Compute equidistant GPS point around a center - ruby

I have a question about some GPS calculations.
My problem is as follow :
I have a specific point P, and I want to compute N points around P.
Here is the algorithm :
P = (x, y) // latitude, longitude
N = 8
angle_size = 360/N
points = []
for i in 1..N
points.push compute_100meter(P, angle_size*i)
end
In this example, I'm trying to compute 8 equidistant point within 100 meter from P.
Is anyone know a ruby gem allowing me to do so ?
My problem is to write the content of compute_100meter
EDIT:
I have to take into account the earth curvature and get the point coordinates in degree (latitude, longitude).

As long as the radius is small enough (and 100 meters should be, unless you're right next to the north or south pole), a simple linear approximation should do well enough:
def perimeter_point(lat, lon, angle, radius)
# convert angle from degrees to radians
angle *= Math::PI / 180
# convert meters to degrees approximately, assuming spherical Earth
radius /= 6371000 * Math::PI / 180
# calculate relative length of the circle of longitude compared to equator
scale = Math.cos( lat * Math::PI / 180 );
# add offsets to longitude and latitude and return them
# (I'm assuming that angle = 0 means due east)
lat += radius * Math.sin(angle)
lon += radius * Math.cos(angle) / scale
return lat, lon
end
Note that, if your center point is near the 180th meridian, this could return longitudes below -180 or above +180. If that's a problem, check for it and normalize as needed. (Output latitudes outside the ±90 range are also technically possible, if the center point is near the north or south pole, but the approximation I used breaks down close to the poles anyway.)

Related

Trilateration with approximated distances using latitude and longitude

I can't quite figure this one out.
I am trying to approximate the location (latitude / longitude) of a beacon based on 3 distance measurements from 3 fixed locations. However the distance readings available may have an error of up to 1 km.
Similar questions regarding trilateration have been asked here (with precise measurements), here, here (distance measurement errors in Java, but not in lat/lon coordinates and no answers) as well as others. I also managed to dig up this paper dealing with imperfect measurement data, however it for one assumes a cartesian coordinate system and is also rather mathematical than close to a usable implementation.
So none of above links and answers are really applicable to the following problem:
All available distance measurements are approximated in km (where data most frequently contains readings in-between 1 km and 100 km, in case this matters)
Measurement errors of up to 1 km are possible.
3 distance measurements are performed based on 3 fixed (latitude / longitude known) positions.
target approximation should also be a latitude / longitude combination.
So far I have adapted this Answer to C#, however I noticed that due to the measurement inaccuracies this algorithm does not work (as the algorithm assumes the 3 distance-circles to perfectly intersect with each other):
public static class Trilateration
{
public static GeoLocation Compute(DistanceReading point1, DistanceReading point2, DistanceReading point3)
{
// not my code :P
// assuming elevation = 0
const double earthR = 6371d;
//using authalic sphere
//if using an ellipsoid this step is slightly different
//Convert geodetic Lat/Long to ECEF xyz
// 1. Convert Lat/Long to radians
// 2d. Convert Lat/Long(radians) to ECEF
double xA = earthR * (Math.Cos(Radians(point1.GeoLocation.Latitude)) * Math.Cos(Radians(point1.GeoLocation.Longitude)));
double yA = earthR * (Math.Cos(Radians(point1.GeoLocation.Latitude)) * Math.Sin(Radians(point1.GeoLocation.Longitude)));
double zA = earthR * Math.Sin(Radians(point1.GeoLocation.Latitude));
double xB = earthR * (Math.Cos(Radians(point2.GeoLocation.Latitude)) * Math.Cos(Radians(point2.GeoLocation.Longitude)));
