Angle between 3 vertices - c++

For example, GetAngle((0,0),(100,0),(100,100)) = 90. How could I find the angle between 3 2D Points.

Given points A, B, and C, you want the angle between AB and AC? First compute the vectors AB and AC -- it's just the coordinates of B minus coordinates of A and likewise for AC. Take the dot product of the two vectors. This is just the product of the x coordinates plus the product of the y coordinates of the vectors. Divide this number by the length of AB, and again by the length of AC. This result is the cosine of the angle between the two vectors, so take the arccos() and you have it.

The problem with using just the dot product here is that it is unstable near 0 or 180 degrees -- the slope of acos() approaches infinity near +/- 1.0 which will cause you to lose precision.
To fix this, you can compute a pseudo-cross product, and use atan2(), as follows:
// given A, B, C are 2D points:
BA= B - A; CA= C - A // vector subtraction, to get vector between points
dot= BA.x * CA.x + BA.y * CA.y
pcross= BA.x * CA.y - BA.y * CA.x
angle= atan2(pcross, dot) // this should be the angle BAC, in radians
This should be numerically robust unless one of the legs of the angle has zero length.
Note that this will also give you a signed angle, depending on whether BAC goes clockwise or counterclockwise; the acos() method will always give you a positive value. Of course, if you want only a positive angle, you can take abs(angle); the atan2() method will still be more robust, and probably faster.

Use the dot product:
(a,b,c) dot (d,e,f) = ad + be + bf.
A dot B = length(A)*length(B)* cos(theta)
theta = arccos((A dot B)/(length(A)*length(B)) is the angle between vectors A and B.

This is easy if you have some basic knowledge of linear algebra.
A vector v (in a linear algebra sense, not std::vector ;) ) is a tuple v = (x,y,z).
The norm is the length of the vector |v| = sqrt(xx + yy + z*z)
The inner product of two vectors v1 = (x1, y1, z1) and v2 = (x2, y2, z2) is v1·v2 = x1*x2 + y1*y2 + z1*z2
The angle of vectors v1 and v2 is a = acos(v1·v2/(|v1|*|v2|))

Related

Algorithm for determine the Arc Mid Point

I am currently looking to implement an algorithm that will be able to compute the arc midpoint. From here on out, I will be referring to the diagram below. What is known are the start and end nodes (A and B respectively), the center (point C) and point P which is the intersection point of the line AB and CM (I am able to find this point without knowing point M because line AB is perpendicular to line CM and thus, the slope is -1/m). I also know the arc angle and the radius of the arc. I am looking to find point M.
I have been looking at different sources. Some suggest converting coordinates to polar, computing the mid point from the polar coordinates then reverting back to Cartesian. This involves sin and cos (and arctan) which I am a little reluctant to do since trig functions take computing time.
I have been looking to directly computing point M by treating the arc as a circle and having Line CP as a line that intersects the circle at Point M. I would then get two values and the value closest to point P would be the correct intersection point. However, this method, the algebra becomes long and complex. Then I would need to create special cases for when P = C and for when the line AB is horizontal and vertical. This method is ok but I am wondering if there are any better methods out there that can compute this point that are simpler?
Also, as a side note, I will be creating this algorithm in C++.
A circumference in polar form is expressed by
x = Cx + R cos(alpha)
y = Cy + R sin(alpha)
Where alpha is the angle from center C to point x,y. The goal now is how to get alpha without trigonometry.
The arc-midpoint M, the point S in the middle of the segment AB, and your already-calculated point P, all of them have the same alpha, they are on the same line from C.
Let's get vector vx,vy as C to S. Also calculate its length:
vx = Sx - Cx = (Ax + Bx)/2 - Cx
vy = Sy - Cy = (Ay + By)/2 - Cy
leV = sqrt(vx * vx + vy * vy)
I prefer S to P because we can avoid some issues like infinite CP slope or sign to apply to slope (towards M or its inverse).
By defintions of sin and cos we know that:
sin(alpha) = vy / leV
cos(alpha) = vx / leV
and finally we get
Mx = Cx + R * vx / leV
My = Cy + R * vy / leV
Note: To calculate Ryou need another sqrt function, which is not quick, but it's faster than sin or cos.
For better accuracy use the average of Ra= dist(AC) and Rb= dist(BC)
I would then get two values
This is algebraically unavoidable.
and the value closest to point P would be the correct intersection point.
Only if the arc covers less than 180°.
Then I would need to create special cases for when P = C
This is indeed the most tricky case. If A, B, C lie on a line, you don't know which arc is the arc, and won't be able to answer the question. Unless you have some additional information to start with, e.g. know that the arc goes from A to B in a counter-clockwise direction. In this case, you know the orientation of the triangle ABM and can use that to decide which solition to pick, instead of using the distance.
and for when the line AB is horizontal and vertical
Express a line as ax + by + c = 0 and you can treat all slopes the same. THese are homogeneous coordinates of the line, you can compute them e.g. using the cross product (a, b, c) = (Ax, Ay, 1) × (Bx, By, 1). But more detailed questions on how best to compute these lines or intersect it with the circle should probably go to the Math Stack Exchange.
if there are any better methods out there that can compute this point that are simpler?
Projective geometry and homogeneous coordinates can avoid a lot of nasty corner cases, like circles of infinite radius (also known as lines) or the intersection of parallel lines. But the problem of deciding between two solutions remains, so it probably doesn't make things as simple as you'd like them to be.

