How should I handle projection of 3D points clipped to the viewing plane? - rendering

I am creating a software based 3D renderer just to learn the concepts and mathematics. It's fun and I have a nice spinning cube atop a grid acting as a sort of floor. The grid/floor is rendered using line segments. I have a virtual camera positioned and oriented using a simple look-at transformation. The viewing plane is arbitrarily setup to be at distance n from the "eye", or at z = -n.
Everything works fine (transform from object to world to camera space, cull, project, clip, render) except for one thing. When rendering the grid, line segment endpoints might span the viewing plane of the virtual camera. I want to render the portion that is visible so I clip to the viewing plane. The clipped endpoint is projected to the viewing plane. The projection is:
p'(x) = -n * p(x) / p(z)
p'(y) = -n * p(y) / p(z)
All potentially visible points will have p(z) ≤ -n. The point that was clipped to the viewing plane has p(z) = -n. Thus, I have in effect:
p'(x) = p(x)
p'(y) = p(y)
for such a point; an orthographic projection.
The values here can easily be outside the window on the viewing plane which causes the viewport transformation to send these points way out of the bounds of the OS window. The effect is that I see stray lines flying around periodically. It's horrible.
Short of just doing everything like say OpenGL does it (I'd just use OpenGL!), what am I missing?
Thanks (if you made it this far!).
Here's a screenshot that shows the anomaly. The near right corner of the grid is just out of view. The line segment that comes down towards the near left corner of the grid is behind the camera and is thus clipped. The endpoint undergoes the (wrong) orthographic projection and ends up way out in left field.
I am not doing any view frustum culling (yet). Perhaps I should?

You should be able to get rid of these point that project outside of your screen space without having to look at your frustum volume. So before you do frustum culling, what is your screen-space clipping algorithm like? Take a look at these algorithms: http://en.wikipedia.org/wiki/Line_clipping and see if you could benefit.
Either way, I think you should consider making your renderer capable of handling points that lie outside the OS window. Using the above clipping algorithms, you can cull line segments that fall completely outside the window, and clamp line segments where only one point is outside, or where both points are outside, but the line travels through the screen space.

Having just looked into this very same topic, I found there wasn't anything very clever needed to perform this operation.
First of all, its possible define a near and far plane, then clip the segment by those planes (see example).
While this works fine, I wanted to avoid extra calculations on top of the projection.
This maybe obvious to anyone familiar with projection matrices, I had to double check to confirm this would work properly.
As it turns out you can perform near/far line clipping with simple logic.
Multiply the position with a perspective matrix, to get a 4D vector.
Compare the 4th component with the near/far clip distances.
Clip the segment if its needed.
This can be optimized by calculating the 4th component of the vector before calculating the full projection.
It also means you don't need to re-calculated the XYZ components again after clipping.
For example: this multiplies a 4D vector with a 4x4 matrix.
pub fn mul_m4v4(m: &[[f64; 4]; 4], v: &[f64; 4]) -> [f64; 4] {
[
v[0] * m[0][0] + v[1] * m[1][0] + v[2] * m[2][0] + m[3][0] * v[3],
v[0] * m[0][1] + v[1] * m[1][1] + v[2] * m[2][1] + m[3][1] * v[3],
v[0] * m[0][2] + v[1] * m[1][2] + v[2] * m[2][2] + m[3][2] * v[3],
v[0] * m[0][3] + v[1] * m[1][3] + v[2] * m[2][3] + m[3][3] * v[3],
]
}
Since this is a 3D position, we can assume the 4th component is 1.0.
pub fn mul_m4v3_as_v4(m: &[[f64; 4]; 4], v: &[f64; 3]) -> [f64; 4] {
[
v[0] * m[0][0] + v[1] * m[1][0] + v[2] * m[2][0] + m[3][0],
v[0] * m[0][1] + v[1] * m[1][1] + v[2] * m[2][1] + m[3][1],
v[0] * m[0][2] + v[1] * m[1][2] + v[2] * m[2][2] + m[3][2],
v[0] * m[0][3] + v[1] * m[1][3] + v[2] * m[2][3] + m[3][3],
]
}
To avoid the full calculation, split out a separate function to get the 4th component.
pub fn mul_project_m4_v3_zfac(m: &[[f64; 4]; 4], v: &[f64; 3]) -> [f64; 4] {
v[0] * m[0][3] + v[1] * m[1][3] + v[2] * m[2][3] + m[3][3]
}
Here is a commit that implements clipping as described above.
Note: matrices are column major (like OpenGL).