double yB = earthR * (Math.Cos(Radians(point2.GeoLocation.Latitude)) * Math.Sin(Radians(point2.GeoLocation.Longitude)));
double zB = earthR * (Math.Sin(Radians(point2.GeoLocation.Latitude)));
double xC = earthR * (Math.Cos(Radians(point3.GeoLocation.Latitude)) * Math.Cos(Radians(point3.GeoLocation.Longitude)));
double yC = earthR * (Math.Cos(Radians(point3.GeoLocation.Latitude)) * Math.Sin(Radians(point3.GeoLocation.Longitude)));
double zC = earthR * Math.Sin(Radians(point3.GeoLocation.Latitude));
// a 64 bit Vector3 implementation :)
Vector3_64 P1 = new(xA, yA, zA);
Vector3_64 P2 = new(xB, yB, zB);
Vector3_64 P3 = new(xC, yC, zC);
//from wikipedia
//transform to get circle 1 at origin
//ransform to get circle 2d on x axis
Vector3_64 ex = (P2 - P1).Normalize();
double i = Vector3_64.Dot(ex, P3 - P1);
Vector3_64 ey = (P3 - P1 - i * ex).Normalize();
Vector3_64 ez = Vector3_64.Cross(ex, ey);
double d = (P2 - P1).Length;
double j = Vector3_64.Dot(ey, P3 - P1);
//from wikipedia
//plug and chug using above values
double x = (Math.Pow(point1.DistanceKm, 2d) - Math.Pow(point2.DistanceKm, 2d) + Math.Pow(d, 2d)) / (2d * d);
double y = ((Math.Pow(point1.DistanceKm, 2d) - Math.Pow(point3.DistanceKm, 2d) + Math.Pow(i, 2d) + Math.Pow(j, 2d)) / (2d * j)) - ((i / j) * x);
// only one case shown here
double z = Math.Sqrt(Math.Pow(point1.DistanceKm, 2d) - Math.Pow(x, 2d) - Math.Pow(y, 2d));
//triPt is a vector with ECEF x,y,z of trilateration point
Vector3_64 triPt = P1 + x * ex + y * ey + z * ez;
//convert back to lat/long from ECEF
//convert to degrees
double lat = Degrees(Math.Asin(triPt.Z / earthR));
double lon = Degrees(Math.Atan2(triPt.Y, triPt.X));
return new GeoLocation(lat, lon);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static double Radians(double degrees) =>
degrees * Math.Tau / 360d;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static double Degrees(double radians) =>
radians * 360d / Math.Tau;
}
Above code most often than not does not work in my case, and instead only returns "Not a number" as it tries to take the square root of a negative number when calculating the final z value (due to measurement inaccuracies).
In my case measurements may return data like this (visualized with some random online tool):
where only 2 or even none of the distance circles intersect:
What I am looking for is the an algorithm returning the best possible approximation of the target location based on three distance measurements with a known maximum error of 1 km or further approaches I could take.
I have also thought of iterating over points on the circles to then determining the minimum average distance to all the points on the other circles but the 3-dimensional sphere geometry of the earth is giving me a headache. Also there's probably a way better and simpler approach to this which I just can't figure out right now.
As this is more of an algorithmic problem, rather than any language-specific thing, I appreciate any help in whatever programming language, pseudo code or natural language.
If you have access to a scientific computing library which provides non-linear optimization utilities, then you could try finding the point which minimizes the following:
(||x - p_1|| - r_1)^2 + (||x - p_2|| - r_2)^2 + (||x - p_3|| - r_3)^2 + (||x - p_earth|| - r_earth)^2
where p_i is the location (in Cartesian coordinates) of the ith location you measure from, r_i is the corresponding distance reading, p_earth is the location of the Earth, r_earth is the radius of the earth, and ||a|| denotes the norm/length of the vector a.
Each term in the expression is trying to minimize the residual radius error.
This can of course be modified to suit your needs - e.g. if constrained optimization is available, you could encode the requirement that the point be on the surface on the earth as a constraint rather than a term to optimize for. If spherical earth model isn't accurate enough, you could define an error from the Earth's surface, or just project your result onto the Earth if that is accurate enough.

