Detecting whether a GPS coordinate falls within a polygon on a map - math

As stated in the title, the goal is to have a way for detecting whether a given GPS coordinate falls inside a polygon or not.
The polygon itself can be either convex or concave. It's defined as a set of edge vectors and a known point within that polygon. Each edge vector is further defined by four coordinates which are the latitudes and longitudes of respective tip points and a bearing relative to the starting point.
There are a couple of questions similar to this one here on StackOverflow but they describe the solution only in general terms and for a 2D plane, whereas I am looking for an existing implementation that supports polygons defined by latitude/longitude pairs in WGS 84.
What API-s or services are out there for doing such collision tests?

Here is a java program which uses a function that will return true if a latitude/longitude is found inside of a polygon defined by a list of lat/longs, with demonstration for the state of florida.
I'm not sure if it deals with the fact that the lat/long GPS system is not an x/y coordinate plane. For my uses I have demonstrated that it works (I think if you specify enough points in the bounding box, it washes away the effect that the earth is a sphere, and that straight lines between two points on the earth is not an arrow straight line.
First specify the points that make up the corner points of the polygon, it can have concave and convex corners. The coordinates I use below traces the perimeter of the state of Florida.
method coordinate_is_inside_polygon utilizes an algorithm I don't quite understand. Here is an official explanation from the source where I got it:
"... solution forwarded by Philippe Reverdy is to compute the sum of the angles made between the test point and each pair of points making up the polygon. If this sum is 2pi then the point is an interior point, if 0 then the point is an exterior point. This also works for polygons with holes given the polygon is defined with a path made up of coincident edges into and out of the hole as is common practice in many CAD packages. "
My unit tests show it does work reliably, even when the bounding box is a 'C' shape or even shaped like a Torus. (My unit tests test many points inside Florida and make sure the function returns true. And I pick a number of coordinates everywhere else in the world and make sure it returns false. I pick places all over the world which might confuse it.
I'm not sure this will work if the polygon bounding box crosses the equator, prime meridian, or any area where the coordinates change from -180 -> 180, -90 -> 90. Or your polygon wraps around the earth around the north/south poles. For me, I only need it to work for the perimeter of Florida. If you have to define a polygon that spans the earth or crosses these lines, you could work around it by making two polygons, one representing the area on one side of the meridian and one representing the area on the other side and testing if your point is in either of those points.
Here is where I found this algorithm: Determining if a point lies on the interior of a polygon - Solution 2
Run it for yourself to double check it.
Put this in a file called Runner.java
import java.util.ArrayList;
public class Runner
{
public static double PI = 3.14159265;
public static double TWOPI = 2*PI;
public static void main(String[] args) {
ArrayList<Double> lat_array = new ArrayList<Double>();
ArrayList<Double> long_array = new ArrayList<Double>();
//This is the polygon bounding box, if you plot it,
//you'll notice it is a rough tracing of the parameter of
//the state of Florida starting at the upper left, moving
//clockwise, and finishing at the upper left corner of florida.
ArrayList<String> polygon_lat_long_pairs = new ArrayList<String>();
polygon_lat_long_pairs.add("31.000213,-87.584839");
//lat/long of upper left tip of florida.
polygon_lat_long_pairs.add("31.009629,-85.003052");
polygon_lat_long_pairs.add("30.726726,-84.838257");
polygon_lat_long_pairs.add("30.584962,-82.168579");
polygon_lat_long_pairs.add("30.73617,-81.476441");
//lat/long of upper right tip of florida.
polygon_lat_long_pairs.add("29.002375,-80.795288");
polygon_lat_long_pairs.add("26.896598,-79.938355");
polygon_lat_long_pairs.add("25.813738,-80.059204");
polygon_lat_long_pairs.add("24.93028,-80.454712");
polygon_lat_long_pairs.add("24.401135,-81.817017");
polygon_lat_long_pairs.add("24.700927,-81.959839");
polygon_lat_long_pairs.add("24.950203,-81.124878");
polygon_lat_long_pairs.add("26.0015,-82.014771");
polygon_lat_long_pairs.add("27.833247,-83.014527");
polygon_lat_long_pairs.add("28.8389,-82.871704");
polygon_lat_long_pairs.add("29.987293,-84.091187");
polygon_lat_long_pairs.add("29.539053,-85.134888");
polygon_lat_long_pairs.add("30.272352,-86.47522");
polygon_lat_long_pairs.add("30.281839,-87.628784");
//Convert the strings to doubles.
for(String s : polygon_lat_long_pairs){
lat_array.add(Double.parseDouble(s.split(",")[0]));
long_array.add(Double.parseDouble(s.split(",")[1]));
}
//prints TRUE true because the lat/long passed in is
//inside the bounding box.
System.out.println(coordinate_is_inside_polygon(
25.7814014D,-80.186969D,
lat_array, long_array));
//prints FALSE because the lat/long passed in
//is Not inside the bounding box.
System.out.println(coordinate_is_inside_polygon(
25.831538D,-1.069338D,
lat_array, long_array));
}
public static boolean coordinate_is_inside_polygon(
double latitude, double longitude,
ArrayList<Double> lat_array, ArrayList<Double> long_array)
{
int i;
double angle=0;
double point1_lat;
double point1_long;
double point2_lat;
double point2_long;
int n = lat_array.size();
for (i=0;i<n;i++) {
point1_lat = lat_array.get(i) - latitude;
point1_long = long_array.get(i) - longitude;
point2_lat = lat_array.get((i+1)%n) - latitude;
//you should have paid more attention in high school geometry.
point2_long = long_array.get((i+1)%n) - longitude;
angle += Angle2D(point1_lat,point1_long,point2_lat,point2_long);
}
if (Math.abs(angle) < PI)
return false;
else
return true;
}
public static double Angle2D(double y1, double x1, double y2, double x2)
{
double dtheta,theta1,theta2;
theta1 = Math.atan2(y1,x1);
theta2 = Math.atan2(y2,x2);
dtheta = theta2 - theta1;
while (dtheta > PI)
dtheta -= TWOPI;
while (dtheta < -PI)
dtheta += TWOPI;
return(dtheta);
}
public static boolean is_valid_gps_coordinate(double latitude,
