I started to build a widget that uses svg asset that is a soccer court. I was working with regular 2d rectangle so far and it went well. However i wanted to replace that asset with this one:

I started to prototype on how to calculate the ball position in this kind of svg and its not going well. I guess that what i need is some kind of conversion from regular 2d rectangle model to something else that would account trapeze figure.
Maybe someone could help with understanding how its done. Lets say i have following coords {x: 0.2, y: 0.2} which means i have to put the ball in 20% of width of court and 20% of its height. How do i do in this example?
EDIT #1
I read an answer posted by MBo and i made effort to rewrite delphi code to JavaScript.I dont know delphi at all but i think it went well, however after trying code out i bumped onto couple of problems:
trapeze is reversed (shorter horizotal line on the bottom), i attempted to fix it but without success, after couple of tries i had this as i wanted but then 0.2, 0.2 coord showed up on the bottom instead of closer to the top.
i am not sure if the calculation works correctly in general, center coord seems odly gravitating towards bottom (at least it is my visual impresion)
I attempted to fix reversed trapeze problem by playing with YShift = Hg / 4; but it causes variety of issues. Would like to know how this works exactly
From what i understand, this script works in a way that you specify longer horizontal line Wd and height Hg and this produces a trapeze for you, is that correct?
EDIT #2
I updated demo snippet, it seems to work in some way, the only problem currently i have is that if i specify
Wd = 600; // width of source
Hg = 200; // height of source
the actuall trapeze is smaller (has less width and height),
also in some weird way manipulating this line:
YShift = Hg / 4;
changes the actuall height of trapeze.
its just then difficult to implement, as if i have been given svg court with certain size i need to be able to provide the actuall size to the function so then coords calculations will be accurate.
Lets say that i will be given court where i know 4 corners and based on that i need to be able to calculate coords. This implementation from my demo snippet, doesnt o it unfortunately.
Anyone could help alter the code or provide better implementation?
EDIT #3 - Resolution
this is final implementation:
var math = {
inv: function (M){
if(M.length !== M[0].length){return;}
var i=0, ii=0, j=0, dim=M.length, e=0, t=0;
var I = [], C = [];
for(i=0; i<dim; i+=1){
I[I.length]=[];
C[C.length]=[];
for(j=0; j<dim; j+=1){
if(i==j){ I[i][j] = 1; }
else{ I[i][j] = 0; }
C[i][j] = M[i][j];
}
}
for(i=0; i<dim; i+=1){
e = C[i][i];
if(e==0){
for(ii=i+1; ii<dim; ii+=1){
if(C[ii][i] != 0){
for(j=0; j<dim; j++){
e = C[i][j];
C[i][j] = C[ii][j];
C[ii][j] = e;
e = I[i][j];
I[i][j] = I[ii][j];
I[ii][j] = e;
}
break;
}
}
e = C[i][i];
if(e==0){return}
}
for(j=0; j<dim; j++){
C[i][j] = C[i][j]/e;
I[i][j] = I[i][j]/e;
}
for(ii=0; ii<dim; ii++){
if(ii==i){continue;}
e = C[ii][i];
for(j=0; j<dim; j++){
C[ii][j] -= e*C[i][j];
I[ii][j] -= e*I[i][j];
}
}
}
return I;
},
multiply: function(m1, m2) {
var temp = [];
for(var p = 0; p < m2.length; p++) {
temp[p] = [m2[p]];
}
m2 = temp;
var result = [];
for (var i = 0; i < m1.length; i++) {
result[i] = [];
for (var j = 0; j < m2[0].length; j++) {
var sum = 0;
for (var k = 0; k < m1[0].length; k++) {
sum += m1[i][k] * m2[k][j];
}
result[i][j] = sum;
}
}
return result;
}
};
// standard soccer court dimensions
var soccerCourtLength = 105; // [m]
var soccerCourtWidth = 68; // [m]
// soccer court corners in clockwise order with center = (0,0)
var courtCorners = [
[-soccerCourtLength/2., soccerCourtWidth/2.],
[ soccerCourtLength/2., soccerCourtWidth/2.],
[ soccerCourtLength/2.,-soccerCourtWidth/2.],
[-soccerCourtLength/2.,-soccerCourtWidth/2.]];
// screen corners in clockwise order (unit: pixel)
var screenCorners = [
[50., 150.],
[450., 150.],
[350., 50.],
[ 150., 50.]
