Calculate if Two Particles Come Close - line

I'm doing some simple collision detection for a 2D game in PSM Studio.
My current method involves iterating through every game object and finding the distance between another game object, then seeing if the two are within a certain distance (usually 1/2 the width of each object combined). If they are, they are considered to have collided.
While this method works in many cases, it has a major fallback. If an object moves at a speed such that the movement per frame is greater than a potential colliding object's width (i.e. a fast moving projectile towards an enemy), the object will have essentially teleported over the other, and even if they would have collided, they don't.
I'm thinking of creating a method that tests two particles on two line segments. The line segments would consist of the start end end position of each object during the updates.
Knowing the polar movement (angle and magnitude) of each object as well as their respective line segments, can I calculate if the two particles come within that magical distance that means they have collided?

I also encountered this problem, and my solution was to detect collision during the movement of the objects.
If the distance moved during a cicle was greater than the size of the object, I would decompose the movement in several smaller movements, and solve collisions for each one of these decompositions.
An example:
The box is moving faster than it's own size, so detection with the red like wouldn't be detected. So the movement is decompose in smalled movements, and in each step you check for collision with the red line.
In the third step, the collision is detected.
I don't know if this solution would fit your cicle structure, but at least it could bring you some new idea.
EDIT:
Note that to ensure that a collision is detected, you must make sure you leave no gaps in the movement. In order to make this process as fast as possible, and ensure the whole area is checked, you must decompose the movement in fractions of the object's size.
For example:
In the drawing above, lets imagine position of the object before the movement is 0 units, and at the end 100 units.
If the object has a size of 30 units,you will have to check in the following positions:
0, 30, 60, 90, 100
In each itearion you increment the position by the size of the object, until you reach your destination.
Keep in mind that if you are running lets say... 40 cicles per second, in the example just given the object will be moving at:
40 cicles x 100 units = 4000 units per second
If each unit is a pixel, and you are running a 800x600 resolution, the object will be moving at more than four screens per second, which is a huge speed.
With this I just want to point out is that "High speed" is pretty relative, and unless you are working with really small objects, this process won't be happening as frequently as initially expected.

Related

Calculating walking distance for user over time

I'm trying to track the distance a user has moved over time in my application using the GPS. I have the basic idea in place, so I store the previous location and when a new GPS location is sent I calculate the distance between them, and add that to the total distance. So far so good.
There are two big issues with this simple implementation:
Since the GPS is inacurate, when the user moves, the GPS points will not be a straight line but more of a "zig zag" pattern making it look like the user has moved longer than he actually have moved.
Also a accuracy problem. If the phone just lays on the table and polls GPS possitions, the answer is usually a couple of meters different every time, so you see the meters start accumulating even when the phone is laying still.
Both of these makes the tracking useless of coruse, since the number I'm providing is nowwhere near accurate enough.
But I guess that this problem is solvable since there are a lot of fitness trackers and similar out there that does track distance from GPS. I guess they do some kind of interpolation between the GPS values or something like that? I guess that won't be 100% accurate either, but probably good enough for my usage.
So what I'm after is basically a algorithm where I can put in my GPS positions, and get as good approximation of distance travelled as possible.
Note that I cannot presume that the user will follow roads, so I cannot use the Google Distance Matrix API or similar for this.
This is a common problem with the position data that is produced by GPS receivers. A typical consumer grade receiver that I have used has a position accuracy defined as a CEP of 2.5 metres. This means that for a stationary receiver in a "perfect" sky view environment over time 50% of the position fixes will lie within a circle with a radius of 2.5 metres. If you look at the position that the receiver reports it appears to wander at random around the true position sometimes moving a number of metres away from its true location. If you simply integrate the distance moved between samples then you will get a very large apparent distance travelled.for a stationary device.
A simple algorithm that I have used quite successfully for a vehicle odometer function is as follows
for(;;)
{
Stored_Position = Current_Position ;
do
{
Distance_Moved = Distance_Between( Current_Position, Stored_Position ) ;
} while ( Distance_Moved < MOVEMENT_THRESHOLD ) ;
Cumulative_Distance += Distance_Moved ;
}
The value of MOVEMENT_THRESHOLD will have an effect on the accuracy of the final result. If the value is too small then some of the random wandering performed by the stationary receiver will be included in the final result. If the value is too large then the path taken will be approximated to a series of straight lines each of which is as long as the threshold value. The extra distance travelled by the receiver as its path deviates from this straight line segment will be missed.
The accuracy of this approach, when compared with the vehicle odometer, was pretty good. How well it works with a pedestrian would have to be tested. The problem with people is that they can make much sharper turns than a vehicle resulting in larger errors from the straight line approximation. There is also the perennial problem with sky view obscuration and signal multipath caused by buildings, vehicles etc. that can induce positional errors of 10s of metres.