Calculate points on an arc of a circle using center, radius and 3 points on the circle

Given the center, radius and and 3 points on a circle, I want to draw an arc that starts at the first point, passing through the second and ends at the third by specifying the angle to start drawing and the amount of angle to rotate. To do this, I need to calculate the points on the arc. I want the number of points calculated to be variable so I can adjust the accuracy of the calculated arc, so this means I probably need a loop that calculates each point by rotating a little after it has calculated a point. I've read the answer to this question Draw arc with 2 points and center of the circle but it only solves the problem of calculating the angles because I don't know how 'canvas.drawArc' is implemented.
This question has two parts:
How to find the arc between two points that passes a third point?
How to generate a set of points on the found arc?
Let's start with first part. Given three points A, B and C on the (O, r) circle we want to find the arc between A and C that passes through B. To find the internal angle of the arc we need to calculate the oriented angles of AB and AC arcs. If angle of AB was greater than AC, we are in wrong direction:
Va.x = A.x - O.x;
Va.y = A.y - O.y;
Vb.x = B.x - O.x;
Vb.y = B.y - O.y;
Vc.x = C.x - O.x;
Vc.y = C.y - O.y;
tb = orientedAngle(Va.x, Va.y, Vb.x, Vb.y);
tc = orientedAngle(Va.x, Va.y, Vc.x, Vc.y);
if tc<tb
tc = tc - 2 * pi;
end
function t = orientedAngle(x1, y1, x2, y2)
t = atan2(x1*y2 - y1*x2, x1*x2 + y1*y2);
if t<0
t = t + 2 * pi;
end
end
Now the second part. You said:
I probably need a loop that calculates each point by rotating a little
after it has calculated a point.
But the question is, how little? Since the perimeter of the circle increases as its radius increase, you cannot reach a fixed accuracy with a fixed angle. In other words, to draw two arcs with the same angle and different radii, we need a different number of points. What we can assume to be [almost] constant is the distance between these points, or the length of the segments we draw to simulate the arc:
segLen = someConstantLength;
arcLen = abs(tc)*r;
segNum = ceil(arcLen/segLen);
segAngle = tc / segNum;
t = atan2(Va.y, Va.x);
for i from 0 to segNum
P[i].x = O.x + r * cos(t);
P[i].y = O.y + r * sin(t);
t = t + segAngle;
end
Note that although in this method A and C will certainly be created, but point B will not necessarily be one of the points created. However, the distance of this point from the nearest segment will be very small.

Calculate Geolocation on line between two GeoLocations

I have two known Google Geolocation points A and B. I need to return GeoLocation point C which is on AB line and on distance x from point A:
Geolocation returnGeolocationC(Geolocation A, Geolocation B, double x) {
...
return C;
}
I know that I can use Haversine formula and I can calculate AB distance and therefore I also have AC and CB distance. Any idea or hint how to implement this?
Edit: Line is straight, no need to consider roads.
Well, this is a good problem which solution will depend on the area of interest, for instance:
Consider the situation faced by a botanist studying a stand of oak trees on a small plot of land. One component of the data analysis involves determining the location of these trees and calculating the distance betwee
n them. In this situation, straight line or Euclidean distance is the most logical choice. This only requires the use of the Pythagorean Theorem to calculate the shortest distance between two points:
straight_line_distance = sqrt ( ( x2 - x1 )**2 + ( y2 - y1 )**2 );
The variables x and y refer to co-ordinates in a two-dimensional plane and can reflect any unit of measurement, such as feet or miles.
Consider a different situation, an urban area, where the objective is to calculate the distance between customers’ homes and various retail outlets. In this situation, distance takes on a more specific meaning, usually road distance, making straight line distance less suitable. Since streets in many cities are based on a grid system, the typical trip may be approximated by what is known as the Manhattan, city block or taxi cab distance (Fothering-
ham, 2002):
block_distance = ( abs( x2 - x1 ) + abs( y2 - y1 ) ) ;
Instead of the hypotenuse of the right-angled triangle that was calculated for the straight line distance, the above formula simply adds the two sides that form the right angle. The straight line and city block formulae are closely related, and can be generalized by what are referred to as the Minkowski metrics, which in this case are restricted to two dimensions:
minkowski_metric = ( abs(x2 - x1)**k + abs(y2 - y1)**k )**(1/k);
The advantage of this formula is that you only need to vary the exponent to get a range of distance measures. When k = 1, it is equivalent to the city block distance; when k=2, it is the Euclidean distance. Less commonly,
other values of k may be used if desired, usually between 1 and 2. In some situations, it may have been determined that actual distances were greater than the straight line, but less than the city block, in which case a value such as "1.4" may be more appropriate. One of the interesting features of the Minkowski metric is that for values considerably larger than 2 (approaching infinity), the distance is the larger of two sides used in the city block calculation, although this is typically not applicable in a geographic context.
