HSV triangle in C# [closed] - c#

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For my assignment I need to make to make a color picker that looks like this:
I've got the wheel part but can't figure out how to draw the triangle.

using System.Drawing;
using System.Drawing.Imaging;
void Main()
{
double hue = 3.3;
double sat = 0.4;
double val = 0.9;
var wheel = new ColorPicker(400);
var img = wheel.DrawImage(hue, sat, val);
using (var g = Graphics.FromImage(img))
{
var pen = val < 0.5 ? Pens.White : Pens.Black;
var wheelPosition = wheel.GetWheelPosition(hue);
g.DrawEllipse(pen, (float)wheelPosition.X - 5, (float)wheelPosition.Y - 5, 10, 10);
var trianglePosition = wheel.GetTrianglePosition(sat, val);
g.DrawEllipse(pen, (float)trianglePosition.X - 5, (float)trianglePosition.Y - 5, 10, 10);
}
img.Dump(); // LINQPad extension method
}
public class ColorPicker
{
public int Size { get; }
public int CenterX => Size / 2;
public int CenterY => Size / 2;
public int InnerRadius => Size * 5 / 12;
public int OuterRadius => Size / 2;
public ColorPicker(int size = 400)
{
Size = size;
}
public enum Area
{
Outside,
Wheel,
Triangle
}
public struct PickResult
{
public Area Area { get; set; }
public double? Hue { get; set; }
public double? Sat { get; set; }
public double? Val { get; set; }
}
public PickResult Pick(double x, double y)
{
var distanceFromCenter = Math.Sqrt((x - CenterX) * (x - CenterX) + (y - CenterY) * (y - CenterY));
var sqrt3 = Math.Sqrt(3);
if (distanceFromCenter > OuterRadius)
{
// Outside
return new PickResult { Area = Area.Outside };
}
else if (distanceFromCenter > InnerRadius)
{
// Wheel
var angle = Math.Atan2(y - CenterY, x - CenterX) + Math.PI / 2;
if (angle < 0) angle += 2 * Math.PI;
var hue = angle;
return new PickResult { Area = Area.Wheel, Hue = hue };
}
else
{
// Inside
var x1 = (x - CenterX) * 1.0 / InnerRadius;
var y1 = (y - CenterY) * 1.0 / InnerRadius;
if (0 * x1 + 2 * y1 > 1) return new PickResult { Area = Area.Outside };
else if (sqrt3 * x1 + (-1) * y1 > 1) return new PickResult { Area = Area.Outside };
else if (-sqrt3 * x1 + (-1) * y1 > 1) return new PickResult { Area = Area.Outside };
else
{
// Triangle
var sat = (1 - 2 * y1) / (sqrt3 * x1 - y1 + 2);
var val = (sqrt3 * x1 - y1 + 2) / 3;
return new PickResult { Area = Area.Triangle, Sat = sat, Val = val };
}
}
}
public Image DrawImage(double hue = 0.0, double sat = 1.0, double val = 1.0)
{
var img = new Bitmap(Size, Size, PixelFormat.Format32bppArgb);
for (int y = 0; y < Size; y++)
{
for (int x = 0; x < Size; x++)
{
Color color;
var result = Pick(x, y);
if (result.Area == Area.Outside)
{
// Outside
color = Color.Transparent;
}
else if (result.Area == Area.Wheel)
{
// Wheel
color = HSV(result.Hue.Value, sat, val, 1);
}
else
{
// Triangle
color = HSV(hue, result.Sat.Value, result.Val.Value, 1);
}
img.SetPixel(x, y, color);
}
}
return img;
}
private Color HSV(double hue, double sat, double val, double alpha)
{
var chroma = val * sat;
var step = Math.PI / 3;
var interm = chroma * (1 - Math.Abs((hue / step) % 2.0 - 1));
var shift = val - chroma;
if (hue < 1 * step) return RGB(shift + chroma, shift + interm, shift + 0, alpha);
if (hue < 2 * step) return RGB(shift + interm, shift + chroma, shift + 0, alpha);
if (hue < 3 * step) return RGB(shift + 0, shift + chroma, shift + interm, alpha);
if (hue < 4 * step) return RGB(shift + 0, shift + interm, shift + chroma, alpha);
if (hue < 5 * step) return RGB(shift + interm, shift + 0, shift + chroma, alpha);
return RGB(shift + chroma, shift + 0, shift + interm, alpha);
}
private Color RGB(double red, double green, double blue, double alpha)
{
return Color.FromArgb(
Math.Min(255, (int)(alpha * 256)),
Math.Min(255, (int)(red * 256)),
Math.Min(255, (int)(green * 256)),
Math.Min(255, (int)(blue * 256)));
}
public PointD GetWheelPosition(double hue)
{
double middleRadius = (InnerRadius + OuterRadius) / 2;
return new PointD
{
X = CenterX + middleRadius * Math.Sin(hue),
Y = CenterY - middleRadius * Math.Cos(hue)
};
}
public PointD GetTrianglePosition(double sat, double val)
{
var sqrt3 = Math.Sqrt(3);
return new PointD
{
X = CenterX + InnerRadius * (2 * val - sat * val - 1) * sqrt3 / 2,
Y = CenterY + InnerRadius * (1 - 3 * sat * val) / 2
};
}
}
public class PointD
{
public double X { get; set; }
public double Y { get; set; }
}
Result:

Related

Implementing Floyd-Steinberg Dithering in C# with specific Palette

I am making a program where I want to take an image and reduce its color palette to a preset palette of 60 colors, and then add a dithering effect. This seems to involve two things:
A color distance algorithm that goes through each pixel, gets its color, and then changes it to the color closest to it in the palette so that that image doesn't have colors that are not contained in the palette.
A dithering algorithm that goes through the color of each pixel and diffuses the difference between the original color and the new palette color chosen across the surrounding pixels.
After reading about color difference, I figured I would use either the CIE94 or CIEDE2000 algorithm for finding the closest color from my list. I also decided to use the fairly common Floyd–Steinberg dithering algorithm for the dithering effect.