Dealing with simultaneous collisions in N-body sim

I have written an 2d N-body simulation in Python which allows collisions between the bodies.
A body is modeled as a circle whose area is proportional to its mass. Each time the sim advances by one time-step, I identify which bodies have overlapping radii and I replace them by one particle (respecting conservation of momentum and treating the collision as inelastic).
This worked well for N<100 but for higher N I encountered (not systematically, but depending on the initial conditions of the sim) a weird error: the number of particles N actually increased (and quickly exceeded the maximum integer value Python can handle).
I believe what is occuring is, after the new positions of the bodies have been calculated, it happens that (at least) 4 bodies mutually overlap. Each of the 6 pairs creates a new body and but we also delete the 4 bodies,so N increased by os we have 6-4=2. But the 6 new bodies are spawned in roughly the same positions as the original 4 bodies so now we have even more overlap (N can now increase by potentially (6 choose 2)-6=9 bodies). Hence why N can grow very fast.
How can I avoid this error?
The only thing I can think of is to reduce the radii of the bodies to reduce the change of 4 particles mutually overlapping. But this does not definitively fix the problem.

How to calculate continuous effect of gravitational pull between simulated planets

so I am making a simple simulation of different planets with individual velocity flying around space and orbiting each other.
I plan to simulate their pull on each other by considering each planet as projecting their own "gravity vector field." Each time step I'm going to add the vectors outputted from each planets individual vector field equation (V = -xj + (-yj) or some notation like it) except the one being effected in the calculation, and use the effected planets position as input to the equations.
However this would inaccurate, and does not consider the gravitational pull as continuous and constant. Bow do I calculate the movement of my planets if each is continuously effecting the others?
Thanks!
In addition to what Blender writes about using Newton's equations, you need to consider how you will be integrating over your "acceleration field" (as you call it in the comment to his answer).
The easiest way is to use Euler's Method. The problem with that is it rapidly diverges, but it has the advantage of being easy to code and to be reasonably fast.
If you are looking for better accuracy, and are willing to sacrifice some performance, one of the Runge-Kutta methods (probably RK4) would ordinarily be a good choice. I'll caution you that if your "acceleration field" is dynamic (i.e. it changes over time ... perhaps as a result of planets moving in their orbits) RK4 will be a challenge.
Update (Based on Comment / Question Below):
If you want to calculate the force vector Fi(tn) at some time step tn applied to a specific object i, then you need to compute the force contributed by all of the other objects within your simulation using the equation Blender references. That is for each object, i, you figure out how all of the other objects pull (apply force) and those vectors when summed will be the aggregate force vector applied to i. Algorithmically this looks something like:
