[英]3d Trilateration in C#
如何讓GPS算法根據三個已知點和它們的距離得到一個點?
它是在 Unity 中制作的,因此它使用 Vector3 和 Mathf 類,但使用每個點的 3 維數組和標准數學 class 可以很容易地刪除這些依賴項。
static float sqr(float a)
{
return a * a;
}
static float norm(Vector3 a)
{
return Mathf.Sqrt(sqr(a.x) + sqr(a.y) + sqr(a.z));
}
static float dot(Vector3 a, Vector3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static Vector3 vector_cross(Vector3 a, Vector3 b)
{
return new Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
public static Vector3[] Trilaterate(Vector3 p1, float r1, Vector3 p2, float r2, Vector3 p3, float r3)
{
Vector3 ex = (p2 - p1) / norm(p2 - p1);
float i = dot(ex, (p3 - p1));
Vector3 a = ((p3 - p1) - (ex * i));
Vector3 ey = (a / norm(a));
Vector3 ez = vector_cross(ex, ey);
float d = norm(p2 - p1);
float j = dot(ey, p3 - p1);
float x = (sqr(r1) - sqr(r2) + sqr(d)) / (2 * d);
float y = (sqr(r1) - sqr(r3) + sqr(i) + sqr(j)) / (2 * j) - (i / j) * x;
float b = sqr(r1) - sqr(x) - sqr(y);
// floating point math flaw in IEEE 754 standard
// see https://github.com/gheja/trilateration.js/issues/2
if (Mathf.Abs(b) < 0.0000000001)
{
b = 0;
}
float z = Mathf.Sqrt(b);
// no solution found
if (float.IsNaN(z))
{
return new Vector3[] { Vector3.zero };
}
Vector3 aa = p1 + ((ex * x) + (ey * y));
Vector3 p4a = (aa + (ez * z));
Vector3 p4b = (aa - (ez * z));
return new Vector3[] { p4a, p4b };
}
它是 gheja 的 JS 版本的直接翻譯,所有功勞歸於他們: https://github.com/gheja/trilateration.js/blob/master/trilateration.js
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