Over the past 2 days I have written my own versions of these algorithms, pulled other versions of them from examples on the internet, tried them both first in Java and now C#, and pretty much every single time the output image has the same issue. Some parts of it look perfectly fine, have the correct colors, and are dithered properly, but then other parts (and sometimes the entire image) end up way too bright, are completely white, or all blur together. Usually darker images or darker parts of images turn out fine, but any part that is bright or has lighter colors at all gets turned up way brighter. Here is an example of an input and output image with these issues:
Input:
]3
Output:
I do have one idea for what may be causing this. When a pixel is sent through the "nearest color" function, I have it output its RGB values and it seems like some of them have their R value (and potentially other values??) pushed way higher than they should be, and even sometimes over 255 as shown in the screenshot. This does NOT happen for the earliest pixels in the image, only for ones that are multiple pixels in already and are already somewhat bright. This leads me to believe it is the dithering/error algorithm doing this, and not the color conversion or color difference algorithms. If that is the issue, then how would I go about fixing that?
Here's the relevant code and functions I'm using. At this point it's a mix of stuff I wrote and stuff I've found in libraries or other StackOverflow posts. I believe the main dithering algorithm and C3 class are copied basically directly from this Github page (and changed to work with C#, obviously)
class Program
{
public static C3[] palette = new C3[]{
new C3(196, 76, 86),
new C3(186, 11, 39),
new C3(113, 0, 32),
new C3(120, 41, 56),
new C3(203, 125, 84),
new C3(205, 90, 40),
new C3(175, 50, 33),
new C3(121, 61, 54),
// etc... palette is 60 colors total
// each object contains an r, g, and b value
};
static void Main(string[] args)
{
// paths for original image and output path for dithered image
string path = #"C:\Users\BillehBawb\Desktop\";
string imgPath = path + "amy.jpg";
string createPath = path + "amydithered.jpg";
// pulls the original image, runs the dithering function, then saves the new image
Bitmap img = new Bitmap(imgPath);
Bitmap dithered = floydSteinbergDithering(img);
dithered.Save(createPath, ImageFormat.Jpeg);
}
// loops through every pixel in the image, populates a 2d array with the pixel colors, then loops through again to change the color to one in the palette and do the dithering algorithm
private static Bitmap floydSteinbergDithering(Bitmap img)
{
int w = img.Width;
int h = img.Height;
C3[,] d = new C3[h, w];
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
d[y, x] = new C3(img.GetPixel(x, y).ToArgb());
}
}
for (int y = 0; y < img.Height; y++)
{
for (int x = 0; x < img.Width; x++)
{
C3 oldColor = d[y, x];
C3 newColor = findClosestPaletteColor(oldColor, palette);
img.SetPixel(x, y, newColor.toColor());
C3 err = oldColor.sub(newColor);
if (x + 1 < w)
{
d[y, x + 1] = d[y, x + 1].add(err.mul(7.0 / 16));
}
if (x - 1 >= 0 && y + 1 < h)
{
d[y + 1, x - 1] = d[y + 1, x - 1].add(err.mul(3.0 / 16));
}
if (y + 1 < h)
{
d[y + 1, x] = d[y + 1, x].add(err.mul(5.0 / 16));
}
if (x + 1 < w && y + 1 < h)
{
d[y + 1, x + 1] = d[y + 1, x + 1].add(err.mul(1.0 / 16));
}
}
}
return img;
}
// loops through the palette, converts the input pixel and palette colors to the LAB format, finds the difference between all of them, and selects the palette color with the lowest difference
private static C3 findClosestPaletteColor(C3 c, C3[] palette)
{
double[] pixelLab = rgbToLab(c.toColor().R, c.toColor().G, c.toColor().B);
double minDist = Double.MaxValue;
int colorIndex = 0;
for (int i = 0; i < palette.Length; i++)
{
double[] colors = rgbToLab(palette[i].toColor().R, palette[i].toColor().G, palette[i].toColor().B);
double dist = labDist(pixelLab[0], pixelLab[1], pixelLab[2], colors[0], colors[1], colors[2]);
if (dist < minDist)
{
colorIndex = i;
minDist = dist;
}
}
return palette[colorIndex];
}
// finds the deltaE/difference between two sets of LAB colors with the CIE94 algorithm
public static double labDist(double l1, double a1, double b1, double l2, double a2, double b2)
{
var deltaL = l1 - l2;
var deltaA = a1 - a2;
var deltaB = b1 - b2;
var c1 = Math.Sqrt(Math.Pow(a1, 2) + Math.Pow(b1, 2));
var c2 = Math.Sqrt(Math.Pow(a2, 2) + Math.Pow(b2, 2));
var deltaC = c1 - c2;
var deltaH = Math.Pow(deltaA, 2) + Math.Pow(deltaB, 2) - Math.Pow(deltaC, 2);
deltaH = deltaH < 0 ? 0 : Math.Sqrt(deltaH);
double sl = 1.0;
double kc = 1.0;
double kh = 1.0;
double Kl = 1.0;
double K1 = .045;
double K2 = .015;
var sc = 1.0 + K1 * c1;
var sh = 1.0 + K2 * c1;
var i = Math.Pow(deltaL / (Kl * sl), 2) +
Math.Pow(deltaC / (kc * sc), 2) +
Math.Pow(deltaH / (kh * sh), 2);
var finalResult = i < 0 ? 0 : Math.Sqrt(i);
return finalResult;
}
// converts RGB colors to the XYZ and then LAB format so the color difference algorithm can be done
public static double[] rgbToLab(int R, int G, int B)
{
float[] xyz = new float[3];
float[] lab = new float[3];
float[] rgb = new float[3];
rgb[0] = R / 255.0f;
rgb[1] = G / 255.0f;
rgb[2] = B / 255.0f;
if (rgb[0] > .04045f)
{
