Interpolation considering acceleration [closed] - math

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I don't really know if what I want to do is considered interpolation but I'll try to explain.
Now when I want to go from point A to point B(for simplicity consider only 1 coordinate space) in time T I compute position using linear interpolation formula:
P(t) = A + (B-A) * (t / T), T != 0
This works fine in most cases, but I want to cosider acceleration and braking like this:
first x% of the time it will be acceleration from vi speed to v speed
next y% of the time it will be constant v speed
last z% of the time it will be deceleration to reach vf speed at t = T
How can I compute P(t), t in [0, T] considering acceleration and braking?

Consider we have the following points in time:
t0 = 0 is the beginning of the movement
ta is the point when acceleration ends
td is the point when decceleration begins
T is the end of the movement
Then we have three segments of the movement. [t0, ta], (ta, td], (td, T]. Each can be specified separately. For the acceleration / decceleration we need to calculate the acceleration aa and the decceleration ad as follows:
aa = (v - vi) / (ta - t0)
ad = (vf - v) / (T - td)
According to your question, all values are given.
Then the movement can be expressed as:
P(t) :=
if(t < ta)
1 / 2 * aa * t^2 + vi * t + A
else if(t < td)
v * (t - ta) + 1 / 2 * aa * ta^2 + vi * ta + A
// this is the length of the first part
else
1 / 2 * ad * (t - td)^2 + v * (t - td)
+ v * (td - ta) + 1 / 2 * aa * ta^2 + vi * ta + A
//those are the lengths of the first two parts
If we precompute the lengths of the parts as
s1 := 1 / 2 * aa * ta^2 + vi * ta + A
s2 := v * (td - ta)
then the formula becomes a bit shorter:
P(t) :=
if(t < ta)
1 / 2 * aa * t^2 + vi * t + A
else if(t < td)
v * (t - ta) + s1
else
1 / 2 * ad * (t - td)^2 + v * (t - td) + s1 + s2
Here is an example plot:
However, it is very likely that the movement does not hit B at T except you chose proper values. That is because the equation is over-specified. You can e.g. calculate v based on B instead of specifying it.
Edit
The calculation of v to reach a specific B is:
v = (2 * A - 2 * B - td * vf + T * vf + ta * vi) / (ta - td - T)

Related

Find maximum angle of box in slot

How would I find the maximum possible angle (a) which a rectangle of width (W) can be at within a slot of width (w) and depth (h) - see my crude drawing below
Considering w = hh + WW at the picture:
we can write equation
h * tan(a) + W / cos(a) = w
Then, using formulas for half-angles and t = tan(a/2) substitution
h * 2 * t / (1 - t^2) + W * (1 + t^2) / (1 - t^2) = w
h * 2 * t + W * (1 + t^2) = (1 - t^2) * w
t^2 * (W + w) + t * (2*h) + (W - w) = 0
We have quadratic equation, solve it for unknown t, then get critical angle as
a = 2 * atan(t)
Quick check: Python example for picture above gives correct angle value 18.3 degrees
import math
h = 2
W = 4.12
w = 5
t = (math.sqrt(h*h-W*W+w*w) - h) / (W + w)
a = math.degrees(2 * math.atan(t))
print(a)
Just to elaborate on the above answer as it is not necessarly obvious, this is why why you can write equation:
h * tan(a) + W / cos(a) = w
PS: I suppose that the justification for "why a is the maximum angle" is obvious

Minimum distance between two circles along a specified vector on a cartesian plane

