How to get an area (multiple 2) of LocationRect in bing maps? - math

I have an application that is using bing maps.
I can get the boundary of the current show map - for example, if my map is on Canada, then I will get the boundary of Canada (A rectangle):
LocationRect bounds = map.Bounds;
bounds has - Height, Width, East(point of type double), West, North, South, Center.
How can I get the bounds * 2? (In math I think it's Area * 2).
Explanation:
I have the bounds of the map (A rectangle).
I want to enlarge this bounds to be bigger twice.
If my rectangle was 2cm, 5cm -> it will become 4cm, 10cm.

If I understand it right it is a simple question if not... :-)
You have a Black rectangle that you know the ABCD coordinates.
Calculate the distance between AD Which will be your Y and the distance between AB that will be your X.
In order to get get the EFHG coordinates of a new rectangle that you need to follow the sketch, just add or subtract from vertexes coordinates of the Black rectangle in order to get the Blue rectangle.
Of course, you need to check all the time that the coordinates of the blue rectangle do not exceed the maximum coordinates of the map.

Related

Calculate nearest point on circle

I'm trying to calculate the point marked in red (to create a line between the circle and the corner of the box)
It's a similar problem to this A JavaScript function that returns the x,y points of intersection between two circles?
However this is for 2 circles.
I know the position of both, circle radius etc, how do I calculate the nearest point to that corner on the circle?
const shapeTop = this.shape.getAttribute('position').clone()
//I want to apply the position here
const geo = this.button.children[0].getAttribute('geometry')
if(!geo)
return
const halfWidth = geo.width * 0.5
const halfHeight = geo.height * 0.5
const buttonEdge = {
x: buttonPos.x + (buttonPos.x > 0 ? - halfWidth : halfWidth),
y: buttonPos.y + (buttonPos.y > 0 ? - halfHeight : halfHeight),
z: buttonPos.z,
}
In three.js, you can calculate the desired point like so:
var vector = new THREE.Vector3(); // or Vector2
vector.copy( corner ).sub( center ).setLength( radius ).add( center );
three.js r.93
The core question is, how to find a point on the circle which has the shortest distance to a given rectangle.
After my thought, we can split the whole 2D-plane into two areas, one is where the rectangle can be moved to by translating with the direction of its' borders, the other is where the rectangle can't be moved in that way. The first area paints like a crossing road (the colored area), and the second area is the rest of the 2D-plane (the white area).
If the center of this circle is inside the first area, then the requested point is the intersecting point of ((the circle) and (the perpendicular line from (the center of circle) to (the nearest border of the rectangle))). Else if the center is inside the second area, then the requested point is the nearest corner of the rectangle.
Update: Another thought is to consider just these 6 points: 4 is the intersection of ((the circle) and (the line between circle center and the 4 corner of rectangle)), another 2 is the intersection of ((the circle) and (the perpendicular line from (the center of circle) to (the borders of rectangle))).
As #WestLangley's answer correctly points out, it is easy to find the nearest point of the circle, once the nearest point on the rectangle is known.
However, there are two different types of "nearest point" possibile on the rectangle: a corner or a side. The figure below illustrates both possibilities:
To determine which case you have, project the center of the circle onto each of the four lines (for example, as in this Q&A). If you do a normalized projection, a value <0 or >1 indicates that your nearest point for that segment is a corner. You are then left with the four corners and any projections that resulted in a value between 0 and 1 as candidates.
Once you have found which candidate is nearest the center of the circle, apply the accepted answer.

how to get gps coordinate using one coordinate and distance

For example , it assumes that the black rectangle is a square.
and The gps coordinates of the red circle , which is in the square is lat 126.993611 long 37.5727
i want to know the yellow circle and blue circle coordinates displayed on the screen.
Units of length are all M(meter)
please let me know best calculate formula!
You can use geofence for this.
https://developer.android.com/training/location/geofencing.html
or you write a method which calculates your distance by coordinates.
Then you can use a rise and this method to get the new location.