for each object i
Fi(tn) = 0
for each object j ≠ i
Fi(tn) = Fi(tn) + G * mi * mj / |pi(tn)-pj(tn)|2
Where pi(tn) and pj(tn) are the positions of objects i and j at time tn respectively and the | | is the standard Euclidean (l2) normal ... i.e. the Euclidean distance between the two objects. Also, G is the gravitational constant.
Euler's Method breaks the simulation into discrete time slices. It looks at the current state and in the case of your example, considers all of the forces applied in aggregate to all of the objects within your simulation and then applies those forces as a constant over the period of the time slice. When using
ai(tn) = Fi(tn)/mi
(ai(tn) = acceleration vector at time tn applied to object i, Fi(tn) is the force vector applied to object i at time tn, and mi is the mass of object i), the force vector (and therefore the acceleration vector) is held constant for the duration of the time slice. In your case, if you really have another method of computing the acceleration, you won't need to compute the force, and can instead directly compute the acceleration. In either event, with the acceleration being held as constant, the position at time tn+1, p(tn+1) and velocity at time tn+1, v(tn+1), of the object will be given by:
pi(tn+1) = 0.5*ai(tn)*(tn+1-tn)2 + vi(tn)*(tn+1-tn)+pi(tn)
vi(tn+1) = ai(tn+1)*(tn+1-tn) + vi(tn)
The RK4 method fits the driver of your system to a 2nd degree polynomial which better approximates its behavior. The details are at the wikipedia site I referenced above, and there are a number of other resources you should be able to locate on the web. The basic idea is that instead of picking a single force value for a particular timeslice, you compute four force vectors at specific times and then fit the force vector to the 2nd degree polynomial. That's fine if your field of force vectors doesn't change between time slices. If you're using gravity to derive the vector field, and the objects which are the gravitational sources move, then you need to compute their positions at each of the four sub-intervals in order compute the force vectors. It can be done, but your performance is going to be quite a bit poorer than using Euler's method. On the plus side, you get more accurate motion of the objects relative to each other. So, it's a challenge in the sense that it's computationally expensive, and it's a bit of a pain to figure out where all the objects are supposed to be for your four samples during the time slice of your iteration.
There is no such thing as "continuous" when dealing with computers, so you'll have to approximate continuity with very small intervals of time.
That being said, why are you using a vector field? What's wrong with Newton?
And the sum of the forces on an object is that above equation. Equate the two and solve for a
So you'll just have to loop over all the objects one by one and find the acceleration on it.