I am trying to solve the following problem (I am using Matlab, though pseudo-code / solutions in other languages are welcome):
I have two circles on a Cartesian plane defined by their centroids (p1, p2) and their radii (r1, r2). circle 1 (c1 = [p1 r1]) is considered 'dynamic': it is being translated along the vector V = [0 -1]. circle 2 (c2 = [p2 r2]) is considered 'static': it lies in the path of c1 but the x component of its centroid is offset from the x component of c2 (otherwise the solution would be trivial: the distance between the circle centroids minus the sum of their radii).
I am trying to locate the distance (d) along V at which circle 1 will 'collide' with circle 2 (see the linked image). I am sure that I can solve this iteratively (i.e. translate c1 to the bounding box of c2 then converge / test for intersection). However, I would like to know if there is a closed form solution to this problem.
Shift coordinates to simplify expressions
px = p1.x - p2.x
py = p1.y - p2.y
And solve quadratic equation for d (zero, one, or two solutions)
px^2 + (py - d)^2 = (r1 + r2)^2
(py - d)^2 = (r1 + r2)^2 - px^2
d = py +/- Sqrt((r1 + r2)^2 - px^2)
That's all.
As the question title does not match the question and accepted answer which is dependent on a fixed vector {0, -1}, or {0, 1} rather than an arbitrary vector I have added another solution that works for any unit vector.
Where (See diagram 1)
dx, dy is the unit vector of travel for circle c1
p1, p2 the centers of the moving circle c1 and static circle c2
r1, r2 the radius of each circle
The following will set d to the distance c1 must travel along dx, dy to collide with c2 if no collision the d will be set to Infinity
There are three cases when there is no solution
The moving circle is moving away from the static circle. u < 0
The moving circle never gets close enough to collide. dSq > rSq
The two circles are already overlapping. u < 0 luckily the math makes
this the same condition as moving away.
Note that if you ignore the sign of u (1 and 3) then d will be the distance to first (causal) contact going backward in time
Thus the pseudo code to find d
d = Infinity
rSq = (r1 + r2) ^ 2
u = (p1.x - p2.x) * dx + (p1.x - p2.x) * dy
if u >= 0
dSq = ((p2.x + dx * u) - p1.x) ^ 2 + ((p2.y + dy * u) - p1.y) ^ 2
if dSq <= rSq
d = u - (rSq - dSq) ^ 0.5
The point of contact can be found with
cpx = p1.x + dx * d;
cpy = p1.x + dy * d;
Diagram 1

Equation solving with absolute in it [closed]

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I have an equation which I want to simplify in order to retrieve the solution. But the equation contains absolute in it. How can it be more simplified?
d = abs(X²-vs²)/2*a1 + abs(vf²-X²)/2*a2
abs is the absolute of the value inside the parenthesis
X is the unknown and we know d, vs, a1, vf and a2
So in the end the equation would be X = ....
A solution for this would be to solve the 4 following equations:
d = (X²-vs²)/2*a1 + (vf²-X²)/2*a2
d = (vs²-X²)/2*a1 + (vf²-X²)/2*a2
d = (X²-vs²)/2*a1 + (X²-vf²)/2*a2
d = (vs²-X²)/2*a1 + (X²-vf²)/2*a2
And then see which solutions are compatible with the initial equation.
The main idea is to rewrite the one abs(A) ... = 0 equation into 2 with conditions:
abs(A) ... = 0
is equal to
A ... = 0 when A >= 0
-A ... = 0 when A < 0
In your case we can turn then initial equation into three . Let's suppose that
vs**2 < vf**2
so we have 3 cases:
X <= vs so abs(X**2 - vs**2) = -(X**2 - vs**2) ; (vf**2 - X**2) = vf**2 - X**2
vs < X <= vf so abs(X**2 - vs**2) = X**2 - vs**2 ; (vf**2 - X**2) = vf**2 - X**2
vf < X so abs(X**2 - vs**2) = X**2 - vs**2 ; (vf**2 - X**2) = -(vf**2 - X**2)
Ans we have three easy to solve equations with conditions on X:
d = -(X**2 - vs**2) / 2 / a1 + (vf**2 - X**2)/2 * a2 when X <= vs
d = (X**2 - vs**2) / 2 / a1 + (vf**2 - X**2)/2 * a2 when vs < X <= vf
d = (X**2 - vs**2) / 2 / a1 - (vf**2 - X**2)/2 * a2 when vf < X
Solve all of them, but take X if and only if it met the condition. In case that vs**2 > vf**2 you have 3 a bit different conditions:
X <= vf
vf < X <= vs
vs < X
and equations will be
d = -(X**2 - vs**2) / 2 / a1 + (vf**2 - X**2)/2 * a2 when X <= vf
d = -(X**2 - vs**2) / 2 / a1 - (vf**2 - X**2)/2 * a2 when vs < X <= vf
d = (X**2 - vs**2) / 2 / a1 - (vf**2 - X**2)/2 * a2 when vf < X
By definition:
abs(x) = x if x >= 0, &
-x if x <=0
So turn this equation into 4 equations, for all combinations of each abs term positive or negative, i.e. + +, + -, - +, - -
Solve each of the four equations, and discard any solutions that don't satisfy the sign assumption about the abs term of that particular equation after you plug the answer back into the abs term. Any solutions remaining that do satisfy the abs sign assumption are the actual answers.

