Reduce array of coordinates - ios

I track the users location in my app to a database with all the coordinates. I then do some stuff to select a range of coordinates in a time frame, but when I save it to the server is takes a long time due to the big amount of data. (15 minutes is 900 CLCoordinate2D's and that is quite a bit).
What I wanna do is to remove the coordinate which are intersected by the preceding and following coordinate. Using overly simple coordinates for illustration purposes, but imagine this being done on real coordinates in an array of a couple thousand objects.
Example:
0,0 //Keep
1,1 //Drop
2,2 //Drop
3,3 //Keep
3,4 //Keep
4,4 //Keep
5,3 //Keep
Or, shitty visualized:
I know I should probably use some vector stuff, but I am not good at maths.
How can I reduce this array to remove the obsolete points?

You could try something like this...
var coordTimes:[(coord: CLLocationCoordinate2D, time: Double)] = []
// ...
func appendCoord(newCoord: CLLocationCoordinate2D, newTime: Double) {
guard coordTimes.count > 1 else {
coordTimes.append((newCoord, newTime))
return
}
let n = coordTimes.count
// So there are at least two already in the array
let c0 = coordTimes[n - 2].coord
let t0 = coordTimes[n - 2].time
let c1 = coordTimes[n - 1].coord
let t1 = coordTimes[n - 1].time
let dt = t1 - t0
let dtNew = newTime - t0
guard (dtNew > 0) && (dt > 0) else {
// decide what to do if zero time intervals. Shouldn't happen
return
}
// Scale the deltas by the time interval...
let dLat = (c1.latitude - c0.latitude) / dt
let dLon = (c1.longitude - c0.longitude) / dt
let dLatNew = (newCoord.latitude - c0.latitude) / dtNew
let dLonNew = (newCoord.longitude - c0.longitude) / dtNew
let tolerance = 0.00001 // arbitrary - choose your own
if (abs(dLat - dLatNew) <= tolerance) && (abs(dLon - dLonNew) <= tolerance) {
// Can be interpolated - replace the last one
coordTimes[n - 1] = (newCoord, newTime)
} else {
// Can't be interpolated, append new point
coordTimes.append((newCoord, newTime))
}
}
The tolerance is important, as you are very unlikely to get exactly matching intervals. Also, for the geodesists amongst you, there is no need to convert into map coordinates or calculate true distances, as the OP simply wants to know if the coordinates can be interpolated.