Related

Code for Archimedean Spiral with equidistant points is inaccurate near center

I need to be able to find x, y coordinates at any length down an Archimedean spiral arm, given a specific distance between each loop of the arm.
I have researched previous questions on Stackoverflow, and across the Internet, and I have found three methods, which are each different, and each plot me a spiral. (I call them the first, second and third method, here.)
The first method, does plot equidistant points, with the pointdist variable = 1, but as this is increased, there is also an aberration of point distances (supposed to be equidistant) near the center of the spiral.
The third method and second method, do not correctly plot equidistant points near the center of the spiral. (See graphs below)
The third method, though, allows me to input any length down the arm and obtain x, y coordinates.
The first and second methods plot equidistant points by a process where they additively sum a variable, each cycle of a loop to plot the equidistant points. Because of how this value is built up instead of calculated from scratch using only the distance along the spiral arm variable, I can't use these two methods to find coordinates at any arbitrary length along the arm [Proofreading this, I just thought, perhaps if I initialize the length to calculate one point each time. However, all three methods have problems even with equidistant points.]
Here is output from the third method:
Here is the code of the "third method". This method uses what an answer to another sprial-related question on Stackoverflow (Placing points equidistantly along an Archimedean spiral) calls the "Clackson scroll formula", which is said to be possibly inaccurate in some ranges.
double thetamax = 10 * Math.PI;
double b = armbandwidth / (2 * Math.PI);
// "armbandwidth” value influences distance between the spiral arms, usually kept between 1 and 20
AddPoint(0,0); // Mark the origin of the spiral
// “pointdist” is the length between points to plot along the spiral, I use 0.1 to 2+
// but it doesn't reveal spiral shape with increasing values
for (double s = pointdist; s < spirallength; s += pointdist)
{
double thetai = Math.Sqrt(2 * s / b);
double xx = b * thetai * Math.Cos(thetai);
double yy = b * thetai * Math.Sin(thetai);
AddPoint(xx, yy);
}
I need to both:
Use a method that does not have aberrations in the equidistance of points along the spiral arm, given equally spaced values of lengths down the spiral arms.
Use a method that allows me to specify the width between the spiral arms (in terms of the same units used for the length along spiral arm between the points, as well).
In case it helps, and to be clear about what I've tried, here are the code and output from the other methods I've found and tested (here called "second method" and "first method") for calculating the coordinates of equidistant points along an Archimedean spiral:
Here is output from the second method (note the uneven distanced points near center):
Here is the code for the second method:
AddPoint(0,0); // Mark the origin of the spiral
double arclength = 0.8; // This value (kept between 0.1 and 20 or so) sets the distance between points to calculate coordinates for along the spiral curve
double r = arclength;
double b = armbandwidth / (2 * Math.PI); // "armbandwidth" value influences distance between the spiral arms, usually kept between 3.5 to 10
double phi = r / b;
double xx = r * Math.Cos(phi);
double yy = r * Math.Sin(phi);
AddPoint(xx, yy);
while( r <= spirallength ) // spirallength determines roughly how many iterations of points to draw
{
phi += arclength / r;
r = b * phi;
xx = r * Math.Cos(phi);
yy = r * Math.Sin(phi);
AddPoint(xx, yy);
}
Because the variable phi is additively increased each iteration, I can't pass in any length down the spiral arm to find coordinates for. (Maybe if I initialized the whole method only to a single arclength each time. - In any case, the points near center are not evenly spaced.)
Here is output from the first method (Equidistant points throughout with pointdist = 1):
Here is the code of the first method:
double separation = 4; // Value influences distance between the spiral arms, usually kept 3.5 to 10+
double angle = 0;
double r;
AddPoint(0,0); // Mark the origin of the spiral
for (double i=0; i <= spirallength; i+=pointdist) // spirallength determines pointdist spaced points to plot
{
r = Math.Sqrt(i+1);
angle += Math.Asin(1/r);
double xx = Math.Cos(angle) * r*separation;
double yy = Math.Sin(angle) * r*separation;
AddPoint(xx, yy);
}
However, when "pointdist" is increased above 1, there are aberrations in equidistance between points near the center of the spiral, even by this method. Here is the output of a graph using the "first method" and pointdist = 9:
Can anyone help me calculate x, y coordinates for any length down the spiral arm from center, for an Archimedes spiral defined by a specified width between loops of the arm?
(It should be able to have equidistant points, accurate even near the center, and be able to take a width between loops of the arm in units the same scale as those used for the distance to a point along the arm passed to the coordinates equation.)
Much appreciated!
I believe this last piece of code is the best (most simple and straightforward) approach:
constant angle variation
For a given angle
calculate the radius
convert Polar coordinates to Cartesian.
However, I understand the Archimedean spiral is defined by the formula: r = a + b * angle (where a=0 to simplify, and b controls the distance between loops.
In short, the position of particle is proportional to the angle θ as time elapses.
So what's up with that? That's not linear at all!
r = Math.Sqrt(i+1);
angle += Math.Asin(1/r);
Here's a simple way to make it.
It's not a running code. But I believe it's very easy to understand.
So just understand the logic and then code it with your own variables:
for (some incrementing t)
{
radius = t/100; //Start at radius = 0. When t = 100, radius=1.
angle = t*2*Pi/200; //It takes 200 points to make a full 360 (2Pi) turn
//Now converting from polar coordinates (r,angle) to (x,y):
x = cos(angle) * r;
y = sin(angle) * r;
AddPoint(x, y);
}
This code generates the following image:
This generates the right trajectory. However, as noticed, this does not produce equidistant points, because each angle increment is multiplied by the radius. So I suggest you to find a correction function and apply it to t. Like so:
function correction(i)
{
// I actually don't know the exact relationship between t and i
t = 1/i
// But I think it converges to t=1/i for very small increments
return t
}
for (some incrementing i)
{
t = correction(i)
...
}