How to find where an equation equals zero

Say I have a function and I find the second derivative like so:
xyr <- D(expression(14252/(1+exp((-1/274.5315)*(x-893)))), 'x')
D2 <- D(xyr, 'x')
it gives me back as, typeof 'language':
-(14252 * (exp((-1/274.5315) * (x - 893)) * (-1/274.5315) * (-1/274.5315))/(1 +
exp((-1/274.5315) * (x - 893)))^2 - 14252 * (exp((-1/274.5315) *
(x - 893)) * (-1/274.5315)) * (2 * (exp((-1/274.5315) * (x -
893)) * (-1/274.5315) * (1 + exp((-1/274.5315) * (x - 893)))))/((1 +
exp((-1/274.5315) * (x - 893)))^2)^2)
how do I find where this is equal to 0?
A little bit clumsy to use a graph/solver for this, since your initial function as the form:
f(x) = c / ( 1 + exp(ax+b) )
You derive twice and solve for f''(x) = 0 :
f''(x) = c * a^2 * exp(ax+b) * (1+exp(ax+b)) * [-1 + exp(ax+b)] / ((1+exp(ax+b))^3)
Which is equivalent that the numerator equals 0 - since a, c, exp() and 1+exp() are always positive the only term which can be equal to zero is:
exp(ax+b) - 1 = 0
So:
x = -b/a
Here a =-1/274.5315, b=a*(-893). So x=893.
Just maths ;)
++:
from applied mathematician point of view, it's always better to have closed form/semi-closed form solution than using solver or optimization. You gain in speed and in accuracy.
from pur mathematician point of view, it's more elegant!
You can use uniroot after having created a function from your derivative expression:
f = function(x) eval(D2)
uniroot(f,c(0,1000)) # The second argument is the interval over which you want to search roots.
#Result:
#$root
#[1] 893
#$f.root
#[1] -2.203307e-13
#$iter
#[1] 7
#$init.it
#[1] NA
#$estim.prec
#[1] 6.103516e-05

How to find the interception coordinates of a moving target in 3D space?