Numerically stable Angle bisector algorithm

Is there any numerically stable angle bisector algorithm?
The problem is the following:
Given three vectors (2 dimensional) A,B,C
Find the bisector of angle B (angle between AB and BC)
Actually I'm computing it in the following way:
Normalize AB
Normalize BC
Find (AB+CD)/2f (Mid Point)
The bisector is line passing between B and the Mid Point.
The problem with my approach is that when the angle is almost 180° (AB almost parallel to BC) the bisector is very inaccurate (of course because mid point is almost coincident with B). The current algorithm is so inaccurate that sometimes the resulting bisector is almost parallel to one of the other 2 segments.
And yes there are no "cast" problems, all computations are done in single precision floating point.
You could use that the angle bisector remains the same if you rotate BA by +90° and BC by -90°.
So use the original formula if the situation is stable, that is, if the dot product of BA and BC is positive.
If it is negative, apply the rotations, for BA (x,y) -> (-y,x) and for BC (x,y) -> (y,-x), which also renders the dot product positive. Proceed as before with the new vectors.
If you try this out you will note that the jump in direction of the bisector now occurs for the angle -90° between the vectors. It is not possible to avoid this jump, as a continuous bisector will only be the same after two turns (fixing BA and moving C).
It’s not trivial. Let’s say the two edge vectors are a and b:
float2 a = A - B;
float2 b = C - B;
Compute the dot product float dp = dot( a, b )
Normalize both vectors:
float2 a_norm = normalize( a );
float2 b_norm = normalize( b );
Check the sign bit of the dot product. When the dp is non-negative,
return normalize( a_norm + b_norm ); and you’re done.
When the dot product is negative, you have obtuse angle between input vectors.
Applying a naïve formula in this case would screw up the numerical precision.
Need another way.
float2 c = normalize( a_norm - b_norm );
float dir = dot( a, rotate90( b ) );
return ( dir < 0 ) ? rotate90( c ) : rotate270( c );
Note - instead of the +, this is what gives the precision win. When the angle between a and b is greater than 90°, the angle between a and -b is less than 90°, and the length of a_norm - b_norm is large enough to give accurate direction. We just need to rotate it by 90° afterwards, in the correct direction.
P.S. Rotating 2D vectors by multiples of 90° is lossless operation.
Here’s pseudocode for rotate90 and rotate270 functions:
float2 rotate90( float2 vec )
{
return float2( vec.y, -vec.x );
}
float2 rotate270( float2 vec )
{
return float2( -vec.y, vec.x );
}
A simple enough way to do this follows in two formats (but the content is otherwise identical):
Pseudocode
// Move A and C to the origin for easier rotation calculations
Aprime=A-B;
Cprime=C-B;
// The counter-clockwise angle between the positive X axis to A'
angle_a = arctan(Aprime.y, Aprimet.x);
// ditto for C'
angle_c = arctan(Cprime.y, Cprime.x);
// The counter-clockwise angle from A' to C'
angle_ac = angle_c - angle_a;
// The counter-clockwise angle from the positive X axis to M'
angle_m = angle_ac/2 + angle_a;
// Construct M' which, like A' and C', is relative to the origin.
Mprime=(cos(angle_m), sin(angle_m));
// Construct M which is relative to B rather than relative to the origin.
M=Mprime+B
In English
Move the vectors to the origin by
A'=A-B
B'=B
C'=C-B
Get the angle from the positive X axis to A' as angle_a = arctan(A_y, A_x).
Get the angle from the positive X axis to C' as angle_c = arctan(C_y, C_x).
Get the counter-clockwise angle from A' to C' as angle_ac = angle_c - angle_a.
Get the angle from the positive X axis to M' as angle_m = angle_ac/2 + angle_a.
Construct M' from this angle as M' = (cos(angle_m), sin(angle_m)).
Construct M as M = M' + B.
The vector BM bisects the angle ABC.
Since there is arbitrary division, there are no difficulties with this method. Here's a graphing calculator to encourage intuition with the solution: https://www.desmos.com/calculator/xwbno717da
You can find the bisecting vector quite simply with:
∥BC∥ * BA + ∥BA∥ * BC
But that also won't be numerically stable with ABC collinear or nearly so. What might work better would be to find the angle between AB and BC, via the dot product.
cos θ = (BA · BC) / (∥BC∥ * ∥BA∥)
That will produce the correct angle even in the collinear case.
Definition: If A and B are points, vector(A,B) is the vector from point A to B.
Lets say that point O is the point of origin for our coordinate system.
The coordinates of point A are the same as of radius-vector(O,A).
Let point M be the middle point for the bisector,so you need to:
-normalize vector(B,A)
-normalize vector(B,C)
-vector(B,M) = vector(B,A)+vector(B,C) //vector from B to middle point
-(optionally) You can multiply vector(B,M) with a scalar to get a longer vector / increase distance between B and M
-vector(O,M) = vector(O,B) + vector(B,M)//radius-vector from O to M
Now middle point M has the same coordinates as radius-vector(O,M).

