I have the coordinates for a street, for example:
CLLocationCoordinate2D street[3];
street[0] = CLLocationCoordinate2DMake(-17.3521, 145.5898);
street[1] = CLLocationCoordinate2DMake(-17.3518, 145.5910);
street[2] = CLLocationCoordinate2DMake(-17.3515, 145.5917);
And a location that is fairly close to the street (about 60 meters):
CLLocationCoordinate2D location = CLLocationCoordinate2DMake(-17.3525, 145.5911);
How can I calculate the distance between the location and position along the street's path?
I'm not looking for the distance to the closest point in the array, I want the distance to the closest position in between the points.
EDIT
It's easier to describe my question with a picture:
street is the three red dots
location is the blue dot
I want to calculate the length of the yellow line in meters.
Take a look at this site: link.
It shows different types of distance measuring with latitude and longitude coordinates and even some code examples (in javascript).
If you have the find the crow distance between two locations, make CLLocation object of two coords, then
CLLocationDistance meters = [newLocation distanceFromLocation:oldLocation];
and if you have find the actual road distance divide the two coords to several coords in straight line and find the distance and add them up.
Here is my attempt to solve this, but I'm not sure if it's the best way?
// http://www.cprogramto.com/c-program-to-find-shortest-distance-between-point-and-line-segment/
double FindDistanceToSegment(double x1, double y1, double x2, double y2, double pointX, double pointY)
{
double diffX = x2 - x1;
float diffY = y2 - y1;
if ((diffX == 0) && (diffY == 0))
{
diffX = pointX - x1;
diffY = pointY - y1;
return sqrt(diffX * diffX + diffY * diffY);
}
float t = ((pointX - x1) * diffX + (pointY - y1) * diffY) / (diffX * diffX + diffY * diffY);
if (t < 0)
{
//point is nearest to the first point i.e x1 and y1
diffX = pointX - x1;
diffY = pointY - y1;
}
else if (t > 1)
{
//point is nearest to the end point i.e x2 and y2
diffX = pointX - x2;
diffY = pointY - y2;
}
else
{
//if perpendicular line intersect the line segment.
diffX = pointX - (x1 + t * diffX);
diffY = pointY - (y1 + t * diffY);
}
//returning shortest distance
return sqrt(diffX * diffX + diffY * diffY);
}
-
CLLocationCoordinate2D street[3];
street[0] = CLLocationCoordinate2DMake(-17.3521, 145.5898);
street[1] = CLLocationCoordinate2DMake(-17.3518, 145.5910);
street[2] = CLLocationCoordinate2DMake(-17.3515, 145.5917);
CLLocationCoordinate2D location = CLLocationCoordinate2DMake(-17.3525, 145.5911);
CLLocationDegrees distanceDegrees = CGFLOAT_MAX;
for (NSUInteger nodeIndex = 1; nodeIndex < 3; nodeIndex++) {
CLLocationCoordinate2D nodeCoord = street[nodeIndex];
CLLocationCoordinate2D prevNodeCoord = street[nodeIndex - 1];
CLLocationDegrees distanceToCurrent = FindDistanceToSegment(prevNodeCoord.longitude, prevNodeCoord.latitude, nodeCoord.longitude, nodeCoord.latitude, location.longitude, location.latitude);
if (distanceToCurrent < distanceDegrees)
distanceDegrees = distanceToCurrent;
}
CLLocationDistance distance = distanceDegrees * 111111; // 1.0 degree is approximately 111,111 meters
NSLog(#"%f", distance); // 78.15 meters
Related
I need to rotate rectangle around it's center, rectangle is a polygon on map kit, I have 4 points and center. I rotate every point separately and then create new polygon.
I use this code:
if let rotation = rotation, let center = zoneCenter {
let radians = Double(rotation) * (Double.pi/180.0)
print(radians)
var newPoints: [CLLocationCoordinate2D] = []
for point in squarePoints {
let latitude: CLLocationDegrees = center.latitude + (point.longitude - center.longitude) * sin(radians) + (point.latitude - center.latitude) * cos(radians)
let longitude: CLLocationDegrees = center.longitude + (point.longitude - center.longitude) * cos(radians) - (point.latitude - center.latitude) * sin(radians)
newPoints.append(CLLocationCoordinate2DMake(latitude, longitude))
}
squarePointsWithRotation = newPoints
squareOverlay = MKPolygon(coordinates: &newPoints, count: squarePoints.count)
mapView.add(squareOverlay)
}
}
Where "let rotation" can be from 0 to 180.