So pseudocode would be something like the following:
distance2d (x1, y1, x2, y2, k)
(max( abs(x2 - x1), abs(y2 - y1) ) * (k > 2))
+
((abs(x2 - x1)**k + abs(y2 - y1)** k )**(1/ k)) * (1 <=k<=2)
end
If 1 <= k <=2, the basic Minkowski metric is applied, since (1 <= k <=2) resolves to 1 and (k > 2) resolves to 0. If k > 2, an alternate formula is applied, since computations become increasingly intensive for large values of k. This second formula is not really necessary, but is useful in demonstrating how modifications can be easily incorporated in distance measures.
The previous distance measures are based on the concept of distance in two dimensions. For small areas like cities or counties, this is a reasonable implification. For longer distances such as those that span larger countries
or continents, measures based on two dimensions are no longer appropriate, since they fail to account for the curvature of the earth. Consequently, global distance measures need to use the graticule, the co-ordinate system
comprised of latitude and longitude along with special formulae to calculate the distances. Lines of latitude run in an east to west direction either above or below the equator. Lines of longitude run north and south through the poles, often with the Prime Meridian (running through Greenwich, England) measured at 0°. Further details of latitude and longitude are available (Slocum et al., 2005). One issue with using latitude and longitude is that the co-ordinates may require some transformation and preparation before they are suitable to use in distance calculations. Coordinates are often expressed in the sexagesimal system (similar to time) of degrees, minutes, and seconds, in which each degree consists of 60 minutes and each
minute is 60 seconds. Furthermore, it is also necessary to provide and indication of the position relative to the equator (North or South) and the Prime Meridian (East or West). The full co-ordinates may take on a variety of formats; below is a typical example that corresponds approximately to the city of Philadelphia:
39° 55' 48" N 75° 12' 12" W
As you mentioned Harvesine, and also I am extending a lot, we can compare results using law of cosines and Harvesine, so pseudocode:
begin
ct = constant('pi')/180 ;
radius = 3959 ; /* 6371 km */
#Both latitude and longitude are in decimal degrees ;
lat1 = 36.12;
long1 = -86.67;
lat2 = 33.94;
long2 = -118.40 ;
#Law of Cosines ;
a = sin(lat1*ct) * sin(lat2*ct) ;
b = cos(lat1*ct) * cos(lat2*ct) * cos((long2-long1) *ct);
c = arcos(a + b) ;
d = radius * c ;
put 'Distance using Law of Cosines ' d
# Haversine ** ;
a2 = sin( ((lat2 - lat1)*ct)/2)**2 +
cos(lat1*ct) * cos(lat2*ct) * sin(((long2 - long1)*ct)/2)**2
c2 = 2 * arsin(min(1,sqrt(a2))) ;
d2 = radius * c2 ;
put 'Distance using Haversine formula =' d2
end
In addition to the constant that will be used to convert degrees to radians, the radius of the earth is required, which on average is equal to 6371 kilometres or 3959 miles. The Law of Cosines uses spherical geometry to
calculate the great circle distance for two points on the globe. The formula is analogous to the Law of Cosines for plane geometry, in which three connected great arcs correspond to the three sides of the triangle. The Haversine formula is mathematically equivalent to the Law of Cosines, but is often preferred since it is less sensitive to round-off error that can occur when measuring distances between points that are located very close tog
ether (Sinnott, 1984). With the Haversine, the error can occur for points that are on opposite sides of the earth, but this is usually less of a problem.