Initial velocity vector for circular orbit

I'm trying to create a solar system simulation, and I'm having problems trying to figure out initial velocity vectors for random objects I've placed into the simulation.
Assume:
- I'm using Gaussian grav constant, so all my units are AU/Solar Masses/Day
- Using x,y,z for coordinates
- One star, which is fixed at 0,0,0. Quasi-random mass is determined for it
- I place a planet, at a random x,y,z coordinate, and its own quasi-random mass determined.
Before I start the nbody loop (using RK4), I would like the initial velocity of the planet to be such that it has a circular orbit around the star. Other placed planets will, of course, pull on it once the simulation starts, but I want to give it the chance to have a stable orbit...
So, in the end, I need to have an initial velocity vector (x,y,z) for the planet that means it would have a circular orbit around the star after 1 timestep.
Help? I've been beating my head against this for weeks and I don't believe I have any reasonable solution yet...
It is quite simple if you assume that the mass of the star M is much bigger than the total mass of all planets sum(m[i]). This simplifies the problem as it allows you to pin the star to the centre of the coordinate system. Also it is much easier to assume that the motion of all planets is coplanar, which further reduces the dimensionality of the problem to 2D.
First determine the magnitude of the circular orbit velocity given the magnitude of the radius vector r[i] (the radius of the orbit). It only depends on the mass of the star, because of the above mentioned assumption: v[i] = sqrt(mu / r[i]), where mu is the standard gravitational parameter of the star, mu = G * M.
Pick a random orbital phase parameter phi[i] by sampling uniformly from [0, 2*pi). Then the initial position of the planet in Cartesian coordinates is:x[i] = r[i] * cos(phi[i]) y[i] = r[i] * sin(phi[i])
With circular orbits the velocity vector is always perpendicular to the radial vector, i.e. its direction is phi[i] +/- pi/2 (+pi/2 for counter-clockwise (CCW) rotation and -pi/2 for clockwise rotation). Let's take CCW rotation as an example. The Cartesian coordinates of the planet's velocity are:vx[i] = v[i] * cos(phi[i] + pi/2) = -v[i] * sin(phi[i])vy[i] = v[i] * sin(phi[i] + pi/2) = v[i] * cos(phi[i])
This easily extends to coplanar 3D motion by adding z[i] = 0 and vz[i] = 0, but it makes no sense, since there are no forces in the Z direction and hence z[i] and vz[i] would forever stay equal to 0 (i.e. you will be solving for a 2D subspace problem of the full 3D space).
With full 3D simulation where each planet moves in a randomly inclined initial orbit, one can work that way:
This step is equal to step 1 from the 2D case.
You need to pick an initial position on the surface of the unit sphere. See here for examples on how to do that in a uniformly random fashion. Then scale the unit sphere coordinates by the magnitude of r[i].
