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    Horisontal AOV?

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    • TIGT Offline
      TIG Moderator
      last edited by

      Surely the basic fov is equal in both directions ? If you have different lenses there's a proportional relationship to the window's edges...

      TIG

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      • thomthomT Offline
        thomthom
        last edited by

        AOV is more correct. (SU calls it fov, but it's really AOV)
        And the vertical and horizontal and diagonal AOV is not equal.

        Thomas Thomassen — SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • Chris FullmerC Offline
          Chris Fullmer
          last edited by

          Thom, you can get the width and height of the screen with view.corner. Does that help?

          point = view.corner index

          and index = 0,1,2,3 for the 4 corners of the screen.

          Or does the aspect ratio not help with AOV and FOV. I need a bit of a lesson in cameras.

          Chris

          Lately you've been tan, suspicious for the winter.
          All my Plugins I've written

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          • thomthomT Offline
            thomthom
            last edited by

            view.corner *x* returns a Line [Point3D, Vector3D]. No dimensions. However, I did use it to intersect the lines with a plane parallel to the camera located at the camera's target point. With that, I could draw the frustum, which was one thing I wanted to do.
            However, I'm not sure if that's the most efficient way.

            Also, I tried getting the ratio of the viewport width / height and using that ratio to multiply with the vertical AOV (.fov) that SU returns. But the value I get isn't right.

            I'm also not that familiar with cameras and how they operate. And certainly not the SU camera. So between that and my poor trigonometry and general knowledge of 3D geometry concepts I'm fumbling along somewhat in the dark...

            Thomas Thomassen — SketchUp Monkey & Coding addict
            List of my plugins and link to the CookieWare fund

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            • Chris FullmerC Offline
              Chris Fullmer
              last edited by

              Hmm, for me it is returning the x and y positions, not a line.

              model = Sketchup.active_model
              view = model.active_view
              point = view.corner 3
              puts "#{point[0]} x #{point[1]}"

              that will put the width and height of the drawing area. If you know that, and the AOV, couldn't you calculate the FOV (assuming you can get your trigonometry to agree with you (my #1 problem also....grrr)).

              Chris

              EDIT: I tihnk I misunderstood what the AOV was....perhaps its not as simple as I thought. I'll keep playing with it for a little bit too.

              Lately you've been tan, suspicious for the winter.
              All my Plugins I've written

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              • thomthomT Offline
                thomthom
                last edited by

                Sorry. My last post way lying.
                .corner returns a 3DPoint with only x & y populated, yes. I confused it with .pickray.

                The thing is, I'm not trying to find the FOV, but I want the Horizontal AOV. (That's not the FOV, is it? I'm a bit confused about 'FOV'.) From what I understand, what SU calls .fov is the vertical AOV...

                Thomas Thomassen — SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • Chris FullmerC Offline
                  Chris Fullmer
                  last edited by

                  Well don't forget the PC camera tool

                  Sketchup.send_action 10624

                  and don't forget to use the film and stage plugin. That is always useful to help visualize exactly where the phsical camera is located.

                  Lately you've been tan, suspicious for the winter.
                  All my Plugins I've written

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @chris fullmer said:

                    Well don't forget the PC camera tool
                    Sketchup.send_action 10624

                    Yea, I use that for debugging.

                    @chris fullmer said:

                    and don't forget to use the film and stage plugin. That is always useful to help visualize exactly where the phsical camera is located.

                    hm... yea. I could have a look at what that does. I've never used it though.

                    At the moment I manage to draw the viewing frustum so I know exactly where it is. But I want to take it further and make some tools to manipulate the camera. And for that I need to work out the AOV in all possible directions...

                    I'm reading up on real cameras and how they work. But I'm having some trouble applying that to the SU camera.

                    Thomas Thomassen — SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      Ok, so I'm digging around too and it appears that AOV and FOV are virtually identical, they are just represented differently.

                      @unknownuser said:

                      Although related, FOV is not exactly the same as angle of view; FOV is measured in linear, spatial dimensions (feet, inches, metres, etc) whereas AOV (more properly called the angular field of view) is measured in degrees of arc. FOV increases with distance, whereas AOV does not. FOV changes as the camera rotates, AOV does not.

                      and another good one, using the specs of a 50mm lens:

                      @unknownuser said:

                      At a working distance of 10 metres, the horizontal field of view is therefore 7.2 metres; at a distance of 100 feet, the horizontal field of view is 72 feet, etc. (The horizontal AOV is about 39.6º at any distance)

                      So it appears they are identical in value, just the FOV changes based on the distance away from the camera you are talking about.

                      Chris

                      Lately you've been tan, suspicious for the winter.
                      All my Plugins I've written

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        This is why I think SU mixes up the terms FOV and AOV. Because in the Camera Debug window you have Fov(H) and Fov(W) - both two different values. By default Fov(H) is enabled.

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • Chris FullmerC Offline
                          Chris Fullmer
                          last edited by

                          FOV(H) is the angle of view (AOV) from top to bottom where FOV(W) is the AOV from side to side.

