UV world coordinate on a face? - three.js

I've been trying to find an answer to this, but can't seem to find one.
I want to input a UV coordinate and given a face, check where in 3d worldspace that coordinate exists.
So basically, I'd be able to check where certain pixels are on a face in 3d.
Any help is appreciated.

Related

How do I find the corners of a plane in 3d space if I know three points

Apologies in advance for my feeble maths.
I'm trying to be able to find the corners of a plane in space based on the equation of that plane. Here's what I know. I know three points on the plane and I know where they fall in the 2d coordinate space of the plane (x,y) and where they are in 3d space. I know the width and height of the plane and I can now calculate the equation of the plane. The plane sits on the inside of a large sphere that surrounds the origin so, in theory, it should more or less face where the camera is (though in my diagram it doesn't face the origin as it's just for illustrative purposes)
But it's not clear to me how I can use that to figure out another point. One thought I had was to find the transform that moves the plane parallel to the xy axis and rotate it round one of the points (so it stays in the same place), find the position of the new point, and then rotate it by the inverse of that transform. But it's not clear to me how I would find that transform matrix or how to use it. Could I do this using the normal and vector maths? I understand what normals are, but I'm fuzzy about how to use them.

How to calculate a shape based on movement using opencv or other open source lib?

Here is the original image, the green colour is the background, and blue is the shape.
If my eye go closer to the shape, the blue square will be bigger like this:
If my eye go left, the shape will work like this:
I already know my eyes movement position, but how can I calculate what will the shape change? Any recommends? Thanks.
You need know the camera matrix http://en.wikipedia.org/wiki/Camera_matrix it will define the way which 3D coord will be projected to your sreen coordinates. If you know orientation of your camera, then you know 3d coords of object points relative to camera. Applying camera matrix transform to these 3d coords will give you 2d projections in you screen coordinates.

Tiled Terrain Normals

I am trying to create a terrain solution in ThreeJS and I'm running into some trouble with the generation of the normals. I am approaching the problem by creating a number of mesh objects using the THREE.PlaneGeometry class. Once all of the tiles have been created I go through each and set the UV's so that each tile represents a part of the whole. I also generate a height value of the vertex Y positions to create some hills. I then call the geometry functions
geometry.computeFaceNormals();
geometry.computeVertexNormals();
This is just so that I have some default face and vertex normals for each tile.
I then go through each tile and try to average out the normals on each corner.
The problem is (I think) with the normals, but I don't really know what to call this problem. Each of the normals on the plane's corners point in the same direction as the face when created. This makes the terrain look like a flat shaded object. To prevent this I thought perhaps what I needed to do was make sure each vertext normal (each corner) had the same averaged normal as its immediate neighbours normals. I.E each corner of each tile has the same normal as all the immediate normals around it from the adjacent planes.
figure A
Here I am visualising each of the 4 normals on the mesh. You can see that at each corner the normals are the same (On top of eachother)
figure B
EDIT
figure C
EDIT
Figure D
Except even when the verts all share the same normals it still comes up all blocky <:/
I don't know how to do this... I think my understanding of what needs to be done is incorrect...?
Any help would be greatly appreciated.
You're basically right about what should happen. The shading you're getting is not consistent with continuous normals. If each all the vertex-faces at a given location have the same normal you should not see the clear shading discontinuities in your second image. However the image doesn't look like simple face normals either, at least not to my eye.
A couple of things to look at:
1) I note that your quads themselves are not planar. Is it possible your algorithm is assuming that they are? the non-planar quad meshes don't have real 'face normal' to use as a base.
2) Are your normalized normalized after you average them? That is, do they have a vector length of 1?
3) Are you confident that the normal averaging code is actually using the correct normals to average? The shading in this does not look like completely flat shaded image where each vertex-face normal in a quad is the same - if that were the case you'd get consistent shading across each quad although the quads would not be continuous. This it possible your original vertex-face normals are not in fact lined up with the face normals?
4) Try turning off the bump maps to debug. Depending on how the bump is being done in your shader you may have incorrect binormals/bitangents rather than bad vert normals.
Instead of averaging at each vertex / corner the neighborhood normals you should average the four normals that each vertex has (4 tiles meet at each vertex).

Algorithm for adding and translating lat/long coordinates

Hello I'm looking for an algorithm that would let me add degrees for an specific coordinate. So let's suppose I have the following position -0.31399363,-78.44437. I have an image where I assume that this position is pointing north, now I want to be able to create another position that would have +30 degrees longitude offset, and is 100m farther from the initial point. I have been looking on internet, and I found some calculations in order to transforma Decimal coordinates to Degrees, I think that's the starting point, but I couldn't figure how to translate decimal coordinates according to distance.
Thanks a lot.
I'm not entirely certain I understand the question, but to determine distances and bearings between lat/long coordinates, you can use the Haversine formula. It sounds to me like that, or something that can be derived from it, is what you are looking for.

Convert latitude longitude to x,y point on a rectangle

It seems that there are lots of information both in Google and here, that speak a lot about many different conversions of latitude,longitude.
So what i'm asking is for you to be simple as possible, and try not sending me to other places to seek an answer.
I am trying to put the entire world in to 2D square, where each point represent the distance(in meters) from a point which I choose to define it (0,0),
Can you give me a mathematical algorithm to do so.
You could either use a azimuthal equidistant or two-point equidistant projection.
Of these the azimuthal equidistant is easiest. To do this, just start at your reference point on the world, and put this in the center of your map. Then proceed outward in concentric circles on the map, and for each new circle plot all the points on the world at the appropriate distance and angle.
After doing this, your map should look like a circle, and all of the points will be the correct distance from your center point.

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