How to fit a plane to a 3D point cloud?

I want to fit a plane to a 3D point cloud. I use a RANSAC approach, where I sample several points from the point cloud, calculate the plane, and store the plane with the smallest error. The error is the distance between the points and the plane. I want to do this in C++, using Eigen.
So far, I sample points from the point cloud and center the data. Now, I need to fit the plane to the samples points. I know I need to solve Mx = 0, but how do I do this? So far I have M (my samples), I want to know x (the plane) and this fit needs to be as close to 0 as possible.
I have no idea where to continue from here. All I have are my sampled points and I need more data.
From you question I assume that you are familiar with the Ransac algorithm, so I will spare you of lengthy talks.
In a first step, you sample three random points. You can use the Random class for that but picking them not truly random usually gives better results. To those points, you can simply fit a plane using Hyperplane::Through.
In the second step, you repetitively cross out some points with large Hyperplane::absDistance and perform a least-squares fit on the remaining ones. It may look like this:
Vector3f mu = mean(points);
Matrix3f covar = covariance(points, mu);
Vector3 normal = smallest_eigenvector(covar);
JacobiSVD<Matrix3f> svd(covariance, ComputeFullU);
Vector3f normal = svd.matrixU().col(2);
Hyperplane<float, 3> result(normal, mu);
Unfortunately, the functions mean and covariance are not built-in, but they are rather straightforward to code.
Recall that the equation for a plane passing through origin is Ax + By + Cz = 0, where (x, y, z) can be any point on the plane and (A, B, C) is the normal vector perpendicular to this plane.
The equation for a general plane (that may or may not pass through origin) is Ax + By + Cz + D = 0, where the additional coefficient D represents how far the plane is away from the origin, along the direction of the normal vector of the plane. [Note that in this equation (A, B, C) forms a unit normal vector.]
Now, we can apply a trick here and fit the plane using only provided point coordinates. Divide both sides by D and rearrange this term to the right-hand side. This leads to A/D x + B/D y + C/D z = -1. [Note that in this equation (A/D, B/D, C/D) forms a normal vector with length 1/D.]
We can set up a system of linear equations accordingly, and then solve it by an Eigen solver as follows.
// Example for 5 points
Eigen::Matrix<double, 5, 3> matA; // row: 5 points; column: xyz coordinates
Eigen::Matrix<double, 5, 1> matB = -1 * Eigen::Matrix<double, 5, 1>::Ones();
// Find the plane normal
Eigen::Vector3d normal = matA.colPivHouseholderQr().solve(matB);
// Check if the fitting is healthy
double D = 1 / normal.norm();
normal.normalize(); // normal is a unit vector from now on
bool planeValid = true;
for (int i = 0; i < 5; ++i) { // compare Ax + By + Cz + D with 0.2 (ideally Ax + By + Cz + D = 0)
if ( fabs( normal(0)*matA(i, 0) + normal(1)*matA(i, 1) + normal(2)*matA(i, 2) + D) > 0.2) {
planeValid = false; // 0.2 is an experimental threshold; can be tuned
break;
}
}
This method is equivalent to the typical SVD-based method, but much faster. It is suitable for use when points are known to be roughly in a plane shape. However, the SVD-based method is more numerically stable (when the plane is far far away from origin) and robust to outliers.