                          So yes, its confusing. I think I just got the trig worked out to solve it all. Let me put it together so it works and I'll post what I have, in case it helps.

                          Chris

                          Lately you've been tan, suspicious for the winter.
                          All my Plugins I've written

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            Thanks for looking into this.
                            I want to be able to make a tool where the AOV can be set in Horizontal, Vertical or Diagonal direction. So I need to be able to work this out.

                            Thomas Thomassen — SketchUp Monkey & Coding addict
                            List of my plugins and link to the CookieWare fund

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                            • M Offline
                              matteo
                              last edited by

                              the fov of a real camera is a function of the film frame dimensions. It is commonly related to a standard film with frames of 3624 mm - a 50 mm lens over a 3624 mm film frame is not the some of a 50 mm lens over a 60*60 mm film frame.

                              i know, it's a bit confusing. all the new digital cameras have show an equivalent fov: that's because it would be too tricky to figure out the real angle of view, since there are somany formats. for more informations give a look to this on wikipedia: http://en.wikipedia.org/wiki/Image_sensor_format

                              talking about the aov, it is not so difficult to find the horizontal angle when you have the vertical angle values and the aspect ratio.

                              if you look at the first image, I extract half horizontal aov (1/2 Haov by now) + half vertical aov (1/2 Vaov by now) and unfold them.

                              we have now quite a simple trigonometric problem. both triangles, blue and yellow, share the some radius: then 1/2 Haov tangent is equal to half screen length - and 1/2 Vaov is equal to 1/2 screen heigth. see figure two.

                              now the formula is quite simple to obtain

                              1/2 Haov = arctan [tan(1/2 Vaov)*(length/heigth)]

                              let's suppose that you have a Vaov of 60° and a screen aspect ratio of 3/2, the Haov is equal to:

                              Haov = 2* arctan [tan(60°/2)(3/2)] = 2 arctan [tan(30)1,5] = 2 arctan (0,577351,5) = 2 arctan (0,866025) = 2* 40,89339° =

                              81,786789°

                              i hope this can help you thom
                              note: all angles are measured in degrees and not radiants or else.

                              /matteo bignozzi


                              aov aspect ratio.jpg


                              aov aspect ratio 2.jpg

                              hire me: http://www.nonsolo3d.it/ !

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                It worked!
                                The true test to if I understood this will be when I try to make functions that calculate between all directions of Vaov, Haov and Daov. At least I can go to bed now. 😄 👍

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • Chris FullmerC Offline
                                  Chris Fullmer
                                  last edited by

                                  Oh good. have you got it all worked out then in Ruby Thom?

                                  Chris

                                  Lately you've been tan, suspicious for the winter.
                                  All my Plugins I've written

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    
                                    def self.haov_from_vaov(vaov, ratio)
                                        return (2 * Math.atan( Math.tan(vaov.degrees / 2) * ratio )).radians 
                                    end
                                    
                                    

                                    When (if) I get the other conversions worked out I'll post them back here in case anyone else should need them. (Plus, people with better math skills than me can verify if I did it right... 😳 )

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • TIGT Offline
                                      TIG Moderator
                                      last edited by

                                      @thomthom said:

                                      Camera.fov returns the vertical AOV. But how do I get the horizontal or diagonal AOV?
                                      From Wiki I find this forumla: http://en.wikipedia.org/wiki/Angle_of_view

                                      http://upload.wikimedia.org/math/a/1/7/a172c67e0c1191e57fdc3e958f596628.png

                                      ( Math.atan == arctan, right?)
                                      Problem is, that assumes a film width and height... Which I don't have for the SU camera. So, how do you go about calculating the various AOV?

                                      After a year or so...
                                      I needed it - so here it is...

                                      
                                      ### acc is the active camera
                                      ### width is the screen width
                                      ### height is the screen height
                                          fol=acc.focal_length
                                          fovV=acc.fov
                                      ### fovV if the vertical fov in degrees
                                          wid=width.to_f
                                          hei=height.to_f
                                          if acc.image_width != 0
                                            wid=acc.image_width
                                            if acc.aspect_ratio != 0
                                              aro=acc.aspect_ratio
                                            else
                                              aro=wid/hei
                                            end#if
                                            hei=wid/aro
                                          end#if
                                          h=2*fol*Math;;tan(fovV.degrees/2)
                                          w=h*wid/hei
                                          fovH=(2*Math;;atan(w/(2*fol))).radians
                                      ### fovH is the horizontal fov in degrees
                                      
                                      

                                      TIG

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        Ah! I'd forgotten about this! (yet another project in limbo. 😒 )

                                        Thanks TIG - I'll play around with this when I get VE over with. 👍

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • Chris FullmerC Offline
                                          Chris Fullmer
                                          last edited by

                                          Very odd, I also had to re-visit this to make similar code recently....are we all working on the same project?

                                          Chris

                                          Lately you've been tan, suspicious for the winter.
                                          All my Plugins I've written

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            I can't even remember exactly what it was any more.

                                            I think it was in regard to making camera objects. But due to observers begin naughty it down-prioritised.

                                            Thomas Thomassen — SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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