You can find a really easy formula at this link.
Since you have the distance from one of the points and not the fraction of the distance on the segment you can slightly modify the formula:
A=sin(d-x)/sin(d)
B=sin(x)/sin(d)
x = A*cos(lat1)*cos(lon1) + B*cos(lat2)*cos(lon2)
y = A*cos(lat1)*sin(lon1) + B*cos(lat2)*sin(lon2)
z = A*sin(lat1) + B*sin(lat2)
lat=atan2(z,sqrt(x^2+y^2))
lon=atan2(y,x)
where x is the required distance and d is the distance between A and B (that you can evaluate with Haversine), both divided by the Earth radius.
You can also use another formula for sin(d):
nx = cos(lat1)*sin(lon1)*sin(lat2) - sin(lat1)* cos(lat2)*sin(lon2)
ny = -cos(lat1)*cos(lon1)*sin(lat2) + sin(lat1)* cos(lat2)*cos(lon2)
nz = cos(lat1)*cos(lon1)*cos(lat2)*sin(lon2) - cos(lat1)*sin(lon1)*cos(lat2)*cos(lon2)
sind = sqrt(nx^2+ny^2+nz^2)
It's more complex than the Haversine formula, but you can memoize some of the factors in the two steps.
As the OP posted a non working Java implementation, this is my corrections to make it work.
private static GpsLocation CalcGeolocationWithDistance(GpsLocation pointA, GpsLocation pointB, double distanceFromA)
{ //distanceFromA = 2.0 km, PointA and PointB are in Europe on 4.0km distance.
double earthRadius = 6371000.0;
double distanceAB = CalcDistance(pointA.Latitude, pointA.Longitude, pointB.Latitude, pointB.Longitude);
//distance AB is calculated right according to Google Maps (4.0 km)
double a = Math.Sin((distanceAB - distanceFromA) / earthRadius) / Math.Sin(distanceAB / earthRadius);
double b = Math.Sin(distanceFromA / earthRadius) / Math.Sin(distanceAB / earthRadius);
double x = a * Math.Cos(pointA.Latitude * Math.PI / 180) * Math.Cos(pointA.Longitude * Math.PI / 180) + b * Math.Cos(pointB.Latitude * Math.PI / 180) * Math.Cos(pointB.Longitude * Math.PI / 180);
double y = a * Math.Cos(pointA.Latitude * Math.PI / 180) * Math.Sin(pointA.Longitude * Math.PI / 180) + b * Math.Cos(pointB.Latitude * Math.PI / 180) * Math.Sin(pointB.Longitude * Math.PI / 180);
double z = a * Math.Sin(pointA.Latitude * Math.PI / 180) + b * Math.Sin(pointB.Latitude * Math.PI / 180);
double lat = Math.Atan2(z, Math.Sqrt(x * x + y * y)) * 180 / Math.PI;
double lon = Math.Atan2(y, x) * 180 / Math.PI;
//lat and lon are mo more placed somewhere in Africa ;)
return new GpsLocation(lat, lon);
}

Calculating the Bounding Rectangle at an Angle of a Polygon

I have the need to determine the bounding rectangle for a polygon at an arbitrary angle. This picture illustrates what I need to do:
alt text http://kevlar.net/RotatedBoundingRectangle.png
The pink rectangle is what I need to determine at various angles for simple 2d polygons.
Any solutions are much appreciated!
Edit:
Thanks for the answers, I got it working once I got the center points correct. You guys are awesome!
To get a bounding box with a certain angle, rotate the polygon the other way round by that angle. Then you can use the min/max x/y coordinates to get a simple bounding box and rotate that by the angle to get your final result.