I have the next result
As you can see rectangle becomes a diamond and angles is not 90 degrees like it have to be. Can't figure out how to keep all angles 90 degrees.
I use this formula for rotation
/// X = x0 + (x - x0) * cos(a) - (y - y0) * sin(a);
/// Y = y0 + (y - y0) * cos(a) + (x - x0) * sin(a);
/// where x0, y0 - center, a - rotation angle, x, y - point to rotate`
Hope for help!
I found out what's wrong, formula was wrong, because Earth is not flat. Now it's working properly.
Code:
let latitude: CLLocationDegrees = center.latitude + sin(radians) * (point.longitude - center.longitude) * abs(cos(center.latitude * (Double.pi/180.0))) + cos(radians) * (point.latitude - center.latitude)
let longitude: CLLocationDegrees = center.longitude + cos(radians) * (point.longitude - center.longitude) - sin(radians) * (point.latitude - center.latitude) / abs(cos((center.latitude * (Double.pi/180.0))))
And formula:
/// X = x0 + cos(a) * (x - x0) - sin(a) * (y - y0) / abs(cos(y0 * pi/180));
/// Y = y0 + cos(a) * (y - y0) + sin(a) * (x - x0) * abs(cos(y0 * pi/180));
/// where x0, y0 - center, a - rotation angle, x, y - point to rotate
I have user current location i.e. CLLocation Coordinate (location lat & long) and user is on race track pointing to one direction with the help of user current location i created one region now I want some more race track coordinate(say 2m , 4m , 6m away from race track in perpendicular direction) and the track is 10 m long. Please check the image and the red points are on the track.
Please check this image
/**
* Returns the destination point from initial point having travelled the given distance on the
* given initial bearing (bearing normally varies around path followed).
*
* #param {double} distance - Distance travelled, in same units as earth radius (default: metres).
* #param {double} bearing - Initial bearing in degrees from north.
*
* #returns {CLLocationCoordinate} Destination point.
*/
#define kEarthRadius 6378137
- (CLLocationCoordinate2D)destinationPointWithStartingPoint:(MKMapPoint)initialPoint distance:(double)distance andBearing:(double)bearing {
CLLocationCoordinate2D location = MKCoordinateForMapPoint(initialPoint);
double delta = distance / kEarthRadius;
double omega = [self degreesToRadians:bearing];
double phi1 = [self degreesToRadians:location.latitude];
double lambda1 = [self degreesToRadians:location.longitude];
double phi2 = asin(sin(phi1)*cos(delta) + cos(phi1) * sin(delta) * cos(omega));
double x = cos(delta) - sin(phi1) * sin(phi2);
double y = sin(omega) * sin(delta) * cos(phi1);
double lambda2 = lambda1 + atan2(y, x);
return CLLocationCoordinate2DMake([self radiansToDegrees:phi2], ([self radiansToDegrees:lambda2]+540)%360-180);
}
- (CLLocationCoordinate2D)rhumbDestinationPointForInitialPoint:(MKMapPoint)initialPoint distance:(double)distance andBearing:(double)bearing {
CLLocationCoordinate2D location = MKCoordinateForMapPoint(initialPoint);
double delta = distance / kEarthRadius;
double omega = [self degreesToRadians:bearing];
double phi1 = [self degreesToRadians:location.latitude];
double lambda1 = [self degreesToRadians:location.longitude];
double delta_phi = delta * cos(omega);
double phi2 = phi1 + delta_phi;
// check for some daft bugger going past the pole, normalise latitude if so
if (fabs(phi2) > M_PI / 2) {
phi2 = phi2 > 0 ? M_PI-phi2 : -M_PI-phi2;
}
double delta_gamma = log(tan(phi2/2+M_PI/4)/tan(phi1/2+M_PI/4));
double q = fabs(delta_gamma) > 10e-12 ? delta_phi / delta_gamma : cos(phi1);
double delta_lambda = delta*sin(omega)/q;
double lambda2 = lambda1 + delta_lambda;
return CLLocationCoordinate2DMake([self radiansToDegrees:phi2], ([self radiansToDegrees:lambda2]+540)%360-180);
}
- (double)degreesToRadians:(double)degrees {
return degrees * M_PI / 180.0;
}
- (double)radiansToDegrees:(double)radians {
return radians * 180.0 / M_PI;
}
Adapted from : http://www.movable-type.co.uk/scripts/latlong.html
More information on bearing : https://en.wikipedia.org/wiki/Bearing_(navigation)
And rhumb line : https://en.wikipedia.org/wiki/Rhumb_line
I have an image of an arrow that behaves like a compass to a specific location. Sometimes it works, and other times it's mirrored. So if I was facing east and the location is directly east of me, it should point up, but sometimes it points down.