double longitude)
{
//This is a bonus function, it's unused, to reject invalid lat/longs.
if (latitude > -90 && latitude < 90 &&
longitude > -180 && longitude < 180)
{
return true;
}
return false;
}
}
Demon magic needs to be unit-tested. Put this in a file called MainTest.java to verify it works for you
import java.util.ArrayList;
import org.junit.Test;
import static org.junit.Assert.*;
public class MainTest {
#Test
public void test_lat_long_in_bounds(){
Runner r = new Runner();
//These make sure the lat/long passed in is a valid gps
//lat/long coordinate. These should be valid.
assertTrue(r.is_valid_gps_coordinate(25, -82));
assertTrue(r.is_valid_gps_coordinate(-25, -82));
assertTrue(r.is_valid_gps_coordinate(25, 82));
assertTrue(r.is_valid_gps_coordinate(-25, 82));
assertTrue(r.is_valid_gps_coordinate(0, 0));
assertTrue(r.is_valid_gps_coordinate(89, 179));
assertTrue(r.is_valid_gps_coordinate(-89, -179));
assertTrue(r.is_valid_gps_coordinate(89.999, 179));
//If your bounding box crosses the equator or prime meridian,
then you have to test for those situations still work.
}
#Test
public void realTest_for_points_inside()
{
ArrayList<Double> lat_array = new ArrayList<Double>();
ArrayList<Double> long_array = new ArrayList<Double>();
ArrayList<String> polygon_lat_long_pairs = new ArrayList<String>();
//upper left tip of florida.
polygon_lat_long_pairs.add("31.000213,-87.584839");
polygon_lat_long_pairs.add("31.009629,-85.003052");
polygon_lat_long_pairs.add("30.726726,-84.838257");
polygon_lat_long_pairs.add("30.584962,-82.168579");
polygon_lat_long_pairs.add("30.73617,-81.476441");
//upper right tip of florida.
polygon_lat_long_pairs.add("29.002375,-80.795288");
polygon_lat_long_pairs.add("26.896598,-79.938355");
polygon_lat_long_pairs.add("25.813738,-80.059204");
polygon_lat_long_pairs.add("24.93028,-80.454712");
polygon_lat_long_pairs.add("24.401135,-81.817017");
polygon_lat_long_pairs.add("24.700927,-81.959839");
polygon_lat_long_pairs.add("24.950203,-81.124878");
polygon_lat_long_pairs.add("26.0015,-82.014771");
polygon_lat_long_pairs.add("27.833247,-83.014527");
polygon_lat_long_pairs.add("28.8389,-82.871704");
polygon_lat_long_pairs.add("29.987293,-84.091187");
polygon_lat_long_pairs.add("29.539053,-85.134888");
polygon_lat_long_pairs.add("30.272352,-86.47522");
polygon_lat_long_pairs.add("30.281839,-87.628784");
for(String s : polygon_lat_long_pairs){
lat_array.add(Double.parseDouble(s.split(",")[0]));
long_array.add(Double.parseDouble(s.split(",")[1]));
}
Runner r = new Runner();
ArrayList<String> pointsInside = new ArrayList<String>();
pointsInside.add("30.82112,-87.255249");
pointsInside.add("30.499804,-86.8927");
pointsInside.add("29.96826,-85.036011");
pointsInside.add("30.490338,-83.981323");
pointsInside.add("29.825395,-83.344116");
pointsInside.add("30.215406,-81.828003");
pointsInside.add("29.299813,-82.728882");
pointsInside.add("28.540135,-81.212769");
pointsInside.add("27.92065,-82.619019");
pointsInside.add("28.143691,-81.740113");
pointsInside.add("27.473186,-80.718384");
pointsInside.add("26.769154,-81.729126");
pointsInside.add("25.853292,-80.223999");
pointsInside.add("25.278477,-80.707398");
pointsInside.add("24.571105,-81.762085"); //bottom tip of keywest
pointsInside.add("24.900388,-80.663452");
pointsInside.add("24.680963,-81.366577");
for(String s : pointsInside)
{
assertTrue(r.coordinate_is_inside_polygon(
Double.parseDouble(s.split(",")[0]),
Double.parseDouble(s.split(",")[1]),
lat_array, long_array));
}
}
#Test
public void realTest_for_points_outside()
{
ArrayList<Double> lat_array = new ArrayList<Double>();
ArrayList<Double> long_array = new ArrayList<Double>();
ArrayList<String> polygon_lat_long_pairs = new ArrayList<String>();
//upper left tip, florida.
polygon_lat_long_pairs.add("31.000213,-87.584839");
polygon_lat_long_pairs.add("31.009629,-85.003052");
polygon_lat_long_pairs.add("30.726726,-84.838257");
polygon_lat_long_pairs.add("30.584962,-82.168579");
polygon_lat_long_pairs.add("30.73617,-81.476441");
//upper right tip, florida.
polygon_lat_long_pairs.add("29.002375,-80.795288");
polygon_lat_long_pairs.add("26.896598,-79.938355");
polygon_lat_long_pairs.add("25.813738,-80.059204");
polygon_lat_long_pairs.add("24.93028,-80.454712");
polygon_lat_long_pairs.add("24.401135,-81.817017");
polygon_lat_long_pairs.add("24.700927,-81.959839");
polygon_lat_long_pairs.add("24.950203,-81.124878");
polygon_lat_long_pairs.add("26.0015,-82.014771");
polygon_lat_long_pairs.add("27.833247,-83.014527");
polygon_lat_long_pairs.add("28.8389,-82.871704");
polygon_lat_long_pairs.add("29.987293,-84.091187");
polygon_lat_long_pairs.add("29.539053,-85.134888");
polygon_lat_long_pairs.add("30.272352,-86.47522");
polygon_lat_long_pairs.add("30.281839,-87.628784");
for(String s : polygon_lat_long_pairs)
{
lat_array.add(Double.parseDouble(s.split(",")[0]));
long_array.add(Double.parseDouble(s.split(",")[1]));
}
Runner r = new Runner();
ArrayList<String> pointsOutside = new ArrayList<String>();
pointsOutside.add("31.451159,-87.958374");
pointsOutside.add("31.319856,-84.607544");
pointsOutside.add("30.868282,-84.717407");
pointsOutside.add("31.338624,-81.685181");
pointsOutside.add("29.452991,-80.498657");
pointsOutside.add("26.935783,-79.487915");
pointsOutside.add("25.159207,-79.916382");
pointsOutside.add("24.311058,-81.17981");
pointsOutside.add("25.149263,-81.838989");
pointsOutside.add("27.726326,-83.695679");
pointsOutside.add("29.787263,-87.024536");
pointsOutside.add("29.205877,-62.102052");
pointsOutside.add("14.025751,-80.690919");
pointsOutside.add("29.029276,-90.805666");
pointsOutside.add("-12.606032,-70.151369");
pointsOutside.add("-56.520716,-172.822269");
pointsOutside.add("-75.89666,9.082024");
pointsOutside.add("-24.078567,142.675774");
pointsOutside.add("84.940737,177.480462");
pointsOutside.add("47.374545,9.082024");
pointsOutside.add("25.831538,-1.069338");
pointsOutside.add("0,0");
for(String s : pointsOutside){
assertFalse(r.coordinate_is_inside_polygon(
Double.parseDouble(s.split(",")[0]),
Double.parseDouble(s.split(",")[1]), lat_array, long_array));
}
}
}
//The list of lat/long inside florida bounding box all return true.
//The list of lat/long outside florida bounding box all return false.
I used eclipse IDE to get this to run java using java 1.6.0. For me all the unit tests pass. You need to include the junit 4 jar file in your classpath or import it into Eclipse.