From your comment it seems you have problems with getting the center point of the polygon. The center of a polygon should be the average of the coordinate sums of each point. So for points P1,...,PN, calculate:
xsum = p1.x + ... + pn.x;
ysum = p1.y + ... + pn.y;
xcenter = xsum / n;
ycenter = ysum / n;
To make this complete, I also add some formulas for the rotation involved. To rotate a point (x,y) around a center point (cx, cy), do the following:
// Translate center to (0,0)
xt = x - cx;
yt = y - cy;
// Rotate by angle alpha (make sure to convert alpha to radians if needed)
xr = xt * cos(alpha) - yt * sin(alpha);
yr = xt * sin(alpha) + yt * cos(alpha);
// Translate back to (cx, cy)
result.x = xr + cx;
result.y = yr + cx;
To get the smallest rectangle you should get the right angle. This can acomplished by an algorithm used in collision detection: oriented bounding boxes.
The basic steps:
Get all vertices cordinates
Build a covariance matrix
Find the eigenvalues
Project all the vertices in the eigenvalue space
Find max and min in every eigenvalue space.
For more information just google OBB "colision detection"
Ps: If you just project all vertices and find maximum and minimum you're making AABB (axis aligned bounding box). Its easier and requires less computational effort, but doesn't guarantee the minimum box.
I'm interpreting your question to mean "For a given 2D polygon, how do you calculate the position of a bounding rectangle for which the angle of orientation is predetermined?"
And I would do it by rotating the polygon against the angle of orientation, then use a simple search for its maximum and minimum points in the two cardinal directions using whatever search algorithm is appropriate for the structure the points of the polygon are stored in. (Simply put, you need to find the highest and lowest X values, and highest and lowest Y values.)
Then the minima and maxima define your rectangle.
You can do the same thing without rotating the polygon first, but your search for minimum and maximum points has to be more sophisticated.
To get a rectangle with minimal area enclosing a polygon, you can use a rotating calipers algorithm.
The key insight is that (unlike in your sample image, so I assume you don't actually require minimal area?), any such minimal rectangle is collinear with at least one edge of (the convex hull of) the polygon.
Here is a python implementation for the answer by #schnaader.
Given a pointset with coordinates x and y and the degree of the rectangle to bound those points, the function returns a point set with the four corners (and a repetition of the first corner).
def BoundingRectangleAnglePoints(x,y, alphadeg):
#convert to radians and reverse direction
alpha = np.radians(alphadeg)
#calculate center
cx = np.mean(x)
cy = np.mean(y)
#Translate center to (0,0)
xt = x - cx
yt = y - cy
#Rotate by angle alpha (make sure to convert alpha to radians if needed)
xr = xt * np.cos(alpha) - yt * np.sin(alpha)
yr = xt * np.sin(alpha) + yt * np.cos(alpha)
#Find the min and max in rotated space
minx_r = np.min(xr)
miny_r = np.min(yr)
maxx_r = np.max(xr)
maxy_r = np.max(yr)
#Set up the minimum and maximum points of the bounding rectangle
xbound_r = np.asarray([minx_r, minx_r, maxx_r, maxx_r,minx_r])
ybound_r = np.asarray([miny_r, maxy_r, maxy_r, miny_r,miny_r])
#Rotate and Translate back to (cx, cy)
xbound = (xbound_r * np.cos(-alpha) - ybound_r * np.sin(-alpha))+cx
ybound = (xbound_r * np.sin(-alpha) + ybound_r * np.cos(-alpha))+cy
return xbound, ybound

circle-circle collision

I am going to develop a 2-d ball game where two balls (circles) collide. Now I have the problem with determining the colliding point (in fact, determining whether they are colliding in x-axis/y-axis). I have an idea that when the difference between the y coordinate of 2 balls is greater than the x coordinate difference then they collide in their y axis, otherwise, they collide in their x axis. Is my idea correct? I implemented this thing in my games. Normally it works well, but sometimes, it fails. Can anyone tell me whether my idea is right? If not, then why, and is any better way?
By collision in the x axis, I mean the circle's 1st, 4th, 5th, or 8th octant, y axis means the circle's 2nd, 3rd, 6th, or 7th octant.
Thanks in advance!
Collision between circles is easy. Imagine there are two circles:
C1 with center (x1,y1) and radius r1;
C2 with center (x2,y2) and radius r2.