Related

SpriteKit stop spinning wheel in a defined angle

I have a spinning wheel rotating at an angular speed ω, no acceleration involved, implemented with SpriteKit.
When the user push a button I need to slowly decelerate the wheel from the current angle ∂0 and end-up in a specified angle (lets call it ∂f).
I created associated to it a mass of 2.
I already tried the angularDamping and the SKAction.rotate(toAngle: duration:) but they do not fit my needs because:
With the angularDamping I cannot specify easy the angle ∂f where I want to end up.
With the SKAction.rotate(toAngle: duration:) I cannot start slowing down from the current rotation speed and it doesn't behave natural.
The only remaining approach I tried is by using the SKAction.applyTorque(duration:).
This sounds interesting but I have problems calculating the formula to obtain the correct torque to apply and especially for the inertia and radius of the wheel.
Here is my approach:
I'm taking the starting angular velocity ω as:
wheelNode.physicsBody?.angularVelocity.
I'm taking the mass from wheelNode.physicsBody?.mass
The time t is a constant of 10 (this means that in 10 seconds I want the wheel decelerating to the final angle ∂f).
The deceleration that I calculated as:
let a = -1 * ω / t
The inertia should be: let I = 1/2 * mass * pow(r, 2)*. (see notes regarding the radius please)
Then, finally, I calculated the final torque to apply as: let t = I * a (taking care that is opposite of the current angular speed of the wheel).
NOTE:
Since I don't have clear how to have the radius of the wheel I tried to grab it both from:
the wheelNode.physicsBody?.area as let r = sqrt(wheelNode.physicsBody?.area ?? 0 / .pi)
by converting from pixel to meters as the area documentation says. Then I have let r = self.wheelNode.radius / 150.
Funny: I obtain 2 different values :(
UNFORTUNATLY something in this approach is not working because so far I have no idea how to end up in the specified angle and the wheel doesn't stop anyway as it should (or the torque is too much and spins in the other direction, or is not enough). So, also the torque applied seems to be wrong.
Do you know a better way to achieve the result I need? Is that the correct approach? If yes, what's wrong with my calculations?
Kinematics makes my head hurt, but here you go. I made it to where you can input the amount of rotations and the wheel will rotate that many times as its slowing down to the angle you specify. The other function and extension are there to keep the code relatively clean/readable. So if you just want one giant mess function go ahead and modify it.
• Make sure the node's angularDampening = 0.0
• Make sure the node has a circular physicsbody
// Stops a spinning SpriteNode at a specified angle within a certain amount of rotations
//NOTE: Node must have a circular physicsbody
// Damping should be from 0.0 to 1.0
func decelerate(node: SKSpriteNode, toAngle: CGFloat, rotations: Int) {
if node.physicsBody == nil { print("Node doesn't have a physicsbody"); return } //Avoid crash incase node's physicsbody is nil
var cw:CGFloat { if node.physicsBody!.angularVelocity < CGFloat(0.0) { return -1.0} else { return 1.0} } //Clockwise - using int to reduce if statments with booleans
let m = node.physicsBody!.mass // Mass
let r = CGFloat.squareRoot(node.physicsBody!.area / CGFloat.pi)() // Radius
let i = 0.5 * m * r.squared // Intertia
let wi = node.physicsBody!.angularVelocity // Initial Angular Velocity
let wf:CGFloat = 0 // Final Angular Velocity
let ti = CGFloat.unitCircle(node.zRotation) // Initial Theta
var tf = CGFloat.unitCircle(toAngle) // Final Theta
//Correction constant based on rate of rotation since there seems to be a delay between when the action is calcuated and when it is run
//Without the correction the node stops a little off from its desired stop angle
tf -= 0.00773889 * wi //Might need to change constn
let dt = deltaTheta(ti, tf, Int(cw), rotations)
let a = -cw * 0.5 * wi.squared / abs(dt) // Angular Acceleration - cw used to determine direction
print("A:\(a)")
let time:Double = Double(abs((wf-wi) / a)) // Time needed to stop
let torque:CGFloat = i * a // Torque needed to stop
node.run(SKAction.applyTorque(torque, duration: time))
}
func deltaTheta(_ ti:CGFloat, _ tf:CGFloat, _ clockwise: Int, _ rotations: Int) -> CGFloat {
let extra = CGFloat(rotations)*2*CGFloat.pi
if clockwise == -1 {
if tf>ti { return tf-ti-2*CGFloat.pi-extra }else{ return tf-ti-extra }
}else{
if tf>ti { return tf-ti+extra }else{ return tf+2*CGFloat.pi+extra-ti }
}
}
}
extension CGFloat {
public var squared:CGFloat { return self * self }
public static func unitCircle(_ value: CGFloat) -> CGFloat {
if value < 0 { return 2 * CGFloat.pi + value }
else{ return value }
}
}

iOS Calculate speed of device using Core Motion

I'm trying to calculate speed of physical device
In google i got
Using via CLLocationManager// I DON'T want to use
Using UIAccelerometer class : DEPECRATED
Upto now i have tried like this
func coreMotion() { // CALLING FROM VIEW DID LOAD
if self.motionManager.isDeviceMotionAvailable {
self.motionManager.deviceMotionUpdateInterval = 0.5
self.motionManager.startDeviceMotionUpdates(to: OperationQueue.current!,
withHandler: { [weak self] (deviceMotion, error) -> Void in
if let error = error {
print("ERROR : \(error.localizedDescription)")
}
if let deviceMotion = deviceMotion {
self?.handleDeviceMotionUpdate(deviceMotion)
}
})
} else {
print("WHAT THE HELL")
}
}
func handleDeviceMotionUpdate(_ deviceMotion: CMDeviceMotion) {
let attitude = deviceMotion.attitude
let roll = self.degrees(attitude.roll)
let pitch = self.degrees(attitude.pitch)
let yaw = self.degrees(attitude.yaw)
let accl = deviceMotion.userAcceleration
self.calculateSpeed(accl)
self.previousAccl = accl
print("Roll: \(roll), Pitch: \(pitch), Yaw: \(yaw)")
print("ACCELRATION: \(accl.x) \(accl.y) \(accl.z)")
}
func degrees(_ radians: Double) -> Double {
return 180 / Double.pi * radians
}
I'm getting acceleration object as well i.e userAcceleration
How can i calculate speed from that?
To compute the speed of the device, there is two possibilities for you :
1 - by approximating the derivative function of the position : with two position and the time between those two position you can estimate the speed.
2 - or compute a primitive of the acceleration. But take into account that this method will give you the correct speed value only if you know the speed à t_0 (the begining of your measures)
But if you insist on doing it using acceleration you can compute speed at t_i (where i is the number of update you received from the accelerometer)
speed(t_i) = speed(t_i-1) + acceleration(t_i) * (t_i - t_i-1)
and speed(t_0) is supposed to be known
that way you must at each update from the accelerometer do
speed = speed + acceleration * (lastUpdateTime - currentTime)
[Edit]
this is indeed like you mentioned it in the comments only one dimension if you wish to compute speed for all three dimensions you will have to do this three time once for each axis
speedX = speedX + accelerationX * (lastUpdateTime - currentTime)
speedY = speedY + accelerationY * (lastUpdateTime - currentTime)
speedZ = speedZ + accelerationZ * (lastUpdateTime - currentTime)
And you will need to have knowledge of speedX/Y/Z at t_0 to initialise your var at the correct value.