rgb[0] = (float)Math.Pow((rgb[0] + .055) / 1.055, 2.4);
}
else
{
rgb[0] = rgb[0] / 12.92f;
}
if (rgb[1] > .04045f)
{
rgb[1] = (float)Math.Pow((rgb[1] + .055) / 1.055, 2.4);
}
else
{
rgb[1] = rgb[1] / 12.92f;
}
if (rgb[2] > .04045f)
{
rgb[2] = (float)Math.Pow((rgb[2] + .055) / 1.055, 2.4);
}
else
{
rgb[2] = rgb[2] / 12.92f;
}
rgb[0] = rgb[0] * 100.0f;
rgb[1] = rgb[1] * 100.0f;
rgb[2] = rgb[2] * 100.0f;
xyz[0] = ((rgb[0] * .412453f) + (rgb[1] * .357580f) + (rgb[2] * .180423f));
xyz[1] = ((rgb[0] * .212671f) + (rgb[1] * .715160f) + (rgb[2] * .072169f));
xyz[2] = ((rgb[0] * .019334f) + (rgb[1] * .119193f) + (rgb[2] * .950227f));
xyz[0] = xyz[0] / 95.047f;
xyz[1] = xyz[1] / 100.0f;
xyz[2] = xyz[2] / 108.883f;
if (xyz[0] > .008856f)
{
xyz[0] = (float)Math.Pow(xyz[0], (1.0 / 3.0));
}
else
{
xyz[0] = (xyz[0] * 7.787f) + (16.0f / 116.0f);
}
if (xyz[1] > .008856f)
{
xyz[1] = (float)Math.Pow(xyz[1], 1.0 / 3.0);
}
else
{
xyz[1] = (xyz[1] * 7.787f) + (16.0f / 116.0f);
}
if (xyz[2] > .008856f)
{
xyz[2] = (float)Math.Pow(xyz[2], 1.0 / 3.0);
}
else
{
xyz[2] = (xyz[2] * 7.787f) + (16.0f / 116.0f);
}
lab[0] = (116.0f * xyz[1]) - 16.0f;
lab[1] = 500.0f * (xyz[0] - xyz[1]);
lab[2] = 200.0f * (xyz[1] - xyz[2]);
return new double[] { lab[0], lab[1], lab[2] };
}
}
And here is the C3 class, its basically just the Color class with some math functions to make it cleaner to do the dithering on
class C3
{
int r, g, b;
public C3(int c)
{
Color color = Color.FromArgb(c);
r = color.R;
g = color.G;
b = color.B;
}
public C3(int r, int g, int b)
{
this.r = r;
this.g = g;
this.b = b;
}
public C3 add(C3 o)
{
return new C3(r + o.r, g + o.g, b + o.b);
}
public int clamp(int c)
{
return Math.Max(0, Math.Min(255, c));
}
public int diff(C3 o)
{
int Rdiff = o.r - r;
int Gdiff = o.g - g;
int Bdiff = o.b - b;
int distanceSquared = Rdiff * Rdiff + Gdiff * Gdiff + Bdiff * Bdiff;
return distanceSquared;
}
public C3 mul(double d)
{
return new C3((int)(d * r), (int)(d * g), (int)(d * b));
}
public C3 sub(C3 o)
{
return new C3(r - o.r, g - o.g, b - o.b);
}
public Color toColor()
{
return Color.FromArgb(clamp(r), clamp(g), clamp(b));
}
public int toRGB()
{
return toColor().ToArgb();
}
}
Sorry for the massive code dump, the functions are just pretty large and I want to provide everything I can. If anyone has any suggestions on a simpler or different way to do this, or if you know how to fix the issue I'm running into, please let me know. I have tried quite a few different algorithms for my desired result but I haven't been able to get any of them to do what I want them to. Any help or ideas are greatly appreciated, thank you!
It appears that when you shift the error to the neighbors in floydSteinbergDithering() the r,g,b values never get clamped until you cast them back to Color.
Since you're using int and not byte there is no prevention of overflows to negative or large values greater than 255 for r, g, and b.
You should consider implementing r,g, and b as properties that clamp to 0-255 when they're set.
This will ensure their values will never be outside your expected range (0 - 255).
class C3
{
private int r;
public int R
{
get => r;
set
{
r = clamp(value);
}
}
private int g;
public int G
{
get => g;
set
{
g = clamp(value);
}
}
private int b;
public int B
{
get => b;
set
{
b = clamp(value);
}
}
// rest of class
}

How to construct a graph of weights from an image

Project: intelligence scissors.
The first part of the project is to load an image (in the form of RGBPixel 2d array) then to construct a graph of weights to use it later to determine the shortest path between 2 points on the image (the 2 points will be determined by an anchor and a free point..In short i will have the source and the destination points).
I have a function that open the image and return a RGBPixel 2d array already made.Now image is loaded i want to construct the graph to do the i should use a function called CalculatePixelEnergies here is the code
public static Vector2D CalculatePixelEnergies(int x, int y, RGBPixel[,] ImageMatrix)
{
if (ImageMatrix == null) throw new Exception("image is not set!");
Vector2D gradient = CalculateGradientAtPixel(x, y, ImageMatrix);
double gradientMagnitude = Math.Sqrt(gradient.X * gradient.X + gradient.Y * gradient.Y);
double edgeAngle = Math.Atan2(gradient.Y, gradient.X);
double rotatedEdgeAngle = edgeAngle + Math.PI / 2.0;
Vector2D energy = new Vector2D();
energy.X = Math.Abs(gradientMagnitude * Math.Cos(rotatedEdgeAngle));
energy.Y = Math.Abs(gradientMagnitude * Math.Sin(rotatedEdgeAngle));
return energy;
}
This function use CalculateGradientAtPixel, Here is the code in case you want it.
private static Vector2D CalculateGradientAtPixel(int x, int y, RGBPixel[,] ImageMatrix)
{
Vector2D gradient = new Vector2D();
RGBPixel mainPixel = ImageMatrix[y, x];
double pixelGrayVal = 0.21 * mainPixel.red + 0.72 * mainPixel.green + 0.07 * mainPixel.blue;
if (y == GetHeight(ImageMatrix) - 1)
{
//boundary pixel.
for (int i = 0; i < 3; i++)
{
gradient.Y = 0;
}
}
else
{
RGBPixel downPixel = ImageMatrix[y + 1, x];
double downPixelGrayVal = 0.21 * downPixel.red + 0.72 * downPixel.green + 0.07 * downPixel.blue;
gradient.Y = pixelGrayVal - downPixelGrayVal;
}
if (x == GetWidth(ImageMatrix) - 1)
{
//boundary pixel.
