Generate random geo coordinates within radius of existing coordinates - javascript

I would like to generate coordinates within a given radius of given coordinates.
I wrote a little script, that most of the time generate valid values:
const coordinate = [Math.random() * 180 - 90, Math.random() * 360 - 180]; // [lat, long]
const angleRadians = Math.PI / 4; // "random" angle in ° radians
const totalDistance = 100; // max distance in km
// First calculate the new latitude
const kmPerDegreeLatitude = 111; // in km/°
const distanceLatitude = totalDistance / kmPerDegreeLatitude; // in °
const offsetLatitude = Math.sin(angleRadians) * distanceLatitude;
const newLatitude = coordinate[0] + offsetLatitude;
// This looks wrong to me, but reduces the likelihood of errors
const remainingDistance = Math.sqrt(
Math.pow(totalDistance, 2) -
Math.pow(offsetLatitude * kmPerDegreeLatitude, 2)
);
// Now calculate the longitude
const kmPerDegreeLongitude =
Math.abs(Math.cos(degreesToRadians(newLatitude))) * 111; // in km/°
const distanceLongitude = remainingDistance / kmPerDegreeLongitude; // in °
const offsetLongitude = Math.cos(angleRadians) * distanceLongitude;
const newLongitude = coordinate[1] + offsetLongitude;
// Done
const newCoordinate: [latitude: number, longitude: number] = [
newLatitude,
newLongitude,
];
But when I use the following code to check the distance I sometimes end up above the allowed distance:
function haversine(
latitude1: number,
longitude1: number,
latitude2: number,
longitude2: number,
) {
const EQUATORIAL_EARTH_RADIUS = 6378.137;
const distanceLatitude = degreesToRadians(latitude2 - latitude1);
const distanceLongitude = degreesToRadians(longitude2 - longitude1);
const a =
Math.sin(distanceLatitude / 2) * Math.sin(distanceLatitude / 2) +
Math.cos(degreesToRadians(latitude1)) *
Math.cos(degreesToRadians(latitude2)) *
Math.sin(distanceLongitude / 2) *
Math.sin(distanceLongitude / 2);
const distance =
EQUATORIAL_EARTH_RADIUS * 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
return distance;
}
Any idea, where I messed up? I assume it's in the coordinate generation, but it might be in the verification step.
Or are there maybe way easier ways to generate the nearby coordinates?
Please note, that I'm not able to use existing libraries for that, because the generated coordinates should be reproducible, but I omitted the related code for simplicity.

Assuming that you can locally approximate the surface of the earth as a plane, then the following function gives you the latitude and longitude of a point P1, given the latitude and longitude of a point P0, the linear distance |P1-P0| and the angle formed by P1-P0 with the local parallel. The local earth radius R is also necessary as input.
function incrementCoordinates (long0, lat0, dist, angle, R) {
// Calculate the distance component along the parallel
dist_x = dist * Math.cos(angle / 180 * Math.PI)
// Calculate the distance component along the meridian
dist_y = dist * Math.sin(angle / 180 * Math.PI)
// Calculate the new longitude
long1 = long0 + dist_x / R / Math.PI * 180
// Calculate the new latitude
lat1 = lat0 + dist_y / R / Math.PI * 180
return [long1, lat1]
}

Well, I tried to overcomplicate things and the float imprecision in JS stacked up sometimes to 20% due to stacked calls.
I simplified the calculation now to assume we live on a perfect sphere:
const angleRadians = randomAngle(); // in ° radians
const errorCorrection = 0.995; // avoid float issues
const distanceInKm = randomDinstance(100) * errorCorrection; // in km
const distanceInDegree = distanceInKm / kmPerDegree; // in °
const newCoordinate: [latitude: number, longitude: number] = [
coordinate[0] + Math.sin(angleRadians) * distanceInDegree,
coordinate[1] + Math.cos(angleRadians) * distanceInDegree,
];
// Box latitude [-90°, 90°]
newCoordinate[0] = newCoordinate[0] % 180;
if (newCoordinate[0] < -90 || newCoordinate[0] > 90) {
newCoordinate[0] = Math.sign(newCoordinate[0]) * 180 - newCoordinate[0];
newCoordinate[1] += 180;
}
// Box longitude [-180°, 180°]
newCoordinate[1] = (((newCoordinate[1] % 360) + 540) % 360) - 180;