I thought similarly as shab first (his proposal is called Ray-Casting Algorithm), but had second thoughts like Spacedman:
...but all the geometry will have to be redone in spherical coordinates...
I implemented and tested the mathematically correct way of doing that, e.i. intersecting great circles and determining whether one of the two intersecting points is on both arcs. (Note: I followed the steps described here, but I found several errors: The sign function is missing at the end of step 6 (just before arcsin), and the final test is numerical garbage (as subtraction is badly conditioned); use rather L_1T >= max(L_1a, L_1b) to test whether S1 is on the first arc etc.)
That also is extremely slow and a numerical nightmare (evaluates ~100 trigonometric functions, among other things); it proved not to be usable in our embedded systems.
There's a trick, though: If the area you are considering is small enough, just do a standard cartographic projection, e.g. spherical Mercator projection, of each point:
// latitude, longitude in radians
x = longitude;
y = log(tan(pi/4 + latitude/2));
Then, you can apply ray-casting, where the intersection of arcs is checked by this function:
public bool ArcsIntersecting(double x1, double y1, double x2, double y2,
double x3, double y3, double x4, double y4)
{
double vx1 = x2 - x1;
double vy1 = y2 - y1;
double vx2 = x4 - x3;
double vy2 = y4 - y3;
double denom = vx1 * vy2 - vx2 * vy1;
if (denom == 0) { return false; } // edges are parallel
double t1 = (vx2 * (y1 - y3) - vy2 * (x1 - x3)) / denom;
double t2;
if (vx2 != 0) { t2 = (x1 - x3 + t1 * vx1) / vx2; }
else if (vy2 != 0) { t2 = (y1 - y3 + t1 * vy1) / vy2; }
else { return false; } // edges are matching
return min(t1, t2) >= 0 && max(t1, t2) <= 1;
}

If you have WGS84 coordinates on the sphere, then your polygon divides the sphere into two areas - how do we know which area is 'inside' and which is 'outside' the polygon? The question is essentially meaningless!
For example, suppose the polygon formed the line of the equator - is the Northern hemisphere 'in' or 'out'?

From memory, the way to determine whether a point lies within a polygon is to imagine drawing a line from the position to some far away point. You then count the number of intersections between the line and the line segments of the polygon. If it count is even, then it does not lie within the polygon. If it is false, then it does lie within the polygon.