Calculating end points of a rectangle with two given lat long points and breadth

I need to check whether a point lies within a given rectangle on a map. I am using leaflet to create bounding boxes which requires me to provide the south-west and north-east points of the rectangle.
I have the following information:
1. middle point of the top edge of the rectangle
2. middle point of the bottom edge of the rectangle
3. length of edge (i.e. breadth) = 1000 m.
It is safe to assume that the two points above are very close.
Any ideas on how this can be achieved will be helpful.
First, to get the upper left and lower right points, you'll need to use some geometry. This page: https://gis.stackexchange.com/questions/2951/algorithm-for-offsetting-a-latitude-longitude-by-some-amount-of-meters is a great example of how to accurately convert from meters to decimal degrees.
For example, in order to get the upper-left point, you are starting with the middle point of the line, and you have the total length of the line, you'll want to divide the length of the line by 2, then convert that length from meters to decimel degrees, then add the X coordinate by that amount. That will give you the upper-right corner. Repeat this for the lower-left corner by subtracting that amount instead of substracting.
var upperMiddlePoint = [30,50];
var segmentLength = 5000;
var northEastPoint = upperMiddlePoint;
var northEastPoint.x = northEastPoint.x + ((segmentLength / 2) * DECIMAL_DEGREES_PER_METER)
There's a quick and easy answer here: Simple calculations for working with lat/lon + km distance? that describes how to get the DECIMAL_DEGREES_PER_METER value in the above snippet.
To create a LatLngBounds object to represent your rectangle bounds. API Here.
var bounds = new L.LatLngBounds(southWestPoint, northEastPoint);
Then, use the LatLngBounds.contains() function, as described here, to determine if your point falls within these bounds.
var contains = bounds.contains([50, 30]);
if (contains) {
doStuff();
}
The contains boolean will be true if the bounds contain the point, false if not.

How do I find the dimensions of a rotated rectangle within an unrotated rectangle such that area is maximized?

I have a rectangle that is W x H.
Within that rectangle is another rectangle that is rotated by ϴ degrees which is always between -45 and 45 degrees, and shares the same center as the outer rectangle. I need to find w and h such that the area of the inner rectangle is maximized.
Here's a (ghetto) image to illustrate a bit. Though, the corners of the rectangles should probably be touching, I assume?
Here is the prototype of the function I'm looking to write:
SizeD GetMaxRectangleSize(double outerWidth, double outerHeight, float angle)
SizeD is just a struct that has a width and height in doubles.
Thanks to the comments for steering me in the right direction!
My solution, though perhaps not mathematically optimal, was to assume that if all four corners of the inner rectangle fall on the outer rectangle then area will be maximized.
Therefore:
H = wSin(ϴ) + hCos(ϴ)
W = wCos(ϴ) + hSin(ϴ)
Solving for w and h and substituting gives:
h = (HCos(ϴ) - WSin(ϴ))/(cos(ϴ)^2 - sin(ϴ)^2)
w = (WCos(ϴ) - HSin(ϴ))/(cos(ϴ)^2 - sin(ϴ)^2)
Which happens to work for ϴ = [0,45), and (-45,0] should act the same.
The tricky part of this question isn't how to calculate the area of an interior rectangle, but which of all the possible interior rectangles has maximum area?
To start with, observe that the box in your image is the same area regardless of how it is slid around horizontally, and if it is slid to the rightmost wall, it allows for an easy parameterization of the problem as follows:
I find it a bit easier to think of this problem, with the fixed box rotated by the offset angle so that the interior box lines up in a standard orientation. Here's a figure (I've changed theta to beta just because I can type it easily on a mac, and also left off the left most wall for reasons that will be clear):
So think of this constructed as follows: Pick a point on the right side of the exterior rectangle (shown here by a small circle), note the distance a from this point to the corner, and construct the largest possible interior with a corner at this point (by extending vertical and horizontal lines to the exterior rectangle). Clearly, then, the largest possible rectangle is one of the rectangles derived from the different values for a, and a is a good parameter for this problem.
So given that, then the area of the interior rectangle is:
A = (a * (H-a))/(cosß * sinß)
or, A = c * a * (H-a)
where I've folded the constant trig terms into the constant c. We need to maximize this, and to do that the derivative is useful:
dA/da = c * (H - 2a)
That is, starting at a=0 (ie, the circle in the figure is in the lower corner of the exterior rectangle, resulting in a tall and super skin interior rectangle), then the area of the interior rectangle increases monotonically until a=H/2, and then the area starts to decrease again.
That is, there are two cases:
1) If, as a increase from 0 to H/2, the far interior corner hits the opposite wall of the exterior, then the largest possible rectangle is when this contact occurs (and you know it's the largest due to the monotonic increase -- ie, the positive value of the derivative). This is your guess at the solution.
2) If the far corner never touches a wall, then the largest interior rectangle will be at a=H/2.
I haven't explicitly solved here for the area of the interior rectangle for each case, since that's a much easier problem than the proof, and anyone who could follow the proof, I assume could easily calculate the areas (and it does take a long time to write these things up).

