mirror of
https://github.com/ClemensFischer/XAML-Map-Control.git
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186 lines
6.9 KiB
C#
186 lines
6.9 KiB
C#
using System;
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#if WPF
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using System.Windows;
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using System.Windows.Media;
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#elif AVALONIA
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using Avalonia;
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#endif
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namespace MapControl
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{
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/// <summary>
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/// Transverse Mercator Projection. See
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/// https://en.wikipedia.org/wiki/Transverse_Mercator_projection,
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/// https://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system,
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/// https://en.wikipedia.org/wiki/Transverse_Mercator_projection#Convergence.
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/// </summary>
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public class TransverseMercatorProjection : MapProjection
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{
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private readonly double n;
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private readonly double m; // 2*sqrt(n)/(1+n)
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private readonly double a1; // α1
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private readonly double a2; // α2
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private readonly double a3; // α3
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private readonly double b1; // β1
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private readonly double b2; // β2
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private readonly double b3; // β3
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private readonly double d1; // δ1
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private readonly double d2; // δ2
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private readonly double d3; // δ3
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private readonly double A;
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public TransverseMercatorProjection(
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double equatorialRadius, double flattening,
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double scaleFactor, double centralMeridian,
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double falseEasting, double falseNorthing = 0d)
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{
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EquatorialRadius = equatorialRadius;
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Flattening = flattening;
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ScaleFactor = scaleFactor;
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CentralMeridian = centralMeridian;
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FalseEasting = falseEasting;
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FalseNorthing = falseNorthing;
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n = flattening / (2d - flattening);
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m = 2d * Math.Sqrt(n) / (1d + n);
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var n2 = n * n;
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var n3 = n * n2;
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a1 = n / 2d - n2 * 2d / 3d + n3 * 5d / 16d;
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a2 = n2 * 13d / 48d - n3 * 3d / 5d;
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a3 = n3 * 61d / 240d;
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b1 = n / 2d - n2 * 2d / 3d + n3 * 37d / 96d;
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b2 = n2 / 48d + n3 / 15d;
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b3 = n3 * 17d / 480d;
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d1 = n * 2d - n2 * 2d / 3d - n3 * 2d;
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d2 = n2 * 7d / 3d - n3 * 8d / 5d;
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d3 = n3 * 56d / 15d;
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A = equatorialRadius / (1d + n) * (1d + n2 / 4d + n2 * n2 / 64d);
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}
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public TransverseMercatorProjection(
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double equatorialRadius, double flattening,
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double scaleFactor, int utmZone, bool north = true)
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: this(equatorialRadius, flattening,
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scaleFactor, utmZone * 6d - 183d, 5e5, north ? 0d : 1e7)
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{
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}
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public override double GridConvergence(double latitude, double longitude)
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{
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// φ
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var phi = latitude * Math.PI / 180d;
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// λ - λ0
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var lambda = (longitude - CentralMeridian) * Math.PI / 180d;
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// γ calculation for the sphere is sufficiently accurate
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//
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return Math.Atan(Math.Tan(lambda) * Math.Sin(phi)) * 180d / Math.PI;
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}
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public override Matrix RelativeTransform(double latitude, double longitude)
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{
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// φ
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var phi = latitude * Math.PI / 180d;
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var sinPhi = Math.Sin(phi);
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// λ - λ0
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var lambda = (longitude - CentralMeridian) * Math.PI / 180d;
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var cosLambda = Math.Cos(lambda);
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var tanLambda = Math.Tan(lambda);
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// t
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var t = Math.Sinh(Atanh(sinPhi) - m * Atanh(m * sinPhi));