JavaScript Version -
{
const PI = 3.14159265;
const TWOPI = 2*PI;
function isCoordinateInsidePitch(latitude, longitude, latArray, longArray)
{
let angle=0;
let p1Lat;
let p1Long;
let p2Lat;
let p2Long;
let n = latArray.length;
for (let i = 0; i < n; i++) {
p1Lat = latArray[i] - latitude;
p1Long = longArray[i] - longitude;
p2Lat = latArray[(i+1)%n] - latitude;
p2Long = longArray[(i+1)%n] - longitude;
angle += angle2D(p1Lat,p1Long,p2Lat,p2Long);
}
return !(Math.abs(angle) < PI);
}
function angle2D(y1, x1, y2, x2)
{
let dtheta,theta1,theta2;
theta1 = Math.atan2(y1,x1);
theta2 = Math.atan2(y2,x2);
dtheta = theta2 - theta1;
while (dtheta > PI)
dtheta -= TWOPI;
while (dtheta < -PI)
dtheta += TWOPI;
return dtheta;
}
function isValidCoordinate(latitude,longitude)
{
return (
latitude !== '' && longitude !== '' && !isNaN(latitude)
&& !isNaN(longitude) && latitude > -90 &&
latitude < 90 && longitude > -180 && longitude < 180
)
}
let latArray = [32.10458, 32.10479, 32.1038, 32.10361];
let longArray = [34.86448, 34.86529, 34.86563, 34.86486];
// true
console.log(isCoordinateInsidePitch(32.104447, 34.865108,latArray, longArray));
// false
// isCoordinateInsidePitch(32.104974, 34.864576,latArray, longArray);
// true
// isValidCoordinate(0, 0)
// true
// isValidCoordinate(32.104974, 34.864576)
}

Assuming you handle the case of wrapping around the meridian and crossing the equator (by adding offsets) - can't you just treat this as a simple 2d point in polygon ?

Here is the algorithm written in Go:
It takes point coordinates in [lat,long] format and polygon in format [[lat,long],[lat,long]...]. Algorithm will join the first and last point in the polygon slice
import "math"
// ContainsLocation determines whether the point is inside the polygon
func ContainsLocation(point []float64, polygon [][]float64, geodesic
bool) bool {
size := len(polygon)
if size == 0 {
return false
}
var (
lat2, lng2, dLng3 float64
)
lat3 := toRadians(point[0])
lng3 := toRadians(point[1])
prev := polygon[size-1]
lat1 := toRadians(prev[0])
lng1 := toRadians(prev[1])
nIntersect := 0
for _, v := range polygon {
dLng3 = wrap(lng3-lng1, -math.Pi, math.Pi)
// Special case: point equal to vertex is inside.
if lat3 == lat1 && dLng3 == 0 {
return true
}
lat2 = toRadians(v[0])
lng2 = toRadians(v[1])
// Offset longitudes by -lng1.
if intersects(lat1, lat2, wrap(lng2-lng1, -math.Pi, math.Pi), lat3, dLng3, geodesic) {
nIntersect++
}
lat1 = lat2
lng1 = lng2
}
return (nIntersect & 1) != 0
}
func toRadians(p float64) float64 {
return p * (math.Pi / 180.0)
}
func wrap(n, min, max float64) float64 {
if n >= min && n < max {
return n
}
return mod(n-min, max-min) + min
}
func mod(x, m float64) float64 {
return math.Remainder(math.Remainder(x, m)+m, m)
}
func intersects(lat1, lat2, lng2, lat3, lng3 float64, geodesic bool) bool {
// Both ends on the same side of lng3.
if (lng3 >= 0 && lng3 >= lng2) || (lng3 < 0 && lng3 < lng2) {
return false
}
// Point is South Pole.
if lat3 <= -math.Pi/2 {
return false
}
// Any segment end is a pole.
if lat1 <= -math.Pi/2 || lat2 <= -math.Pi/2 || lat1 >= math.Pi/2 || lat2 >= math.Pi/2 {
return false
}
if lng2 <= -math.Pi {
return false
}
linearLat := (lat1*(lng2-lng3) + lat2*lng3) / lng2
// Northern hemisphere and point under lat-lng line.
if lat1 >= 0 && lat2 >= 0 && lat3 < linearLat {
return false
}
// Southern hemisphere and point above lat-lng line.
if lat1 <= 0 && lat2 <= 0 && lat3 >= linearLat {
return true
}
// North Pole.
if lat3 >= math.Pi/2 {
return true
}
// Compare lat3 with latitude on the GC/Rhumb segment corresponding to lng3.
// Compare through a strictly-increasing function (tan() or mercator()) as convenient.
if geodesic {
return math.Tan(lat3) >= tanLatGC(lat1, lat2, lng2, lng3)
}
return mercator(lat3) >= mercatorLatRhumb(lat1, lat2, lng2, lng3)
}
func tanLatGC(lat1, lat2, lng2, lng3 float64) float64 {
return (math.Tan(lat1)*math.Sin(lng2-lng3) + math.Tan(lat2)*math.Sin(lng3)) / math.Sin(lng2)
}
func mercator(lat float64) float64 {
return math.Log(math.Tan(lat*0.5 + math.Pi/4))
}
func mercatorLatRhumb(lat1, lat2, lng2, lng3 float64) float64 {
return (mercator(lat1)*(lng2-lng3) + mercator(lat2)*lng3) / lng2
}

