I am trying to optimize the simulation function in my experiment so I can have more artificial brain-controlled agents running at a time. I profiled my code and found out that the big bottleneck in my code right now is computing the relative angle from every agent to every agent, which is O(n2), minus some small optimizations I have done. Here is the current code snippet I have for computing the angle:
[C++]
double calcAngle(double fromX, double fromY, double fromAngle, double toX, double toY)
{
double d = 0.0;
double Ux = 0.0, Uy = 0.0, Vx = 0.0, Vy = 0.0;
d = sqrt( calcDistanceSquared(fromX, fromY, toX, toY) );
Ux = (toX - fromX) / d;
Uy = (toY - fromY) / d;
Vx = cos(fromAngle * (cPI / 180.0));
Vy = sin(fromAngle * (cPI / 180.0));
return atan2(((Ux * Vy) - (Uy * Vx)), ((Ux * Vx) + (Uy * Vy))) * 180.0 / cPI;
}
I have two 2D points (x1, y1) and (x2, y2) and the facing of the “from” point (xa). I want to compute the angle that agent x needs to turn (relative to its current facing) to face agent y.
According to the profiler, the most expensive part is the atan2. I have Googled for hours and the above solution is the best solution I could find. Does anyone know of a more efficient way to compute the angle between two points? I am willing to sacrifice a little accuracy (+/- 1-2 degrees) for speed, if that affects anything.
As has been mentioned in the comments, there are probably high-level approaches to reduce your computational load.
But to the question in hand, you can just use the dot-product relationship:
where
aandbare your vectors,.denotes “dot product” and|| ||denotes “vector magnitude”.Essentially, this will replace your {
sqrt,cos,sin,atan2} with {sqrt,acos}.I would also suggest sticking to radians for all internal calculations, only converting to and from degrees for human-readable I/O.