How to eliminate the collision of two circles? - geometry

I have two circles with the same radius that intersect each other, I need to move one of them to some X and Y values so that they intersect only at one point (so that they do not lie on each other anymore).
How to calculate X and Y, which need to move one of the circles?

One approach is to move each circle away from the other when an overlap is detected:
While the distance between the two centers is less than the sum of the two radii, move each circle a little bit away from the other.
# r0, r1, epsilon, Scalars representing radii and a small value
# c0, c1, center Points
# ((c1 - c0) / |c1 - c0|) normalized c0c1 vector away from c1
# ((c0 - c1) / |c1 - c0|) normalized c0c1 vector away from c0
while (r0 + r1) > |c1 - c0|:
c0 = c0 + ((c1 - c0) / |c1 - c0|) * epsilon
c1 = c1 + ((c0 - c1) / |c1 - c0|) * epsilon
Edit: Example class Point (python) for convenient arithmetic:
class point:
def __init__(self, x, y):
self.x = x
self.y = y
def __sub__(self, other) -> Vector:
return Vector(self.x - other.x, self.y - other.y)
...

float r // = radius
float A[2] //= coordinates of the center A of the first circle
float B[2] //= coordinates of the center B of the second circle
float AB[2];
float length_AB;
float B_new[2];
AB[0] = B[0] - A[0];
AB[1] = B[1] - A[1];
length_AB = math.sqrt( AB[0]*AB[0] + AB[1]*AB[1] );
AB[0] = 2 * r * AB[0] / length_AB;
AB[1] = 2 * r * AB[1] / length_AB;
B_new[0] = A[0] + AB[0];
B_new[1] = A[1] + AB[1];

Related

Distance between each point and the linear regression solution

I have a set of data ([x[0],x[1]],y), many points in 3D space
and use scikit-learn to fit a learn model.
How I can calculate the distance between all the points to the fitting plane?
Does sklearn provide such function? I mean perpendicular distance.
My code works but too manually.
I am looking for an existing quick function in a package like sklearn.
Thanks.
def Linfit3D(x,y):
# x is a 2D array, they should be location of each bump, x_loc and y_loc
# y is the CTV or BTV that need to be fit to the least square plane
# three value will be returned, a,b, and c, which indicate a + b*x1 + c*x2 =y
model = sklearn.linear_model.LinearRegression()
model.fit(x, y)
coefs = model.coef_
intercept = model.intercept_
print("Equation: y = {:.5f} + {:.5f}*x1 + {:.5f}*x2".format(intercept, coefs[0],coefs[1]))
a=coefs[0]
b=coefs[1]
c=-1
d=intercept
return a,b,c,d
def point_to_plane_dist(x,y, a, b, c, d):
# the plane equation is: a*x + b*y + c*z + d = 0, and typically c=-1
# so the plane equation typicall is z = a*x + b*y + d
# and output has concerned the positive/negtive of point on top/bottom of the plane
f = abs((a * x[0] + b * x[1] + c * y + d))
e = (math.sqrt(a * a + b * b + c * c))
zp=a*x[0]+b*x[1]+d
# print('y = %2f, zp = %2f' %(y,zp))
if y>=zp:
return f/e
elif y<zp:
return (f/e)*(-1)