In the 3D case, instead of two possible perpendicular vectors, there is a whole tangential plane where the planet velocity lies. The tangential plane has its normal vector collinear to the radius vector and dot(r[i], v[i]) = 0 = x[i]*vx[i] + y[i]*vy[i] + z[i]*vz[i]. One could pick any vector that is perpendicular to r[i], for example e1[i] = (-y[i], x[i], 0). This results in a null vector at the poles, so there one could pick e1[i] = (0, -z[i], y[i]) instead. Then another perpendicular vector can be found by taking the cross product of r[i] and e1[i]:e2[i] = r[i] x e1[i] = (r[2]*e1[3]-r[3]*e1[2], r[3]*e1[1]-r[1]*e1[3], r[1]*e1[2]-r[2]*e1[1]). Now e1[i] and e2[i] can be normalised by dividing them by their norms:n1[i] = e1[i] / ||e1[i]||n2[i] = e2[i] / ||e2[i]||where ||a|| = sqrt(dot(a, a)) = sqrt(a.x^2 + a.y^2 + a.z^2). Now that you have an orthogonal vector basis in the tangential plane, you can pick one random angle omega in [0, 2*pi) and compute the velocity vector as v[i] = cos(omega) * n1[i] + sin(omega) * n2[i], or as Cartesian components:vx[i] = cos(omega) * n1[i].x + sin(omega) * n2[i].xvy[i] = cos(omega) * n1[i].y + sin(omega) * n2[i].yvz[i] = cos(omega) * n1[i].z + sin(omega) * n2[i].z.
Note that by construction the basis in step 3 depends on the radius vector, but this does not matter since a random direction (omega) is added.
As to the choice of units, in simulation science we always tend to keep things in natural units, i.e. units where all computed quantities are dimensionless and kept in [0, 1] or at least within 1-2 orders of magnitude and so the full resolution of the limited floating-point representation could be used. If you take the star mass to be in units of Solar mass, distances to be in AUs and time to be in years, then for an Earth-like planet at 1 AU around a Sun-like star, the magnitude of the orbital velocity would be 2*pi (AU/yr) and the magnitude of the radius vector would be 1 (AU).
Just let centripetal acceleration equal gravitational acceleration.
m1v2 / r = G m1m2 / r2
v = sqrt( G m2 / r )
Of course the star mass m2 must be much greater than the planet mass m1 or you don't really have a one-body problem.
Units are a pain in the butt when setting up physics problems. I've spent days resolving errors in seconds vs timestep units. Your choice of AU/Solar Masses/Day is utterly insane. Fix that before anything else.
And, keep in mind that computers have inherently limited precision. An nbody simulation accumulates integration error, so after a million or a billion steps you will certainly not have a circle, regardless of the step duration. I don't know much about that math, but I think stable n-body systems keep themselves stable by resonances which absorb minor variations, whether introduced by nearby stars or by the FPU. So the setup might work fine for a stable, 5-body problem but still fail for a 1-body problem.
As Ed suggested, I would use the mks units, rather than some other set of units.
For the initial velocity, I would agree with part of what Ed said, but I would use the vector form of the centripetal acceleration:
m1v2/r r(hat) = G m1 m2 / r2 r(hat)
Set z to 0, and convert from polar coordinates to cartesian coordinates (x,y). Then, you can assign either y or x an initial velocity, and compute what the other variable is to satisfy the circular orbit criteria. This should give you an initial (Vx,Vy) that you can start your nbody problem from. There should also be quite a bit of literature out there on numerical recipes for nbody central force problems.

How can I find the points in a line - Objective c?

