I am trying to covert the number of magneticHeading that I see, from 0 to 360, into radians so I can use CGPoint. However this code throws an error.
//Code to move on the X plane
let heading = self!.locManager.heading
let MagHeading = (heading?.magneticHeading)! * M_PI/180 //error
How can I covert this CLLocation value I get from the heading into a float so I can turn it into radians?
The error is that heading is nil. Yet without the conversion it still produces values
Actual problem and your question are absolutely different. You need to handle optional variable there... but you mentioned conversion between double/float to radian
try this... at least your error will be gone.
if let heading = self.locManager.heading {
let MagHeading = (heading.magneticHeading) * M_PI/180
print("MagHeading - \(MagHeading)")
} else {
print("heading is nil")
}
Related
I am using MKPolylineRenderer to render series of polylines. I am facing challenge with deciding clockwise/anticlockwise direction of its drawing on map. I tried my best put my issue. I am attaching screenshot for more clarity.
Approach: I am still exploring. To find direction between two Polylines [clockwise and anti-clockwise]
Let me know your thought :)
I am able to solve my problem using formula referred at forum
Solution : Actually We need two lines(polylines) to decide direction. I am considering first two polyline in my case to decide its direction.
I am sharing my swift version code here.
func polylinesAngle(line1: [CLLocationCoordinate2D], line2: [CLLocationCoordinate2D]) {
let VA1 = MKMapPoint(line1[0])
// Common Vertx
let VA2 = MKMapPoint(line1[1])
let VB1 = MKMapPoint(line2[0])
let VB2 = MKMapPoint(line2[1])
let dAx = VA2.x - VA1.x
let dAy = VA2.y - VA1.y
let dBx = VB2.x - VB1.x
let dBy = VB2.y - VB1.y
let angle = atan2(dAx * dBy - dAy * dBx, dAx * dBx + dAy * dBy).(180.0 / .pi) // to degree
}
// Clockwise : Positive value
// Anticlockwise : Negative Value
I´m developing an iPhone app, and I need some help with this case:
I need to check, if user leave google maps route (GMSPolyline) and if distance from user location to nearest point of route is more than 40 meters -- I need to rebuild route.
I can't find the right algorithm to detect if distance from user to route is more than 40 meters.
I've tried to use this method to find projection of user location (converted to CGPoint by CGPointMake) on route :
+ (CGPoint)projectionOfPoint:(CGPoint)origPoint toSegmentP1:(CGPoint)p1 p2:(CGPoint)p2 {
// for case line is parallel to x axis
if (p2.y == p1.y) {
return CGPointMake(origPoint.x, p1.y);
// for case line is parallel to y axis
} else if (p2.x == p1.x) {
return CGPointMake(p1.x, origPoint.y);
}
// line from segment
CGFloat kKoefLine1 = (p2.x - p1.x)/(p2.y - p1.y);
CGFloat bKoefLine1 = p1.y - kKoefLine1*p1.x;
// perpendicular line
CGFloat kKoefLine2 = -1/kKoefLine1;
CGFloat bKoefLine2 = origPoint.y - kKoefLine2*origPoint.x;
// cross point
CGFloat krossX = (bKoefLine2 - bKoefLine1)/(kKoefLine1 - kKoefLine2);
CGFloat krossY = kKoefLine2*krossX + bKoefLine2;
return CGPointMake(krossX, krossY);}
Then I calculate distance from returned projection (converted to CLLocation) and user location, but it doesn't works.
P.S.: I will be thankful if solution would be written on swift.
There is a GMSGeometryIsLocationOnPath function in the GMSGeometryUtils module in the Google Maps SDK.
You should be able to use that to calculate what you need.
Pseudocode (not tested):
let currentLocation: CLLocationCoordinate2D = ...
let routePath: GMSPath = routePolyline.path
let geodesic = true
let tolerance: CLLocationDistance = 40
let within40Meters = GMSGeometryIsLocationOnPath(currentLocation, routePath, geodesic, tolerance)
for swift 5.0 and based on #Arthur answer I wrote follwoing function
func isInRoute(posLL: CLLocationCoordinate2D, path: GMSPath) -> Bool
{
let geodesic = true
let tolerance: CLLocationDistance = 40
let within40Meters = GMSGeometryIsLocationOnPathTolerance(posLL, path, geodesic, tolerance)
return within40Meters
}
While I don't recall much about the GMS SDK off the top of my head, before I give you an answer, I will say that nobody on here will write your code for you. That's your job and should be done on your time. You haven't given any background as to how far you've gotten in terms of calculating routes, whether or not you've figured out how to calculate distance at all, etc.