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var u = Math.Sqrt(1d + t * t);
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// ξ'
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var xi_ = Math.Atan2(t, cosLambda);
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// η'
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var eta_ = Atanh(Math.Sin(lambda) / u);
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// σ
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var sigma = 1 +
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2d * a1 * Math.Cos(2d * xi_) * Math.Cosh(2d * eta_) +
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4d * a2 * Math.Cos(4d * xi_) * Math.Cosh(4d * eta_) +
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6d * a3 * Math.Cos(6d * xi_) * Math.Cosh(6d * eta_);
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// τ
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var tau =
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2d * a1 * Math.Sin(2d * xi_) * Math.Sinh(2d * eta_) +
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4d * a2 * Math.Sin(4d * xi_) * Math.Sinh(4d * eta_) +
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6d * a3 * Math.Sin(6d * xi_) * Math.Sinh(6d * eta_);
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var q = (1d - n) / (1d + n) * Math.Tan(phi);
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var k = ScaleFactor * A / EquatorialRadius
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* Math.Sqrt((1d + q * q) * (sigma * sigma + tau * tau) / (t * t + cosLambda * cosLambda));
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// γ, grid convergence
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var gamma = Math.Atan2(tau * u + sigma * t * tanLambda, sigma * u - tau * t * tanLambda);
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var transform = new Matrix(k, 0d, 0d, k, 0d, 0d);
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transform.Rotate(-gamma * 180d / Math.PI);
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return transform;
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}
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public override Point LocationToMap(double latitude, double longitude)
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{
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// φ
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var phi = latitude * Math.PI / 180d;
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var sinPhi = Math.Sin(phi);
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// t
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var t = Math.Sinh(Atanh(sinPhi) - m * Atanh(m * sinPhi));
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// λ - λ0
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var lambda = (longitude - CentralMeridian) * Math.PI / 180d;
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// ξ'
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var xi_ = Math.Atan2(t, Math.Cos(lambda));
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// η'
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var eta_ = Atanh(Math.Sin(lambda) / Math.Sqrt(1d + t * t));
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var x = FalseEasting + ScaleFactor * A * (eta_ +
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a1 * Math.Cos(2d * xi_) * Math.Sinh(2d * eta_) +
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a2 * Math.Cos(4d * xi_) * Math.Sinh(4d * eta_) +
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a3 * Math.Cos(6d * xi_) * Math.Sinh(6d * eta_));
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var y = FalseNorthing + ScaleFactor * A * (xi_ +
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a1 * Math.Sin(2d * xi_) * Math.Cosh(2d * eta_) +
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a2 * Math.Sin(4d * xi_) * Math.Cosh(4d * eta_) +
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a3 * Math.Sin(6d * xi_) * Math.Cosh(6d * eta_));
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return new Point(x, y);
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}
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public override Location MapToLocation(double x, double y)
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{
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// ξ
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var xi = (y - FalseNorthing) / (ScaleFactor * A);
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// η
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var eta = (x - FalseEasting) / (ScaleFactor * A);
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// ξ'
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var xi_ = xi -
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b1 * Math.Sin(2d * xi) * Math.Cosh(2d * eta) -
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b2 * Math.Sin(4d * xi) * Math.Cosh(4d * eta) -
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b3 * Math.Sin(6d * xi) * Math.Cosh(6d * eta);
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// η'
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var eta_ = eta -
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b1 * Math.Cos(2d * xi) * Math.Sinh(2d * eta) -
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b2 * Math.Cos(4d * xi) * Math.Sinh(4d * eta) -
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b3 * Math.Cos(6d * xi) * Math.Sinh(6d * eta);
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// χ
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var chi = Math.Asin(Math.Sin(xi_) / Math.Cosh(eta_));
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// φ
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var phi = chi +
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d1 * Math.Sin(2d * chi) +
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d2 * Math.Sin(4d * chi) +
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d3 * Math.Sin(6d * chi);
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// λ - λ0
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var lambda = Math.Atan2(Math.Sinh(eta_), Math.Cos(xi_));
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return new Location(
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phi * 180d / Math.PI,
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lambda * 180d / Math.PI + CentralMeridian);
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}
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#if NETFRAMEWORK
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private static double Atanh(double x) => Math.Log((1d + x) / (1d - x)) / 2d;
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#else
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private static double Atanh(double x) => Math.Atanh(x);
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#endif
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}
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}
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