#define RADIANS_TO_DEGREES(radians) ((radians) * (180.0 / M_PI))
- (void)locationManager:(CLLocationManager *)manager didUpdateHeading:(CLHeading *)heading
{
// update direction of arrow
CGFloat degrees = [self p_calculateAngleBetween:_myLocation
and:_otherLocation];
CGFloat rads = (degrees - heading.trueHeading) * M_PI / 180;
CGAffineTransform tr = CGAffineTransformIdentity;
tr = CGAffineTransformConcat(tr, CGAffineTransformMakeRotation(rads) );
[_directionArrowView setTransform:tr];
}
-(CGFloat) p_calculateAngleBetween:(CLLocationCoordinate2D)coords0 and:(CLLocationCoordinate2D)coords1 {
double x = 0, y = 0 , deg = 0, deltaLon = 0;
deltaLon = coords1.longitude - coords0.longitude;
y = sin(deltaLon) * cos(coords1.latitude);
x = cos(coords0.latitude) * sin(coords1.latitude) - sin(coords0.latitude) * cos(coords1.latitude) * cos(deltaLon);
deg = RADIANS_TO_DEGREES(atan2(y, x));
if(deg < 0)
{
deg = -deg;
}
else
{
deg = 360 - deg;
}
return deg;
}
Is this the correct way to calculate my angle with another location? Or am I missing a step? Being the arrow points directly in the opposite direction sometimes, my assumption is it's an issue with my math.
To calculate radians from x & y:
double r = atan(y/x);
if (x<0)
r = M_PI + r;
else if (x>0 && y<0)
r = 2 * M_PI + r;
There is not issue of dividing by 0 when X is zero because the atan function handles this correctly:
If the argument is positive infinity (negative infinity), +pi/2 (-pi/2) is returned.
I am trying to use multiple iBeacons to track the user's location in iOS. I know this can be done (somewhat) using 3 beacons and trilateration, but I would like to do it with two (bilateration). I know that I will likely end up with two answers. Does anyone know of a simple way to accomplish this, given the (x,y) location of the beacons (relative to the room), and an averaged RSSI from each beacon?
I have this code for trilateration that I altered to objective-c from javascript:
- (CGPoint)getTrilaterationWithBeacon1:(BBBeacon *)beacon1 Beacon2:(BBBeacon *)beacon2 Beacon3:(BBBeacon *)beacon3 {
float xa = beacon1.x;
float ya = beacon1.y;
float xb = beacon2.x;
float yb = beacon2.y;
float xc = beacon3.x;
float yc = beacon3.y;
float ra = beacon1.distance;
float rb = beacon2.distance;
float rc = beacon3.distance;
float S = (pow(xc, 2.) - pow(xb, 2.) + pow(yc, 2.) - pow(yb, 2.) + pow(rb, 2.) - pow(rc, 2.)) / 2.0;
float T = (pow(xa, 2.) - pow(xb, 2.) + pow(ya, 2.) - pow(yb, 2.) + pow(rb, 2.) - pow(ra, 2.)) / 2.0;
float y = ((T * (xb - xc)) - (S * (xb - xa))) / (((ya - yb) * (xb - xc)) - ((yc - yb) * (xb - xa)));
float x = ((y * (ya - yb)) - T) / (xb - xa);
CGPoint point = CGPointMake(x, y);
return point;
}
So this is the code I ended up using, thanks to ChuckCottrill's suggestion that I look for a formula to calculate intersection of two circles. It is modified from a C version I found online here: http://paulbourke.net/geometry/circlesphere/tvoght.c
The results are somewhat inconsistent due to the inconsistency of the RSSI values returned from the iBeacons.