Creating a Scale Between 0 and 1 Even when Higher numbers are passed in

I want to write an algorithm which allows me to rescale numbers to between 0 and 1. This means if I pass 25, 100, 500 then it should generate a new scale and represent those numbers on a scale of 0 to 1.
Here is what I have which is incorrect and does not make sense.
height: item.height/item.height * 20
Pass in the numbers in an array.
Loop through the numbers and find the max.
Map the array of integers to an array of Doubles, each one being the value from the source array, divided by the max.
Try to write that code. If you have trouble, update your question with your attempt and tell us what's going wrong.
EDIT:
Your answer shows how to print your resulting scaled values, but you implied that you actually want to create a new array containing the scaled values. For that you could use a function like this:
func scaleArray(_ sourceArray: [Int]) -> [Double] {
guard let max = sourceArray.max() else {
return [Double]()
}
return sourceArray.map {
return Double($0)/Double(max)
}
}
Edit #2:
Here is code that would let you test the above:
func scaleAndPrintArray(_ sourceArray: [Int]) {
let scaledArray = scaleArray(sourceArray)
for index in 0..<sourceArray.count {
print(String(format: "%3d", sourceArray[index]), String(format: "%0.5f",scaledArray[index]))
}
}
for arrayCount in 1...5 {
let arraySize = Int(arc4random_uniform(15)) + 5
var array = [Int]()
for _ in 1..<arraySize {
array.append(Int(arc4random_uniform(500)))
}
scaleAndPrintArray(array)
if arrayCount < 5 {
print("-----------")
}
}
(Sorry but I don't know swift)
If you're wanting to create a linear scale, a linear equation is y(x) = m*x + c. You wish the output to range from 0 to 1 when the input ranges from the minimum value to the maximum (your question is ambiguous, maybe you may wish to lock y(0) to 0).
y(0) = min
y(1) = max
therefore
c = min
m = max - min
and to find the value of any intervening value
y = m*x + c