gradient.X = 0;
}
else
{
RGBPixel rightPixel = ImageMatrix[y, x + 1];
double rightPixelGrayVal = 0.21 * rightPixel.red + 0.72 * rightPixel.green + 0.07 * rightPixel.blue;
gradient.X = pixelGrayVal - rightPixelGrayVal;
}
return gradient;
}
In my code of graph construction i decided to make a 2d double array to hold the weights, here what i do but it seems to be a wrong construction
public static double [,] calculateWeights(RGBPixel[,] ImageMatrix)
{
double[,] weights = new double[1000, 1000];
int height = ImageOperations.GetHeight(ImageMatrix);
int width = ImageOperations.GetWidth(ImageMatrix);
for (int y = 0; y < height - 1; y++)
{
for (int x = 0; x < width - 1; x++)
{
Vector2D e;
e = ImageOperations.CalculatePixelEnergies(x, y, ImageMatrix);
weights[y + 1, x] = 1 / e.X;
weights[y, x + 1] = 1 / e.Y;
}
}
return weights;
}
an example for an image
an other example for an image

vector point precision Error

Our application contains .Net FrameWork3.5 and DirectX For Making 2d drawing.
we are stuck with precision problem.Please give solution to solve the precision problem.
we are using vector3f(vector points) to store the values. while we store the result of point in vector3f only 2 precision value is matched.But we need 5 precision value.
Here i have mentioned my code below..
//Function To find ARC Parameters from Bulge value
polylineVertStart=6919.602,18951.51,0 polylineVertEnd=6916.602,18951.51,0
Arc StartPoint=6919.602,18951.5177,0 Endpoint=6916.602,18951.51,0
public static Arc BulgeToArc(PolylineVertex3d polylineVertStart, PolylineVertex3d polylineVertEnd)
{
PolylineVertex3d polylineVertex3d = polylineVertEnd;
PolylineVertex3d polylineVertex3d1 = polylineVertStart; //get previous point
double x1 = polylineVertex3d1.Position.X; //Assign start and end points
double y1 = polylineVertex3d1.Position.Y;
double x2 = polylineVertex3d.Position.X;
double y2 = polylineVertex3d.Position.Y;
if (y1 == y2)
{
y2 += (y1 * 0.0000001);
}
if (x1 == x2)
{
x2 += (x1 * 0.0000001);
}
double bulge = polylineVertex3d1.Bulge;
double incAngle = 4 * System.Math.Atan(System.Math.Abs(bulge)); //included Angle
double chord = System.Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); //Chord length
double r = 0.5 * chord / System.Math.Cos(0.5 * incAngle - 0.5 * System.Math.PI); //Calculate radius
double Radius = r;
double dx = x2 - x1;
double dy = y2 - y1;
double slope = dy / dx; //slope of two points
double slopeAng = System.Math.Atan(slope);
if (System.Math.Sign(dy) == -1 && System.Math.Sign(dx) == -1)
{
slopeAng = System.Math.PI + slopeAng;
}
else if (System.Math.Sign(dy) == -1 && System.Math.Sign(dx) == 1)
{
slopeAng = 2 * System.Math.PI + slopeAng;
}
else if (System.Math.Sign(dy) == 1 && System.Math.Sign(dx) == -1)
{
slopeAng = System.Math.PI + slopeAng;
}
double d1 = System.Math.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
double d2 = d1 / 2;
double startAng = System.Math.Acos(d2 / r); //calculate start angle
double sAngle;
if (System.Math.Abs(bulge) < 1) //get actual start angle based on bulge direction
{
if (System.Math.Sign(bulge) != -1)
{
sAngle = slopeAng + startAng;
}
else
{
sAngle = slopeAng - startAng;
}
}
else
{
if (System.Math.Sign(bulge) != -1)
{
sAngle = slopeAng - startAng;
}
else
{
sAngle = slopeAng + startAng;
}
}
double cx = x1 + r * System.Math.Cos(sAngle);
double cy = y1 + r * System.Math.Sin(sAngle);
Vector3F Center = new Vector3F((float)cx, (float)cy, 0f); //calculate center point
double dx1 = x1 - cx;
double dx2 = x2 - cx;
double dy1 = y1 - cy;
double dy2 = y2 - cy;
double sAng = System.Math.Atan(dy1 / dx1);
double eAng = System.Math.Atan(dy2 / dx2);
if (System.Math.Sign(dy1) == -1 && System.Math.Sign(dx1) == -1)
{
sAng = System.Math.PI + sAng;
}
else if (System.Math.Sign(dy1) == -1 && System.Math.Sign(dx1) != -1)
{
sAng = 2 * System.Math.PI + sAng;
}
else if (System.Math.Sign(dx1) == -1)
{
sAng = System.Math.PI + sAng;
}
if (System.Math.Sign(dy2) == -1 && System.Math.Sign(dx2) == -1)
{
eAng = System.Math.PI + eAng;
}
else if (System.Math.Sign(dy2) == -1 && System.Math.Sign(dx2) != -1)
{
eAng = 2 * System.Math.PI + eAng;
}
else if (System.Math.Sign(dx2) == -1)
{
eAng = System.Math.PI + eAng;
}
double StartAngle;
double EndAngle;
if (System.Math.Sign(bulge) != -1) //finalise start angle and end angle
{
StartAngle = sAng;
EndAngle = eAng;
}
else
{
StartAngle = eAng;
EndAngle = sAng;
}
Direction dir;
if (polylineVertStart.Bulge != 0)
dir = polylineVertStart.Bulge < 0 ? Direction.ClockWise : Direction.CounterClockWise;
else
dir = polylineVertEnd.Bulge < 0 ? Direction.ClockWise : Direction.CounterClockWise;
Arc arc = dir == Direction.ClockWise ? new Arc(Center, new Vector3F(0f, 0f, 1f), Radius, EndAngle, StartAngle, dir) : new Arc(Center, new Vector3F(0f, 0f, 1f), Radius, StartAngle, EndAngle, dir);
return arc;
}
//Function to find ARC from StartAngle,EndAngle,Radius
public RenderingEngine.Geometry GetGeomtry()
{
RenderingEngine.Geometry geometry = new RenderingEngine.Geometry
{
EntityPrimitiveType = EntityPrimitiveType.LineStrip
};
xPoints.Clear();
yPoints.Clear();
zPoints.Clear();
VertexList.Clear();
List<CustomVertex.PositionColored> vertices = new List<CustomVertex.PositionColored>();
if (direction == Direction.ClockWise)
{
#region clockwise
double WedgeAngle = 0.0; //clock wise
if (EndAngle != StartAngle)
{
if (EndAngle < StartAngle)
{
WedgeAngle = (StartAngle - EndAngle) / NUMPOINTS;
}
else
{
WedgeAngle = ((System.Math.PI * 2) - (EndAngle - StartAngle)) / NUMPOINTS;
}
}