Related

Distance calculation gives strange output javascript

I need to calculate the distance between two latitude and longitude points. I found this javascript code which I suppose I want.
Here comes the problem. I add the two positions lat and lng values in, and sometimes it just gives random output. What happens is two points literally next to other are sometimes like 8000 meters away, but two other much furthest points return only 1500 meters for example.
function degreesToRadians(degrees) {
return degrees * Math.PI / 180;
}
function getDistanceFromLatLonInKm(lat1,lon1,lat2,lon2) {
var R = 6371; // Radius of the earth in km
var dLat = deg2rad(lat2-lat1); // deg2rad below
var dLon = deg2rad(lon2-lon1);
var a =
Math.sin(dLat/2) * Math.sin(dLat/2) +
Math.cos(deg2rad(lat1)) * Math.cos(deg2rad(lat2)) *
Math.sin(dLon/2) * Math.sin(dLon/2)
;
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var d = R * c; // Distance in km
return d;
}
function deg2rad(deg) {
return deg * (Math.PI/180)
}
const distanceR = getDistanceFromLatLonInKm(userLat, userLng, solLat, solLng)
Lat: 68.00757101804007, lng: -49.306640625
to
lat: 73.26312194058698 lng: -23.535461425781254
is 1143 kilometres, but these two points are next to each other.
lat: 66.75724984139227, lng: -16.259765625000004
to
lat: 71.99597405683693 lng:-42.31933593750001
is 1161 metres and the points are much farther then the previus one.
Here I think it calculates fine, unlike the two previous lat and lng points.
I've tested the examples you provided and did a few on my own and I believe your implementation is working fine. I did however get different results using your examples and code.
The first example returns approx. 1102km, which seems close to the distance using a visualizer.
The second example returns 1161 kilometres which visualized again seems about right.
Please note: the images in the links were constructed using gpsvisualizer.com which uses a Vincenty formula to calculate distance, hence the slight variation in distance numbers.
function getDistanceFromLatLonInKm(lat1, lon1, lat2, lon2) {
var R = 6371; // Radius of the earth in km
var dLat = deg2rad(lat2 - lat1); // deg2rad below
var dLon = deg2rad(lon2 - lon1);
var a =
Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(deg2rad(lat1)) * Math.cos(deg2rad(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = R * c; // Distance in km
return d;
}
function deg2rad(deg) {
return deg * (Math.PI / 180)
}
const e1 = {
lat1: 68.00757101804007,
lon1: -49.306640625,
lat2: 73.26312194058698,
lon2: -23.535461425781254
}
const e2 = {
lat1: 66.75724984139227,
lon1: -16.259765625000004,
lat2: 71.99597405683693,
lon2: -42.31933593750001
}
const dist1 = getDistanceFromLatLonInKm(e1.lat1, e1.lon1, e1.lat2, e1.lon2);
const dist2 = getDistanceFromLatLonInKm(e2.lat1, e2.lon1, e2.lat2, e2.lon2);
console.log(`Example 1 distance: ${dist1}km. Example 2 distance: ${dist2}km`);
I can not reproduce the issue you are having so I believe your error lies in your visualization of coordinates.

How to get xy screen coordinates from xyz world coordinates?