With that being said, routes on Google Maps are comprised of "legs", which denote a path to take before a turn is made in efforts to reach the end destination. By querying your "route" dictionary, you can extract an array of dictionaries where each element (which is a dictionary) contains metadata about a "leg". You can then loop through that array, go through each dictionary and extract the "distance" value, and sum them to a single "distance" var.
You can recalculate this as often as needed and use a conditional to check whether or not the leg distance sum is < 40M, else rebuild.
link to an article that should help (I didn't have the time to go through the entire thing for you, so do your due diligence and research) here.
I'm building an app that features some graphical manipulation. I'm storing shapes as UIBezierPaths, and I want to allow users to touch points along the line to create saved locations. Using the wonderful answer to this question, and more specifically, this project, I'm able to place a point on a line knowing the percentage of its length the point rests on. This is half of my problem.
I want a way to take a point on a path, and derive the percent of its length.
My math-fu is extremely weak. I've studied bezier curves but I simply don't have the math to understand it.
I would humbly submit that "go back and learn geometry and trigonometry" is a correct answer, but sadly one I don't have time for at present. What I need is a way to fill in this method:
- (CGFloat)percentOfLengthAtPoint:(CGPoint)point onPath:(UIBezierPath*)path
Any help appreciated!
I have working code that solves my problem. I'm not particularly proud of it; the overall technique is essentially a brute-force attack on a UIBezierPath, which is kind of funny if you think about it. (Please don't think about it).
As I mentioned, I have access to a method that allows me to get a point from a given percentage of a line. I have taken advantage of that power to find the closest percentage to the given point by running through 1000 percentage values. To wit:
Start with a CGPoint that represents where on the line the user touched.
let pointA = // the incoming CGPoint
Run through the 0-1 range in the thousands. This is the set of percentages we're going to brute-force and see if we have a match. For each, we run pointAtPercentOfLength, from the linked project above.
var pointArray:[[String:Any]] = []
for (var i:Int = 0; i <= 1000; i++) {
let value = CGFloat(round((CGFloat(i) / CGFloat(1000)) * 1000) / 1000)
let testPoint = path.pointAtPercentOfLength(value)
let pointB = CGPoint(x: floor(testPoint.x), y: floor(testPoint.y))
pointArray.append(["point" : pointB, "percent" : value])
}
That was the hard part. Now we take the returning values and calculate the distance between each point and the touched point. Closest one is our winner.
// sort the damned array by distance so we find the closest
var distanceArray:[[String:Any]] = []
for point in pointArray {
distanceArray.append([
"distance" : self.distanceFrom(point["point"] as! CGPoint, point2: pointA),
"point" : point["point"],
"percent" : point["percent"] as! CGFloat
])
}
Here's the sorting function if you're interested:
func distanceFrom(point1:CGPoint, point2:CGPoint) -> CGFloat {
let xDist = (point2.x - point1.x);
let yDist = (point2.y - point1.y);
return sqrt((xDist * xDist) + (yDist * yDist));
}
Finally, I sort the array by the distance of the values, and pick out the winner as our closest percent.
let ordered = distanceArray.sort { return CGFloat($0["distance"] as! CGFloat) < CGFloat($1["distance"] as! CGFloat) }
ordered is a little dictionary that includes percent, the correct value for a percentage of a line's length.
This is not pretty code, I know. I know. But it gets the job done and doesn't appear to be computationally expensive.
As a postscript, I should point to what appears to be a proper resource for doing this. During my research I read this beautiful article by David Rönnqvist, which included an equation for calculating the percentage distance along a path:
start⋅(1-t)3 + 3⋅c1⋅t(1-t)2 + 3⋅c2⋅t2(1-t) + end⋅t3
I was just about to try implementing that before my final solution occurred to me. Math, man. I can't even brain it. But if you're more ambitious than I, and wish to override my 30 lines of code with a five-line alternative, everyone would appreciate it!
I think your approach is sound, but you could do this far more efficiently.
Instead of creating an two arrays of dicts (with a thousand elements each) and then sorting the array - just use a while loop to move from 0.0 to 1.0, calculate the distance to the touch point and keep track of the minimum distance.
For example:
var t:CGFloat = 0.0
let step:CGFloat = 0.001
var minDistance:CGFloat = -1.0
var minPoint:CGPoint = CGPointZero
var minT:CGFloat = -1;
while (t<1.0) {
let point = pointAtPercentOfLength(t)
let distance:CGFloat = self.distanceFrom(point, point2: pointA)
if (minDistance == -1.0 || distance < minDistance) {
minDistance = distance
minPoint = point
minT = t
}
t += step
}
print("minDistance: \(minDistance) minPoint: \(minPoint.x) \(minPoint.y) t\(minT)\n")
I'm developing an iOS app (with Swift) that keeps a log of a user's location history. As part of a search algorithm, I'd like to check if two CLCircularRegions intersect, but I can't seem to find a Core Location method or function to do it. CLCircularRegion has the containsCoordinate method, but that's not exactly what I need. I also know that Map Kit includes functions to check for intersecting MKMapRects, but since I'm not actually working with maps, those solutions don't seem ideal.
