Reputation: 73
In my current OpenGL project I am trying to make the links of a chain hug the contours of a Bezier curve. How can I find the angle between two points on the curve so that I can position the links of the chain so that they follow the curve.
Here is a picture of the curve and chain, I need some way of rotating the links so that they follow the curve.
Does anybody here know how to do this?
Upvotes: 3
Views: 2437
Reputation:
You need some math here. You can find tangent, normal, and binormal vectors, and then you can find the angle. If you are still interested let me know, I have some details on this topic.
Upvotes: 0
Reputation: 308763
Maybe something like this is what you need.
How to calculate the tangent to a Bezier curve
This is hard to find online. It must be a secret closely held by those who know. Oh you can find the math formulae, but have fun interpreting them if you are not a mathematician. So what is a poor developer to do? Go back to school.
I spent a couple days bashing my skull over this one. I googled my brains out (which was easier once my skull was sufficiently bashed). Then one bright beautiful Saturday, I was holed up in my developer's dungeon resting my weary bones. I had the TV on in front of me and Wikipedia to the right and there I was lazily switching between watching them both.
Upvotes: 4
Reputation: 49719
Let the points on your bezier curve be A and B. Normalize the Vector AB so it has length 1. Let this be AB_norm. Then use asin(AB_norm.y) or acos(AB_norm.x) to get the angle. An angle of 0 degrees is a horizontal vector to the right, then. C-style pseudocode follows:
get_angle(Point A, Point B) {
AB.x = B.x - A.x;
AB.y = B.y - A.y;
length = sqrt(AB.x * AB.x + AB.y * AB.y);
AB_norm.y /= AB.y / length;
angle = asin(AB_norm.y);
// or
// AB_norm.x /= AB.x / length;
// angle = acos(AB_norm.x);
}
angle = get_angle(A, B);
glRotatef(angle, 0.0f, 0.0f, 1.0f);
// Draw the chain link here
Upvotes: 1