UIBezierPath Percent of Length at Point

I'm building an app that features some graphical manipulation. I'm storing shapes as UIBezierPaths, and I want to allow users to touch points along the line to create saved locations. Using the wonderful answer to this question, and more specifically, this project, I'm able to place a point on a line knowing the percentage of its length the point rests on. This is half of my problem.
I want a way to take a point on a path, and derive the percent of its length.
My math-fu is extremely weak. I've studied bezier curves but I simply don't have the math to understand it.
I would humbly submit that "go back and learn geometry and trigonometry" is a correct answer, but sadly one I don't have time for at present. What I need is a way to fill in this method:
- (CGFloat)percentOfLengthAtPoint:(CGPoint)point onPath:(UIBezierPath*)path
Any help appreciated!
I have working code that solves my problem. I'm not particularly proud of it; the overall technique is essentially a brute-force attack on a UIBezierPath, which is kind of funny if you think about it. (Please don't think about it).
As I mentioned, I have access to a method that allows me to get a point from a given percentage of a line. I have taken advantage of that power to find the closest percentage to the given point by running through 1000 percentage values. To wit:
Start with a CGPoint that represents where on the line the user touched.
let pointA = // the incoming CGPoint
Run through the 0-1 range in the thousands. This is the set of percentages we're going to brute-force and see if we have a match. For each, we run pointAtPercentOfLength, from the linked project above.
var pointArray:[[String:Any]] = []
for (var i:Int = 0; i <= 1000; i++) {
let value = CGFloat(round((CGFloat(i) / CGFloat(1000)) * 1000) / 1000)
let testPoint = path.pointAtPercentOfLength(value)
let pointB = CGPoint(x: floor(testPoint.x), y: floor(testPoint.y))
pointArray.append(["point" : pointB, "percent" : value])
}
That was the hard part. Now we take the returning values and calculate the distance between each point and the touched point. Closest one is our winner.
// sort the damned array by distance so we find the closest
var distanceArray:[[String:Any]] = []
for point in pointArray {
distanceArray.append([
"distance" : self.distanceFrom(point["point"] as! CGPoint, point2: pointA),
"point" : point["point"],
"percent" : point["percent"] as! CGFloat
])
}
Here's the sorting function if you're interested:
func distanceFrom(point1:CGPoint, point2:CGPoint) -> CGFloat {
let xDist = (point2.x - point1.x);
let yDist = (point2.y - point1.y);
return sqrt((xDist * xDist) + (yDist * yDist));
}
Finally, I sort the array by the distance of the values, and pick out the winner as our closest percent.
let ordered = distanceArray.sort { return CGFloat($0["distance"] as! CGFloat) < CGFloat($1["distance"] as! CGFloat) }
ordered is a little dictionary that includes percent, the correct value for a percentage of a line's length.
This is not pretty code, I know. I know. But it gets the job done and doesn't appear to be computationally expensive.
As a postscript, I should point to what appears to be a proper resource for doing this. During my research I read this beautiful article by David Rönnqvist, which included an equation for calculating the percentage distance along a path:
start⋅(1-t)3 + 3⋅c1⋅t(1-t)2 + 3⋅c2⋅t2(1-t) + end⋅t3
I was just about to try implementing that before my final solution occurred to me. Math, man. I can't even brain it. But if you're more ambitious than I, and wish to override my 30 lines of code with a five-line alternative, everyone would appreciate it!
I think your approach is sound, but you could do this far more efficiently.
Instead of creating an two arrays of dicts (with a thousand elements each) and then sorting the array - just use a while loop to move from 0.0 to 1.0, calculate the distance to the touch point and keep track of the minimum distance.
For example:
var t:CGFloat = 0.0
let step:CGFloat = 0.001
var minDistance:CGFloat = -1.0
var minPoint:CGPoint = CGPointZero
var minT:CGFloat = -1;
while (t<1.0) {
let point = pointAtPercentOfLength(t)
let distance:CGFloat = self.distanceFrom(point, point2: pointA)
if (minDistance == -1.0 || distance < minDistance) {
minDistance = distance
minPoint = point
minT = t
}
t += step
}
print("minDistance: \(minDistance) minPoint: \(minPoint.x) \(minPoint.y) t\(minT)\n")

How to check if CLCircularRegions intersect

I'm developing an iOS app (with Swift) that keeps a log of a user's location history. As part of a search algorithm, I'd like to check if two CLCircularRegions intersect, but I can't seem to find a Core Location method or function to do it. CLCircularRegion has the containsCoordinate method, but that's not exactly what I need. I also know that Map Kit includes functions to check for intersecting MKMapRects, but since I'm not actually working with maps, those solutions don't seem ideal.
I hope I'm missing something obvious, but I can't seem to figure it out. How can I check if two CLCircularRegions intersect?
If you don't mind small inaccuracies, you can assume that the regions are small enough that the curvature of the Earth is negligible therefore the regions can be treated as planes.
In this case, just check whether the distance of the two center points is smaller than the sum of the radii. Two circles intersect if and only if their centers are closer than the sum of their radii.
CLCircularRegion r1, r2;
const double meanEarthRad = 6371009;
const double metersPerDegree = 2 * M_PI * meanEarthRad / 360;
double dLat = r2.center.latitude - r1.center.latitude;
double dLon = r2.center.longitude - r1.center.longitude;
double actCenterDist = hypot(dLat, dLon) * metersPerDegree;
double minCenterDist = r1.radius + r2.radius;
if (actCenterDist < minCenterDist) {
// the regions intersect
}
Swift 4.2 version of The Paramagnetic Croissant's answer
extension CLCircularRegion {
func intersects(_ r2: CLCircularRegion) -> Bool {
let r1 = self
let meanEarthRad: Double = 6371009
let metersPerDegree = 2 * Double.pi * meanEarthRad / 360
let dLat = r2.center.latitude - r1.center.latitude
let dLon = r2.center.longitude - r1.center.longitude
let actCenterDist = hypot(dLat, dLon) * metersPerDegree
let minCenterDist = r1.radius + r2.radius
return actCenterDist < minCenterDist
}
}

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