Math/Calculations for infinite/repeating world with rotation

How do I make a infinite/repeating world that handles rotation, just like in this game:
http://bloodfromastone.co.uk/retaliation.html
I have coded my rotating moving world by having a hierarchy like this:
Scene
- mainLayer (CCLayer)
- rotationLayer(CCNode)
- positionLayer(CCNode)
The rotationLayer and positionLayer have the same size (4000x4000 px right now).
I rotate the whole world by rotating the rotationLayer, and I move the whole world by moving the positionLayer, so that the player always stays centered on the device screen and it is the world that moves and rotates.
Now I would like to make it so that if the player reaches the bounds of the world (the world is moved so that the worlds bounds gets in to contact with the device screen bounds), then the world is "wrapped" to the opposite bounds so that the world is infinite. If the world did not rotate that would be easy, but now that it does I have no idea how to do this. I am a fool at math and in thinking mathematically, so I need some help here.
Now I do not think I need any cocos2d-iphone related help here. What I need is some way to calculate if my player is outside the bounds of the world, and then some way to calculate what new position I must give the world to wrap the world.
I think I have to calculate a radius for a circle that will be my foundry inside the square world, that no matter what angle the square world is in, will ensure that the visible rectangle (the screen) will always be inside the bounds of the world square. And then I need a way to calculate if the visible rectangle bounds are outside the bounds circle, and if so I need a way to calculate the new opposite position in the bounds circle to move the world to. So to illustrate I have added 5 images.
Visible rectangle well inside bounds circle inside a rotated square world:
Top of visible rectangle hitting bounds circle inside a rotated square world:
Rotated square world moved to opposite vertical position so that bottom of visible rectangle now hitting bounds circle inside rotated world:
Another example of top of visible rectangle hitting bounds circle inside a rotated square world to illustrate a different scenario:
And again rotated square world moved to opposite vertical position so that bottom of visible rectangle now hitting bounds circle inside rotated world:
Moving the positionLayer in a non-rotated situation is the math that I did figure out, as I said I can figure this one out as long as the world does not get rotate, but it does. The world/CCNode (positionLayer) that gets moved/positioned is inside a world/CCNode (rotationLayer) that gets rotated. The anchor point for the rotationLayer that rotates is on the center of screen always, but as the positionLayer that gets moved is inside the rotating rotationLayer it gets rotated around the rotationLayer's anchor point. And then I am lost... When I e.g. move the positionLayer down enough so that its top border hits the top of the screen I need to wrap that positionLayer as JohnPS describes but not so simple, I need it to wrap in a vector based on the rotation of the rotationLayer CCNode. This I do not know how to do.
Thank you
Søren
Like John said, the easiest thing to do is to build a torus world. Imagine that your ship is a point on the surface of the donut and it can only move on the surface. Say you are located at the point where the two circles (red and purple in the picture) intersect:
.
If you follow those circles you'll end up where you started. Also, notice that, no matter how you move on the surface, there is no way you're going to reach an "edge". The surface of the torus has no such thing, which is why it's useful to use as an infinite 2D world. The other reason it's useful is because the equations are quite simple. You specify where on the torus you are by two angles: the angle you travel from the "origin" on the purple circle to find the red circle and the angle you travel on the red circle to find the point you are interested in. Both those angles wrap at 360 degrees. Let's call the two angles theta and phi. They are your ship's coordinates in the world, and what you change when you change velocities, etc. You basically use them as your x and y, except you have to make sure to always use the modulus when you change them (your world will only be 360 degrees in each direction, it will then wrap around).