Drawing markers on a quadratic curve

I am trying to place evenly-spaced markers/dots on a quadratic curve drawn with HTML Canvas API. Found a nice article explaining how the paths are calculated in the first place, at determining coordinates on canvas curve.
There is a formula, at the end, to calculate the angle:
function getQuadraticAngle(t, sx, sy, cp1x, cp1y, ex, ey) {
var dx = 2*(1-t)*(cp1x-sx) + 2*t*(ex-cp1x);
var dy = 2*(1-t)*(cp1y-sy) + 2*t*(ey-cp1y);
return Math.PI / 2 - Math.atan2(dx, dy);
}
The x/y pairs that we pass, are the current position, the control point and the end position of the curve - exactly what is needed to pass to the canvas context, and t is a value from 0 to 1. Unless I somehow misunderstood the referenced article.
I want to do something very similar - place my markers over the distance specified s, rather than use t. This means, unless I am mistaken, that I need to calculate the length of the "curved path" and from there, I could probably use the above formula.
I found a solution for the length in JavaScript at length of quadratic curve. The formula is similar to:
.
And added the below function:
function quadraticBezierLength(x1, y1, x2, y2, x3, y3) {
let a, b, c, d, e, u, a1, e1, c1, d1, u1, v1x, v1y;
v1x = x2 * 2;
v1y = y2 * 2;
d = x1 - v1x + x3;
d1 = y1 - v1y + y3;
e = v1x - 2 * x1;
e1 = v1y - 2 * y1;
c1 = a = 4 * (d * d + d1 * d1);
c1 += b = 4 * (d * e + d1 * e1);
c1 += c = e * e + e1 * e1;
c1 = 2 * Math.sqrt(c1);
a1 = 2 * a * (u = Math.sqrt(a));
u1 = b / u;
a = 4 * c * a - b * b;
c = 2 * Math.sqrt(c);
return (
(a1 * c1 + u * b * (c1 - c) + a * Math.log((2 * u + u1 + c1) / (u1 + c))) /
(4 * a1)
);
}
Now, I am trying to space markers evenly. I thought that making "entropy" smooth - dividing the total length by the step length would result in the n markers, so going using the 1/nth step over t would do the trick. However, this does not work. The correlation between t and distance on the curve is not linear.
How do I solve the equation "backwards" - knowing the control point, the start, and the length of the curved path, calculate the end-point?
Not sure I fully understand what you mean by "space markers evenly" but I do have some code that I did with curves and markers that maybe can help you ...
Run the code below, it should output a canvas like this:
function drawBezierCurve(p0, p1, p2, p3) {
distance = 0
last = null
for (let t = 0; t <= 1; t += 0.0001) {
const x = Math.pow(1 - t, 3) * p0[0] + 3 * Math.pow(1 - t, 2) * t * p1[0] + 3 * (1 - t) * Math.pow(t, 2) * p2[0] + Math.pow(t, 3) * p3[0];
const y = Math.pow(1 - t, 3) * p0[1] + 3 * Math.pow(1 - t, 2) * t * p1[1] + 3 * (1 - t) * Math.pow(t, 2) * p2[1] + Math.pow(t, 3) * p3[1];
ctx.lineTo(x, y);
if (last) {
distance += Math.sqrt((x - last[0]) ** 2 + (y - last[1]) ** 2)
if (distance >= 30) {
ctx.rect(x - 1, y - 1, 2, 2);
distance = 0
}
}
last = [x, y]
}
}
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
ctx.beginPath();
drawBezierCurve([0, 0], [40, 300], [200, -90], [300, 150]);
ctx.stroke();
<canvas id="canvas" width=300 height=150></canvas>
I created the drawBezierCurve function, there I'm using a parametric equation of a bezier curve and then I use lineTo to draw between points, and also we get a distance between points, the points are very close so my thinking is OK to use the Pythagorean theorem to calculate the distance, and the markers are just little rectangles.

How change the spiral movement in 2D space?

I have two points in 2D space as we can see in the figure to move from the blue point to the red points we can use the equation (1). Where b is a constant used to limit the shape of the logarithmic spiral, l is a random number in [−1,1], which is used to
control the indentation effect of the movement, D indicates the distance between blue points and the current point
I need another movement that can move from blue points to the red points like in the figure
You can use sinusoidal model.
For start point (X0, Y0) and end point (X1,Y1) we have vector end-start, determine it's length - distance between points L, and angle of vector Fi (using atan2).
Then generate sinusoidal curve for some standard situation - for example, along OX axis, with magnitude A, N periods for distance 2 * Pi * N:
Scaled sinusoid in intermediate point with parameter t, where t is in range 0..1 (t=0 corresponds to start point (X0,Y0))
X(t) = t * L
Y(t) = A * Sin(2 * N * Pi * t)
Then shift and rotate sinusoid using X and Y calculated above
X_result = X0 + X * Cos(Fi) - Y * Sin(Fi)
Y_result = Y0 + X * Sin(Fi) + Y * Cos(Fi)
Example Python code:
import math
x0 = 100
y0 = 100
x1 = 400
y1 = 200
nperiods = 4
amp = 120
nsteps = 20
leng = math.hypot(x1 - x0, y1 - y0)
an = math.atan2(y1 - y0, x1 - x0)
arg = 2 * nperiods* math.pi
points = []
for t in range(1, nsteps + 1):
r = t / nsteps
xx = r * leng
yy = amp * math.sin(arg * r)
rx = x0 + xx * math.cos(an) - yy * math.sin(an)
ry = y0 + xx * math.sin(an) + yy * math.cos(an)
points.append([rx, ry])
print(points)
Draw points:

