Here is problem which i have:
I load image in C#. On that image I have to insert 2 points: point A and point B by clicking mouse on random possitions.
Point A have it cords (Xa, Ya) which is read from program and I need to manually insert its GPS coords (LatitudeA and LongtudeA) for it.
Point B have it own cords (Xb, Yb) which is also read from program and I need to manually insert its GPS coords (LatitudeB and LongtudeB) for it.
So main problem is next: on every next click on screen I have to know GPS cords for that point. Also for that point C i have (Xc, Yc).
Here is my ComputeLatitudeAndLogitude method, but it seems it doesnt works perfectly. I need this on street level size.
Example:
A (487, 361, 45.252464, 19.850337)
B (1167, 397, 45.252026, 19.853990)
C (810, 513, ??? , ???); results should be C(810, 513, 45.251592 , 19.852075)
PLEASE feel free to contact me so we can fix problem, mymailis hladnopivo1990#gmail.com
public void ComputeLatitudeAndLogitud (Wpf_Maps.Point point)
{
int diffX = pointA.X - pointB.X;
int diffY = pointA.Y - pointB.Y;
double diffLatitude = pointA.Latitude - pointB.Latitude;
double diffLongitude = pointA.Longitude - pointB.Longitude;
double latitudePerPixel = Math.Abs(diffLatitude / diffX);
double longitudePerPixel = Math.Abs(diffLongitude / diffY);
int diffXforA = pointA.X - point.X;
int diffYforA = pointA.Y - point.Y;
int diffXforB = pointB.X - point.X;
int diffYforB = pointB.Y - point.Y;
double newLatitudeFromA = pointA.Latitude + (diffXforA * latitudePerPixel);
double newLatitudeFromB = pointB.Latitude + (diffXforB * latitudePerPixel);
double newLongitudeFromA = pointA.Longitude + (diffYforA * longitudePerPixel);
double newLongitudeFromB = pointB.Longitude + (diffYforB * longitudePerPixel);
point.Latitude = (newLatitudeFromA + newLatitudeFromB) / 2;
point.Longitude = (newLongitudeFromA + newLongitudeFromB) / 2;
}
Depending on the distance you need to cover, linear extrapolation will not work too good; the earth is not plain, and latitude distances vary with longitude.
One approximation would be a sphere on which you calculate the Great-circle distance.
(GPS) coordinates are usually recorded relative to a (non-sphere) model of the earth, the WGS-84 ellipsoid being the most common today. So for maximum accuracy, you'll have to calculate distances based on the corresponding reference model.
Additionally, if the reference model of the image is different from that of the GPS coordinates you may need more than two reference points to determine the exact mapping.
I presume pointA and pointB are at opposite corners of the map, A being bottom left (or top left?)... meaning every point C is up and right of the point A.
Try this simplification:
public void ComputeLatitudeAndLogitud (Wpf_Maps.Point point)
{
int diffX = pointA.X - pointB.X;
int diffY = pointA.Y - pointB.Y;
double diffLatitude = pointA.Latitude - pointB.Latitude;
double diffLongitude = pointA.Longitude - pointB.Longitude;
double latitudePerPixel = Math.Abs(diffLatitude / diffX);
double longitudePerPixel = Math.Abs(diffLongitude / diffY);
int diffXforC = point.X - pointA.X;
int diffYforC = point.Y - pointA.Y;
point.Latitude = pointA.Latitude + (diffXforC * latitudePerPixel);
point.Longitude = pointA.Longitude + (diffYforC * longitudePerPixel);
}
Here's my full code. I've got three tests cases there. The first is where pointC is somewhere random, in the second, pointC matches pointA, and in the third, pointC matches pointB.