Angles of 3D vector - getting both

I have object A, with a speed. Speed is specified as 3D vector a = (x, y, z). Position is 3D point A [X, Y, Z]. I need to find out, if the current speed leads this object to another object B on position B [X, Y, Z].
I've sucessfully implemented this in 2 dimensions, ignoring the third one:
/*A is projectile, B is static object*/
//entity is object A
// - .v[3] is the speed vector
//position[3] is array of coordinates of object B
double vector[3]; //This is the vector c = A-B
this->entityVector(-1, entity.id, vector); //Fills the correct data
double distance = vector_size(vector); //This is distance |AB|
double speed = vector_size(entity.v); //This is size of speed vector a
float dist_angle = (float)atan2(vector[2],vector[0])*(180.0/M_PI); //Get angle of vector c as seen from Y axis - using X, Z
float speed_angle = (float)atan2((double)entity.v[2],entity.v[0])*(180.0/M_PI); //Get angle of vector a seen from Y axis - using X, Z
dist_angle = deg180to360(dist_angle); //Converts value to 0-360
speed_angle = deg180to360(speed_angle); //Converts value to 0-360
int diff = abs((int)compare_degrees(dist_angle, speed_angle)); //Returns the difference of vectors direction
I need to create the very same comparison to make it work in 3D - right now, the Y positions and Y vector coordinates are ignored.
What calculation should I do to get the second angle?
Edit based on answer:
I am using spherical coordinates and comparing their angles to check if two vectors are pointing in the same direction. With one vector being the A-B and another A's speed, I'me checking id A is heading to B.
I'm assuming the "second angle" you're looking for is φ. That is to say, you're using spherical coordinates:
(x,y,z) => (r,θ,φ)
r = sqrt(x^2 + y^2 + z^2)
θ = cos^-1(z/r)
φ = tan^-1(y/x)
However, if all you want to do is find if A is moving with velocity a towards B, you can use a dot product for a basic answer.
1st vector: B - A (vector pointing from A to B)
2nd vector: a (velocity)
dot product: a * (B-A)
If the dot product is 0, it means that you're not getting any closer - you're moving around a sphere of constant radius ||B-A|| with B at the center. If the dot product > 0, you're moving towards the point, and if the dot product < 0, you're moving away from it.