Simplification / optimization of GPS track

I've got a GPS track produced by gpxlogger(1) (supplied as a client for gpsd). GPS receiver updates its coordinates every 1 second, gpxlogger's logic is very simple, it writes down location (lat, lon, ele) and a timestamp (time) received from GPS every n seconds (n = 3 in my case).
After writing down a several hours worth of track, gpxlogger saves several megabyte long GPX file that includes several thousands of points. Afterwards, I try to plot this track on a map and use it with OpenLayers. It works, but several thousands of points make using the map a sloppy and slow experience.
I understand that having several thousands of points of suboptimal. There are myriads of points that can be deleted without losing almost anything: when there are several points making up roughly the straight line and we're moving with the same constant speed between them, we can just leave the first and the last point and throw away anything else.
I thought of using gpsbabel for such track simplification / optimization job, but, alas, it's simplification filter works only with routes, i.e. analyzing only geometrical shape of path, without timestamps (i.e. not checking that the speed was roughly constant).
Is there some ready-made utility / library / algorithm available to optimize tracks? Or may be I'm missing some clever option with gpsbabel?
Yes, as mentioned before, the Douglas-Peucker algorithm is a straightforward way to simplify 2D connected paths. But as you have pointed out, you will need to extend it to the 3D case to properly simplify a GPS track with an inherent time dimension associated with every point. I have done so for a web application of my own using a PHP implementation of Douglas-Peucker.
It's easy to extend the algorithm to the 3D case with a little understanding of how the algorithm works. Say you have input path consisting of 26 points labeled A to Z. The simplest version of this path has two points, A and Z, so we start there. Imagine a line segment between A and Z. Now scan through all remaining points B through Y to find the point furthest away from the line segment AZ. Say that point furthest away is J. Then, you scan the points between B and I to find the furthest point from line segment AJ and scan points K through Y to find the point furthest from segment JZ, and so on, until the remaining points all lie within some desired distance threshold.
This will require some simple vector operations. Logically, it's the same process in 3D as in 2D. If you find a Douglas-Peucker algorithm implemented in your language, it might have some 2D vector math implemented, and you'll need to extend those to use 3 dimensions.
You can find a 3D C++ implementation here: 3D Douglas-Peucker in C++
Your x and y coordinates will probably be in degrees of latitude/longitude, and the z (time) coordinate might be in seconds since the unix epoch. You can resolve this discrepancy by deciding on an appropriate spatial-temporal relationship; let's say you want to view one day of activity over a map area of 1 square mile. Imagining this relationship as a cube of 1 mile by 1 mile by 1 day, you must prescale the time variable. Conversion from degrees to surface distance is non-trivial, but for this case we simplify and say one degree is 60 miles; then one mile is .0167 degrees. One day is 86400 seconds; then to make the units equivalent, our prescale factor for your timestamp is .0167/86400, or about 1/5,000,000.
If, say, you want to view the GPS activity within the same 1 square mile map area over 2 days instead, time resolution becomes half as important, so scale it down twice further, to 1/10,000,000. Have fun.
Have a look at Ramer-Douglas-Peucker algorithm for smoothening complex polygons, also Douglas-Peucker line simplification algorithm can help you reduce your points.
OpenSource GeoKarambola java library (no Android dependencies but can be used in Android) that includes a GpxPathManipulator class that does both route & track simplification/reduction (3D/elevation aware).
If the points have timestamp information that will not be discarded.
https://sourceforge.net/projects/geokarambola/
This is the algorith in action, interactively
https://lh3.googleusercontent.com/-hvHFyZfcY58/Vsye7nVrmiI/AAAAAAAAHdg/2-NFVfofbd4ShZcvtyCDpi2vXoYkZVFlQ/w360-h640-no/movie360x640_05_82_05.gif
This algorithm is based on reducing the number of points by eliminating those that have the greatest XTD (cross track distance) error until a tolerated error is satisfied or the maximum number of points is reached (both parameters of the function), wichever comes first.
An alternative algorithm, for on-the-run stream like track simplification (I call it "streamplification") is:
you keep a small buffer of the points the GPS sensor gives you, each time a GPS point is added to the buffer (elevation included) you calculate the max XTD (cross track distance) of all the points in the buffer to the line segment that unites the first point with the (newly added) last point of the buffer. If the point with the greatest XTD violates your max tolerated XTD error (25m has given me great results) then you cut the buffer at that point, register it as a selected point to be appended to the streamplified track, trim the trailing part of the buffer up to that cut point, and keep going. At the end of the track the last point of the buffer is also added/flushed to the solution.