I'm building a simple app that places a marker on your screen where at the top of certain landmarks in the real world, going to overlay the markers over the camera's view.
I have the latitude/longitude/altitude for both the viewing device and the world landmarks, and I convert those to ECEF coordinates. But I am having trouble with the 3D projection math. The point always seems to get placed in the middle of the screen... maybe my scaling is wrong somewhere so it looks like it's hardly moving from the center?
Viewing device GPS coordinates:
GPS:
lat: 45.492132
lon: -122.721062
alt: 124 (meters)
ECEF:
x: -2421034.078421273
y: -3768100.560012433
z: 4525944.676268726
Landmark GPS coordinates:
GPS:
lat: 45.499278
lon: -122.708417
alt: 479 (meters)
ECEF:
x: -2420030.781624382
y: -3768367.5284123267
z: 4526754.604333807
I tried following the math from here to build a function to get me screen coordinates from 3D point coordinates.
When I put those ECEF points into my projection function, with a viewport of 1440x335 I get: x: 721, y: 167
Here is my function:
function projectionCoordinates(origin, destination) {
const relativeX = destination.x - origin.x;
const relativeY = destination.y - origin.y;
const relativeZ = destination.z - origin.z;
const xPerspective = relativeX / relativeZ;
const yPerspective = relativeY / relativeZ;
const xNormalized = (xPerspective + viewPort.width / 2) / viewPort.width;
const yNormalized = (yPerspective + viewPort.height / 2) / viewPort.height;
const xRaster = Math.floor(xNormalized * viewPort.width);
const yRaster = Math.floor((1 - yNormalized) * viewPort.height);
return { x: xRaster, y: yRaster };
}
I believe the point should be placed much higher on the screen. That article I linked mentions 3x4 matrices which I couldn't follow along with (not sure how to build the 3x4 matrices from the 3D points). Maybe those are important, especially since I will eventually have to take the device's tilt into consideration (looking up or down with phone).
If it's needed, here is my function to convert latitude/longitude/altitude coordinates to ECEF (copy/pasted from another SO answer):
function llaToCartesion({ lat, lon, alt }) {
const cosLat = Math.cos((lat * Math.PI) / 180.0);
const sinLat = Math.sin((lat * Math.PI) / 180.0);
const cosLon = Math.cos((lon * Math.PI) / 180.0);
const sinLon = Math.sin((lon * Math.PI) / 180.0);
const rad = 6378137.0;
const f = 1.0 / 298.257224;
const C =
1.0 / Math.sqrt(cosLat * cosLat + (1 - f) * (1 - f) * sinLat * sinLat);
const S = (1.0 - f) * (1.0 - f) * C;
const h = alt;
const x = (rad * C + h) * cosLat * cosLon;
const y = (rad * C + h) * cosLat * sinLon;
const z = (rad * S + h) * sinLat;
return { x, y, z };
}
Your normalise and raster steps are cancelling out the view port scaling you need. Multiplying out this:
const xNormalized = (xPerspective + viewPort.width / 2) / viewPort.width;
gives you:
const xNormalized = xPerspective / viewPort.width + 0.5;
And applying this line:
const xRaster = Math.floor(xNormalized * viewPort.width);
gives you:
const xRaster = Math.floor(xPerspective + viewPort.width * 0.5);
Your calculation of xPerspective is correct (but see comment below) - however the value is going to be around 1 looking at your numbers. Which is why the point is near the centre of the screen.
The correct way to do this is:
const xRaster = Math.floor(xPerspective * viewPort.width /2 + viewPort.width /2);
You can simplify that. The idea is that xPerspective is the tan of the angle that xRelative subtends at the eye. Multiplying the tan by half the width of the screen gives you the x distance from the centre of the screen. You then add the x position of the centre of the screen to get the screen coordinate.
Your maths uses an implicit camera view which is aligned with the x, y, z axes. To move the view around you need to calculate xRelative etc relative to the camera before doing the perspective divide step (division by zRelative). An easy way to do this is to represent your camera as 3 vectors which are the X,Y,Z of the camera view. You then calculate the projection of the your 3D point on your camera by taking the dot product of the vector [xRelative, yRelative, zRelative] with each of X,Y and Z. This gives you a new [xCamera, yCamera, zCamera] which will change as you move your camera. You can also do this with matrices.