I will still need to add code to select the correct point somehow (it gives two results).
- (CGPoint)getBilaterationWithBeacon1:(BBBeacon *)beacon1 Beacon2:(BBBeacon *)beacon2 {
float x0 = beacon1.locationX;
float y0 = beacon1.locationY;
float r0 = beacon1.filteredDistance;
float x1 = beacon2.locationX;
float y1 = beacon2.locationY;
float r1 = beacon2.filteredDistance;
float a, dx, dy, d, h, rx, ry;
float x2, y2;
/* dx and dy are the vertical and horizontal distances between
* the circle centers.
*/
dx = x1 - x0;
dy = y1 - y0;
/* Determine the straight-line distance between the centers. */
d = sqrt((dy*dy) + (dx*dx));
/* Check for solvability. */
if (d > (r0 + r1)) {
/* no solution. circles do not intersect. */
return CGPointMake(-1, -1);
}
if (d < abs(r0 - r1)) {
/* no solution. one circle is contained in the other */
return CGPointMake(-1, -1);
}
/* 'point 2' is the point where the line through the circle
* intersection points crosses the line between the circle
* centers.
*/
/* Determine the distance from point 0 to point 2. */
a = ((r0*r0) - (r1*r1) + (d*d)) / (2.0 * d) ;
/* Determine the coordinates of point 2. */
x2 = x0 + (dx * a/d);
y2 = y0 + (dy * a/d);
/* Determine the distance from point 2 to either of the
* intersection points.
*/
h = sqrt((r0*r0) - (a*a));
/* Now determine the offsets of the intersection points from
* point 2.
*/
rx = -dy * (h/d);
ry = dx * (h/d);
/* Determine the absolute intersection points. */
float xi = x2 + rx;
float xi_prime = x2 - rx;
float yi = y2 + ry;
float yi_prime = y2 - ry;
CGPoint point1 = CGPointMake(xi, yi);
CGPoint point2 = CGPointMake(xi_prime, yi_prime);
//pick one
return point2;
}
I'm trying to convert isometric tile coordinates to screen coordinates.
I seem to have problem especially with the Y coordinates, looks like the X part works just fine. here is what I got so far.
// calculate screen coordinates from tile coordinates
- (CGPoint)positionForTileCoord:(CGPoint)pos {
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
int x = halfMapWidth*tileWidth + tileWidth*pos.x*0.5-tileWidth*pos.y*0.5;
int y = ............
return ccp(x, y);
my player is added as a child to the Tile map itself and the map is added to the layer at screenSize.x/2, scrrensize.y/2 with an anchor point of 0.5
I have done the same thing successfully with an orthogonal map but seem to struggle with the isometric one.
Thank you
really its look like this:
// calculate screen coordinates from tile coordinates
- (CGPoint)positionForTileCoord:(CGPoint)pos {
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
int x = halfMapWidth*tileWidth + tileWidth*pos.x*0.5-tileWidth*pos.y*0.5;
int y = (pos.y + (mapHeight * tileWidth/2) - (tileHeight/2)) - ((pos.y + pos.x) * tileHeight/2) + tileHeight;
return ccp(x, y);
}
// calculating the tile coordinates from screen location
-(CGPoint) tilePosFromLocation:(CGPoint)location
{
CGPoint pos = location;
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
CGPoint tilePosDiv = CGPointMake(pos.x/tileWidth, pos.y/tileHeight);
float invereseTileY = mapHeight - tilePosDiv.y;
// Cast int to make sure that result is in whole numbers
float posX = (int)(invereseTileY + tilePosDiv.x - halfMapWidth);
float posY = (int)(invereseTileY - tilePosDiv.x + halfMapWidth);
return CGPointMake(posX, posY);
}
int y = (pos.y + (mapHeight * tileWidth/2) - (tileHeight/2)) - ((pos.y + pos.x) * tileHeight/2) + tileHeight;