double angle = StartAngle;
for (int i = 0; i <= NUMPOINTS; i++)
{
double theta = angle - (i * WedgeAngle);
double x = center.X + (radius * SystemMath.Cos(theta));
double y = center.Y + (radius * SystemMath.Sin(theta));
double z = center.Z;
CustomVertex.PositionColored positionColored = new CustomVertex.PositionColored
{
Position =
new Vector3((float) x, (float) y,
(float) z),
Color = Color.ToArgb()
};
vertices.Add(positionColored);
xPoints.Add((float)x);
yPoints.Add((float)y);
zPoints.Add((float)z);
VertexList.Add(new Vector3F((float)x, (float)y, (float)z));
}
double startx = Center.X + (Radius * System.Math.Cos(StartAngle));
double starty = Center.Y + (Radius * System.Math.Sin(StartAngle));
double startz = Center.Z;
double endx = Center.X + (Radius * System.Math.Cos(EndAngle));
double endy = Center.Y + (Radius * System.Math.Sin(EndAngle));
double endz = Center.Z;
startPoint = new Vector3F((float)startx, (float)starty, (float)startz);
endPoint = new Vector3F((float)endx, (float)endy, (float)endz);
#endregion clockwise
}
else
{
#region Counter ClockWise
double WedgeAngle = 0.0;
if (EndAngle != StartAngle)
{
if (EndAngle > StartAngle)
{
WedgeAngle = (EndAngle - StartAngle) / NUMPOINTS;
}
else
{
WedgeAngle = ((System.Math.PI * 2 - StartAngle) + EndAngle) / NUMPOINTS;
}
}
double angle = StartAngle;
for (int i = 0; i <= NUMPOINTS; i++)
{
double theta = angle + (i * WedgeAngle);
double x = center.X + (radius * SystemMath.Cos(theta));
double y = center.Y + (radius * SystemMath.Sin(theta));
double z = center.Z;
CustomVertex.PositionColored positionColored = new CustomVertex.PositionColored
{
Position =
new Vector3((float) x, (float) y,
(float) z),
Color = Color.ToArgb()
};
vertices.Add(positionColored);
xPoints.Add((float)x);
yPoints.Add((float)y);
zPoints.Add((float)z);
VertexList.Add(new Vector3F((float)x, (float)y, (float)z));
}
double startx = Center.X + (Radius * System.Math.Cos(StartAngle));
double starty = Center.Y + (Radius * System.Math.Sin(StartAngle));
double startz = Center.Z;
double endx = Center.X + (Radius * System.Math.Cos(EndAngle));
double endy = Center.Y + (Radius * System.Math.Sin(EndAngle));
double endz = Center.Z;
startPoint = new Vector3F((float)startx, (float)starty, (float)startz);
endPoint = new Vector3F((float)endx, (float)endy, (float)endz);
#endregion
}
geometry.Vertices.Add(vertices);
return geometry;
}
Here arc start point and endpoint x value always come correctly but y value is some precision problem.
Thanks in Advance..

Geographic coordinates converter

I wanted a class that can convert one system to another.
I've found a source code in python and tried to port it into C#.
This is the python source. From here
import math
class GlobalMercator(object):
def __init__(self, tileSize=256):
"Initialize the TMS Global Mercator pyramid"
self.tileSize = tileSize
self.initialResolution = 2 * math.pi * 6378137 / self.tileSize
# 156543.03392804062 for tileSize 256 pixels
self.originShift = 2 * math.pi * 6378137 / 2.0
# 20037508.342789244
def LatLonToMeters(self, lat, lon ):
"Converts given lat/lon in WGS84 Datum to XY in Spherical Mercator EPSG:900913"
mx = lon * self.originShift / 180.0
my = math.log( math.tan((90 + lat) * math.pi / 360.0 )) / (math.pi / 180.0)
my = my * self.originShift / 180.0
return mx, my
def MetersToLatLon(self, mx, my ):
"Converts XY point from Spherical Mercator EPSG:900913 to lat/lon in WGS84 Datum"
lon = (mx / self.originShift) * 180.0
lat = (my / self.originShift) * 180.0
lat = 180 / math.pi * (2 * math.atan( math.exp( lat * math.pi / 180.0)) - math.pi / 2.0)
return lat, lon
def PixelsToMeters(self, px, py, zoom):
"Converts pixel coordinates in given zoom level of pyramid to EPSG:900913"
res = self.Resolution( zoom )
mx = px * res - self.originShift
my = py * res - self.originShift
return mx, my
def MetersToPixels(self, mx, my, zoom):
"Converts EPSG:900913 to pyramid pixel coordinates in given zoom level"
res = self.Resolution( zoom )
px = (mx + self.originShift) / res
py = (my + self.originShift) / res
return px, py
def PixelsToTile(self, px, py):
"Returns a tile covering region in given pixel coordinates"
tx = int( math.ceil( px / float(self.tileSize) ) - 1 )
ty = int( math.ceil( py / float(self.tileSize) ) - 1 )
return tx, ty
def PixelsToRaster(self, px, py, zoom):
"Move the origin of pixel coordinates to top-left corner"
mapSize = self.tileSize << zoom
return px, mapSize - py
def MetersToTile(self, mx, my, zoom):
"Returns tile for given mercator coordinates"
px, py = self.MetersToPixels( mx, my, zoom)
return self.PixelsToTile( px, py)
def TileBounds(self, tx, ty, zoom):
"Returns bounds of the given tile in EPSG:900913 coordinates"
minx, miny = self.PixelsToMeters( tx*self.tileSize, ty*self.tileSize, zoom )
maxx, maxy = self.PixelsToMeters( (tx+1)*self.tileSize, (ty+1)*self.tileSize, zoom )
return ( minx, miny, maxx, maxy )
def TileLatLonBounds(self, tx, ty, zoom ):
"Returns bounds of the given tile in latutude/longitude using WGS84 datum"
bounds = self.TileBounds( tx, ty, zoom)
minLat, minLon = self.MetersToLatLon(bounds[0], bounds[1])
maxLat, maxLon = self.MetersToLatLon(bounds[2], bounds[3])
return ( minLat, minLon, maxLat, maxLon )
def Resolution(self, zoom ):
"Resolution (meters/pixel) for given zoom level (measured at Equator)"
# return (2 * math.pi * 6378137) / (self.tileSize * 2**zoom)
return self.initialResolution / (2**zoom)
def ZoomForPixelSize(self, pixelSize ):
"Maximal scaledown zoom of the pyramid closest to the pixelSize."