Cesium calculate bearing rotation from 2 positions

I'm adding a plane entity to Cesium as the folowing:
let position = Cesium.Cartesian3.fromDegrees(long, lat, alt)
let planeEntity = this.viewer.entities.add({
position: position,
model: {
uri: './assets/cesium/Cesium_Air.glb',
minimumPixelSize : 64
}
});
I get plane locations at realtime, each time location arrived I do:
planeEntity.position = Cesium.Cartesian3.fromDegrees(long, lat, alt);
and move the plane to that location.
I want to rotate the plane head to the right place (if the plane flight up, the head cant stay to the left).
How can I calculate bearing rotation from 2 positions? (current position and the next position)?
I found solution here:
[Calculate bearing between 2 points with javascript
// Converts from degrees to radians.
toRadians(degrees) {
return degrees * Math.PI / 180;
}
// Converts from radians to degrees.
toDegrees(radians) {
return radians * 180 / Math.PI;
}
bearing(startLat, startLng, destLat, destLng){
startLat = this.toRadians(startLat);
startLng = this.toRadians(startLng);
destLat = this.toRadians(destLat);
destLng = this.toRadians(destLng);
let y = Math.sin(destLng - startLng) * Math.cos(destLat);
let x = Math.cos(startLat) * Math.sin(destLat) - Math.sin(startLat) * Math.cos(destLat) * Math.cos(destLng - startLng);
let brng = Math.atan2(y, x);
let brngDgr = this.toDegrees(brng);
return (brngDgr + 360) % 360;
}
Cesium way (ES6) based on larry ckey's answer:
import * as Cesium from 'cesium';
const calculateBearing = (startPoint, endPoint) => {
const start = Cesium.Cartographic.fromCartesian(startPoint);
const end = Cesium.Cartographic.fromCartesian(endPoint);
const y = Math.sin(end.longitude - start.longitude) * Math.cos(end.latitude);
const x =
Math.cos(start.latitude) * Math.sin(end.latitude) -
Math.sin(start.latitude) * Math.cos(end.latitude) *
Math.cos(end.longitude - start.longitude);
const bearing = Math.atan2(y, x);
return Cesium.Math.toDegrees(bearing);
}

Converting 360 degree view to equirectangular in node js?