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
ComputeLatitudeAndLongitude(new MyPoint(0, 0, 10, 10), new MyPoint(100, 100, 40, 40), new MyPoint(20, 40));
ComputeLatitudeAndLongitude(new MyPoint(0, 0, 10, 10), new MyPoint(100, 100, 40, 40), new MyPoint(0, 0));
ComputeLatitudeAndLongitude(new MyPoint(0, 0, 10, 10), new MyPoint(100, 100, 40, 40), new MyPoint(100, 100));
}
public void ComputeLatitudeAndLongitude(MyPoint pointA, MyPoint pointB, MyPoint pointC)
{
int diffX = pointA.X - pointB.X;
int diffY = pointA.Y - pointB.Y;
double diffLatitude = pointA.Latitude - pointB.Latitude;
double diffLongitude = pointA.Longitude - pointB.Longitude;
double latitudePerPixel = Math.Abs(diffLatitude / diffX);
double longitudePerPixel = Math.Abs(diffLongitude / diffY);
int diffXforC = pointC.X - pointA.X;
int diffYforC = pointC.Y - pointA.Y;
pointC.Latitude = pointA.Latitude + (diffXforC * latitudePerPixel);
pointC.Longitude = pointA.Longitude + (diffYforC * longitudePerPixel);
LogResults(String.Format("pointA X:{0} Y:{1} Lat:{2} Long:{3}", pointA.X, pointA.Y, pointA.Latitude, pointA.Longitude), true);
LogResults(String.Format("pointB X:{0} Y:{1} Lat:{2} Long:{3}", pointB.X, pointB.Y, pointB.Latitude, pointB.Longitude), true);
LogResults(String.Format("pointC X:{0} Y:{1} Lat:{2} Long:{3}", pointC.X, pointC.Y, pointC.Latitude, pointC.Longitude), true);
LogResults(String.Empty, true);
}
public void LogResults(string message, bool insertNewline)
{
txtResults.Text += message + (insertNewline ? Environment.NewLine : String.Empty);
}
}
public class MyPoint
{
public int X;
public int Y;
public double Latitude = 0;
public double Longitude = 0;
public MyPoint(int x, int y)
{
X = x;
Y = y;
}
public MyPoint(int x, int y, double latitude, double longitude) : this(x, y)
{
Latitude = latitude;
Longitude = longitude;
}
}
Results:
pointA X:0 Y:0 Lat:10 Long:10
pointB X:100 Y:100 Lat:40 Long:40
pointC X:20 Y:40 Lat:16 Long:22 // C.X is 20% of the way from A.X to B.X, so C.Lat is 20% of the way from A.Lat to B.Lat, Y/Long are 40%
pointA X:0 Y:0 Lat:10 Long:10
pointB X:100 Y:100 Lat:40 Long:40
pointC X:0 Y:0 Lat:10 Long:10 // C.X = A.X and C.Y = A.Y, therefore C.Lat and C.Long = A.Lat and A.Long
pointA X:0 Y:0 Lat:10 Long:10
pointB X:100 Y:100 Lat:40 Long:40
pointC X:100 Y:100 Lat:40 Long:40 // C.X = B.X and C.Y = B.Y, therefore C.Lat and C.Long = B.Lat and B.Long
It cant be done with code above i wrote. Constant EARTH_RADIUS MUST me implemented in function for calculation, if we want to get high precision (6 digits at least: n,mmmmmm). Next code will scale proper lat/lon per pixel, so calculated point C will match referent points A and B when we put that (X,Y) cords which points A and B have.
public void ComputeLatitudeAndLogitude(Wpf_Maps.Point point){
double diffLatAB = pointB.Latitude - pointA.Latitude;
double diffLonAB = pointB.Longitude - pointA.Longitude;
int diffXAB = pointB.X - pointA.X;
int diffYAB = pointB.Y - pointA.Y;
int diffXAC = point.X - pointA.X;
int diffYAC = point.Y - pointA.Y;
point.Latitude = diffLatAB / diffXAB * diffXAC + pointA.Latitude;
point.Longitude = diffLonAB / diffYAB * diffYAC + pointA.Longitude;
}
Related
I have two fits images from the WFC3 that I am trying to combine with a C# program. When I try to combine multiple images I don't think the values I am getting for my x/y coordinates (calculated from Right Ascension/Declination) are correct. I am expecting a final image that is about the same width as the two images combined, but it turns out to be about the same width and about twice the height. I know the final image should be about double the width of a single image because I manually combined the images in photoshop and the final image was about twice as wide as either of the two original images.
NOTE: when I say "image" they are fits images, so they are just a bunch of single values in a file, so to combine them I create a new file and initialize the correct number of single values (width * height) to zero, and then fill in the values from the images I am using to combine. They are not jpg or tif or png.