Imagine there is a line running between those two center points. The distance from the center points to the edge of either circle is, by definition, equal to their respective radii. So:
if the edges of the circles touch, the distance between the centers is r1+r2;
any greater distance and the circles don't touch or collide; and
any less and then do collide.
So you can detect collision if:
(x2-x1)^2 + (y2-y1)^2 <= (r1+r2)^2
meaning the distance between the center points is less than the sum of the radii.
The same principle can be applied to detecting collisions between spheres in three dimensions.
Edit: if you want to calculate the point of collision, some basic trigonometry can do that. You have a triangle:
(x1,y1)
|\
| \
| \ sqrt((x2-x1)^2 + (y2-y1)^2) = r1+r2
|y2-y1| | \
| \
| X \
(x1,y2) +------+ (x2,y2)
|x2-x1|
The expressions |x2-x1| and |y2-y1| are absolute values. So for the angle X:
|y2 - y1|
sin X = -------
r1 + r2
|x2 - x1|
cos X = -------
r1 + r2
|y2 - y1|
tan X = -------
|x2 - x1|
Once you have the angle you can calculate the point of intersection by applying them to a new triangle:
+
|\
| \
b | \ r2
| \
| X \
+-----+
a
where:
a
cos X = --
r2
so
a = r2 cos X
From the previous formulae:
|x2 - x1|
a = r2 -------
r1 + r2
Once you have a and b you can calculate the collision point in terms of (x2,y2) offset by (a,b) as appropriate. You don't even need to calculate any sines, cosines or inverse sines or cosines for this. Or any square roots for that matter. So it's fast.
But if you don't need an exact angle or point of collision and just want the octant you can optimize this further by understanding something about tangents, which is:
0 <= tan X <= 1 for 0 <= X <= 45 degrees;
tan X >= 1 for 45 <= X <= 90
0 >= tan X >= -1 for 0 >= X => -45;
tan X <= -1 for -45 >= X => -90; and
tan X = tan (X+180) = tan (X-180).
Those four degree ranges correspond to four octants of the cirlce. The other four are offset by 180 degrees. As demonstrated above, the tangent can be calculated simply as:
|y2 - y1|
tan X = -------
|x2 - x1|
Lose the absolute values and this ratio will tell you which of the four octants the collision is in (by the above tangent ranges). To work out the exact octant just compare x1 and x2 to determine which is leftmost.
The octant of the collision on the other single is offset (octant 1 on C1 means octant 5 on C2, 2 and 6, 3 and 7, 4 and 8, etc).
As cletus says, you want to use the sum of the radii of the two balls. You want to compute the total distance between the centers of the balls, as follows:
Ball 1: center: p1=(x1,y1) radius: r1
Ball 2: center: p2=(x2,y2) radius: r2
collision distance: R= r1 + r2
actual distance: r12= sqrt( (x2-x1)^2 + (y2-y1)^2 )
A collision will happen whenever (r12 < R). As Artelius says, they shouldn't actually collide on the x/y axes, they collide at a particular angle. Except, you don't actually want that angle; you want the collision vector. This is the difference between the centers of the two circles when they collide:
collision vector: d12= (x2-x1,y2-y1) = (dx,dy)
actual distance: r12= sqrt( dx*dx + dy*dy )
Note that you have already computed dx and dy above when figuring the actual distance, so you might as well keep track of them for purposes like this. You can use this collision vector for determining the new velocity of the balls -- you're going to end up scaling the collision vector by some factors, and adding that to the old velocities... but, to get back to the actual collision point:
collision point: pcollision= ( (x1*r2+x2*r1)/(r1+r2), (y1*r2+y2*r1)/(r1+r2) )
To figure out how to find the new velocity of the balls (and in general to make more sense out of the whole situation), you should probably find a high school physics book, or the equivalent. Unfortunately, I don't know of a good web tutorial -- suggestions, anyone?
Oh, and if still want to stick with the x/y axis thing, I think you've got it right with:
if( abs(dx) > abs(dy) ) then { x-axis } else { y-axis }
As for why it might fail, it's hard to tell without more information, but you might have a problem with your balls moving too fast, and passing right by each other in a single timestep. There are ways to fix this problem, but the simplest way is to make sure they don't move too fast...
