XAML-Map-Control/MapControl/Shared/TransverseMercatorProjection.cs

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// XAML Map Control - https://github.com/ClemensFischer/XAML-Map-Control
// Copyright © 2024 Clemens Fischer
// Licensed under the Microsoft Public License (Ms-PL)
using System;
#if WPF
using System.Windows;
#endif
namespace MapControl
{
/// <summary>
/// Universal Transverse Mercator Projection.
/// See https://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system.
/// </summary>
public class TransverseMercatorProjection : MapProjection
{
#if NETFRAMEWORK || UWP
private static double Math_Atanh(double x) => Math.Log((1d + x) / (1d - x)) / 2d;
#else
private static double Math_Atanh(double x) => Math.Atanh(x);
#endif
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public double EquatorialRadius { get; set; } = Wgs84EquatorialRadius;
public double Flattening { get; set; } = Wgs84Flattening;
public double ScaleFactor { get; set; } = 0.9996;
public double CentralMeridian { get; set; }
public double FalseEasting { get; set; } = 5e5;
public double FalseNorthing { get; set; }
public TransverseMercatorProjection()
{
Type = MapProjectionType.TransverseCylindrical;
}
public override Point GetRelativeScale(Location location)
{
// Precise enough, avoid calculations as in LocationToMap.
//
return new Point(ScaleFactor, ScaleFactor);
}
public override Point? LocationToMap(Location location)
{
var n = Flattening / (2d - Flattening);
var n2 = n * n;
var n3 = n * n2;
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var k0A = ScaleFactor * EquatorialRadius / (1d + n) * (1d + n2 / 4d + n2 * n2 / 64d);
var alpha1 = n / 2d - n2 * 2d / 3d + n3 * 5d / 16d;
var alpha2 = n2 * 13d / 48d - n3 * 3d / 5d;
var alpha3 = n3 * 61d / 240d;
// φ
var phi = location.Latitude * Math.PI / 180d;
// (λ - λ0)
var lambda = (location.Longitude - CentralMeridian) * Math.PI / 180d;
var s = 2d * Math.Sqrt(n) / (1d + n);
var sinLat = Math.Sin(phi);
var t = Math.Sinh(Math_Atanh(sinLat) - s * Math_Atanh(s * sinLat));
// ξ'
var xi_ = Math.Atan(t / Math.Cos(lambda));
// η'
var eta_ = Math_Atanh(Math.Sin(lambda) / Math.Sqrt(1d + t * t));
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// ξ
var xi = xi_
+ alpha1 * Math.Sin(2d * xi_) * Math.Cosh(2d * eta_)
+ alpha2 * Math.Sin(4d * xi_) * Math.Cosh(4d * eta_)
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+ alpha3 * Math.Sin(6d * xi_) * Math.Cosh(6d * eta_);
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// η
var eta = eta_
+ alpha1 * Math.Cos(2d * xi_) * Math.Sinh(2d * eta_)
+ alpha2 * Math.Cos(4d * xi_) * Math.Sinh(4d * eta_)
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+ alpha3 * Math.Cos(6d * xi_) * Math.Sinh(6d * eta_);
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return new Point(
k0A * eta + FalseEasting,
k0A * xi + FalseNorthing);
}
public override Location MapToLocation(Point point)
{
var n = Flattening / (2d - Flattening);
var n2 = n * n;
var n3 = n * n2;
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var k0A = ScaleFactor * EquatorialRadius / (1d + n) * (1d + n2 / 4d + n2 * n2 / 64d);
var beta1 = n / 2d - n2 * 2d / 3d + n3 * 37d / 96d;
var beta2 = n2 / 48d + n3 / 15d;
var beta3 = n3 * 17d / 480d;
var delta1 = n * 2d - n2 * 2d / 3d - n3 * 2d;
var delta2 = n2 * 7d / 3d - n3 * 8d / 5d;
var delta3 = n3 * 56d / 15d;
// ξ
var xi = (point.Y - FalseNorthing) / k0A;
// η
var eta = (point.X - FalseEasting) / k0A;
// ξ'
var xi_ = xi
- beta1 * Math.Sin(2d * xi) * Math.Cosh(2d * eta)
- beta2 * Math.Sin(4d * xi) * Math.Cosh(4d * eta)
- beta3 * Math.Sin(6d * xi) * Math.Cosh(6d * eta);
// η'
var eta_ = eta
- beta1 * Math.Cos(2d * xi) * Math.Sinh(2d * eta)
- beta2 * Math.Cos(4d * xi) * Math.Sinh(4d * eta)
- beta3 * Math.Cos(6d * xi) * Math.Sinh(6d * eta);
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// χ
var chi = Math.Asin(Math.Sin(xi_) / Math.Cosh(eta_));
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// φ
var phi = chi
+ delta1 * Math.Sin(2d * chi)
+ delta2 * Math.Sin(4d * chi)
+ delta3 * Math.Sin(6d * chi);
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// λ
var lambda = Math.Atan(Math.Sinh(eta_) / Math.Cos(xi_));
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return new Location(
phi * 180d / Math.PI,
lambda * 180d / Math.PI + CentralMeridian);
}
}
}