];
// compute projective mapping M from court to screen
// / a b c \
// M = ( d e f )
// \ g h 1 /
// set up system of linear equations A X = B for X = [a,b,c,d,e,f,g,h]
var A = [];
var B = [];
var i;
for (i=0; i<4; ++i)
{
var cc = courtCorners[i];
var sc = screenCorners[i];
A.push([cc[0], cc[1], 1., 0., 0., 0., -sc[0]*cc[0], -sc[0]*cc[1]]);
A.push([0., 0., 0., cc[0], cc[1], 1., -sc[1]*cc[0], -sc[1]*cc[1]]);
B.push(sc[0]);
B.push(sc[1]);
}
var AInv = math.inv(A);
var X = math.multiply(AInv, B); // [a,b,c,d,e,f,g,h]
// generate matrix M of projective mapping from computed values
X.push(1);
M = [];
for (i=0; i<3; ++i)
M.push([X[3*i], X[3*i+1], X[3*i+2]]);
// given court point (array [x,y] of court coordinates): compute corresponding screen point
function calcScreenCoords(pSoccer) {
var ch = [pSoccer[0],pSoccer[1],1]; // homogenous coordinates
var sh = math.multiply(M, ch); // projective mapping to screen
return [sh[0]/sh[2], sh[1]/sh[2]]; // dehomogenize
}
function courtPercToCoords(xPerc, yPerc) {
return [(xPerc-0.5)*soccerCourtLength, (yPerc-0.5)*soccerCourtWidth];
}
var pScreen = calcScreenCoords(courtPercToCoords(0.2,0.2));
var hScreen = calcScreenCoords(courtPercToCoords(0.5,0.5));
// Custom code
document.querySelector('.trapezoid').setAttribute('d', `
M ${screenCorners[0][0]} ${screenCorners[0][1]}
L ${screenCorners[1][0]} ${screenCorners[1][1]}
L ${screenCorners[2][0]} ${screenCorners[2][1]}
L ${screenCorners[3][0]} ${screenCorners[3][1]}
Z
`);
document.querySelector('.point').setAttribute('cx', pScreen[0]);
document.querySelector('.point').setAttribute('cy', pScreen[1]);
document.querySelector('.half').setAttribute('cx', hScreen[0]);
document.querySelector('.half').setAttribute('cy', hScreen[1]);
document.querySelector('.map-pointer').setAttribute('style', 'left:' + (pScreen[0] - 15) + 'px;top:' + (pScreen[1] - 25) + 'px;');
document.querySelector('.helper.NW-SE').setAttribute('d', `M ${screenCorners[3][0]} ${screenCorners[3][1]} L ${screenCorners[1][0]} ${screenCorners[1][1]}`);
document.querySelector('.helper.SW-NE').setAttribute('d', `M ${screenCorners[0][0]} ${screenCorners[0][1]} L ${screenCorners[2][0]} ${screenCorners[2][1]}`);
body {
margin:0;
}
.container {
width:500px;
height:200px;
position:relative;
border:solid 1px #000;
}
.view {
background:#ccc;
width:100%;
height:100%;
}
.trapezoid {
fill:none;
stroke:#000;
}
.point {
stroke:none;
fill:red;
}
.half {
stroke:none;
fill:blue;
}
.helper {
fill:none;
stroke:#000;
}
.map-pointer {
background-image:url('data:image/svg+xml;base64,PD94bWwgdmVyc2lvbj0iMS4wIiA/PjxzdmcgaWQ9IkxheWVyXzEiIHN0eWxlPSJlbmFibGUtYmFja2dyb3VuZDpuZXcgMCAwIDUxMiA1MTI7IiB2ZXJzaW9uPSIxLjEiIHZpZXdCb3g9IjAgMCA1MTIgNTEyIiB4bWw6c3BhY2U9InByZXNlcnZlIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHhtbG5zOnhsaW5rPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rIj48Zz48cGF0aCBkPSJNMjU1LjksNmMtMjEuNywwLTQzLjQsNS4zLTYyLjMsMTZjLTMzLjksMTkuMi01Ny45LDU1LjMtNjEuOSw5NC4xYy0zLjcsMzYuMSw4LjksNzEuOCwyMiwxMDUuNyAgIGMxNS4xLDM4LjksMTAyLjEsMjI4LjksMTAyLjEsMjI4LjlzODcuNi0xOTEuNCwxMDIuOC0yMzAuOWMxMy4xLTM0LjIsMjUuNy03MC4yLDIxLjItMTA2LjVjLTUuMi00Mi4xLTM0LjctNzkuOS03My42LTk2LjggICBDMjkwLjUsOS41LDI3My4yLDYsMjU1LjksNnogTTI1NS45LDE4OS44Yy0zMywwLTU5LjgtMjYuOC01OS44LTU5LjhzMjYuOC01OS44LDU5LjgtNTkuOFMzMTUuNyw5NywzMTUuNywxMzAgICBTMjg5LDE4OS44LDI1NS45LDE4OS44eiIvPjxwYXRoIGQ9Ik0yOTIuMiwzOTcuMWMtNC4xLDguOS03LjksMTcuMi0xMS40LDI0LjdjMzYuOCwzLjYsNjMuNiwxNS4yLDYzLjYsMjguOGMwLDE2LjYtMzkuNiwzMC04OC40LDMwICAgYy00OC44LDAtODguNC0xMy40LTg4LjQtMzBjMC0xMy42LDI2LjgtMjUuMiw2My41LTI4LjhjLTMuNS03LjQtNy40LTE1LjgtMTEuNC0yNC43Yy02MC4yLDYuMy0xMDQuNSwyNy45LTEwNC41LDUzLjUgICBjMCwzMC42LDYzLjEsNTUuNCwxNDAuOCw1NS40czE0MC44LTI0LjgsMTQwLjgtNTUuNEMzOTYuOCw0MjUsMzUyLjQsNDAzLjQsMjkyLjIsMzk3LjF6IiBpZD0iWE1MSURfMV8iLz48L2c+PC9zdmc+');
display:block;
width:32px;
height:32px;
background-repeat:no-repeat;