I am using the following formula to change from world coordinate system to cartesian:
formula is (since distance is the same for everything):
x = cos(dec) * cos(ra)
y = cos(dec) * sin(ra)
I get the right ascension and declination from the header in the fits file.
For the final image dimensions, I calculate the distance between x1 and x2 and create a new image that is 1/2 image 1 width + distance + 1/2 image 2 width. For the final height I do a similar calculation with y and image heights.
The images do also have a rotational component, but I am ignoring that as both images share the same rotation. This could be part of my problem.
public const double PixelsPerArcSecond = .039; // per WFC3 spec from Nasa
public static ImageDataModel Combine(List<ImageDataModel> inputImages)
{
// Right ascension is CRVAL1
// Declination is CRVAL2
// formula is (since distance is the same for everything):
// x = cos(dec) * cos(ra)
// y = cos(dec) * sin(ra)
ImageDataModel returnImage = new ImageDataModel();
ImageDataModel bm = inputImages[0];
double x1, y1, x2, y2;
x1 = Math.Cos(bm.CRVAL2) * Math.Cos(bm.CRVAL1);
y1 = Math.Cos(bm.CRVAL2) * Math.Sin(bm.CRVAL1);
int mult = 4; // todo: set this based off of the bitpix of the incoming images.
for (int i = 1; i < inputImages.Count; i++)
{
ImageDataModel cm = inputImages[i];
x2 = Math.Cos(cm.CRVAL2) * Math.Cos(cm.CRVAL1);
y2 = Math.Cos(cm.CRVAL2) * Math.Sin(cm.CRVAL1);
double dx = x1 - x2;
double dy = y1 - y2;
int distX = (int)((dx * 3600) / PixelsPerArcSecond);
int distY = (int)((dy * 3600) / PixelsPerArcSecond);
// This is what I expect to be wider than tall, but the converse is true.
int w = Math.Abs(distX) + (bm.ImageWidth / 2) + (cm.ImageWidth / 2);
int h = Math.Abs(distY) + (bm.ImageHeight / 2) + (cm.ImageHeight / 2);
// This is where the two images are combined into the final image.
ImageDataModel imd = CombineTwoImages(bm, cm, i, w, h, mult);
bm = imd;
}
return returnImage;
}
I am expecting an image that turns out like this:
http://wierdling.net/stack-overflow-images/ManuallyCombined.png
But getting this:
http://wierdling.net/stack-overflow-images/CombinedTest.png
The stats for the first image are: Width = 4139, Height = 4535, RA = 350.1584456860353 (CRVAL1), DEC = 61.16155335032816 (CRVAL2), ORIENTAT = -125
The stats for the second image are:Width = 4139, Height = 4535, RA = 350.1159150008405 (CRVAL1), DEC = 61.19543100394401 (CRVAL2), ORIENTAT = -125
The final expected width is close to 7733 with a height near 4773.
The final actual width is 4284, and the height is 7662.
Does anyone have any insight into what I am doing wrong?
The full source code for the program can be downloaded from https://bitbucket.org/wierdling/fitscombiner/src/master/
It currently only works with WFC3 data, and the program is very much a work in progress.
I think that your image program already does the rotation and you should do it too.
If I rotate the coordinates you calculated by 125 degrees and then calculate how far away the coordinate x1 is from the left side and the same for x2 and the y coordiantes I get a width of 6725 and height of 6166.
Not perfect but I think it goes in the right direction.
Hope that helped.
public static ImageDataModel Combine(List<ImageDataModel> inputImages)
{
// Right ascension is CRVAL1
// Declination is CRVAL2
// formula is (since distance is the same for everything):
// x = cos(dec) * cos(ra)
// y = cos(dec) * sin(ra)
ImageDataModel returnImage = new ImageDataModel();
ImageDataModel bm = inputImages[0];
double x1, y1, x2, y2;
x1 = Math.Cos(bm.CRVAL2) * Math.Cos(bm.CRVAL1);
y1 = Math.Cos(bm.CRVAL2) * Math.Sin(bm.CRVAL1);
var values = Rotate(0 - bm.Orientation, x1, y1);
x1 = values.x;
y1 = values.y;
int mult = 4; // todo: set this based off of the bitpix of the incoming images.