Runner.Java code in VB.NET
For the benefit of .NET folks the same code is put in VB.NET. Have tried it and is quite fast. Tried with 350000 records, it finishes in just few minutes.
But as said by author, i'm yet to test scenarios intersecting equator, multizones etc.
'Usage
If coordinate_is_inside_polygon(CurLat, CurLong, Lat_Array, Long_Array) Then
MsgBox("Location " & CurLat & "," & CurLong & " is within polygon boundary")
Else
MsgBox("Location " & CurLat & "," & CurLong & " is NOT within polygon boundary")
End If
'Functions
Public Function coordinate_is_inside_polygon(ByVal latitude As Double, ByVal longitude As Double, ByVal lat_array() As Double, ByVal long_array() As Double) As Boolean
Dim i As Integer
Dim angle As Double = 0
Dim point1_lat As Double
Dim point1_long As Double
Dim point2_lat As Double
Dim point2_long As Double
Dim n As Integer = lat_array.Length()
For i = 0 To n - 1
point1_lat = lat_array(i) - latitude
point1_long = long_array(i) - longitude
point2_lat = lat_array((i + 1) Mod n) - latitude
point2_long = long_array((i + 1) Mod n) - longitude
angle += Angle2D(point1_lat, point1_long, point2_lat, point2_long)
Next
If Math.Abs(angle) < PI Then Return False Else Return True
End Function
Public Function Angle2D(ByVal y1 As Double, ByVal x1 As Double, ByVal y2 As Double, ByVal x2 As Double) As Double
Dim dtheta, theta1, theta2 As Double
theta1 = Math.Atan2(y1, x1)
theta2 = Math.Atan2(y2, x2)
dtheta = theta2 - theta1
While dtheta > PI
dtheta -= TWOPI
End While
While dtheta < -PI
dtheta += TWOPI
End While
Return (dtheta)
End Function
Public Function is_valid_gps_coordinate(ByVal latitude As Double, ByVal longitude As Double) As Boolean
If latitude > -90 AndAlso latitude < 90 AndAlso longitude > -180 AndAlso longitude < 180 Then
Return True
End If
Return False
End Function

Related

Find where line-segments intersect with a box

I am trying to figure out where a bunch of line-segments clip into a window around them. I saw the Liang–Barsky algorithm, but that seems to assume the segments already clip the edges of the window, which these do not.
Say I have a window from (0,0) to (26,16), and the following segments:
(7,6) - (16,3)
(10,6) - (19,6)
(13,10) - (21,3)
(16,12) - (19,14)
Illustration:
I imagine I need to extend the segments to a certain X or Y point, till they hit the edge of the window, but I don't know how.
How would I find the points where these segments (converted to lines?) clip into the edge of the window? I will be implementing this in C#, but this is pretty language-agnostic.
If you have two line segments P and Q with points
P0 - P1
Q0 - Q1
The line equations are
P = P0 + t(P1 - P0)
Q = Q0 + r(Q1 - Q0)
then to find out where they intersect after extension you need to solve the following equation for t and r
P0 + t(P1 - P0) = Q0 + r(Q1 - Q0)
The following code can do this. ( Extracted from my own code base )
public static (double t, double r )? SolveIntersect(this Segment2D P, Segment2D Q)
{
// a-d are the entries of a 2x2 matrix
var a = P.P1.X - P.P0.X;
var b = -Q.P1.X + Q.P0.X;
var c = P.P1.Y - P.P0.Y;
var d = -Q.P1.Y + Q.P0.Y;
var det = a*d - b*c;
if (Math.Abs( det ) < Utility.ZERO_TOLERANCE)
return null;
var x = Q.P0.X - P.P0.X;
var y = Q.P0.Y - P.P0.Y;
var t = 1/det*(d*x - b*y);
var r = 1/det*(-c*x + a*y);
return (t, r);
}
If null is returned from the function then it means the lines are parallel and cannot intersect. If a result is returned then you can do.
var result = SolveIntersect( P, Q );
if (result != null)
{
var ( t, r) = result.Value;
var p = P.P0 + t * (P.P1 - P.P0);
var q = Q.P0 + t * (Q.P1 - Q.P0);
// p and q are the same point of course
}
The extended line segments will generally intersect more than one box edge but only one of those intersections will be inside the box. You can check this easily.
bool IsInBox(Point corner0, Point corner1, Point test) =>
(test.X > corner0.X && test.X < corner1.X && test.Y > corner0.Y && test.Y < corner1.Y ;
That should give you all you need to extend you lines to the edge of your box.
I managed to figure this out.
I can extend my lines to the edge of the box by first finding the equations of my lines, then solving for the X and Y of each of the sides to get their corresponding point. This requires passing the max and min Y and the max and min X into the following functions, returning 4 values. If the point is outside the bounds of the box, it can be ignored.
My code is in C#, and is making extension methods for EMGU's LineSegment2D. This is a .NET wrapper for OpenCv.
My Code:
public static float GetYIntersection(this LineSegment2D line, float x)
{
Point p1 = line.P1;
Point p2 = line.P2;
float dx = p2.X - p1.X;
if(dx == 0)
{
return float.NaN;
}
float m = (p2.Y - p1.Y) / dx; //Slope
float b = p1.Y - (m * p1.X); //Y-Intercept
return m * x + b;
}
public static float GetXIntersection(this LineSegment2D line, float y)
{
Point p1 = line.P1;
Point p2 = line.P2;
float dx = p2.X - p1.X;
if (dx == 0)
{
return float.NaN;
}
float m = (p2.Y - p1.Y) / dx; //Slope
float b = p1.Y - (m * p1.X); //Y-Intercept
return (y - b) / m;
}
I can then take these points, check if they are in the bounds of the box, discard the ones that are not, remove duplicate points (line goes directly into corner). This will leave me with one x and one y value, which I can then pair to the corresponding min or max Y or X values I passed into the functions to make 2 points. I can then make my new segment with the two points.
Wiki description of Liang-Barsky algorithm is not bad, but code is flaw.
Note: this algorithm intended to throw out lines without intersection as soon as possible. If most of lines intersect the rectangle, then approach from your answer might be rather effective, otherwise L-B algorithm wins.
This page describes approach in details and contains concise effective code:
// Liang-Barsky function by Daniel White # http://www.skytopia.com/project/articles/compsci/clipping.html
// This function inputs 8 numbers, and outputs 4 new numbers (plus a boolean value to say whether the clipped line is drawn at all).
//
bool LiangBarsky (double edgeLeft, double edgeRight, double edgeBottom, double edgeTop, // Define the x/y clipping values for the border.
double x0src, double y0src, double x1src, double y1src, // Define the start and end points of the line.
double &x0clip, double &y0clip, double &x1clip, double &y1clip) // The output values, so declare these outside.
{
double t0 = 0.0; double t1 = 1.0;
double xdelta = x1src-x0src;
double ydelta = y1src-y0src;
double p,q,r;
for(int edge=0; edge<4; edge++) { // Traverse through left, right, bottom, top edges.
if (edge==0) { p = -xdelta; q = -(edgeLeft-x0src); }
if (edge==1) { p = xdelta; q = (edgeRight-x0src); }
if (edge==2) { p = -ydelta; q = -(edgeBottom-y0src);}
if (edge==3) { p = ydelta; q = (edgeTop-y0src); }
if(p==0 && q<0) return false; // Don't draw line at all. (parallel line outside)
r = q/p;
if(p<0) {
if(r>t1) return false; // Don't draw line at all.
else if(r>t0) t0=r; // Line is clipped!
} else if(p>0) {
if(r<t0) return false; // Don't draw line at all.
else if(r<t1) t1=r; // Line is clipped!
}
}
x0clip = x0src + t0*xdelta;
y0clip = y0src + t0*ydelta;
x1clip = x0src + t1*xdelta;
y1clip = y0src + t1*ydelta;
return true; // (clipped) line is drawn
}