background-size:32px 32px;
position:absolute;
opacity:.3;
}
<div class="container">
<svg class="view">
<path class="trapezoid"></path>
<circle class="point" r="3"></circle>
<circle class="half" r="3"></circle>
<path class="helper NW-SE"></path>
<path class="helper SW-NE"></path>
</svg>
<span class="map-pointer"></span>
</div>
You are looking for a projective mapping from (x,y) in the court plane to (u,v) in the screen plane. A projective mapping works like this:
(x,y,1)M from the left to get homogenous coordinates (u',v',l) of the screen pixel(u,v) = (u'/l, v'/l)The appropriate matrix M can be computed from solving the cooresponding equations for e.g. the corners. Choosing the court center to coincide with origin and the the x-axis pointing along the longer side and measuring the corner coordinates from your image, we get the following corresponding coordinates for a standard 105x68 court:
(-52.5, 34) -> (174, 57)
( 52.5, 34) -> (566, 57)
( 52.5,-34) -> (690,214)
(-52.5,-34) -> ( 50,214)
Setting up the equations for a projective mapping with matrix
/ a b c \
M = ( d e f )
\ g h 1 /
leads to a linear system with 8 equations and 8 unknowns, since each point correspondence (x,y) -> (u,v) contributes two equations:
x*a + y*b + 1*c + 0*d + 0*e + 0*f - (u*x)*g - (u*y)*h = u
0*a + 0*b + 0*c + x*d + y*e + 1*f - (v*x)*g - (v*y)*h = v
(You get these two equations by expanding M (x y 1)^T = (l*u l*v l*1)^T into three equations and substituting the value for l from the third equation into the first two equations.)
The solution for the 8 unknowns a,b,c,...,h put into the matrix gives:
/ 4.63 2.61 370 \
M = ( 0 -1.35 -116.64 )
\ 0 0.00707 1 /
So given e.g. the court center as {x: 0.5, y: 0.5} you must first transform it into the above described coordinate system to get (x,y) = (0,0). Then you must compute
/ x \ / 4.63 2.61 370 \ / 0 \ / 370 \
M ( y ) = ( 0 -1.35 -116.64 ) ( 0 ) = ( 116.64 )
\ 1 / \ 0 0.00707 1 / \ 1 / \ 1 /
By dehomogenizing you get the screen coordinates of the center as
(u,v) = (370/1, 116.64/1) ~= (370,117)
A JavaScript implementation could look like this:
// using library https://cdnjs.cloudflare.com/ajax/libs/mathjs/3.2.1/math.js
// standard soccer court dimensions
var soccerCourtLength = 105; // [m]
var soccerCourtWidth = 68; // [m]
// soccer court corners in clockwise order with center = (0,0)
var courtCorners = [
[-soccerCourtLength/2., soccerCourtWidth/2.],
[ soccerCourtLength/2., soccerCourtWidth/2.],
[ soccerCourtLength/2.,-soccerCourtWidth/2.],
[-soccerCourtLength/2.,-soccerCourtWidth/2.]];
// screen corners in clockwise order (unit: pixel)
var screenCorners = [
[174., 57.],
[566., 57.],
[690.,214.],
[ 50.,214.]];
// compute projective mapping M from court to screen
// / a b c \
// M = ( d e f )
// \ g h 1 /
// set up system of linear equations A X = B for X = [a,b,c,d,e,f,g,h]
var A = [];
var B = [];
var i;
for (i=0; i<4; ++i)
{
var cc = courtCorners[i];
var sc = screenCorners[i];
A.push([cc[0], cc[1], 1., 0., 0., 0., -sc[0]*cc[0], -sc[0]*cc[1]]);
A.push([0., 0., 0., cc[0], cc[1], 1., -sc[1]*cc[0], -sc[1]*cc[1]]);
B.push(sc[0]);
B.push(sc[1]);
}
var AInv = math.inv(A);
var X = math.multiply(AInv, B); // [a,b,c,d,e,f,g,h]
// generate matrix M of projective mapping from computed values
X.push(1);
M = [];
for (i=0; i<3; ++i)
M.push([X[3*i], X[3*i+1], X[3*i+2]]);
// given court point (array [x,y] of court coordinates): compute corresponding screen point
function calcScreenCoords(pSoccer) {
var ch = [pSoccer[0],pSoccer[1],1]; // homogenous coordinates
var sh = math.multiply(M, ch); // projective mapping to screen
return [sh[0]/sh[2], sh[1]/sh[2]]; // dehomogenize
}
function courtPercToCoords(xPerc, yPerc) {
return [(xPerc-0.5)*soccerCourtLength, (yPerc-0.5)*soccerCourtWidth];
}
var pScreen = calcScreenCoords(courtPercToCoords(0.2,0.2))
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With