A=(Xa, Ya) and point (Xc, Yc), whose parametric equation is:
x = Xa + p*(Xc-Xa)
y = Ya + p*(Yc-Ya)
and the circle whose equation is
(x-Xc)^2 + (y-Yc)^2 = R^2
Substitute values for x and y from the parametric euation of the line in the equation of the circle, and you will have an equation with only one unkown: p. Solve the equation, and if there are more than one solution, choose the one that is in the range [0,1]. Substitute the found value of p in the parametric equation of the line to get the point of intersection.
Graphically:
If you know the radius and center of the corner as R and C=(Xc, Yc), then the nearest point on the corner to the given point A=(Xa, Ya) is the intersection point of the corner and the line defined by the given point and the center. This point can be directly expressed as
X = Xc + R*(Xa-Xc)/|AC|
Y = Yc + R*(Ya-Yc)/|AC|
where |AC| = Sqrt((Xa-Xc)^2 + (Ya-Yc)^2)

How to find coordinates (as Natural numbers) of two points that form a tangent line for a circle limited by the x axis?

Two points P and Q with coordinates (Px, Py) and (Qx, Qy) satisfy the following properties:
The coordinates Px, Py, Qx, and Qy are integers.
Px = −Qx.
The line PQ is tangent to a circle with center (0, 0) and radius r
0 < Px ≤ a for some integer limit a.
How do I find all such pairs of points P and Q?
For example, in the image below I have a circle with radius r=2 and the limit a = 6. The pair of points P = (6, 2) and Q = (−6, −7) are a solution, because:
The coordinates of P and Q are integers.
Px = −Qx.
The line PQ is tangent to the circle.
0 < Px ≤ 6.
But this is just one pair. I need to find all such pairs. There are a finite number of solutions.
So, is there a way to check if coordinates of points are tangent to the circle and are integers, then to list them all? I've looked at slope equations and shortest path from the center of the circle to the line equations, however, in the first case it requires coordinates to be known (which I could do by brute forcing every single digit, but I cannot see the pattern, because my guts tell me there should be some sort of equation I should apply), and in the second case I have to know the slope equation.
This is the algorithm I came up with but I don't think it is correct or good enough:
Find the slope equation y = mx + b for all 1 ≤ Px ≤ a and −a ≤ Qx ≤ −1.
For every y = mx + b check if it is tangent to the circle (how to do that???)
If true, return the pair
Line PQ has equation:
(x-Px)/(Qx-Px)=(y-Py)/(Qy-Py) or
(x-Px)*(Qy-Py)-(y-Py)*(Qx-Px)=0 or
x*(Qy-Py)+y*(Px-Qx)-Px*Qy+Px*Py+Py*Qx-Py*Px =
x*(Qy-Py)+y*2*Px-Px*(Qy+Py)=0
Distance from zero point to this line (circle radius) is
r=Px*(Qy+Py)/Sqrt((2*Px)^2+(Qy-Py)^2)
Note that radius and nominator are integers, so denominator must be integer too. It is possible when 2*Px and |Qy-Py| are members of some Pythagorean triple (for your example - 12^2+9^2 =15^2).So you can use "Generating a triple" method from the above link to significantly reduce the search and find all the possible point pairs (with radius checking)
Px = k * m * n (for m>=n, radius < k*m*n <= a)
|Qy-Py| = k * (m^2 - n^2)
With a=6 max value of n is 2, and your example corresponds to (k, m, n) set of (3, 2, 1)

How to determine whether a point (X,Y) is contained within an arc section of a circle (i.e. a Pie slice)?

Imagine a circle. Imagine a pie. Imagine trying to return a bool that determines whether the provided parameters of X, Y are contained within one of those pie pieces.
What I know about the arc:
I have the CenterX, CenterY, Radius, StartingAngle, EndingAngle, StartingPoint (point on circumference), EndingPoint (point on circumference).
Given a coordinate of X,Y, I'd like to determine if this coordinate is contained anywhere within the pie slide.
Check:
The angle from the centerX,centerY through X,Y should be between start&endangle.
The distance from centerX,centerY to X,Y should be less then the Radius
And you'll have your answer.
I know this question is old but none of the answers consider the placement of the arc on the circle.
This algorithm considers that all angles are between 0 and 360, and the arcs are drawn in positive mathematical direction (counter-clockwise)
First you can transform to polar coordinates: radius (R) and angle (A). Note: use Atan2 function if available. wiki
R = sqrt ((X - CenterX)^2 + (Y - CenterY)^2)
A = atan2 (Y - CenterY, X - CenterX)
Now if R < Radius the point is inside the circle.
To check if the angle is between StartingAngle (S) and EndingAngle (E) you need to consider two possibilities:
1) if S < E then if S < A < E the point lies inside the slice
2) if S > E then there are 2 possible scenarios
if A > S
then the point lies inside the slice
if A < E
then the point lies inside the slice
In all other cases the point lies outside the slice.
Convert X,Y to polar coordinates using this:
Angle = arctan(y/x);
Radius = sqrt(x * x + y * y);
Then Angle must be between StartingAngle and EndingAngle, and Radius between 0 and your Radius.
You have to convert atan2() to into 0-360 before making comparisons with starting and ending angles.
(A > 0 ? A : (2PI + A)) * 360 / (2PI)

Simulating 3D 'cards' with just orthographic rendering

I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right).
I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal.
I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible?
ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress.
here's what I mean:
Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.
To compute the 2D coordinates of the corners, just choose the coordinates in 3D and apply the 3D perspective equations :
Original card corner (x,y,z)
Apply a rotation ( by matrix multiplication ) you get ( x',y',z')
Apply a perspective projection ( choose some camera origin, direction and field of view )
For the most simple case it's :
x'' = x' / z
y'' = y' / z
The bigger problem now is the texturing used to get the texture coordinates from pixel coordinates :
The correct way for you is to use an homographic transformation of the form :
U(x,y) = ( ax + cy + e ) / (gx + hy + 1)
V(x,y) = ( bx + dy + f ) / (gx + hy + 1)
Which is fact is the result of the perpective equations applied to a plane.
a,b,c,d,e,f,g,h are computed so that ( with U,V in [0..1] ) :
U(top'',left'') = (0,0)
U(top'',right'') = (0,1)
U(bottom'',left'') = (1,0)
U(bottom'',right'') = (1,1)
But your 2D rendering framework probably uses instead a bilinear interpolation :
U( x , y ) = a + b * x + c * y + d * ( x * y )
V( x , y ) = e + f * x + g * y + h * ( x * y )
In that case you get a bad looking result.
And it is even worse if the renderer splits the quad in two triangles !
So I see only two options :
use a 3D renderer
compute the texturing yourself if you only need a few images and not a realtime animation.

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