draw flighroute on mercator map how to calculate polyline points with a given longitude

i would like to draw a polyline on a Mercator map between two cities. e.g Startpoints:
Location berlin = new Location(52.517, 13.40);
Location tokio = new Location(35.70,139.767);
it should look like a flight route.
so my plan was to go through all longitude values between the two cities and calculate corresponding latitude values:
LocationCollection locationCollection = new LocationCollection();
Location next = new Location(berlin.Latitude,berlin.Longitude); //startpunkt
for (double x = berlin.Longitude+1; x < tokio.Longitude; x++) {
locationCollection.Add(next);
next = new Location(???, x);
}
the question is how can i calculate the latitude for each longitude value for the polyline?
Thanks!
From this link:
Here's an implementation in C.
#define PI 3.14159265358979323846
double degrees_radians(double d) { return d * PI / 180.0; }
double radians_degrees(double r) { return r * 180.0 / PI; }
double latitude(double lat1, double lon1, double lat2, double lon2, double lon)
{
return atan((sin(lat1)*cos(lat2)*sin(lon-lon2)-sin(lat2)*cos(lat1)*sin(lon-lon1))/(cos(lat1)*cos(lat2)*sin(lon1-lon2)));
}
int main()
{
// start and end in degrees
double lat1_d = 52.517;
double lon1_d = 13.40;
double lat2_d = 35.70;
double lon2_d = 139.767;
// start and end in radians
double lat1_r = degrees_radians(lat1_d);
double lon1_r = degrees_radians(lon1_d);
double lat2_r = degrees_radians(lat2_d);
double lon2_r = degrees_radians(lon2_d);
// interpolate latitide at every degree of longitude between 1 and 2
for (double lon = ceil(lon1_d); lon < lon2_d; lon += 1.0)
{
double lat_r = latitude(lat1_r, lon1_r, lat2_r, lon2_r, degrees_radians(lon));
double lat_d = radians_degrees(lat_r);
printf("%.3f , %.3f\n", lat_d, lon);
}
return 0;
}
The maximum latitude reached on the great circle between Berlin and Tokyo is then shown to be 66.183° at longitude 68°.

Get direction (compass) with two longitude/latitude points

I'm working on a "compass" for a mobile-device. I have the following points:
point 1 (current location): Latitude = 47.2246, Longitude = 8.8257
point 2 (target location): Latitude = 50.9246, Longitude = 10.2257
Also I have the following information (from my android-phone):
The compass-direction in degree, which bears to the north.
For example, when I direct my phone to north, I get 0°
How can I create a "compass-like" arrow which shows me the direction to the point?
Is there a mathematic-problem for this?
EDIT: Okay I found a solution, it looks like this:
/**
* Params: lat1, long1 => Latitude and Longitude of current point
* lat2, long2 => Latitude and Longitude of target point
*
* headX => x-Value of built-in phone-compass
*
* Returns the degree of a direction from current point to target point
*
*/
function getDegrees(lat1, long1, lat2, long2, headX) {
var dLat = toRad(lat2-lat1);
var dLon = toRad(lon2-lon1);
lat1 = toRad(lat1);
lat2 = toRad(lat2);
var y = Math.sin(dLon) * Math.cos(lat2);
var x = Math.cos(lat1)*Math.sin(lat2) -
Math.sin(lat1)*Math.cos(lat2)*Math.cos(dLon);
var brng = toDeg(Math.atan2(y, x));
// fix negative degrees
if(brng<0) {
brng=360-Math.abs(brng);
}
return brng - headX;
}
O forgot to say I found the answer eventually. The application is to determine compass direction of a transit vehicle and its destination. Essentially, fancy math for acquiring curvature of Earth, finding an angle/compass reading, and then matching that angle with a generic compass value. You could of course just keep the compassReading and apply that as an amount of rotation for your image. Please note this is an averaged determination of the vehicle direction to the end point (bus station) meaning it can't know what the road is doing (so this probably best applies to airplanes or roller derby).
//example obj data containing lat and lng points
//stop location - the radii end point
endpoint.lat = 44.9631;
endpoint.lng = -93.2492;
//bus location from the southeast - the circle center
startpoint.lat = 44.95517;
startpoint.lng = -93.2427;
function vehicleBearing(endpoint, startpoint) {
endpoint.lat = x1;
endpoint.lng = y1;
startpoint.lat = x2;
startpoint.lng = y2;
var radians = getAtan2((y1 - y2), (x1 - x2));
function getAtan2(y, x) {
return Math.atan2(y, x);
};
var compassReading = radians * (180 / Math.PI);
var coordNames = ["N", "NE", "E", "SE", "S", "SW", "W", "NW", "N"];
var coordIndex = Math.round(compassReading / 45);
if (coordIndex < 0) {
coordIndex = coordIndex + 8
};
return coordNames[coordIndex]; // returns the coordinate value
}
ie:
vehicleBearing(mybus, busstation)
might return "NW" means its travelling northwesterly
I found some useful gps coordinates formula in math here.
For this case, here my solution
private double getDirection(double lat1, double lng1, double lat2, double lng2) {
double PI = Math.PI;
double dTeta = Math.log(Math.tan((lat2/2)+(PI/4))/Math.tan((lat1/2)+(PI/4)));
double dLon = Math.abs(lng1-lng2);
double teta = Math.atan2(dLon,dTeta);
double direction = Math.round(Math.toDegrees(teta));
return direction; //direction in degree
}
I couldn't understand your solution well, calculating the slope worked for me.
To modify on efwjames's and your answer. This should do -
import math
def getDegrees(lat1, lon1, lat2, lon2,head):
dLat = math.radians(lat2-lat1)
dLon = math.radians(lon2-lon1)
bearing = math.degrees(math.atan2(dLon, dLat))
return head-bearing
You'd need to calculate an Euclidean vector between your start point and end point, then calculate its angle (let's say relative to positive X) which would be the angle you want to rotate your arrow by.