Consider a line from point A (x,y) to B (p,q).
The method CGContextMoveToPoint(context, x, y); moves to the point x,y and the method CGContextAddLineToPoint(context, p, q); will draw the line from point A to B.
My question is, can I find the all points that the line cover?
Actually I need to know the exact point which is x points before the end point B.
Refer this image..
The line above is just for reference. This line may have in any angle. I needed the 5th point which is in the line before the point B.
Thank you
You should not think in terms of pixels. Coordinates are floating point values. The geometric point at (x,y) does not need to be a pixel at all. In fact you should think of pixels as being rectangles in your coordinate system.
This means that "x pixels before the end point" does not really makes sense. If a pixel is a rectangle, "x pixels" is a different quantity if you move horizontally than it is if you move vertically. And if you move in any other direction it's even harder to decide what it means.
Depending on what you are trying to do it may or may not be easy to translate your concepts in pixel terms. It's probably better, however, to do the opposite and stop thinking in terms of pixels and translate all you are currently expressing in pixel terms into non pixel terms.
Also remember that exactly what a pixel is is system dependent and you may or may not, in general, be able to query the system about it (especially if you take into consideration things like retina displays and all resolution independent functionality).
Edit:
I see you edited your question, but "points" is not more precise than "pixels".
However I'll try to give you a workable solution. At least it will be workable once you reformulate your problem in the right terms.
Your question, correctly formulated, should be:
Given two points A and B in a cartesian space and a distance delta, what are the coordinates of a point C such that C is on the line passing through A and B and the length of the segment BC is delta?
Here's a solution to that question:
// Assuming point A has coordinates (x,y) and point B has coordinates (p,q).
// Also assuming the distance from B to C is delta. We want to find the
// coordinates of C.
// I'll rename the coordinates for legibility.
double ax = x;
double ay = y;
double bx = p;
double by = q;
// this is what we want to find
double cx, cy;
// we need to establish a limit to acceptable computational precision
double epsilon = 0.000001;
if ( bx - ax < epsilon && by - ay < epsilon ) {
// the two points are too close to compute a reliable result
// this is an error condition. handle the error here (throw
// an exception or whatever).
} else {
// compute the vector from B to A and its length
double bax = bx - ax;
double bay = by - ay;
double balen = sqrt( pow(bax, 2) + pow(bay, 2) );
// compute the vector from B to C (same direction of the vector from
// B to A but with lenght delta)
double bcx = bax * delta / balen;
double bcy = bay * delta / balen;
// and now add that vector to the vector OB (with O being the origin)
// to find the solution
cx = bx + bcx;
cy = by + bcy;
}
You need to make sure that points A and B are not too close or the computations will be imprecise and the result will be different than you expect. That's what epsilon is supposed to do (you may or may not want to change the value of epsilon).
Ideally a suitable value for epsilon is not related to the smallest number representable in a double but to the level of precision that a double gives you for values in the order of magnitude of the coordinates.
I have hardcoded epsilon, which is a common way to define it's value as you generally know in advance the order of magnitude of your data, but there are also 'adaptive' techniques to compute an epsilon from the actual values of the arguments (the coordinates of A and B and the delta, in this case).
Also note that I have coded for legibility (the compiler should be able to optimize anyway). Feel free to recode if you wish.
It's not so hard, translate your segment into a math line expression, x pixels may be translated into radius of a circe with center in B, make a system to find where they intercept, you get two solutions, take the point that is closer to A.
This is the code you can use
float distanceFromPx2toP3 = 1300.0;
float mag = sqrt(pow((px2.x - px1.x),2) + pow((px2.y - px1.y),2));
float P3x = px2.x + distanceFromPx2toP3 * (px2.x - px1.x) / mag;
float P3y = px2.y + distanceFromPx2toP3 * (px2.y - px1.y) / mag;
CGPoint P3 = CGPointMake(P3x, P3y);
Either you can follow this link also it will give you the detail description -
How to find a third point using two other points and their angle.
You can find out number of points whichever you want to find.

Determining if a vertex is to the left or right of the camera

If you have a given vertex how could you determine whether that vertex is to the left or right (or possibly directly in line with) the camera?
All the info I find on this shows how to do it in 2D but I need 3D.
If I add the camera's look vector onto the camera's location I will have the ray that I need.
But the up vector also has to be thrown into the equation, so it seems a little tricky.
I think I have to find a transformation that makes the up vector = (0, 1, 0) and the look vector = (0, 0, 1) and then apply that transformation to the vertex. Then you can just say if the vertice's x coordinate is less than the camera's then it is to its left, else it is to the right.
It's as simple as multiplying the vector by the View-Projection matrix.
Here is what it boils down to though so you don't have to do a full matrix multiplication (you only need to check one section of the resulting matrix to see which side of the screen the vertex is on)
private bool left(Vector3 v)
{
if (viewProjection.M11 * v.X + viewProjection.M21 * v.Y + viewProjection.M31 * v.Z + viewProjection.M41 < 0)
return true;
return false;
}
viewProjection is obviously just the view matrix * projection matrix