Direct way of computing clockwise angle between 2 vectors

I want to find out the clockwise angle between 2 vectors(2D, 3D).
The clasic way with the dot product gives me the inner angle(0-180 degrees) and I need to use some if statements to determine if the result is the angle I need or its complement.
Do you know a direct way of computing clockwise angle?
2D case
Just like the dot product is proportional to the cosine of the angle, the determinant is proprortional to its sine. So you can compute the angle like this:
dot = x1*x2 + y1*y2 # dot product between [x1, y1] and [x2, y2]
det = x1*y2 - y1*x2 # determinant
angle = atan2(det, dot) # atan2(y, x) or atan2(sin, cos)
The orientation of this angle matches that of the coordinate system. In a left-handed coordinate system, i.e. x pointing right and y down as is common for computer graphics, this will mean you get a positive sign for clockwise angles. If the orientation of the coordinate system is mathematical with y up, you get counter-clockwise angles as is the convention in mathematics. Changing the order of the inputs will change the sign, so if you are unhappy with the signs just swap the inputs.
3D case
In 3D, two arbitrarily placed vectors define their own axis of rotation, perpendicular to both. That axis of rotation does not come with a fixed orientation, which means that you cannot uniquely fix the direction of the angle of rotation either. One common convention is to let angles be always positive, and to orient the axis in such a way that it fits a positive angle. In this case, the dot product of the normalized vectors is enough to compute angles.
dot = x1*x2 + y1*y2 + z1*z2 #between [x1, y1, z1] and [x2, y2, z2]
lenSq1 = x1*x1 + y1*y1 + z1*z1
lenSq2 = x2*x2 + y2*y2 + z2*z2
angle = acos(dot/sqrt(lenSq1 * lenSq2))
Edit: Note that some comments and alternate answers advise against the use of acos for numeric reasons, in particular if the angles to be measured are small.
Plane embedded in 3D
One special case is the case where your vectors are not placed arbitrarily, but lie within a plane with a known normal vector n. Then the axis of rotation will be in direction n as well, and the orientation of n will fix an orientation for that axis. In this case, you can adapt the 2D computation above, including n into the determinant to make its size 3×3.
dot = x1*x2 + y1*y2 + z1*z2
det = x1*y2*zn + x2*yn*z1 + xn*y1*z2 - z1*y2*xn - z2*yn*x1 - zn*y1*x2
angle = atan2(det, dot)
One condition for this to work is that the normal vector n has unit length. If not, you'll have to normalize it.
As triple product
This determinant could also be expressed as the triple product, as #Excrubulent pointed out in a suggested edit.
det = n · (v1 × v2)
This might be easier to implement in some APIs, and gives a different perspective on what's going on here: The cross product is proportional to the sine of the angle, and will lie perpendicular to the plane, hence be a multiple of n. The dot product will therefore basically measure the length of that vector, but with the correct sign attached to it.
To compute angle you just need to call atan2(v1.s_cross(v2), v1.dot(v2)) for 2D case.
Where s_cross is scalar analogue of cross production (signed area of parallelogram).
For 2D case that would be wedge production.
For 3D case you need to define clockwise rotation because from one side of plane clockwise is one direction, from other side of plane is another direction =)
Edit: this is counter clockwise angle, clockwise angle is just opposite
This answer is the same as MvG's, but explains it differently (it's the result of my efforts in trying to understand why MvG's solution works). I'm posting it on the off chance that others find it helpful.
The anti-clockwise angle theta from x to y, with respect to the viewpoint of their given normal n (||n|| = 1), is given by
atan2( dot(n, cross(x,y)), dot(x,y) )
(1) = atan2( ||x|| ||y|| sin(theta),  ||x|| ||y|| cos(theta) )
(2) = atan2( sin(theta), cos(theta) )
(3) = anti-clockwise angle between x axis and the vector (cos(theta), sin(theta))
(4) = theta
where ||x|| denotes the magnitude of x.
Step (1) follows by noting that
cross(x,y) = ||x|| ||y|| sin(theta) n,
and so
dot(n, cross(x,y))
= dot(n, ||x|| ||y|| sin(theta) n)
= ||x|| ||y|| sin(theta) dot(n, n)
which equals
||x|| ||y|| sin(theta)
if ||n|| = 1.