for i in range(30):
if pixelSize > self.Resolution(i):
return i-1 if i!=0 else 0 # We don't want to scale up
def GoogleTile(self, tx, ty, zoom):
"Converts TMS tile coordinates to Google Tile coordinates"
# coordinate origin is moved from bottom-left to top-left corner of the extent
return tx, (2**zoom - 1) - ty
def QuadTree(self, tx, ty, zoom ):
"Converts TMS tile coordinates to Microsoft QuadTree"
quadKey = ""
ty = (2**zoom - 1) - ty
for i in range(zoom, 0, -1):
digit = 0
mask = 1 << (i-1)
if (tx & mask) != 0:
digit += 1
if (ty & mask) != 0:
digit += 2
quadKey += str(digit)
return quadKey
Here is my C# port.
public class GlobalMercator {
private Int32 TileSize;
private Double InitialResolution;
private Double OriginShift;
private const Int32 EarthRadius = 6378137;
public GlobalMercator() {
TileSize = 256;
InitialResolution = 2 * Math.PI * EarthRadius / TileSize;
OriginShift = 2 * Math.PI * EarthRadius / 2;
}
public DPoint LatLonToMeters(Double lat, Double lon) {
var p = new DPoint();
p.X = lon * OriginShift / 180;
p.Y = Math.Log(Math.Tan((90 + lat) * Math.PI / 360)) / (Math.PI / 180);
p.Y = p.Y * OriginShift / 180;
return p;
}
public GeoPoint MetersToLatLon(DPoint m) {
var ll = new GeoPoint();
ll.Longitude = (m.X / OriginShift) * 180;
ll.Latitude = (m.Y / OriginShift) * 180;
ll.Latitude = 180 / Math.PI * (2 * Math.Atan(Math.Exp(ll.Latitude * Math.PI / 180)) - Math.PI / 2);
return ll;
}
public DPoint PixelsToMeters(DPoint p, Int32 zoom) {
var res = Resolution(zoom);
var met = new DPoint();
met.X = p.X * res - OriginShift;
met.Y = p.Y * res - OriginShift;
return met;
}
public DPoint MetersToPixels(DPoint m, Int32 zoom) {
var res = Resolution(zoom);
var pix = new DPoint();
pix.X = (m.X + OriginShift) / res;
pix.Y = (m.Y + OriginShift) / res;
return pix;
}
public Point PixelsToTile(DPoint p) {
var t = new Point();
t.X = (Int32)Math.Ceiling(p.X / (Double)TileSize) - 1;
t.Y = (Int32)Math.Ceiling(p.Y / (Double)TileSize) - 1;
return t;
}
public Point PixelsToRaster(Point p, Int32 zoom) {
var mapSize = TileSize << zoom;
return new Point(p.X, mapSize - p.Y);
}
public Point MetersToTile(Point m, Int32 zoom) {
var p = MetersToPixels(m, zoom);
return PixelsToTile(p);
}
public Pair<DPoint> TileBounds(Point t, Int32 zoom) {
var min = PixelsToMeters(new DPoint(t.X * TileSize, t.Y * TileSize), zoom);
var max = PixelsToMeters(new DPoint((t.X + 1) * TileSize, (t.Y + 1) * TileSize), zoom);
return new Pair<DPoint>(min, max);
}
public Pair<GeoPoint> TileLatLonBounds(Point t, Int32 zoom) {
var bound = TileBounds(t, zoom);
var min = MetersToLatLon(bound.Min);
var max = MetersToLatLon(bound.Max);
return new Pair<GeoPoint>(min, max);
}
public Double Resolution(Int32 zoom) {
return InitialResolution / (2 ^ zoom);
}
public Double ZoomForPixelSize(Double pixelSize) {
for (var i = 0; i < 30; i++)
if (pixelSize > Resolution(i))
return i != 0 ? i - 1 : 0;
throw new InvalidOperationException();
}
public Point ToGoogleTile(Point t, Int32 zoom) {
return new Point(t.X, ((Int32)Math.Pow(2, zoom) - 1) - t.Y);
}
public Point ToTmsTile(Point t, Int32 zoom) {
return new Point(t.X, ((Int32)Math.Pow(2, zoom) - 1) - t.Y);
}
}
public struct Point {
public Point(Int32 x, Int32 y)
: this() {
X = x;
Y = y;
}
public Int32 X { get; set; }
public Int32 Y { get; set; }
}
public struct DPoint {
public DPoint(Double x, Double y)
: this() {
this.X = x;
this.Y = y;
}
public Double X { get; set; }
public Double Y { get; set; }
public static implicit operator DPoint(Point p) {
return new DPoint(p.X, p.Y);
}
}
public class GeoPoint {
public Double Latitude { get; set; }
public Double Longitude { get; set; }
}
public class Pair<T> {
public Pair() {}
public Pair(T min, T max) {
Min = min;
Max = max;
}
public T Min { get; set; }
public T Max { get; set; }
}
I have two questions.