This site explains the physics, derives the algorithm, and provides code for collisions of 2D balls.
Calculate the octant after this function calculates the following: position of collision point relative to centre of mass of body a; position of collision point relative to centre of mass of body a
/**
This function calulates the velocities after a 2D collision vaf, vbf, waf and wbf from information about the colliding bodies
#param double e coefficient of restitution which depends on the nature of the two colliding materials
#param double ma total mass of body a
#param double mb total mass of body b
#param double Ia inertia for body a.
#param double Ib inertia for body b.
#param vector ra position of collision point relative to centre of mass of body a in absolute coordinates (if this is
known in local body coordinates it must be converted before this is called).
#param vector rb position of collision point relative to centre of mass of body b in absolute coordinates (if this is
known in local body coordinates it must be converted before this is called).
#param vector n normal to collision point, the line along which the impulse acts.
#param vector vai initial velocity of centre of mass on object a
#param vector vbi initial velocity of centre of mass on object b
#param vector wai initial angular velocity of object a
#param vector wbi initial angular velocity of object b
#param vector vaf final velocity of centre of mass on object a
#param vector vbf final velocity of centre of mass on object a
#param vector waf final angular velocity of object a
#param vector wbf final angular velocity of object b
*/
CollisionResponce(double e,double ma,double mb,matrix Ia,matrix Ib,vector ra,vector rb,vector n,
vector vai, vector vbi, vector wai, vector wbi, vector vaf, vector vbf, vector waf, vector wbf) {
double k=1/(ma*ma)+ 2/(ma*mb) +1/(mb*mb) - ra.x*ra.x/(ma*Ia) - rb.x*rb.x/(ma*Ib) - ra.y*ra.y/(ma*Ia)
- ra.y*ra.y/(mb*Ia) - ra.x*ra.x/(mb*Ia) - rb.x*rb.x/(mb*Ib) - rb.y*rb.y/(ma*Ib)
- rb.y*rb.y/(mb*Ib) + ra.y*ra.y*rb.x*rb.x/(Ia*Ib) + ra.x*ra.x*rb.y*rb.y/(Ia*Ib) - 2*ra.x*ra.y*rb.x*rb.y/(Ia*Ib);
double Jx = (e+1)/k * (Vai.x - Vbi.x)( 1/ma - ra.x*ra.x/Ia + 1/mb - rb.x*rb.x/Ib)
- (e+1)/k * (Vai.y - Vbi.y) (ra.x*ra.y / Ia + rb.x*rb.y / Ib);
double Jy = - (e+1)/k * (Vai.x - Vbi.x) (ra.x*ra.y / Ia + rb.x*rb.y / Ib)
+ (e+1)/k * (Vai.y - Vbi.y) ( 1/ma - ra.y*ra.y/Ia + 1/mb - rb.y*rb.y/Ib);
Vaf.x = Vai.x - Jx/Ma;
Vaf.y = Vai.y - Jy/Ma;
Vbf.x = Vbi.x - Jx/Mb;
Vbf.y = Vbi.y - Jy/Mb;
waf.x = wai.x - (Jx*ra.y - Jy*ra.x) /Ia;
waf.y = wai.y - (Jx*ra.y - Jy*ra.x) /Ia;
wbf.x = wbi.x - (Jx*rb.y - Jy*rb.x) /Ib;
wbf.y = wbi.y - (Jx*rb.y - Jy*rb.x) /Ib;
}
I agree with provided answers, they are very good.
I just want to point you a small pitfall: if the speed of balls is high, you can just miss the collision, because circles never intersect for given steps.
The solution is to solve the equation on the movement and to find the correct moment of the collision.
Anyway, if you would implement your solution (comparisons on X and Y axes) you'd get the good old ping pong! http://en.wikipedia.org/wiki/Pong
:)
The point at which they collide is on the line between the midpoints of the two circles, and its distance from either midpoint is the radius of that respective circle.

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