Step (2) follows from the definition of atan2, noting that atan2(cy, cx) = atan2(y,x), where c is a scalar. Step (3) follows from the definition of atan2. Step (4) follows from the geometric definitions of cos and sin.
Since one of the simplest and most elegant solutions is hidden in one the comments, I think it might be useful to post it as a separate answer.
acos can cause inaccuracies for very small angles, so atan2 is usually preferred. For the 3D case:
dot = x1 * x2 + y1 * y2 + z1 * z2
cross_x = (y1 * z2 – z1 * y2)
cross_y = (z1 * x2 – x1 * z2)
cross_z = (x1 * y2 – y1 * x2)
det = sqrt(cross_x * cross_x + cross_y * cross_y + cross_z * cross_z)
angle = atan2(det, dot)
Scalar (dot) product of two vectors lets you get the cosinus of the angle between them.
To get the 'direction' of the angle, you should also calculate the cross product, it will let you check (via z coordinate) is angle is clockwise or not (i.e. should you extract it from 360 degrees or not).
For a 2D method, you could use the law of
cosines and the "direction" method.
To calculate the angle of segment P3:P1
sweeping clockwise to segment P3:P2.
P1 P2
P3
double d = direction(x3, y3, x2, y2, x1, y1);
// c
int d1d3 = distanceSqEucl(x1, y1, x3, y3);
// b
int d2d3 = distanceSqEucl(x2, y2, x3, y3);
// a
int d1d2 = distanceSqEucl(x1, y1, x2, y2);
//cosine A = (b^2 + c^2 - a^2)/2bc
double cosA = (d1d3 + d2d3 - d1d2)
/ (2 * Math.sqrt(d1d3 * d2d3));
double angleA = Math.acos(cosA);
if (d > 0) {
angleA = 2.*Math.PI - angleA;
}
This has the same number of transcendental
operations as suggestions above and only one
more or so floating point operation.
the methods it uses are:
public int distanceSqEucl(int x1, int y1,
int x2, int y2) {
int diffX = x1 - x2;
int diffY = y1 - y2;
return (diffX * diffX + diffY * diffY);
}
public int direction(int x1, int y1, int x2, int y2,
int x3, int y3) {
int d = ((x2 - x1)*(y3 - y1)) - ((y2 - y1)*(x3 - x1));
return d;
}
If by "direct way" you mean avoiding the if statement, then I don't think there is a really general solution.
However, if your specific problem would allow loosing some precision in angle discretization and you are ok with loosing some time in type conversions, you can map the [-pi,pi) allowed range of phi angle onto the allowed range of some signed integer type. Then you would get the complementarity for free. However, I didn't really use this trick in practice. Most likely, the expense of float-to-integer and integer-to-float conversions would outweigh any benefit of the directness. It's better to set your priorities on writing autovectorizable or parallelizable code when this angle computation is done a lot.
Also, if your problem details are such that there is a definite more likely outcome for the angle direction, then you can use compilers' builtin functions to supply this information to the compiler, so it can optimize the branching more efficiently. E.g., in case of gcc, that's __builtin_expect function. It's somewhat more handy to use when you wrap it into such likely and unlikely macros (like in linux kernel):
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
For 2D case atan2 can easily calculate angle between (1, 0) vector (X-axis) and one of your vectors.
Formula is:
Atan2(y, x)
So you can easily calculate difference of two angles relatively X-axis
angle = -(atan2(y2, x2) - atan2(y1, x1))
Why is it not used as default solution? atan2 is not efficient enough. Solution from the top answer is better. Tests on C# showed that this method has 19.6% less performance (100 000 000 iterations). It's not critical but unpleasant.
So, another info that can be useful:
The smallest angle between outer and inner in degrees:
abs(angle * 180 / PI)
Full angle in degrees:
angle = angle * 180 / PI
angle = angle > 0 ? angle : 360 - angle
or
angle = angle * 180 / PI
if (angle < 0) angle = 360 - angle;
A formula for clockwise angle,2D case, between 2 vectors, xa,ya and xb,yb.
Angle(vec.a-vec,b)=
pi()/2*((1+sign(ya))*
(1-sign(xa^2))-(1+sign(yb))*
(1-sign(xb^2))) +pi()/4*
((2+sign(ya))*sign(xa)-(2+sign(yb))*
sign(xb)) +sign(xa*ya)*
atan((abs(ya)-abs(xa))/(abs(ya)+abs(xa)))-sign(xb*yb)*
atan((abs(yb)-abs(xb))/(abs(yb)+abs(xb)))
just copy & paste this.
angle = (acos((v1.x * v2.x + v1.y * v2.y)/((sqrt(v1.x*v1.x + v1.y*v1.y) * sqrt(v2.x*v2.x + v2.y*v2.y))))/pi*180);
you're welcome ;-)