Assuming I have a spaceship (source); And an asteroid (target) is somewhere near it.
I know, in 3D space (XYZ vectors):
My ship's position (sourcePos) and velocity (sourceVel).
The asteroid's position (targetPos) and velocity (targetVel).
(eg. sourcePos = [30, 20, 10]; sourceVel = [30, 20, 10]; targetPos = [600, 400, 200]; targetVel = [300, 200, 100]`)
I also know that:
The ship's velocity is constant.
The asteroid's velocity is constant.
My ship's projectile speed (projSpd) is constant.
My ship's projectile trajectory, after being shot, is linear (/straight).
(eg. projSpd = 2000.00)
How can I calculate the interception coordinates I need to shoot at in order to hit the asteroid?
Notes:
This question is based on this Yahoo - Answers page.
I also searched for similar problems on Google and here on SO, but most of the answers are for 2D-space, and, of the few for 3D, neither the explanation nor the pseudo-codes explain what is doing what and/or why, so I couldn't really understand enough to apply them on my code successfully. Here are some of the pages I visited:
Danik Games Devlog, Blitz3D Forums thread, UnityAnswers, StackOverflow #1, StackOverflow #2
I really can't figure out the maths / execution-flow on the linked pages as they are, unless someone dissects it (further) into what is doing what, and why;
Provides a properly-commented pseudo-code for me to follow;
Or at least points me to links that actually explain how the equations work instead of just throwing even more random numbers and unfollowable equations in my already-confused psyche.
I find the easiest approach to these kind of problems to make sense of them first, and have a basic high school level of maths will help too.
Solving this problem is essentially solving 2 equations with 2 variables which are unknown to you:
The vector you want to find for your projectile (V)
The time of impact (t)
The variables you know are:
The target's position (P0)
The target's vector (V0)
The target's speed (s0)
The projectile's origin (P1)
The projectile's speed (s1)
Okay, so the 1st equation is basic. The impact point is the same for both the target and the projectile. It is equal to the starting point of both objects + a certain length along the line of both their vectors. This length is denoted by their respective speeds, and the time of impact. Here's the equation:
P0 + (t * s0 * V0) = P1 + (t * s0 * V)
Notice that there are two missing variables here - V & t, and so we won't be able to solve this equation right now. On to the 2nd equation.
The 2nd equation is also quite intuitive. The point of impact's distance from the origin of the projectile is equal to the speed of the projectile multiplied by the time passed:
We'll take a mathematical expression of the point of impact from the 1st equation:
P0 + (t * s0 * V0) <-- point of impact
The point of origin is P1
The distance between these two must be equal to the speed of the projectile multiplied by the time passed (distance = speed * time).
The formula for distance is: (x0 - x1)^2 + (y0 - y1)^2 = distance^2, and so the equation will look like this:
((P0.x + s0 * t * V0.x) - P1.x)^2 + ((P0.y + s0 * t * V0.y) - P1.y)^2 = (s1 * t)^2
(You can easily expand this for 3 dimensions)
Notice that here, you have an equation with only ONE unknown variable: t!. We can discover here what t is, then place it in the previous equation and find the vector V.
Let me solve you some pain by opening up this formula for you (if you really want to, you can do this yourself).
a = (V0.x * V0.x) + (V0.y * V0.y) - (s1 * s1)
b = 2 * ((P0.x * V0.x) + (P0.y * V0.y) - (P1.x * V0.x) - (P1.y * V0.y))
c = (P0.x * P0.x) + (P0.y * P0.y) + (P1.x * P1.x) + (P1.y * P1.y) - (2 * P1.x * P0.x) - (2 * P1.y * P0.y)
t1 = (-b + sqrt((b * b) - (4 * a * c))) / (2 * a)
t2 = (-b - sqrt((b * b) - (4 * a * c))) / (2 * a)
Now, notice - we will get 2 values for t here.
One or both may be negative or an invalid number. Obviously, since t denotes time, and time can't be invalid or negative, you'll need to discard these values of t.
It could very well be that both t's are bad (in which case, the projectile cannot hit the target since it's faster and out of range). It could also be that both t's are valid and positive, in which case you'll want to choose the smaller of the two (since it's preferable to hit the target sooner rather than later).
t = smallestWhichIsntNegativeOrNan(t1, t2)
Now that we've found the time of impact, let's find out what the direction the projectile should fly is. Back to our 1st equation:
P0 + (t * s0 * V0) = P1 + (t * s0 * V)
Now, t is no longer a missing variable, so we can solve this quite easily. Just tidy up the equation to isolate V:
V = (P0 - P1 + (t * s0 * V0)) / (t * s1)
V.x = (P0.x - P1.x + (t * s0 * V0.x)) / (t * s1)
V.y = (P0.y - P1.y + (t * s0 * V0.y)) / (t * s1)
And that's it, you're done!
Assign the vector V to the projectile and it will go to where the target will be rather than where it is now.
I really like this problem since it takes math equations we learnt in high school where everyone said "why are learning this?? we'll never use it in our lives!!", and gives them a pretty awesome and practical application.
I hope this helps you, or anyone else who's trying to solve this.
If you want a projectile to hit asteroid, it should be shoot at the point interceptionPos that satisfy the equation:
|interceptionPos - sourcePos| / |interceptionPos - targetPos| = projSpd / targetVel