Suppose now that your ship is at coordinates (theta_ship,phi_ship) and has orientation gamma_ship. You want to draw a square window with the ship at its center and length/width equal to some percentage n of the whole world (say you only want to see a quarter of the world at a time, then you'd set n = sqrt(1/4) = 1/2 and have the length and width of the window set to n*2*pi = pi). To do this you need a function that takes a point represented in the screen coordinates (x and y) and spits out a point in the world coordinates (theta and phi). For example, if you asked it what part of the world corresponds to (0,0) it should return back the coordinates of the ship (theta_ship,phi_ship). If the orientation of the ship is zero (x and y will be aligned with theta and phi) then some coordinate (x_0,y_0) will correspond to (theta_ship+k*x_0, phi_ship+k*y_0), where k is some scaling factor related to how much of the world one can see in a screen and the boundaries on x and y. The rotation by gamma_ship introduces a little bit of trig, detailed in the function below. See the picture for exact definitions of the quantities.
!Blue is the screen coordinate system, red is the world coordinate system and the configuration variables (the things that describe where in the world the ship is). The object
represented in world coordinates is green.
The coordinate transformation function might look something like this:
# takes a screen coordinate and returns a world coordinate
function screen2world(x,y)
# this is the angle between the (x,y) vector and the center of the screen
alpha = atan2(x,y);
radius = sqrt(x^2 + y^2); # and the distance to the center of the screen
# this takes into account the rotation of the ship with respect to the torus coords
beta = alpha - pi/2 + gamma_ship;
# find the coordinates
theta = theta_ship + n*radius*cos(beta)/(2*pi);
phi = phi_ship + n*radius*sin(beta)/(2*pi));
# return the answer, making sure it is between 0 and 2pi
return (theta%(2*pi),phi%(2*pi))
and that's pretty much it, I think. The math is just some relatively easy trig, you should make a little drawing to convince yourself that it's right. Alternatively you can get the same answer in a somewhat more automated fashion by using rotations matrices and their bigger brother, rigid body transformations (the special Euclidian group SE(2)). For the latter, I suggest reading the first few chapters of Murray, Li, Sastry, which is free online.
If you want to do the opposite (go from world coordinates to screen coordinates) you'd have to do more or less the same thing, but in reverse:
beta = atan2(phi-phi_ship, theta-theta_ship);
radius = 2*pi*(theta-theta_ship)/(n*cos(beta));
alpha = beta + pi/2 - gamma_ship;
x = radius*cos(alpha);
y = radius*sin(alpha);
You need to define what you want "opposite bounds" to mean. For 2-dimensional examples see Fundamental polygon. There are 4 ways that you can map the sides of a square to the other sides, and you get a sphere, real projective plane, Klein bottle, or torus. The classic arcade game Asteroids actually has a torus playing surface.
The idea is you need glue each of your boundary points to some other boundary point that will make sense and be consistent.
If your world is truly 3-dimensional (not just 3-D on a 2-D surface map), then I think your task becomes considerably more difficult to determine how you want to glue your edges together--your edges are now surfaces embedded in the 3-D world.
Edit:
Say you have a 2-D map and want to wrap around like in Asteroids.
If the map is 1000x1000 units, x=0 is the left border of the map, x=999 the right border, and you are looking to the right and see 20 units ahead. Then at x=995 you want to see up to 1015, but this is off the right side of the map, so 1015 should become 15.
If you are at x=5 and look to the left 20 units, then you see x=-15 which you really want to be 985.
To get these numbers (always between 0 and 999) when you are looking past the border of your map you need to use the modulo operator.
new_x = x % 1000; // in many programming languages
When x is negative each programming language handles the result of x % 1000 differently. It can even be implementation defined. i.e. it will not always be positive (between 0 and 999), so using this would be safer:
new_x = (x + 1000) % 1000; // result 0 to 999, when x >= -1000
So every time you move or change view you need to recompute the coordinates of your position and coordinates of anything in your view. You apply this operation to get back a coordinate on the map for both x and y coordinates.
I'm new to Cocos2d, but I think I can give it a try on helping you with the geometry calculation issue, since, as you said, it's not a framework question.
I'd start off by setting the anchor point of every layer you're using in the visual center of them all.
Then let's agree on the assumption that the first part to touch the edge will always be a corner.
In case you just want to check IF it's inside the circle, just check if all the four edges are inside the circle.
In case you want to know which edge is touching the circumference of the circle, just check for the one that is the furthest from point x=0 y=0, since the anchor will be at the center.
If you have a reason for not putting the anchor in the middle, you can use the same logic, just as long as you include half of the width of each object on everything.

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