This algorithm is lightweight enough that it runs on an AndroidWear smartwatch and gives optimal output regardless of if you move slow or fast, or stand idle at the same place for a long time. The ONLY thing that maters is the SHAPE of your track. You can go for many minutes/kilometers and, as long as you are moving in a straight line (a corridor within +/- tolerated XTD error deviations) the streamplify algorithm will only output 2 points: those of the exit form last curve and entry on next curve.
I ran in to a similar issue. The rate at which the gps unit takes points is much larger that needed. Many of the points are not geographically far away from each other. The approach that I took is to calculate the distance between the points using the haversine formula. If the distance was not larger than my threshold (0.1 miles in my case) I threw away the point. This quickly gets the number of points down to a manageable size.
I don't know what language you are looking for. Here is a C# project that I was working on. At the bottom you will find the haversine code.
http://blog.bobcravens.com/2010/09/gps-using-the-netduino/
Hope this gets you going.
Bob
This is probably NP-hard. Suppose you have points A, B, C, D, E.
Let's try a simple deterministic algorithm. Suppose you calculate the distance from point B to line A-C and it's smaller than your threshold (1 meter). So you delete B. Then you try the same for C to line A-D, but it's bigger and D for C-E, which is also bigger.
But it turns out that the optimal solution is A, B, E, because point C and D are close to the line B-E, yet on opposite sides.
If you delete 1 point, you cannot be sure that it should be a point that you should keep, unless you try every single possible solution (which can be n^n in size, so on n=80 that's more than the minimum number of atoms in the known universe).
Next step: try a brute force or branch and bound algorithm. Doesn't scale, doesn't work for real-world size. You can safely skip this step :)
Next step: First do a determinstic algorithm and improve upon that with a metaheuristic algorithm (tabu search, simulated annealing, genetic algorithms). In java there are a couple of open source implementations, such as Drools Planner.
All in all, you 'll probably have a workable solution (although not optimal) with the first simple deterministic algorithm, because you only have 1 constraint.
A far cousin of this problem is probably the Traveling Salesman Problem variant in which the salesman cannot visit all cities but has to select a few.
You want to throw away uninteresting points. So you need a function that computes how interesting a point is, then you can compute how interesting all the points are and throw away the N least interesting points, where you choose N to slim the data set sufficiently. It sounds like your definition of interesting corresponds to high acceleration (deviation from straight-line motion), which is easy to compute.
Try this, it's free and opensource online Service:
https://opengeo.tech/maps/gpx-simplify-optimizer/
I guess you need to keep points where you change direction. If you split your track into the set of intervals of constant direction, you can leave only boundary points of these intervals.
And, as Raedwald pointed out, you'll want to leave points where your acceleration is not zero.
Not sure how well this will work, but how about taking your list of points, working out the distance between them and therefore the total distance of the route and then deciding on a resolution distance and then just linear interpolating the position based on each step of x meters. ie for each fix you have a "distance from start" measure and you just interpolate where n*x is for your entire route. (you could decide how many points you want and divide the total distance by this to get your resolution distance). On top of this you could add a windowing function taking maybe the current point +/- z points and applying a weighting like exp(-k* dist^2/accuracy^2) to get the weighted average of a set of points where dist is the distance from the raw interpolated point and accuracy is the supposed accuracy of the gps position.
One really simple method is to repeatedly remove the point that creates the largest angle (in the range of 0° to 180° where 180° means it's on a straight line between its neighbors) between its neighbors until you have few enough points. That will start off removing all points that are perfectly in line with their neighbors and will go from there.
You can do that in Ο(n log(n)) by making a list of each index and its angle, sorting that list in descending order of angle, keeping how many you need from the front of the list, sorting that shorter list in descending order of index, and removing the indexes from the list of points.
def simplify_points(points, how_many_points_to_remove)
angle_map = Array.new
(2..points.length - 1).each { |next_index|
removal_list.add([next_index - 1, angle_between(points[next_index - 2], points[next_index - 1], points[next_index])])
}
removal_list = removal_list.sort_by { |index, angle| angle }.reverse
removal_list = removal_list.first(how_many_points_to_remove)
removal_list = removal_list.sort_by { |index, angle| index }.reverse
removal_list.each { |index| points.delete_at(index) }
return points
end