where |x| is a length of vector x.
In other words, it would take equal amount of time for the target and the projectile to reach this point.
This problem would be solved by means of geometry and trigonometry, so let's draw it.
A will be asteroid position, S - ship, I - interception point.
Here we have:
AI = targetVel * t
SI = projSpd * t
AS = |targetPos - sourcePos|
vector AS and AI direction is defined, so you can easily calculate cosine of the SAI angle by means of simple vector math (take definitions from here and here). Then you should use the Law of cosines with the SAI angle. It will yield a quadratic equation with variable t that is easy to solve (no solutions = your projectile is slower than asteroid). Just pick the positive solution t, your point-to-shoot will be
targetPos + t * targetVel
I hope you can write a code to solve it by yourself. If you cannot get something please ask in comments.
I got a solution. Notice that the ship position, and the asteroid line (position and velocity) define a 3D plane where the intercept point lies. In my notation below | [x,y,z] | denotes the magnitude of the vector or Sqrt(x^2+y^2+z^2).
Notice that if the asteroid travels with targetSpd = |[300,200,100]| = 374.17 then to reach the intercept point (still unknown, called hitPos) will require time equal to t = |hitPos-targetPos|/targetSpd. This is the same time the projectile needs to reach the intercept point, or t = |hitPos - sourcePos|/projSpd. The two equations are used to solve for the time to intercept
t = |targetPos-sourcePos|/(projSpd - targetSpd)
= |[600,400,200]-[30,20,10]|/(2000 - |[300,200,100]|)
= 710.81 / ( 2000-374.17 ) = 0.4372
Now the location of the intetception point is found by
hitPos = targetPos + targetVel * t
= [600,400,200] + [300,200,100] * 0.4372
= [731.18, 487.45, 243.73 ]
Now that I know the hit position, I can calculate the direction of the projectile as
projDir = (hitPos-sourcePos)/|hitPos-sourcePos|
= [701.17, 467.45, 233.73]/874.52 = [0.8018, 0.5345, 0.2673]
Together the projDir and projSpd define the projectile velocity vector.
Credit to Gil Moshayof's answer, as it really was what I worked off of to build this. But they did two dimensions, and I did three, so I'll share my Unity code in case it helps anyone along. A little long winded and redundant. It helps me to read it and know what's going on.
Vector3 CalculateIntercept(Vector3 targetLocation, Vector3 targetVelocity, Vector3 interceptorLocation, float interceptorSpeed)
{
Vector3 A = targetLocation;
float Ax = targetLocation.x;
float Ay = targetLocation.y;
float Az = targetLocation.z;
float As = targetVelocity.magnitude;
Vector3 Av = Vector3.Normalize(targetVelocity);
float Avx = Av.x;
float Avy = Av.y;
float Avz = Av.z;
Vector3 B = interceptorLocation;
float Bx = interceptorLocation.x;
float By = interceptorLocation.y;
float Bz = interceptorLocation.z;
float Bs = interceptorSpeed;
float t = 0;
float a = (
Mathf.Pow(As, 2) * Mathf.Pow(Avx, 2) +
Mathf.Pow(As, 2) * Mathf.Pow(Avy, 2) +
Mathf.Pow(As, 2) * Mathf.Pow(Avz, 2) -
Mathf.Pow(Bs, 2)
);
if (a == 0)
{
Debug.Log("Quadratic formula not applicable");
return targetLocation;
}
float b = (
As * Avx * Ax +
As * Avy * Ay +
As * Avz * Az +
As * Avx * Bx +
As * Avy * By +
As * Avz * Bz
);
float c = (
Mathf.Pow(Ax, 2) +
Mathf.Pow(Ay, 2) +
Mathf.Pow(Az, 2) -
Ax * Bx -
Ay * By -
Az * Bz +
Mathf.Pow(Bx, 2) +
Mathf.Pow(By, 2) +
Mathf.Pow(Bz, 2)
);
float t1 = (-b + Mathf.Pow((Mathf.Pow(b, 2) - (4 * a * c)), (1 / 2))) / (2 * a);
float t2 = (-b - Mathf.Pow((Mathf.Pow(b, 2) - (4 * a * c)), (1 / 2))) / (2 * a);
Debug.Log("t1 = " + t1 + "; t2 = " + t2);
if (t1 <= 0 || t1 == Mathf.Infinity || float.IsNaN(t1))
if (t2 <= 0 || t2 == Mathf.Infinity || float.IsNaN(t2))
return targetLocation;
else
t = t2;
else if (t2 <= 0 || t2 == Mathf.Infinity || float.IsNaN(t2) || t2 > t1)
t = t1;
else
t = t2;
Debug.Log("t = " + t);
Debug.Log("Bs = " + Bs);
float Bvx = (Ax - Bx + (t * As + Avx)) / (t * Mathf.Pow(Bs, 2));
float Bvy = (Ay - By + (t * As + Avy)) / (t * Mathf.Pow(Bs, 2));
float Bvz = (Az - Bz + (t * As + Avz)) / (t * Mathf.Pow(Bs, 2));
Vector3 Bv = new Vector3(Bvx, Bvy, Bvz);
Debug.Log("||Bv|| = (Should be 1) " + Bv.magnitude);
return Bv * Bs;
}
I followed the problem formulation as described by Gil Moshayof's answer, but found that there was an error in the simplification of the quadratic formula. When I did the derivation by hand I got a different solution.
The following is what worked for me when finding the intersect in 2D:
std::pair<double, double> find_2D_intersect(Vector3 sourcePos, double projSpd, Vector3 targetPos, double targetSpd, double targetHeading)
{
double P0x = targetPos.x;
double P0y = targetPos.y;
double s0 = targetSpd;
double V0x = std::cos(targetHeading);
double V0y = std::sin(targetHeading);
double P1x = sourcePos.x;
double P1y = sourcePos.y;
double s1 = projSpd;
// quadratic formula
double a = (s0 * s0)*((V0x * V0x) + (V0y * V0y)) - (s1 * s1);
double b = 2 * s0 * ((P0x * V0x) + (P0y * V0y) - (P1x * V0x) - (P1y * V0y));
double c = (P0x * P0x) + (P0y * P0y) + (P1x * P1x) + (P1y * P1y) - (2 * P1x * P0x) - (2 * P1y * P0y);
double t1 = (-b + std::sqrt((b * b) - (4 * a * c))) / (2 * a);
double t2 = (-b - std::sqrt((b * b) - (4 * a * c))) / (2 * a);
double t = choose_best_time(t1, t2);
double intersect_x = P0x + t * s0 * V0x;
double intersect_y = P0y + t * s0 * V0y;
return std::make_pair(intersect_x, intersect_y);
}

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