for (int i = 1; i < inputImages.Count; i++)
{
ImageDataModel cm = inputImages[i];
x2 = Math.Cos(cm.CRVAL2) * Math.Cos(cm.CRVAL1);
y2 = Math.Cos(cm.CRVAL2) * Math.Sin(cm.CRVAL1);
var values2 = Rotate(0 - bm.Orientation, x2, y2);
x2 = values2.x;
y2 = values2.y;
double dx = x1 - x2;
double dy = y1 - y2;
int distX = (int)((dx * 3600) / PixelsPerArcSecond);
int distY = (int)((dy * 3600) / PixelsPerArcSecond);
double width = (1.0 + x1) * (bm.ImageWidth / 2) + (1.0 - x2) * (cm.ImageWidth / 2) + Math.Abs(distX);
double height = (1.0 + y1) * (bm.ImageHeight / 2) + (1.0 - y2) * (cm.ImageHeight / 2) + Math.Abs(distY);
// This is what I expect to be wider than tall, but the converse is true.
int w = Math.Abs(distX) + (bm.ImageWidth / 2) + (cm.ImageWidth / 2);
int h = Math.Abs(distY) + (bm.ImageHeight / 2) + (cm.ImageHeight / 2);
// This is where the two images are combined into the final image.
ImageDataModel imd = CombineTwoImages(bm, cm, i, w, h, mult);
bm = imd;
}
return returnImage;
}
private static (double x, double y) Rotate(int angle, double x, double y)
{
double rad = Math.PI * angle / 180.0;
return (x * Math.Cos(rad) - y * Math.Sin(rad), x * Math.Sin(rad) + y * Math.Cos(rad));
}
This is my Point.cs file that is failing.
// Rotates the point counter-clockwise by deg degrees. For example, applying
// a 90 degree rotation to (1, 0) should give (0, 1).
public void rotate(double deg)
{
double rotCos = Math.Cos(deg * Math.PI / 180);
double rotSin = Math.Sin(deg * Math.PI / 180);
double oldX = x;
double oldY = y;
x = oldX * rotCos - oldY * rotSin;
y = oldX * rotSin + oldY * rotCos;
Point point = new Point(x, y);
}
I run this test and get the result:
"Message: Assert.AreEqual failed. Expected:<2>. Actual:<2>."
[TestMethod]
public void Rotate_Test()
{
double rotate = -90;
double i = 4;
double o = 2;
Point point = new Point(i, o);
double expectedX = 2;
double expectedY = 4;
point.rotate(rotate);
Assert.AreEqual(expectedX, point.getX());
Assert.AreEqual(expectedY, point.getY());
}
Doubles are not exact numbers. They should not be compared for equality without specifying an acceptable difference between them.
https://msdn.microsoft.com/en-us/library/ms243458.aspx
https://msdn.microsoft.com/en-us/library/ya2zha7s(v=vs.110).aspx
Try
Assert.AreEqual(expectedX, point.getX(), 0.001);
So I'm trying to make a Program that will draw a triangle given some user input. The variables that the user provides are angleA, angleB, andleC, and the corresponding sides. The code I have set up to find the three points of the angle is as follows.
