Vector deltas and moving in unknown areas
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04-10-2019 - |
Question
I was in need of a little math help that I can't seem to find the answer to, any links to documentation would be greatly appreciated.
Heres my situation, I have no idea where I am in this maze, but I need to move around and find my way back to the start. I was thinking of implementing a waypoint list of places i've been offset from my start at 0,0. This is a 2D cartesian plane.
I've been given 2 properties, my translation speed from 0-1 and my rotation speed from -1 to 1. -1 is very left and +1 is very right. These are speed and not angles so thats where my problem lies. If I'm given 0 as a translation speed and 0.2 I will continually turn to my right at a slow speed.
How do I figure out the offsets given these 2 variables? I can store it every time I take a 'step'.
I just need to figure out the offsets in x and y terms given the translations and rotation speeds. And the rotation to get to those points.
Any help is appreciated.
Solution
Your question is unclear on a couple of points, so I have to make some assumptions:
- During each time interval, translation speed and rotational velocity are constant.
- You know the values of these variables in every time interval (and you know rotational velocity in usable units, like radians per second, not just "very left").
- You know initial heading.
- You can maintain enough precision that roundoff error is not a problem.
Given that, there is an exact solution. First the easy part:
delta_angle = omega * delta_t
Where omega is the angular velocity. The distance traveled (maybe along a curve) is
dist = speed * delta_t
and the radius of the curve is
radius = dist / delta_angle
(This gets huge when angular velocity is near zero-- we'll deal with that in a moment.) If angle (at the beginning of the interval) is zero, defined as pointing in the +x direction, then the translation in the interval is easy, and we'll call it deta_x_0 and delta_y_0:
delta_x_0 = radius * sin(delta_angle)
delta_y_0 = radius * (1 - cos(delta_angle))
Since we want to be able to deal with very small delta_angle and very large radius, we'll expand sin and cos, and use this only when angular velocity is close to zero:
dx0 = r * sin(da) = (dist/da) * [ da - da^3/3! + da^5/5! - ...]
= dist * [ 1 - da^2/3! + da^4/5! - ...]
dy0 = r * (1-cos(da)) = (dist/da) * [ da^2/2! - da^4/4! + da^6/6! - ...]
= dist * [ da/2! - da^3/4! + da^5/6! - ...]
But angle generally isn't equal to zero, so we have to rotate these displacements:
dx = cos(angle) * dx0 - sin(angle) * dy0
dy = sin(angle) * dx0 - cos(angle) * dy0
OTHER TIPS
You could do it in two stages. First work out the change of direction to get a new direction vector and then secondly work out the new position using this new direction. Something like
angle = angle + omega * delta_t;
const double d_x = cos( angle );
const double d_y = sin( angle );
x = x + d_x * delta_t * v;
y = y + d_y * delta_t * v;
where you store your current angle
out at each step. ( d_x
, d_y
) is the current direction vector and omega
is the rotation speed that you have. delta_t
is obviously your timestep and v
is your speed.
This may be too naive to split it up into two distinct stages. I'm not sure I haven't really thought it through too much and haven't tested it but if it works let me know!