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

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using System;
#if WPF
using System.Windows;
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#elif AVALONIA
using Avalonia;
#endif
namespace MapControl
{
/// <summary>
/// Transverse Mercator Projection.
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/// See https://en.wikipedia.org/wiki/Transverse_Mercator_projection
/// and https://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system.
/// </summary>
public class TransverseMercatorProjection : MapProjection
{
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private double a1; // α1
private double a2; // α2
private double a3; // α3
private double b1; // β1
private double b2; // β2
private double b3; // β3
private double d1; // δ1
private double d2; // δ2
private double d3; // δ3
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private double f1; // A / a
private double f2; // 2 * sqrt(n) / (1+n)
public double Flattening
{
get;
set
{
field = value;
var n = field / (2d - field);
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var nn = n * n;
var nnn = n * nn;
a1 = n / 2d - nn * 2d / 3d + nnn * 5d / 16d;
a2 = nn * 13d / 48d - nnn * 3d / 5d;
a3 = nnn * 61d / 240d;
b1 = n / 2d - nn * 2d / 3d + nnn * 37d / 96d;
b2 = nn / 48d + nnn / 15d;
b3 = nnn * 17d / 480d;
d1 = n * 2d - nn * 2d / 3d - nnn * 2d;
d2 = nn * 7d / 3d - nnn * 8d / 5d;
d3 = nnn * 56d / 15d;
f1 = (1d + nn / 4d + nn * nn / 64d) / (1d + n);
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f2 = 2d * Math.Sqrt(n) / (1d + n);
}
}
public double EquatorialRadius { get; set; } = Wgs84EquatorialRadius;
public double ScaleFactor { get; set; } = 0.9996;
public double CentralMeridian { get; set; }
public double FalseEasting { get; set; }
public double FalseNorthing { get; set; }
public TransverseMercatorProjection()
{
Type = MapProjectionType.TransverseCylindrical;
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Flattening = Wgs84Flattening;
}
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public override Point RelativeScale(double latitude, double longitude)
{
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return new Point(ScaleFactor, ScaleFactor); // sufficiently precise
}
public override Point? LocationToMap(double latitude, double longitude)
{
#if NETFRAMEWORK
static double Atanh(double x) => Math.Log((1d + x) / (1d - x)) / 2d;
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#else
static double Atanh(double x) => Math.Atanh(x);
#endif
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// k0 * A
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var k0A = ScaleFactor * EquatorialRadius * f1;
// φ
var phi = latitude * Math.PI / 180d;
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var sinPhi = Math.Sin(phi);
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// t
var t = Math.Sinh(Atanh(sinPhi) - f2 * Atanh(f2 * sinPhi));
// λ - λ0
var lambda = (longitude - CentralMeridian) * Math.PI / 180d;
// ξ'
var xi_ = Math.Atan(t / Math.Cos(lambda));
// η'
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var eta_ = Atanh(Math.Sin(lambda) / Math.Sqrt(1d + t * t));
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// ξ
var xi = xi_
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+ a1 * Math.Sin(2d * xi_) * Math.Cosh(2d * eta_)
+ a2 * Math.Sin(4d * xi_) * Math.Cosh(4d * eta_)
+ a3 * Math.Sin(6d * xi_) * Math.Cosh(6d * eta_);
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// η
var eta = eta_
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+ a1 * Math.Cos(2d * xi_) * Math.Sinh(2d * eta_)
+ a2 * Math.Cos(4d * xi_) * Math.Sinh(4d * eta_)
+ a3 * 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(double x, double y)
{
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// k0 * A
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var k0A = ScaleFactor * EquatorialRadius * f1;
// ξ
var xi = (y - FalseNorthing) / k0A;
// η
var eta = (x - FalseEasting) / k0A;
// ξ'
var xi_ = xi
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- b1 * Math.Sin(2d * xi) * Math.Cosh(2d * eta)
- b2 * Math.Sin(4d * xi) * Math.Cosh(4d * eta)
- b3 * Math.Sin(6d * xi) * Math.Cosh(6d * eta);
// η'
var eta_ = eta
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- b1 * Math.Cos(2d * xi) * Math.Sinh(2d * eta)
- b2 * Math.Cos(4d * xi) * Math.Sinh(4d * eta)
- b3 * 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
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+ d1 * Math.Sin(2d * chi)
+ d2 * Math.Sin(4d * chi)
+ d3 * Math.Sin(6d * chi);
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// λ - λ0
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);
}
}
}