Continuous collision detection between two moving tetrahedra

My question is fairly simple. I have two tetrahedra, each with a current position, a linear speed in space, an angular velocity and a center of mass (center of rotation, actually).
Having this data, I am trying to find a (fast) algorithm which would precisely determine (1) whether they would collide at some point in time, and if it is the case, (2) after how much time they collided and (3) the point of collision.
Most people would solve this by doing triangle-triangle collision detection, but this would waste a few CPU cycles on redundant operations such as checking the same edge of one tetrahedron against the same edge of the other tetrahedron upon checking up different triangles. This only means I'll optimize things a bit. Nothing to worry about.
The problem is that I am not aware of any public CCD (continuous collision detection) triangle-triangle algorithm which takes self-rotation in account.
Therefore, I need an algorithm which would be inputted the following data:
vertex data for three triangles
position and center of rotation/mass
linear velocity and angular velocity
And would output the following:
Whether there is a collision
After how much time the collision occurred
In which point in space the collision occurred
Thanks in advance for your help.
The commonly used discrete collision detection would check the triangles of each shape for collision, over successive discrete points in time. While straightforward to compute, it could miss a fast moving object hitting another one, due to the collision happening between discrete points in time tested.
Continuous collision detection would first compute the volumes traced by each triangle over an infinity of time. For a triangle moving at constant speed and without rotation, this volume could look like a triangular prism. CCD would then check for collision between the volumes, and finally trace back if and at what time the triangles actually shared the same space.
When angular velocity is introduced, the volume traced by each triangle no longer looks like a prism. It might look more like the shape of a screw, like a strand of DNA, or some other non-trivial shapes you might get by rotating a triangle around some arbitrary axis while dragging it linearly. Computing the shape of such volume is no easy feat.
One approach might first compute the sphere that contains an entire tetrahedron when it is rotating at the given angular velocity vector, if it was not moving linearly. You can compute a rotation circle for each vertex, and derive the sphere from that. Given a sphere, we can now approximate the extruded CCD volume as a cylinder with the radius of the sphere and progressing along the linear velocity vector. Finding collisions of such cylinders gets us a first approximation for an area to search for collisions in.
A second, complementary approach might attempt to approximate the actual volume traced by each triangle by breaking it down into small, almost-prismatic sub-volumes. It would take the triangle positions at two increments of time, and add surfaces generated by tracing the triangle vertices at those moments. It's an approximation because it connects a straight line rather than an actual curve. For the approximation to avoid gross errors, the duration between each successive moments needs to be short enough such that the triangle only completes a small fraction of a rotation. The duration can be derived from the angular velocity.
The second approach creates many more polygons! You can use the first approach to limit the search volume, and then use the second to get higher precision.
If you're solving this for a game engine, you might find the precision of above sufficient (I would still shudder at the computational cost). If, rather, you're writing a CAD program or working on your thesis, you might find it less than satisfying. In the latter case, you might want to refine the second approach, perhaps by a better geometric description of the volume occupied by a turning, moving triangle -- when limited to a small turn angle.
I have spent quite a lot of time wondering about geometry problems like this one, and it seems like accurate solutions, despite their simple statements, are way too complicated to be practical, even for analogous 2D cases.
But intuitively I see that such solutions do exist when you consider linear translation velocities and linear angular velocities. Don't think you'll find the answer on the web or in any book because what we're talking about here are special, yet complex, cases. An iterative solution is probably what you want anyway -- the rest of the world is satisfied with those, so why shouldn't you be?
If you were trying to collide non-rotating tetrahedra, I'd suggest a taking the Minkowski sum and performing a ray check, but that won't work with rotation.
The best I can come up with is to perform swept-sphere collision using their bounding spheres to give you a range of times to check using bisection or what-have-you.
