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@alanchrt
Created January 22, 2014 20:08
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Triangulation of three points and radii
var distancePoints = function(p1, p2) {
// Find the distance between two points
return Math.sqrt(Math.pow(p2[0] - p1[0], 2) + Math.pow(p2[1] - p1[1], 2));
};
var intersectCircles = function (c1, r1, c2, r2) {
// Find the points of intersection for two circles
// Based on: http://stackoverflow.com/a/3349134
var d = distancePoints(c1, c2);
if (d > r1 + r2) // Circles do not overlap
return [];
if (d < Math.abs(r1 - r2)) // One circle contains the other
return [];
if (d == 0 && r1 == r2) // These are the same circle
return [];
// Find distances of dimensions from the first point
var a = (Math.pow(r1, 2) - Math.pow(r2, 2) + Math.pow(d, 2)) / (2 * d);
var h = Math.sqrt(Math.pow(r1, 2) - Math.pow(a, 2));
// Determine point on the line between centers perpendicular to intersects
var p = [
c1[0] + a * (c2[0] - c1[0]) / d,
c1[1] + a * (c2[1] - c1[1]) / d
];
// Calculate intersection points
return [
[
p[0] + h * (c2[1] - c1[1]) / d,
p[1] - h * (c2[0] - c1[0]) / d
],
[
p[0] - h * (c2[1] - c1[1]) / d,
p[1] + h * (c2[0] - c1[0]) / d
]
];
};
var triangulate = function(c1, r1, c2, r2, c3, r3) {
// A circle object
var Circle = function(c, r) {
this.center = c;
this.radius = r;
};
// Initialize circles
var circles = [
new Circle(c1, r1),
new Circle(c2, r2),
new Circle(c3, r3)
];
// Triangulate with all combinations
var points = [];
for (var i = 0; i < 3; i ++) {
var crossPoints = intersectCircles(
circles[i].center, circles[i].radius,
circles[(i+1)%3].center, circles[(i+1)%3].radius
);
var thirdPoint = circles[(i+2)%3];
var offsets = [
Math.abs(distancePoints(crossPoints[0], thirdPoint.center) - thirdPoint.radius),
Math.abs(distancePoints(crossPoints[1], thirdPoint.center) - thirdPoint.radius)
];
points.push([crossPoints[0], offsets[0]]);
points.push([crossPoints[1], offsets[1]]);
}
// Find the most precisely triangulated point
var pointIndex = 0;
for (var i = 0; i < points.length; i ++) {
if (points[i][1] < points[pointIndex][1])
pointIndex = i;
}
return points[pointIndex][0];
};
@skerit
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skerit commented Jun 28, 2016

Thanks, precisely what I was looking for.

Btw: turns out this is actually trilateration.
Triangulation is another form of position calculation which requires knowledge of angles, too.

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