I hope I'm missing something obvious, but I can't seem to figure it out. How can I check if two CLCircularRegions intersect?
If you don't mind small inaccuracies, you can assume that the regions are small enough that the curvature of the Earth is negligible therefore the regions can be treated as planes.
In this case, just check whether the distance of the two center points is smaller than the sum of the radii. Two circles intersect if and only if their centers are closer than the sum of their radii.
CLCircularRegion r1, r2;
const double meanEarthRad = 6371009;
const double metersPerDegree = 2 * M_PI * meanEarthRad / 360;
double dLat = r2.center.latitude - r1.center.latitude;
double dLon = r2.center.longitude - r1.center.longitude;
double actCenterDist = hypot(dLat, dLon) * metersPerDegree;
double minCenterDist = r1.radius + r2.radius;
if (actCenterDist < minCenterDist) {
// the regions intersect
}
Swift 4.2 version of The Paramagnetic Croissant's answer
extension CLCircularRegion {
func intersects(_ r2: CLCircularRegion) -> Bool {
let r1 = self
let meanEarthRad: Double = 6371009
let metersPerDegree = 2 * Double.pi * meanEarthRad / 360
let dLat = r2.center.latitude - r1.center.latitude
let dLon = r2.center.longitude - r1.center.longitude
let actCenterDist = hypot(dLat, dLon) * metersPerDegree
let minCenterDist = r1.radius + r2.radius
return actCenterDist < minCenterDist
}
}
When I use the hard coded data for diameter and height Swift runs simulator fine, but when I try and use text values in place using TextField.text.toInt() then I keep getting very annoying error message of:-
cannot invoke \ with an argument list of type $st15
Just where am I going wrong. I am new to Swift and have only used AppInventor before to create an app with a few thousand downloads. I am a enthusiastic but probably slow learner, but I will get there if someone would be so kind to help me out a little. Note: Formula is simply PIr2 x h to give cylinder volume. I want to use diameter which explains why I am halving each time.
let PI = 3.142
var bodyDiameter = bodyDiameterTextField.text.toInt() // 3.0
var bodyHeight = bodyHeightTextField.text.toInt() // 10.0
var cylinderVolume: Double
var cylinderVolume = (PI * (bodyDiameter / 2.0) * (bodyDiameter / 2.0)) * bodyHeight
println("cylinderVolume")
cylinderVolumeLabel.text = "(cylinderVolume)"
Here follows same code with hard coded values for Bodydiameter and Bodyheight. It all works great in the playground and the simulator. I guess its got something to do with Integers and Floats, but I'm probably way out.
let PI = 3.142
var bodyDiameter = 3.0
var bodyHeight = 10.0
var cylinderVolume = (PI * (bodyDiameter / 2.0) * (bodyDiameter / 2.0)) * bodyHeight
println("cylinderVolume")
cylinderVolumeLabel.text = "(cylinderVolume)"
Your code has several errors.
First, and not really an error, there's already a built-in constant for π, named M_PI. Use that instead of defining your own PI constant.
Next, String.toInt() returns an Int?. The question mark means the return type is really Optional<Int>. This is a container that is either empty (nil), or contains an Int. If you want to use the Int value, you need to unwrap it. You might want to check that the Optional isn't nil first, though.
Next, assuming you unwrap the Int, you can't perform arithmetic on mixed Int and Double values in Swift. You have to convert to all Int or all Double. You probably want to use all Double. In fact, you probably don't want to convert from Int to Double at all. You probably want to get a Double from the text field in the first place. There's no toDouble on String in Swift, but there are some other ways to do it.
Finally, you need to say \(cylinderVolume) to interpolate the value into the string. Your code omits the \.
Try this:
var bodyDiameter = (bodyDiameterTextField.text as NSString).doubleValue
var bodyHeight = (bodyHeightTextField.text as NSString).doubleValue
var cylinderVolume = (M_PI * (bodyDiameter / 2.0) * (bodyDiameter / 2.0)) * bodyHeight
println("cylinderVolume: \(cylinderVolume)")
cylinderVolumeLabel.text = "(cylinderVolume)"
If you want to convert the strings to Doubles in a localization-friendly way, or detect when the strings aren't valid Doubles, look up NSNumberFormatter.