I have been trying to convert the 360 degree camera, single fish eye image, to equirectangular viewer in node js for the past two days. In stackoverflow, the same question is asked and answered in pseudo code. I have been trying to convert pseudo code to node js and cleared some errors. Now the project runs without error but the output image is blank.
From that pseudo, I dont know the polar_w, polar_h and geo_w, geo_h, geo and polar value, so, it gave static value to show the output. Here is a link which i followed to convert pseudo code to node js.
How to convert spherical coordinates to equirectangular projection coordinates?.
Here is the code I tried for converting spherical image to equirectangular viewer:
exports.sphereImage=(request, response)=>{
var Jimp = require('jimp');
// Photo resolution
var img_w_px = 1280;
var img_h_px = 720;
var polar_w = 1280;
var polar_h = 720;
var geo_w = 1280;
var geo_h = 720;
var img_h_deg = 70;
var img_w_deg = 30;
// Camera field-of-view angles
var img_ha_deg = 70;
var img_va_deg = 40;
// Camera rotation angles
var hcam_deg = 230;
var vcam_deg = 60;
// Camera rotation angles in radians
var hcam_rad = hcam_deg/180.0*Math.PI;
var vcam_rad = vcam_rad/180.0*Math.PI;
// Rotation around y-axis for vertical rotation of camera
var rot_y = [
[Math.cos(vcam_rad), 0, Math.sin(vcam_rad)],
[0, 1, 0],
[-Math.sin(vcam_rad), 0, Math.cos(vcam_rad)]
];
// Rotation around z-axis for horizontal rotation of camera
var rot_z = [
[Math.cos(hcam_rad), -Math.sin(hcam_rad), 0],
[Math.sin(hcam_rad), Math.cos(hcam_rad), 0],
[0, 0, 1]
];
Jimp.read('./public/images/4-18-2-42.jpg', (err, lenna) => {
polar = new Jimp(img_w_px, img_h_px);
geo = new Jimp(img_w_px, img_h_px);
for(var i=0; i<img_h_px; ++i)
{
for(var j=0; j<img_w_px; ++j)
{
// var p = img.getPixelAt(i, j);
var p = lenna.getPixelColor(i, j)
// var p = getPixels(img, { x: i, y: j })
// Calculate relative position to center in degrees
var p_theta = (j - img_w_px / 2.0) / img_w_px * img_w_deg / 180.0 * Math.PI;
var p_phi = -(i - img_h_px / 2.0) / img_h_px * img_h_deg / 180.0 *Math. PI;
// Transform into cartesian coordinates
var p_x = Math.cos(p_phi) * Math.cos(p_theta);
var p_y = Math.cos(p_phi) * Math.sin(p_theta);
var p_z = Math.sin(p_phi);
var p0 = {p_x, p_y, p_z};
// Apply rotation matrices (note, z-axis is the vertical one)
// First vertically
var p1 = rot_y[1][2][3] * p0;
var p2 = rot_z[1][2][3] * p1;
// Transform back into spherical coordinates
var theta = Math.atan2(p2[1], p2[0]);
var phi = Math.asin(p2[2]);
// Retrieve longitude,latitude
var longitude = theta / Math.PI * 180.0;
var latitude = phi / Math.PI * 180.0;
// Now we can use longitude,latitude coordinates in many different
projections, such as:
// Polar projection
{
var polar_x_px = (0.5*Math.PI + phi)*0.5 * Math.cos(theta)
/Math.PI*180.0 * polar_w;
var polar_y_px = (0.5*Math.PI + phi)*0.5 * Math.sin(theta)
/Math.PI*180.0 * polar_h;
polar.setPixelColor(p, polar_x_px, polar_y_px);
}
// Geographical (=equirectangular) projection
{
var geo_x_px = (longitude + 180) * geo_w;
var geo_y_px = (latitude + 90) * geo_h;
// geo.setPixel(geo_x_px, geo_y_px, p.getRGB());
geo.setPixelColor(p, geo_x_px, geo_y_px);
}
// ...
}
}
geo.write('./public/images/4-18-2-42-00001.jpg');
polar.write('./public/images/4-18-2-42-00002.jpg');
});
}
And tried another method by slicing image into four parts to detect car. Sliced image into four parts using image-slice module and to read and write jimp module is used. But unfortunately cars not detected properly.
Here is the code i used for slicing image:
exports.sliceImage=(request, response)=>{
var imageToSlices = require('image-to-slices');
var lineXArray = [540, 540];
var lineYArray = [960, 960];
var source = './public/images/4-18-2-42.jpg'; // width: 300, height: 300
imageToSlices(source, lineXArray, lineYArray, {
saveToDir: './public/images/',
clipperOptions: {
canvas: require('canvas')
}
}, function() {
console.log('the source image has been sliced into 9 sections!');
});
}//sliceImage