Here's an outline of a closed-form mathematical approach. Each element of this will be easy to express individually, and the final combination of these would be a closed form expression if one could ever write it out:
1) The equation of motion for each point of the tetrahedra is fairly simple in it's own coordinate system. The motion of the center of mass (CM) will just move smoothly along a straight line and the corner points will rotate around an axis through the CM, assumed to be the z-axis here, so the equation for each corner point (parameterized by time, t) is p = vt + x + r(sin(wt+s)i + cos(wt + s)j ), where v is the vector velocity of the center of mass; r is the radius of the projection onto the x-y plane; i, j, and k are the x, y and z unit vectors; and x and s account for the starting position and phase of rotation at t=0.
2) Note that each object has it's own coordinate system to easily represent the motion, but to compare them you'll need to rotate each into a common coordinate system, which may as well be the coordinate system of the screen. (Note though that the different coordinate systems are fixed in space and not traveling with the tetrahedra.) So determine the rotation matrices and apply them to each trajectory (i.e. the points and CM of each of the tetrahedra).
3) Now you have an equation for each trajectory all within the same coordinate system and you need to find the times of the intersections. This can be found by testing whether any of the line segments from the points to the CM of a tetrahedron intersects the any of the triangles of another. This also has a closed-form expression, as can be found here.
Layering these steps will make for terribly ugly equations, but it wouldn't be hard to solve them computationally (although with the rotation of the tetrahedra you need to be sure not to get stuck in a local minimum). Another option might be to plug it into something like Mathematica to do the cranking for you. (Not all problems have easy answers.)
Sorry I'm not a math boff and have no idea what the correct terminology is. Hope my poor terms don't hide my meaning too much.
Pick some arbitrary timestep.
Compute the bounds of each shape in two dimensions perpendicular to the axis it is moving on for the timestep.
For a timestep:
If the shaft of those bounds for any two objects intersect, half timestep and start recurse in.
A kind of binary search of increasingly fine precision to discover the point at which a finite intersection occurs.
Your problem can be cast into a linear programming problem and solved exactly.
First, suppose (p0,p1,p2,p3) are the vertexes at time t0, and (q0,q1,q2,q3) are the vertexes at time t1 for the first tetrahedron, then in 4d space-time, they fill the following 4d closed volume
V = { (r,t) | (r,t) = a0 (p0,t0) + … + a3 (p3,t0) + b0 (q0,t1) + … + b3 (q3,t1) }
Here the a0...a3 and b0…b3 parameters are in the interval [0,1] and sum to 1:
a0+a1+a2+a3+b0+b1+b2+b3=1
The second tetrahedron is similarly a convex polygon (add a ‘ to everything above to define V’ the 4d volume for that moving tetrahedron.
Now the intersection of two convex polygon is a convex polygon. The first time this happens would satisfy the following linear programming problem:
If (p0,p1,p2,p3) moves to (q0,q1,q2,q3)
and (p0’,p1’,p2’,p3’) moves to (q0’,q1’,q2’,q3’)
then the first time of intersection happens at points/times (r,t):
Minimize t0*(a0+a1+a2+a3)+t1*(b0+b1+b2+b3) subject to
0 <= ak <=1, 0<=bk <=1, 0 <= ak’ <=1, 0<=bk’ <=1, k=0..4
a0*(p0,t0) + … + a3*(p3,t0) + b0*(q0,t1) + … + b3*(q3,t1)
= a0’*(p0’,t0) + … + a3’*(p3’,t0) + b0’*(q0’,t1) + … + b3’*(q3’,t1)
The last is actually 4 equations, one for each dimension of (r,t).
This is a total of 20 linear constraints of the 16 values ak,bk,ak', and bk'.
If there is a solution, then
(r,t)= a0*(p0,t0) + … + a3*(p3,t0) + b0*(q0,t1) + … + b3*(q3,t1)
Is a point of first intersection. Otherwise they do not intersect.
Thought about this in the past but lost interest... The best way to go about solving it would be to abstract out one object.
Make a coordinate system where the first tetrahedron is the center (barycentric coords or a skewed system with one point as the origin) and abstract out the rotation by making the other tetrahedron rotate around the center. This should give you parametric equations if you make the rotation times time.
Add the movement of the center of mass towards the first and its spin and you have a set of equations for movement relative to the first (distance).
Solve for t where the distance equals zero.
Obviously with this method the more effects you add (like wind resistance) the messier the equations get buts its still probably the simplest (almost every other collision technique uses this method of abstraction). The biggest problem is if you add any effects that have feedback with no analytical solution the whole equation becomes unsolvable.
Note: If you go the route of of a skewed system watch out for pitfalls with distance. You must be in the right octant! This method favors vectors and quaternions though, while the barycentric coords favors matrices. So pick whichever your system uses most effectively.