Calculating 2D resultant forces for vehicles in games

I am trying to calculate the forces that will act on circular objects in the event of a collision. Unfortunately, my mechanics is slightly rusty so i'm having a bit of trouble.
I have an agent class with members
vector position // (x,y)
vector velocity // (x,y)
vector forward // (x,y)
float radius // radius of the agent (all circles)
float mass
So if we have A,B:Agent, and in the next time step the velocity is going to change the position. If a collision is going to occur I want to work out the force that will act on the objects.
I know Line1 = (B.position-A.position) is needed to work out the angle of the resultant force but how to calculate it is baffling me when I have to take into account current velocity of the vehicle along with the angle of collision.
arctan(L1.y,L1.x) is am angle for the force (direction can be determined)
sin/cos are height/width of the components
Also I know to calculate the rotated axis I need to use
x = cos(T)*vel.x + sin(T)*vel.y
y = cos(T)*vel.y + sin(T)*vel.x
This is where my brain can't cope anymore.. Any help would be appreciated.
As I say, the aim is to work out the vector force applied to the objects as I have already taken into account basic physics.
Added a little psudocode to show where I was starting to go with it..
A,B:Agent
Agent {
vector position, velocity, front;
float radius,mass;
}
vector dist = B.position - A.position;
float distMag = dist.magnitude();
if (distMag < A.radius + B.radius) { // collision
float theta = arctan(dist.y,dist.x);
flost sine = sin(theta);
float cosine = cos(theta);
vector newAxis = new vector;
newAxis.x = cosine * dist .x + sine * dist .y;
newAxis.y = cosine * dist .y - sine * dist .x;
// Converted velocities
vector[] vTemp = {
new vector(), new vector() };
vTemp[0].x = cosine * agent.velocity.x + sine * agent.velocity.y;
vTemp[0].y = cosine * agent.velocity.y - sine * agent.velocity.x;
vTemp[1].x = cosine * current.velocity.x + sine * current.velocity.y;
vTemp[1].y = cosine * current.velocity.y - sine * current.velocity.x;
Here's to hoping there's a curious maths geek on stack..
Let us assume, without loss of generality, that we are in the second object's reference frame before the collision.
Conservation of momentum:
m1*vx1 = m1*vx1' + m2*vx2'
m1*vy1 = m1*vy1' + m2*vy2'
Solving for vx1', vy1':
vx1' = vx1 - (m2/m1)*vx2'
vy1' = vy1 - (m2/m1)*vy2'
Secretly, I will remember the fact that vx1'*vx1' + vy1'*vy1' = v1'*v1'.
Conservation of energy (one of the things elastic collisions give us is that angle of incidence is angle of reflection):
m1*v1*v1 = m1*v1'*v1' + m2*v2'+v2'
Solving for v1' squared:
v1'*v1' = v1*v1 - (m2/m1)v2'*v2'
Combine to eliminate v1':
(1-m2/m1)*v2'*v2' = 2*(vx2'*vx1+vy2'*vy1)
Now, if you've ever seen a stationary poolball hit, you know that it flies off in the direction of the contact normal (this is the same as your theta).
v2x' = v2'cos(theta)
v2y' = v2'sin(theta)
Therefore:
v2' = 2/(1-m2/m1)*(vx1*sin(theta)+vy1*cos(theta))
Now you can solve for v1' (either use v1'=sqrt(v1*v1-(m2/m1)*v2'*v2') or solve the whole thing in terms of the input variables).
Let's call phi = arctan(vy1/vx1). The angle of incidence relative to the tangent line to the circle at the point of intersection is 90-phi-theta (pi/2-phi-theta if you prefer). Add that again for the reflection, then convert back to an angle relative to the horizontal. Let's call the angle of incidence psi = 180-phi-2*theta (pi-phi-2*theta). Or,
psi = (180 or pi) - (arctan(vy1/vx1))-2*(arctan(dy/dx))
So:
vx1' = v1'sin(psi)
vy1' = v1'cos(psi)
Consider: if these circles are supposed to be solid 3D spheres, then use a mass proportional to radius-cubed for each one (note that the proportionality constant cancels out). If they are supposed to be disklike, use mass proportional to radius-squared. If they are rings, just use radius.
Next point to consider: Since the computer updates at discrete time events, you actually have overlapping objects. You should back out the objects so that they don't overlap before computing the new location of each object. For extra credit, figure out the time that they should have intersected, then move them in the new direction for that amount of time. Note that this time is just the overlap / old velocity. The reason that this is important is that you might imagine a collision that is computed that causes the objects to still overlap (causing them to collide again).
Next point to consider: to translate the original problem into this problem, just subtract object 2's velocity from object 1 (component-wise). After the computation, remember to add it back.
Final point to consider: I probably made an algebra error somewhere along the line. You should seriously consider checking my work.