Did I port the code correctly? (I intentionally omitted one method as I don't use it and added one my own)
Here I have coordinates
WGS84 datum (longitude/latitude):
-123.75 36.59788913307022
-118.125 40.97989806962013
Spherical Mercator (meters):
-13775786.985667605 4383204.9499851465
-13149614.849955441 5009377.085697312
Pixels
2560 6144 2816 6400
Google
x:10, y:24, z:6
TMS
x:10, y:39, z:6
QuadTree
023010
How should I chain the methods so that I get from Google's tile coordinates (10, 24, 6) the spherical mercator meters?
Update
Finding answer for my second question is more important for me.
There's at least one bug in your class:
public Double Resolution(Int32 zoom) {
return InitialResolution / (2 ^ zoom); // BAD CODE, USE Math.Pow, not ^
}
Where you've mistaken the binary XOR operator for the exponent operator.
I've rewritten the code, made most functions static, and added a few more relevant functions:
/// <summary>
/// Conversion routines for Google, TMS, and Microsoft Quadtree tile representations, derived from
/// http://www.maptiler.org/google-maps-coordinates-tile-bounds-projection/
/// </summary>
public class WebMercator
{
private const int TileSize = 256;
private const int EarthRadius = 6378137;
private const double InitialResolution = 2 * Math.PI * EarthRadius / TileSize;
private const double OriginShift = 2 * Math.PI * EarthRadius / 2;
//Converts given lat/lon in WGS84 Datum to XY in Spherical Mercator EPSG:900913
public static Point LatLonToMeters(double lat, double lon)
{
var p = new Point();
p.X = lon * OriginShift / 180;
p.Y = Math.Log(Math.Tan((90 + lat) * Math.PI / 360)) / (Math.PI / 180);
p.Y = p.Y * OriginShift / 180;
return p;
}
//Converts XY point from (Spherical) Web Mercator EPSG:3785 (unofficially EPSG:900913) to lat/lon in WGS84 Datum
public static Point MetersToLatLon(Point m)
{
var ll = new Point();
ll.X = (m.X / OriginShift) * 180;
ll.Y = (m.Y / OriginShift) * 180;
ll.Y = 180 / Math.PI * (2 * Math.Atan(Math.Exp(ll.Y * Math.PI / 180)) - Math.PI / 2);
return ll;
}
//Converts pixel coordinates in given zoom level of pyramid to EPSG:900913
public static Point PixelsToMeters(Point p, int zoom)
{
var res = Resolution(zoom);
var met = new Point();
met.X = p.X * res - OriginShift;
met.Y = p.Y * res - OriginShift;
return met;
}
//Converts EPSG:900913 to pyramid pixel coordinates in given zoom level
public static Point MetersToPixels(Point m, int zoom)
{
var res = Resolution(zoom);
var pix = new Point();
pix.X = (m.X + OriginShift) / res;
pix.Y = (m.Y + OriginShift) / res;
return pix;
}
//Returns a TMS (NOT Google!) tile covering region in given pixel coordinates
public static Tile PixelsToTile(Point p)
{
var t = new Tile();
t.X = (int)Math.Ceiling(p.X / (double)TileSize) - 1;
t.Y = (int)Math.Ceiling(p.Y / (double)TileSize) - 1;
return t;
}
public static Point PixelsToRaster(Point p, int zoom)
{
var mapSize = TileSize << zoom;
return new Point(p.X, mapSize - p.Y);
}
//Returns tile for given mercator coordinates
public static Tile MetersToTile(Point m, int zoom)
{
var p = MetersToPixels(m, zoom);
return PixelsToTile(p);
}
//Returns bounds of the given tile in EPSG:900913 coordinates
public static Rect TileBounds(Tile t, int zoom)
{
var min = PixelsToMeters(new Point(t.X * TileSize, t.Y * TileSize), zoom);
var max = PixelsToMeters(new Point((t.X + 1) * TileSize, (t.Y + 1) * TileSize), zoom);
return new Rect(min, max);
}
//Returns bounds of the given tile in latutude/longitude using WGS84 datum
public static Rect TileLatLonBounds(Tile t, int zoom)
{
var bound = TileBounds(t, zoom);
var min = MetersToLatLon(new Point(bound.Left, bound.Top));
var max = MetersToLatLon(new Point(bound.Right, bound.Bottom));
return new Rect(min, max);
}
//Resolution (meters/pixel) for given zoom level (measured at Equator)
public static double Resolution(int zoom)
{
return InitialResolution / (Math.Pow(2, zoom));
}
public static double ZoomForPixelSize(double pixelSize)
{
for (var i = 0; i < 30; i++)
if (pixelSize > Resolution(i))
return i != 0 ? i - 1 : 0;
throw new InvalidOperationException();
}
// Switch to Google Tile representation from TMS
public static Tile ToGoogleTile(Tile t, int zoom)
{
return new Tile(t.X, ((int)Math.Pow(2, zoom) - 1) - t.Y);
}
// Switch to TMS Tile representation from Google
public static Tile ToTmsTile(Tile t, int zoom)
{
return new Tile(t.X, ((int)Math.Pow(2, zoom) - 1) - t.Y);
}
//Converts TMS tile coordinates to Microsoft QuadTree
public static string QuadTree(int tx, int ty, int zoom)
{
var quadtree = "";
ty = ((1 << zoom) - 1) - ty;
for (var i = zoom; i >= 1; i--)
{
var digit = 0;
var mask = 1 << (i - 1);
if ((tx & mask) != 0)
digit += 1;
if ((ty & mask) != 0)
digit += 2;
quadtree += digit;
}
return quadtree;
}
//Converts a quadtree to tile coordinates
public static Tile QuadTreeToTile(string quadtree, int zoom)
{
int tx= 0, ty = 0;
for (var i = zoom; i >= 1; i--)
{
var ch = quadtree[zoom - i];
var mask = 1 << (i - 1);
var digit = ch - '0';
if ((digit & 1) != 0)
tx += mask;
if ((digit & 2) != 0)
ty += mask;
}
ty = ((1 << zoom) - 1) - ty;
return new Tile(tx, ty);
}
//Converts a latitude and longitude to quadtree at the specified zoom level