Finding roll, yaw and pitch of a camera, having it's position, target and up vectors

I'm trying to find the yaw, pitch and roll angles of a camera, assuming that I have the position of the camera, it's look_at point (target point) and it's up vector. My best try was by using the following code
zaxis = lookat-position
xaxis = cross(up, xaxis)
yaxos = cross(zxis, xaxis)
Then I find the angles between each axis and the normal vectors (1,0,0) (0,1,0) and (0,0,1)
and assign them to roll, yaw and pitch, but it doesn't seem to work
Any ideas, what I'm doing wrong?
Thanks in advance :)
You won't be able to get the roll angle - as that could be anything, but you can get the elevation and azimuth (pitch and yaw). I've found some old C code which I'll translate to pseudo code, so assuming that your vector isn't zero length:
Vector3 v = lookat - position;
double length = v.Length();
double elevation = asin(v.y / length);
double azimuth;
if (abs(v.z) < 0.00001)
{
// Special case
if (v.x > 0)
{
azimuth = pi/2.0;
}
else if (v.x < 0)
{
azimuth = -pi/2.0;
}
else
{
azimuth = 0.0;
}
}
else
{
azimuth = atan2(v.x, v.z);
}

Interpolating values between interval, interpolation as per Bezier curve

To implement a 2D animation I am looking for interpolating values between two key frames with the velocity of change defined by a Bezier curve. The problem is Bezier curve is represented in parametric form whereas requirement is to be able to evaluate the value for a particular time.
To elaborate, lets say the value of 10 and 40 is to be interpolated across 4 seconds with the value changing not constantly but as defined by a bezier curve represented as 0,0 0.2,0.3 0.5,0.5 1,1.
Now if I am drawing at 24 frames per second, I need to evaluate the value for every frame. How can I do this ? I looked at De Casteljau algorithm and thought that dividing the curve into 24*4 pieces for 4 seconds would solve my problem but that sounds erroneous as time is along the "x" axis and not along the curve.
To further simplify
If I draw the curve in a plane, the x axis represents the time and the y axis the value I am looking for. What I actually require is to to be able to find out "y" corresponding to "x". Then I can divide x in 24 divisions and know the value for each frame
I was facing the same problem: Every animation package out there seems to use Bézier curves to control values over time, but there is no information out there on how to implement a Bézier curve as a y(x) function. So here is what I came up with.
A standard cubic Bézier curve in 2D space can be defined by the four points P0=(x0, y0) .. P3=(x3, y3).
P0 and P3 are the end points of the curve, while P1 and P2 are the handles affecting its shape. Using a parameter t ϵ [0, 1], the x and y coordinates for any given point along the curve can then be determined using the equations
A) x = (1-t)3x0 + 3t(1-t)2x1 + 3t2(1-t)x2 + t3x3 and
B) y = (1-t)3y0 + 3t(1-t)2y1 + 3t2(1-t)y2 + t3y3.
What we want is a function y(x) that, given an x coordinate, will return the corresponding y coordinate of the curve. For this to work, the curve must move monotonically from left to right, so that it doesn't occupy the same x coordinate more than once on different y positions. The easiest way to ensure this is to restrict the input points so that x0 < x3 and x1, x2 ϵ [x0, x3]. In other words, P0 must be to the left of P3 with the two handles between them.
In order to calculate y for a given x, we must first determine t from x. Getting y from t is then a simple matter of applying t to equation B.
I see two ways of determining t for a given y.
First, you might try a binary search for t. Start with a lower bound of 0 and an upper bound of 1 and calculate x for these values for t via equation A. Keep bisecting the interval until you get a reasonably close approximation. While this should work fine, it will neither be particularly fast nor very precise (at least not both at once).
The second approach is to actually solve equation A for t. That's a bit tough to implement because the equation is cubic. On the other hand, calculation becomes really fast and yields precise results.
Equation A can be rewritten as
(-x0+3x1-3x2+x3)t3 + (3x0-6x1+3x2)t2 + (-3x0+3x1)t + (x0-x) = 0.
Inserting your actual values for x0..x3, we get a cubic equation of the form at3 + bt2 + c*t + d = 0 for which we know there is only one solution within [0, 1]. We can now solve this equation using an algorithm like the one posted in this Stack Overflow answer.
The following is a little C# class demonstrating this approach. It should be simple enough to convert it to a language of your choice.
using System;
public class Point {
public Point(double x, double y) {
X = x;
Y = y;
}
public double X { get; private set; }
public double Y { get; private set; }
}
public class BezierCurve {
public BezierCurve(Point p0, Point p1, Point p2, Point p3) {
