I found an algorithm to do trilateration in 2-D this link. But the formulas are too complicated. What is happening here? Can you please break it down to terms like dot product, cross product, distance etc?
TULIP Trilateration in 2-D algorithm in simpler form
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Let P be the unknown point. (Bold for 2D vectors.)
Write the implicit equations of circles 1 and 2:
(P - P1)² = d1²
(P - P2)² = d2²
Substract memberwise and rearrange:
2.(P2 - P1).P = d1² - d2² + P2² - P1²
Similarly with circles 1 and 3:
2.(P3 - P1).P = d1² - d3² + P3² - P1²
Looking closely, you will notice that this forms a system of two linear equations in two unknowns:
2.(X2 - X1).X + 2.(Y2 - Y1).Y = d1² - d2² + P2² - P1²
2.(X3 - X1).X + 2.(Y3 - Y1).Y = d1² - d3² + P3² - P1²
Use Cramer's rule, or if you insist on using vector calculus, work it out as follows.
Rewrite the system as:
A.P = a
B.P = b
Compute vectors perpendicular to A and B in the xy plane, using cross products A' = A /\ 1z and B' = B /\ 1z, and express P as a linear combination of these:
P = u . A' + v . B'
Performing a dot product with A and B gives, after simplification:
A.P = a = v . A.B'
B.P = b = u . B.A'
Note that A.B' = A.(B /\ 1z) = 1z.(A /\ B) = -1z.(B /\ A) = -B.(A /\ 1z) = -B.A' (mixed product).
All in all:
P = [ (- b.A + a.B) /\ 1z ] / [ 1z.(A /\ B) ]
(which is a rewrite of Cramer's result.)