public static string LatLonToQuadTree(Point latLon, int zoom)
{
Point m = LatLonToMeters(latLon.Y, latLon.X);
Tile t = MetersToTile(m, zoom);
return QuadTree(t.X, t.Y, zoom);
}
//Converts a quadtree location into a latitude/longitude bounding rectangle
public static Rect QuadTreeToLatLon(string quadtree)
{
int zoom = quadtree.Length;
Tile t = QuadTreeToTile(quadtree, zoom);
return TileLatLonBounds(t, zoom);
}
//Returns a list of all of the quadtree locations at a given zoom level within a latitude/longude box
public static List<string> GetQuadTreeList(int zoom, Point latLonMin, Point latLonMax)
{
if (latLonMax.Y< latLonMin.Y|| latLonMax.X< latLonMin.X)
return null;
Point mMin = LatLonToMeters(latLonMin.Y, latLonMin.X);
Tile tmin = MetersToTile(mMin, zoom);
Point mMax = LatLonToMeters(latLonMax.Y, latLonMax.X);
Tile tmax = MetersToTile(mMax, zoom);
var arr = new List<string>();
for (var ty = tmin.Y; ty <= tmax.Y; ty++)
{
for (var tx = tmin.X; tx <= tmax.X; tx++)
{
var quadtree = QuadTree(tx, ty, zoom);
arr.Add(quadtree);
}
}
return arr;
}
}
/// <summary>
/// Reference to a Tile X, Y index
/// </summary>
public class Tile
{
public Tile() { }
public Tile(int x, int y)
{
X = x;
Y = y;
}
public int X { get; set; }
public int Y { get; set; }
}
To solve your second question, use the following sequence:
int zoom = 6;
Tile googleTile = new Tile(10,24);
Tile tmsTile = GlobalMercator.ToTmsTile(googleTile, zoom);
Rect r3 = GlobalMercator.TileLatLonBounds(tmsTile, zoom);
var tl = GlobalMercator.LatLonToMeters(r3.Top, r3.Left);
var br = GlobalMercator.LatLonToMeters(r3.Bottom, r3.Right);
Debug.WriteLine("{0:0.000} {1:0.000}", tl.X, tl.Y);
Debug.WriteLine("{0:0.000} {1:0.000}", br.X, br.Y);
// -13775787.000 4383205.000
// -13149615.000 5009376.500
The best opensource solution for converting coordinates from one projection to another is Proj4 originally written in c but ported to numerous programming languages. The port to c# that I have tried and used is DotSpatial Projections found on CodePlex. It is easy to find out how to use it based on the examples. The only thing you need to know are conversion parameters for your case.
CoordinateSharp is available on NuGet. It's light weight and makes coordinate conversions really. It's not designed for mapping, but strait up conversions (and location based celestial information) if that is a factor.
Example
Coordinate c = new Coordinate(myLat,myLong);
c.UTM; //Outputs UTM string
c.UTM.Easting //UTM easting property
A couple of pointers for anyone reading that wants to use Oybek excellent code:
You need to add using System.Windows but also Add a Reference to the WindowsBase assembly, otherwise VS wont find Point and Rect.
Note that just must not use System.Drawing
And here's a new function that will convert Zoom lat/lng to a Google Tile:
public static Tile LatLonToGoogleTile(Point latLon, int zoom)
{
Point m = LatLonToMeters(latLon.Y, latLon.X);
Tile t = MetersToTile(m, zoom);
return ToGoogleTile(t, zoom);
}

XNA 2D TileEngine Mouse clicking issue

My problem is that clicks only get registers on the lower right corner and in some cases not even there it seems to get worse the longer you stray from the 0.0 and the likes the worse it gets.
public void Render(SpriteBatch B, Camera C)
{
Vector2 firstSquare = new Vector2(C.Position.X / 32, C.Position.Y / 32);
int firstX = (int)firstSquare.X;
int firstY = (int)firstSquare.Y;
Vector2 squareOffset = new Vector2(C.Position.X % 32, C.Position.Y % 32);
int offsetX = (int)squareOffset.X;
int offsetY = (int)squareOffset.Y;
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 26; x++)
{
Tile T = GetTile(x + firstX, y + firstY);
if (T == null)
{
continue;
}
T.RenderWithCamera(B,new Vector2((x*32)-offsetX,(y*32)-offsetY));
}
}
public void CheckClick(float mx, float my,Camera C)
{
Vector2 firstSquare = new Vector2(C.Position.X / 32, C.Position.Y / 32);
int x = (int)firstSquare.X;
int y = (int)firstSquare.Y;
Vector2 squareOffset = new Vector2(C.Position.X % 32, C.Position.Y % 32);
int offsetX = (int)squareOffset.X;
int offsetY = (int)squareOffset.Y;
int vx = (int)mx / 32;
int vy = (int)my / 32;
float x1 = vx + x;
float y1 = vy + y;
int maxX, maxY;
maxX = C.Width / 32;
maxY = C.Height / 32;
Console.WriteLine("MAX_X:" + maxX + "MAX_Y:" + maxY);
Tile T = GetTile(x1, y1);
Rectangle A = new Rectangle((int)mx, (int)my, 1, 1);
if (T == null)
{ Console.WriteLine("No Tile found"); return; }
if (T.IsInside(A))
{
Console.WriteLine("Not inside?");
Tile S = null;
S = new Wall((int)x1, (int)y1, 0);
if (S != null)
{
tiles.Add(S);
tiles2[(int)T.pos.X, (int)T.pos.Y] = S;
}
}
Console.WriteLine("Clicked Tile at X:" + T.pos.X + "Y:" + T.pos.Y);
}
public bool IsInside(Rectangle B) // TILE
{
Rectangle rectA = new Rectangle((int)Last_pos.X, (int)Last_pos.Y, icon.Width, icon.Height);
Console.WriteLine("A:" + rectA.X + "A.y:" + rectA.Y + "B.X:" + B.X + "B.Y:" + B.Y);
if(rectA.Intersects(B))
{
return true;
}
else
return false;
}
Here's how I like to handle clicking a tilemap.
int xTile = Math.floor((Mouse.X + CameraBounds.left) / Tile.width);
int yTile = Math.floor((Mouse.Y + CameraBounds.top) / Tile.height);

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