How to get the 4 coordinates of a rectangle from 3 coordinates?

I want to create a function that allows user to draw rectangle from 3 points (blue points):
The first two points will form an edge (width).
The third point will determine the height.
I need this custom draw function in leaflet, however leaflet's default rectangle is created with 2 diagonal points: https://leafletjs.com/reference-1.5.0.html#rectangle.
I need to calculate one of the green points but my small brain can't seem to figure it out :P
PS/EDIT: The rectangle might be angled, this is what makes it challenging
Leaflet's default rectangle is created with 2 diagonal points
[...]
The rectangle might be angled, this is what makes it challenging
Be aware that Leaflet's L.Rectangle is created from a L.LatLngBounds, a bounding box in which the edges are implicitly aligned to the coordinate grid. Don't use bounding boxes, and rely on L.Polygon instead, providing all four points.
Let A and B be the points of the base of the rectangle, and C be the point on the top. Assuming all points are Javascript structures of the form {x: Number, y: Number}, and assuming that you're working in an euclidean plane (i.e. not on the surface of a geoid),
First, calculate the distance from a point to a line defined by the other two points, i.e. the distance from C to the line defined by AB. Let that be distance (note that it's equal to "height" in your diagram):
var distance = Math.abs(
(A.y - B.y) * C.x - (A.x - B-x) * C.y + B.x * A.y - B.y * A.x )
) / Math.sqrt(
Math.pow(B.y - A.y, 2) + Math.pow(B.x - A.x, 2)
);
Then, let AB be the vector from A to B
var AB = { x: B.x - A.x, y: B.y - A.y };
(Note that the length of AB is equal to "width" in your diagram)
Calculate a unit vector perpendicular to AB:
var perpendicular = {x: -AB.y, y: AB.x}
var perpendicularSize = Math.sqrt(AB.x * AB.x + AB.y * AB.y);
var unit = {x: perpendicular.x / perpendicularSize, y: perpendicular.y / perpendicularSize};
Multiply that unit vector by the distance from C to AB to get the vectors for the "sides" of your rectangle:
var sideVector = { x: unit.x * distance, y: unit.y * distance };
...and create new points D and E by offsetting A and B by the vector for the sides of the rectangle:
var D = { x: A.x + sideVector.x, y: A.y + sideVector.y };
var E = { x: B.x + sideVector.x, y: B.y + sideVector.y };
...And your rectangle is now defined by the points ABDE. Note that C is in the line defined by points DE.
For Python:
#Given three points fit a rectangle
import math
a,b,c=[1,4],[3,4],[3,10] #Sample numbers
#Distance from dot C to line AB (https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_two_points)
distance= abs((b[1]-a[1])*c[0] - (b[0]-a[0])*c[1] + b[0]*a[1] - b[1]*a[0] ) / math.sqrt((b[1]-a[1])**2 + (b[0]-a[0])**2)
print(distance)
#let AB be the vector from A to B
ab=[b[0]-a[0],b[1]-a[1]]
#unit vector perpendicular to AB (https://en.wikipedia.org/wiki/Unit_vector)
perpendicularSize = math.sqrt(ab[0]**2+ab[1]**2)
unit = [-ab[1]/perpendicularSize ,ab[0]/perpendicularSize]
#Multiply that unit vector by the distance from C to AB to get the vectors for the "sides" of your rectangle
sideVector = [unit[0]*distance,unit[1]*distance]
#create new points D and E by offsetting A and B by the vector for the sides of the rectangle
d=[a[0]+sideVector[0],a[1]+sideVector[1]]
e=[b[0]+sideVector[0],b[1]+sideVector[1]]
print(e,d) #[3.0, 10.0] [1.0, 10.0]
Assuming coordinates of those 3 dots are provided,
- 2, 5 (first point)
- 5, 5 (second point)
- x, 8 (third point)
the first green will take x from one of the first two point let's say from the first one => 2, and y from the third point => 8
so the first green point is at 2,8
the second will take x from the second point => 5, and y from the third point => 8
so the second green point is at 5,8
I'm not sure if I understand the answer correctly tho.
assuming edge1 = [x1,y1]
, edge2 = [x2,y2]
def calculate_edges (edge1,edge2,height)
edge3 [0] = edge1[0] //x3
edge3 [1] = edge1[1] + height //y3
edge4 [0] = edge2[0] //x4
edge4 [1] = edge2[1] + height //y4
return edge3,edge4

