I How Do You Reverse a 2.5D Projection Function in Programming?

Click For Summary
The discussion focuses on reversing a 2.5D projection function in programming, specifically the need to derive distance from a given y-position and height. The original function calculates y-position based on height and distance, but the user struggles to reverse it to find distance. They initially attempted to use Wolfram Alpha for assistance but found it inadequate due to the equation's complexities. Ultimately, they realized that multiplying the equation by distance transformed it into a solvable linear equation. The user successfully developed an algorithm to convert y-position back to distance using a derived formula.
newjerseyrunner
Messages
1,532
Reaction score
637
I have this function that I need to reverse.

int getYPosition(float height, float dist) const {
const float hh = renderer -> viewPortHalfH / dist;
return renderer -> viewPortHalfH - hh + hh * ((height + renderer -> player -> verticalAngle * dist) / 128.0f);
}

float getDistYPosition(float height, int yPosition) const {
//wtf, I can't figure out what this should be
return 1;
}

I can't figure out how to reverse it though, I should be able to take the resulting int, put it through a function with the height value and get back distance. Normally, when I get stuck, I just ask wolfram alpha to solve it for me, but that doesn't seem to be giving me an answer.

y = k - (k/d) + (k/d) * ((h + v * d) / 128) solve d
Is there something with my equation that makes it fundamentally irreversible?

I feel like wolfram alpha is having trouble because the general equation has some quirks that the actual code won't? Like the fact that both renderer -> viewPortHalfH and dist are always positive and non-zero. How would I tell wolfram alpha about this (would it even help?)
 
Mathematics news on Phys.org
Are you trying to implement the Pythagorean distance here?
 
y = k - (k/d) + (k/d) * ((h + v * d) / 128)
Multiply the equation by d and you get a standard linear equation which you can solve for d.
 
  • Like
Likes newjerseyrunner
jedishrfu said:
Are you trying to implement the Pythagorean distance here?
No. I'm not sure what it's called. The first function projects a 2.5D point to a 2D screen, I'm trying to reverse the projection. I don't know x or y position, in fact, I need this distance calculation to figure that out in order to texture it.
Screen Shot 2020-09-22 at 10.28.55 PM.pngIt's for determining distance from a camera across the floor. I knew the distance of the bottom of the wall, and I knew what pixel height it started at. I then need to iterate along each pixel going down and figure out it's distance from the camera.

mfb said:
Multiply the equation by d and you get a standard linear equation which you can solve for d.
That was the step I needed, I was able to figure out the algorithm from there

float yPositionToDist(float height, int pixel) const {
float top = (height - 128.0f) * renderer -> viewPortHalfH;
float bottom = (renderer -> player -> verticalAngle + 128.0f) * renderer -> viewPortHalfH - 128.0f * (float)pixel;
return -top / bottom;
 
  • Like
Likes jedishrfu
Thread 'Erroneously  finding discrepancy in transpose rule'
Obviously, there is something elementary I am missing here. To form the transpose of a matrix, one exchanges rows and columns, so the transpose of a scalar, considered as (or isomorphic to) a one-entry matrix, should stay the same, including if the scalar is a complex number. On the other hand, in the isomorphism between the complex plane and the real plane, a complex number a+bi corresponds to a matrix in the real plane; taking the transpose we get which then corresponds to a-bi...

Similar threads

  • · Replies 31 ·
2
Replies
31
Views
5K
  • · Replies 8 ·
Replies
8
Views
6K
  • · Replies 6 ·
Replies
6
Views
2K
  • · Replies 12 ·
Replies
12
Views
2K
Replies
1
Views
2K
Replies
7
Views
3K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
Replies
2
Views
2K
  • · Replies 3 ·
Replies
3
Views
3K