P0 = p0;
P1 = p1;
P2 = p2;
P3 = p3;
}
public Point P0 { get; private set; }
public Point P1 { get; private set; }
public Point P2 { get; private set; }
public Point P3 { get; private set; }
public double? GetY(double x) {
// Determine t
double t;
if (x == P0.X) {
// Handle corner cases explicitly to prevent rounding errors
t = 0;
} else if (x == P3.X) {
t = 1;
} else {
// Calculate t
double a = -P0.X + 3 * P1.X - 3 * P2.X + P3.X;
double b = 3 * P0.X - 6 * P1.X + 3 * P2.X;
double c = -3 * P0.X + 3 * P1.X;
double d = P0.X - x;
double? tTemp = SolveCubic(a, b, c, d);
if (tTemp == null) return null;
t = tTemp.Value;
}
// Calculate y from t
return Cubed(1 - t) * P0.Y
+ 3 * t * Squared(1 - t) * P1.Y
+ 3 * Squared(t) * (1 - t) * P2.Y
+ Cubed(t) * P3.Y;
}
// Solves the equation ax³+bx²+cx+d = 0 for x ϵ ℝ
// and returns the first result in [0, 1] or null.
private static double? SolveCubic(double a, double b, double c, double d) {
if (a == 0) return SolveQuadratic(b, c, d);
if (d == 0) return 0;
b /= a;
c /= a;
d /= a;
double q = (3.0 * c - Squared(b)) / 9.0;
double r = (-27.0 * d + b * (9.0 * c - 2.0 * Squared(b))) / 54.0;
double disc = Cubed(q) + Squared(r);
double term1 = b / 3.0;
if (disc > 0) {
double s = r + Math.Sqrt(disc);
s = (s < 0) ? -CubicRoot(-s) : CubicRoot(s);
double t = r - Math.Sqrt(disc);
t = (t < 0) ? -CubicRoot(-t) : CubicRoot(t);
double result = -term1 + s + t;
if (result >= 0 && result <= 1) return result;
} else if (disc == 0) {
double r13 = (r < 0) ? -CubicRoot(-r) : CubicRoot(r);
double result = -term1 + 2.0 * r13;
if (result >= 0 && result <= 1) return result;
result = -(r13 + term1);
if (result >= 0 && result <= 1) return result;
} else {
q = -q;
double dum1 = q * q * q;
dum1 = Math.Acos(r / Math.Sqrt(dum1));
double r13 = 2.0 * Math.Sqrt(q);
double result = -term1 + r13 * Math.Cos(dum1 / 3.0);
if (result >= 0 && result <= 1) return result;
result = -term1 + r13 * Math.Cos((dum1 + 2.0 * Math.PI) / 3.0);
if (result >= 0 && result <= 1) return result;
result = -term1 + r13 * Math.Cos((dum1 + 4.0 * Math.PI) / 3.0);
if (result >= 0 && result <= 1) return result;
}
return null;
}
// Solves the equation ax² + bx + c = 0 for x ϵ ℝ
// and returns the first result in [0, 1] or null.
private static double? SolveQuadratic(double a, double b, double c) {
double result = (-b + Math.Sqrt(Squared(b) - 4 * a * c)) / (2 * a);
if (result >= 0 && result <= 1) return result;
result = (-b - Math.Sqrt(Squared(b) - 4 * a * c)) / (2 * a);
if (result >= 0 && result <= 1) return result;
return null;
}
private static double Squared(double f) { return f * f; }
private static double Cubed(double f) { return f * f * f; }
private static double CubicRoot(double f) { return Math.Pow(f, 1.0 / 3.0); }
}
You have a few options:
Let's say your curve function F(t) takes a parameter t that ranges from 0 to 1 where F(0) is the beginning of the curve and F(1) is the end of the curve.
You could animate motion along the curve by incrementing t at a constant change per unit of time.
So t is defined by function T(time) = Constant*time
For example, if your frame is 1/24th of a second, and you want to move along the curve at a rate of 0.1 units of t per second, then each frame you increment t by 0.1 (t/s) * 1/24 (sec/frame).
A drawback here is that your actual speed or distance traveled per unit time will not be constant. It will depends on the positions of your control points.
If you want to scale speed along the curve uniformly you can modify the constant change in t per unit time. However, if you want speeds to vary dramatically you will find it difficult to control the shape of the curve. If you want the velocity at one endpoint to be much larger, you must move the control point further away, which in turn pulls the shape of the curve towards that point. If this is a problem, you may consider using a non constant function for t. There are a variety of approaches with different trade-offs, and we need to know more details about your problem to suggest a solution. For example, in the past I have allowed users to define the speed at each keyframe and used a lookup table to translate from time to parameter t such that there is a linear change in speed between keyframe speeds (it's complicated).
Another common hangup: If you are animating by connecting several Bezier curves, and you want the velocity to be continuous when moving between curves, then you will need to constrain your control points so they are symmetrical with the adjacent curve. Catmull-Rom splines are a common approach.
I've answered a similar question here. Basically if you know the control points before hand then you can transform the f(t) function into a y(x) function. To not have to do it all by hand you can use services like Wolfram Alpha to help you with the math.

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