Reputation: 26812
Say I have two 2D vectors, one for an objects current position and one for that objects previous position. How can I work out the angular direction of travel?
This image might help understand what I'm after:
(image) http://files.me.com/james.ingham/crcvmy
Upvotes: 12
Views: 28971
Reputation: 30734
Be careful to use atan2 to avoid quadrant issues and division by zero. That's what it's there for.
float getAngle(CGPoint ptA, CGPoint ptOrigin, CGPoint ptB)
{
CGPoint A = makeVec(ptOrigin, ptA);
CGPoint B = makeVec(ptOrigin, ptB);
// angle with +ve x-axis, in the range (−π, π]
float thetaA = atan2(A.x, A.y);
float thetaB = atan2(B.x, B.y);
float thetaAB = thetaB - thetaA;
// get in range (−π, π]
while (thetaAB <= - M_PI)
thetaAB += 2 * M_PI;
while (thetaAB > M_PI)
thetaAB -= 2 * M_PI;
return thetaAB;
}
However, if you don't care about whether it's a +ve or -ve angle, just use the dot product rule (less CPU load):
float dotProduct(CGPoint p1, CGPoint p2) { return p1.x * p2.x + p1.y * p2.y; }
float getAngle(CGPoint A, CGPoint O, CGPoint B)
{
CGPoint U = makeVec(O, A);
CGPoint V = makeVec(O, B);
float magU = vecGetMag(U);
float magV = vecGetMag(V);
float magUmagV = magU * magV; assert (ABS(magUmagV) > 0.00001);
// U.V = |U| |V| cos t
float cosT = dotProduct(U, V) / magUmagV;
float theta = acos(cosT);
return theta;
}
Note that in either code section above, if one ( or both ) vectors are close to 0 length this is going to fail. So you might want to trap that somehow.
Upvotes: 5
Reputation: 14479
The direction vector of travel will be the difference of the two position vectors,
d = (x1, y1) - (x, y) = (x1 - x, y1 - y)
Now when you ask for the direction angle, that depends what direction you want to measure the angle against. Is it against the x axis? Go with Radu's answer. Against an arbitrary vector? See justjeff's answer.
Edit: To get the angle against the y-axis:
tan (theta) = (x1 -x)/(y1 - y)
the tangent of the angle is the ratio of the x-coordinate of the difference vector to the y-coordinate of the difference vector.
So
theta = arctan[(x1 - x)/(y1 - y)]
Where arctan means inverse tangent. Not to be confused with the reciprocal of the tangent, which many people do, since they're both frequently denoted tan^-1. And make sure you know whether you're working in degrees or radians.
Upvotes: 10
Reputation: 137757
If you're in C (or other language that uses the same function set) then you're probably looking for the atan2()
function. From your diagram:
double theta = atan2(x1-x, y1-y);
That angle will be from the vertical axis, as you marked, and will be measured in radians (God's own angle unit).
Upvotes: 9
Reputation: 28434
Still not sure what you mean by rotation matrices, but this is a simple case of getting an azimuth from a direction vector.
The complicated answer:
Normally you should pack a few conversion/utility functions with your 2D vectors: one to convert from X,Y (carthesian) to Theta,R (polar coordinates). You should also support basic vector operations like addition, substraction and dot product. Your answer in this case would be:
double azimuth = (P2 - P1).ToPolarCoordinate().Azimuth;
Where ToPolarCoordinate() and ToCarhtesianCoordinate() are two reciprocal functions switching from one type of vector to another.
The simple one:
double azimuth = acos ((x2-x1)/sqrt((x2-x1) * (x2-x1) + (y2-y1) * (y2-y1));
//then do a quadrant resolution based on the +/- sign of (y2-y1) and (x2-x1)
if (x2-x1)>0 {
if (y2-y1)<0 { azimuth = Pi-azimuth; } //quadrant 2
} else
{ if (y2-y1)> 0 { azimuth = 2*Pi-azimuth;} //quadrant 4
else { azimuth = Pi + azimuth;} //quadrant 3
}
Upvotes: 2