Line Segment Circle Intersection

I am trying to determine the point at which a line segment intersect a circle. For example, given any point between P0 and P3 (And also assuming that you know the radius), what is the easiest method to determine P3?
Generally,
find the angle between P0 and P1
draw a line at that angle from P0 at a distance r, which will give you P3
In pseudocode,
theta = atan2(P1.y-P0.y, P1.x-P0.x)
P3.x = P0.x + r * cos(theta)
P3.y = P0.y + r * sin(theta)
From the center of the circle and the radius you can write the equation describing the circle.
From the two points P0 and P1 you can write the equation describing the line.
So you have 2 equations in 2 unknowns, which you can solved through substitution.
Let (x0,y0) = coordinates of the point P0
And (x1,y1) = coordinates of the point P1
And r = the radius of the circle.
The equation for the circle is:
(x-x0)^2 + (y-y0)^2 = r^2
The equation for the line is:
(y-y0) = M(x-x0) // where M = (y1-y0)/(x1-x0)
Plugging the 2nd equation into the first gives:
(x-x0)^2*(1 + M^2) = r^2
x - x0 = r/sqrt(1+M^2)
Similarly you can find that
y - y0 = r/sqrt(1+1/M^2)
The point (x,y) is the intersection point between the line and the circle, (x,y) is your answer.
P3 = (x0 + r/sqrt(1+M^2), y0 + r/sqrt(1+1/M^2))
Go for this code..its save the time
private boolean circleLineIntersect(float x1, float y1, float x2, float y2, float cx, float cy, float cr ) {
float dx = x2 - x1;
float dy = y2 - y1;
float a = dx * dx + dy * dy;
float b = 2 * (dx * (x1 - cx) + dy * (y1 - cy));
float c = cx * cx + cy * cy;
c += x1 * x1 + y1 * y1;
c -= 2 * (cx * x1 + cy * y1);
c -= cr * cr;
float bb4ac = b * b - 4 * a * c;
// return false No collision
// return true Collision
return bb4ac >= 0;
}
You have a system of equations. The circle is defined by: x^2 + y^2 = r^2. The line is defined by y = y0 + [(y1 - y0) / (x1 - x0)]·(x - x0). Substitute the second into the first, you get x^2 + (y0 + [(y1 - y0) / (x1 - x0)]·(x - x0))^2 = r^2. Solve this and you'll get 0-2 values for x. Plug them back into either equation to get your values for y.
MATLAB CODE
function [ flag] = circleLineSegmentIntersection2(Ax, Ay, Bx, By, Cx, Cy, R)
% A and B are two end points of a line segment and C is the center of
the circle, % R is the radius of the circle. THis function compute
the closest point fron C to the segment % If the distance to the
closest point > R return 0 else 1
Dx = Bx-Ax;
Dy = By-Ay;
LAB = (Dx^2 + Dy^2);
t = ((Cx - Ax) * Dx + (Cy - Ay) * Dy) / LAB;
if t > 1
t=1;
elseif t<0
t=0;
end;
nearestX = Ax + t * Dx;
nearestY = Ay + t * Dy;
dist = sqrt( (nearestX-Cx)^2 + (nearestY-Cy)^2 );
if (dist > R )
flag=0;
else
flag=1;
end
end

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