double angle_A = double.Parse(angleA.Text);
double angle_B = double.Parse(angleB.Text);
double angle_C = double.Parse(angleC.Text);
double side_A = double.Parse(sideA.Text);
double side_B = double.Parse(sideB.Text);
double side_C = double.Parse(sideC.Text);
double triangleHeight = Area * 2 / (double.Parse(sideB.Text));
double height = canvas.Height;
double width = canvas.Width;
int aX, aY, bX, bY, cX, cY;
aY = Convert.ToInt32(canvas.Height - triangleHeight / 2);
if (angle_A <= 90 && angle_C <= 90)
{
aX = Convert.ToInt32((width - side_B) / 2);
}
else if (angle_A > 90)
{
double extraLength = Math.Sqrt(Math.Pow(side_C, 2) - Math.Pow(triangleHeight, 2));
aX = Convert.ToInt32(width - ((width - (side_B + extraLength)) / 2) + side_B);
}
else if (angle_C > 90)
{
double extraLength = Math.Sqrt(Math.Pow(side_A, 2) - Math.Pow(triangleHeight, 2));
aX = Convert.ToInt32((width - side_B + extraLength) / 2);
}
else
{
aX = 0;
MessageBox.Show("ERROR: No such triangle exists", "ERROR:");
}
cX = aX + Convert.ToInt32(side_B);
cY = aY;
bX = Convert.ToInt32(side_A * Math.Cos(Math.PI * angle_C / 180) + cX);
bY = Convert.ToInt32(side_A * Math.Sin(Math.PI * angle_C / 180) - cY);
Point pointA = new Point(aX, aY);
Point pointB = new Point(bX, bY);
Point pointC = new Point(cX, cY);
Point[] points = new Point[3] { pointA, pointB, pointC };
return points;
This returns the three points that the paint method should use to draw the triangle. However, when I insert the values, the triangle it draws looks nothing like the triangle I have described with the user input. Any thoughts on why this is? Thanks in advance.
P.S. The error is not in my code, as it gives me no errors and does not crash. It is strictly a math error that I have not been able to locate.
I imagine the triangle ABC with corners A and C along the base line with A to the left and C to the right, and B somewhere above them. Side A is the side opposite corner A, and so on.
As Damien_the_Unbeliever says, you should only allow input of, say, side B, side C and angle of corner A. Validate that A is not over 180 degrees. Start off with A at the origin, so we know straight away that xA = 0, yA = 0, xC = length of side B, yC=0, xB = side C * cos A, and yB = side C * sin A. I believe this works even if A is over 90 degrees, you do get a negative value for xB but don't worry, continue anyway!
Now all you have to do is centre the triangle on the canvas. I don't understand where you are getting Area from. It makes no sense to calculate the triangle's height from its area. The triangle height is yB, you can calculate the offset you need to centre it vertically as you know, so long as yB <= height. Add the same y offset to all the points.
The horizontal offset is a bit more complicated! If xB is negative, I would add an offset to all the x values to bring xB to 0, this positions your triangle at the left side of the canvas, and its width is given by the new xC. If xB is non-negative, the width is the maximum of xC or xB. Then you can calculate the x offset from the width as you know.
I have had time to do some of the code, for example values; this will draw a triangle but not yet centre it:
int sideB = 100;
int sideC = 143;
int angleA = 28;
double angleARadians = Math.PI * angleA / 180.0;
int[] xs = new int[3];
int[] ys = new int[3];
//1st corner is at the origin
xs[0] = 0; ys[0] = 0;
//Then the third corner is along the x axis from there to the length of side B
xs[2] = sideB; ys[2] = 0;
// The second corner is up a bit above the x axis. x could be negative.
// Note, when you draw it, the y axis extends downwards, so a positive y value will be drawn below the x axis.
xs[1] = (int)Math.Round(sideC * Math.Cos(angleARadians));
ys[1] = (int)Math.Round(sideC * Math.Sin(angleARadians));
//If Bx is negative, move all the points over until it's 0
if (xs[1] < 0)
{
int zeroX = xs[1] * -1;
for (int i = 0; i < 3; i++)
{
xs[i] += zeroX;
}
}
// Now centre the triangle on the canvas.
// Firstly find the width of the triangle. Point B could be to the left of A, or between A and C, or to the right of C.
// So the left most point of the triangle is the minimum of A or B, and the right most point is the maximum of B or C.
int minX = Math.Min(xs[0],xs[1]);
int maxX = Math.Max(xs[2], xs[1]);
//The height of the triangle is yB.
int offsetX = (panCanvas.Width - (maxX - minX)) / 2;
int offsetY = (panCanvas.Height - ys[1]) / 2;
//offset all the points by the same amount, to centre the triangle.
for (int i = 0; i < 3; i++)
{
xs[i] += offsetX;
ys[i] += offsetY;
}
Given the three sides of a triangle a, b, and c the coordinates of the vertices are
P=[0,0]
Q=[a,0]
R=[(a^2+c^2-b^2)/(2*a), sqrt(c^2*(2*(a^2+b^2)-c^2)-(a+b)^2*(a-b)^2)/(4*a^2))]
Example, a=6, b=4 and c=8
P=[0,0]
Q=[6,0]
R=[7,√15]
Lets say I have my first Point struct:
Point start = new Point(1, 9);
and my second:
Point end = new Point(4, 9);
I want to get all the points between the start and end. So for example I would want 2,9 and 3,9 in an array. Does .NET have something built in for this?
