Distance between two points P0 (x0,y0) and P1 (x1,y1):
A = x1 - x0 B = y1 - y0 (x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) = C*C dist = C = sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0))
Distance between two 3D points P0 (x0,y0,z0) and P1 (x1,y1,z1):
dist = sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) + (z1-z0)*(z1-z0))
Note: sqrt is considered an expensive (i.e. slow) function
Simple representation of approximate area covered by an object
Always completely contains the object
Typically a box or a circle/sphere
To compute a bounding box of an object, assuming its vertices are contained in the list obj.vertices:
minX = obj.vertices[0][0]
maxX = obj.vertices[0][0]
minY = obj.vertices[0][1]
maxY = obj.vertices[0][1]
minZ = obj.vertices[0][2]
maxZ = obj.vertices[0][2]
for v in obj.vertices:
if minX > v[0]:
minX = v[0]
elif maxX < v[0]:
maxX = v[0]
if minY > v[1]:
minY = v[1]
elif maxY < v[1]:
maxY = v[1]
if minZ > v[2]:
minZ = v[2]
elif maxZ < v[2]:
maxZ = v[2]
To determine if a point (x,y) is inside a bounding box:
(x >= minX) and (x <= maxX) and
(y >= minY) and (y <= maxY) and
(z >= minZ) and (z <= maxZ)
To compute a bounding sphere, find a center, and then the most distant vertex:
xsum,ysum,zsum = 0,0,0
for v in obj.vertices:
xsum += v[0]
ysum += v[1]
zsum += v[2]
center = [ xsum / len(obj.vertices) , ysum / len(obj.vertices), zsum / len(obj.vertices) ]
radius = 0
for v in obj.vertices:
d = distance(v, center)
if d > radius:
radius = d
To determine if a point (x,y,z) is inside a bounding sphere:
distance(center, (x,y,z)) <= radius
Compute the overlap of two boxes - the region of points which are contained in both boxes. If an overlap exists, they collide.
def BoxCollidesWithBox(box1, box2):
minx = max(box1.minX, box2.minX)
maxx = min(box1.maxX, box2.maxX)
miny = max(box1.minY, box2.minY)
maxy = min(box1.maxY, box2.maxY)
minz = max(box1.minZ, box2.minZ)
maxz = min(box1.maxZ, box2.maxZ)
return (minx <= maxx) and (miny <= maxy) and (minz <= maxz)
Compute distance between the centers of the two spheres. If it's less than the sum of the radii, then there exist points that lie within both spheres -> the spheres overlap.
def SphereCollidesWithSphere(s1, s2):
d = s1.center.distanceSquared(s2.center)
rsum = s1.radius + s2.radius
return (d <= rsum*rsum)
sin(A) = opposite / hypotenuse cos(A) = adjacent / hypotenuse tan(A) = opposite / adjacent
or
opposite = hypotenuse * sin(A) adjacent = hypotenuse * cos(a)
x = radius * cos(A) y = radius * sin(A)
Standard math library functions use radians
360 degrees = 1 full circle = 2 π radians
(Circumference of unit circle = 2 π)
radians = degrees / 360.0 * 2 * pi
or
radians = degrees / 180.0 * pi
(or use Python's pre-defined functions math.radians(d) and math.degrees(r))
glBegin(GL_LINE_LOOP)
for degrees in range(0, 360):
angleInRadians = math.radians(degrees)
x = math.cos(angleInRadians) * radius
y = math.sin(angleInRadians) * radius
glVertex2f(x,y)
glEnd()
Vehicle has direction and speed of travel
Direction is orientation - rotation about Z
To move forward:
distance = speed * time
dx = math.cos(direction) * distance
dy = math.sin(direction) * distance
x = x + dx
y = y + dy
atan2 converts from (X,Y) coordinates back to angles
Note: it takes arguments in the order Y, X
angle = math.degrees( math.atan2(y,x) )
Deriving a value for something from two pre-defined values (extremes)
e.g. Moving object from one position to another, over time

Interpolation expressed as fractional distance between the two extremes
Ranges from 0.0 to 1.0
0.0 = first point; 1.0 = second point

For a single value, with extremes V0 & V1 and interpolation fraction A:
V = (1 - A) * V0 + A * V1
For multiple values, such as XYZ position, use the same fraction A for all:
X = (1 - A) * X0 + A * X1
Y = (1 - A) * Y0 + A * Y1
Z = (1 - A) * Z0 + A * Z1
To interpolate over time, compute interpolation fraction based on the amount of time that has passed.
Example:
def startAnimation():
animating = True
startTime = time.time()
duration = 5
def computeAnimation():
if animating:
t = time.time() - startTime
if t <= duration:
a = t / duration
else:
animating = False
a = 1
x = (1-a)*startX + a*endX
y = (1-a)*startY + a*endY
z = (1-a)*startZ + a*endZ
| Linear | Slow-in Slow-out |
|---|---|
![]() | ![]() |
| X = t | X = -2*t*t*t + 3*t*t |
A2 = -2*A*A*A + 3*A*A V = (1-A2) * V0 + A2 * V1