This is what I ended up doing. As #Cody Gray mentioned in his comment, there are infinite points on a line. So you need to specify how many points you are looking to retrieve.
My Line class:
public class Line {
public Point p1, p2;
public Line(Point p1, Point p2) {
this.p1 = p1;
this.p2 = p2;
}
public Point[] getPoints(int quantity) {
var points = new Point[quantity];
int ydiff = p2.Y - p1.Y, xdiff = p2.X - p1.X;
double slope = (double)(p2.Y - p1.Y) / (p2.X - p1.X);
double x, y;
--quantity;
for (double i = 0; i < quantity; i++) {
y = slope == 0 ? 0 : ydiff * (i / quantity);
x = slope == 0 ? xdiff * (i / quantity) : y / slope;
points[(int)i] = new Point((int)Math.Round(x) + p1.X, (int)Math.Round(y) + p1.Y);
}
points[quantity] = p2;
return points;
}
}
Usage:
var line = new Line(new Point(10, 15), new Point(297, 316));
var points = line.getPoints(20);
That will return a Point array of 20 Points evenly spaced between the two endpoints (inclusive). Hope that helps!
There are no build in functions for this, since there are no points between points. Mathematicaly there is a line between two points. In terms of Computer-Graphics, lines could be antialiased and so beeing not rounded to full Integer numbers.
If you are looking for a fast method of creating all integral numbers inbetween, I guess Bresenhams-Line-Algorithm would be your choice. But this is not build into .NET, you have to code it by yourself (or take Matthew Watson's implementation):
http://en.wikipedia.org/wiki/Bresenham's_line_algorithm
There are even fasther algorithms for doing it, but I would go for Bresenham.
I know it's been quite a long time since you first asked this question but I was looking for something similar recently and found this wiki (https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm), which contained pseudo code.
So I've implemented a function with the pseudo code to perform this calculation and add the points to a List.
public List<Point> GetPoints(Point p1, Point p2)
{
List<Point> points = new List<Point>();
// no slope (vertical line)
if (p1.X == p2.X)
{
for (double y = p1.Y; y <= p2.Y; y++)
{
Point p = new Point(p1.X, y);
points.Add(p);
}
}
else
{
// swap p1 and p2 if p2.X < p1.X
if (p2.X < p1.X)
{
Point temp = p1;
p1 = p2;
p2 = temp;
}
double deltaX = p2.X - p1.X;
double deltaY = p2.Y - p1.Y;
double error = -1.0f;
double deltaErr = Math.Abs(deltaY / deltaX);
double y = p1.Y;
for (double x = p1.X; x <= p2.X; x++)
{
Point p = new Point(x, y);
points.Add(p);
Debug.WriteLine("Added Point: " + p.X.ToString() + "," + p.Y.ToString());
error += deltaErr;
Debug.WriteLine("Error is now: " + error.ToString());
while (error >= 0.0f)
{
Debug.WriteLine(" Moving Y to " + y.ToString());
y++;
points.Add(new Point(x, y));
error -= 1.0f;
}
}
if (points.Last() != p2)
{
int index = points.IndexOf(p2);
points.RemoveRange(index + 1, points.Count - index - 1);
}
}
return points;
}
You can get between points using below code. User just need to define that how many points to get between two points. Here I defined as 10 points.
PointF pStart = new PointF(10, 10);
PointF pEnd = new PointF(100, 100);
PointF[] betPoints = new PointF[10];
for (int i = 1; i <= 10; i++)
{
betPoints[i].X = (Math.Abs(pStart.X - pEnd.X) / 10) * i + pEnd.X;
betPoints[i].Y = (Math.Abs(pStart.Y - pEnd.Y) / 10) * i + pEnd.Y;
}
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);
}