And for detect car from image i used opencv4nodejs. Cars are not detected properly. here is the code i used for detect car:
function runDetectCarExample(img=null){
if(img==null){
img = cv.imread('./public/images/section-1.jpg');
}else
{
img=cv.imread(img);
}
const minConfidence = 0.06;
const predictions = classifyImg(img).filter(res => res.confidence > minConfidence && res.className=='car');
const drawClassDetections = makeDrawClassDetections(predictions);
const getRandomColor = () => new cv.Vec(Math.random() * 255, Math.random() * 255, 255);
drawClassDetections(img, 'car', getRandomColor);
cv.imwrite('./public/images/section-'+Math.random()+'.jpg', img);
var name="distanceFromCamera";
var focalLen= 1.6 ;//Focal length in mm
var realObjHeight=254 ;//Real Height of Object in mm
var cameraFrameHeight=960;//Height of Image in pxl
var imgHeight=960;//Image Height in pxl
var sensorHeight=10;//Sensor height in mm
var R = 6378.1 //#Radius of the Earth
var brng = 1.57 //#Bearing is 90 degrees converted to radians.
var hc=(200/100);//Camera height in m
predictions
.forEach((data)=> {
// imgHeight=img.rows;//Image Height in pxl
// realObjHeight=data.rect.height;
// data.rect[name]=((focalLen)*(realObjHeight)*
(cameraFrameHeight))/((imgHeight)*(sensorHeight));
var dc=(((data.rect.width * focalLen) / img.cols)*2.54)*100; // meters
console.log(Math.floor(parseInt(data.rect.width)));
// var dc=((Math.floor(parseInt(data.rect.width)* 0.264583) * focalLen) / img.cols); // mm
var lat1=13.0002855;//13.000356;
var lon1=80.2046441;//80.204632;
// Gate 13.0002855,80.2046441
// Brazil Polsec : -19.860566, -43.969436
// var d=Math.sqrt((dc*dc)+(hc*hc));
// d=(data.rect[name])/1000;
data.rect[name]=d=dc/1000;
lat1 =toRadians(lat1);
lon1 = toRadians(lon1);
brng =toRadians(90);
// lat2 = Math.asin( Math.sin(lat1)*Math.cos(d/R) +
// Math.cos(lat1)*Math.sin(d/R)*Math.cos(brng));
// lon2 = lon1 +
Math.atan2(Math.sin(brng)*Math.sin(d/R)*Math.cos(lat1),
// Math.cos(d/R)-Math.sin(lat1)*Math.sin(lat2));
var lat2 = Math.asin(Math.sin(lat1) * Math.cos(d/6371) +
Math.cos(lat1) * Math.sin(d/6371) * Math.cos(brng));
var lon2 = lon1 + Math.atan2(Math.sin(brng) * Math.sin(d/6371) * Math.cos(lat1),
Math.cos(d/6371) - Math.sin(lat1) * Math.sin(lat2));
lat2 = toDegrees(lat2);
lon2 = toDegrees(lon2);
data.rect['latLong']=lat2+','+lon2;
// console.log(brng);
});
response.send(predictions);
cv.imshowWait('img', img);
};
here is the fish eye image which need to be converted to equirectangular.
Any help much appreciated pls....
You are asking how to convert a 360deg fish-eye projection to an equirectangular projection.
In order to do this, for every pixel on the fish-eye image you need to know where to place in onto the output image.
Your input image is 1920x1080, let us assume you want to output it to an equirectangular projection of the same size.
The input circle mapping is defined as:
cx = 960; // center of circle on X-axis
cy = 540; // center of circle on Y-axis
radius = 540; // radius of circle
If you have a pixel at (x,y) in the input image, then we can calculate the spherical coordinates using:
dx = (x - cx) * 1.0 / radius;
dy = (y - cy) * 1.0 / radius;
theta_deg = atan2(dy, dx) / MATH_PI * 180;
phi_deg = acos(sqrt(dx*dx + dy*dy)) / MATH_PI * 180;
outputx = (theta_deg + 180) / 360.0 * outputwidth_px;
outputy = (phi_deg + 90) / 180.0 * outputheight_px;
So there we translated (x,y) from the fish-eye image to the (outputx,outputy) in the equirectangular image. In order to not leave the implementation as the dreaded "exercise to the reader", here is some sample Javascript-code using the Jimp-library as used by the OP:
var jimp = require('jimp');
var inputfile = 'input.png';
jimp.read(inputfile, function(err, inputimage)
{
var cx = 960;
var cy = 540;
var radius = 540;
var inputwidth = 1920;
var inputheight = 1080;
var outputwidth = 1920;
var outputheight = 1080;
new jimp(outputwidth, outputheight, 0x000000ff, function(err, outputimage)
{
for(var y=0;y<inputheight;++y)
{
for(var x=0;x<inputwidth;++x)
{
var color = inputimage.getPixelColor(x, y);
var dx = (x - cx) * 1.0 / radius;
var dy = (y - cy) * 1.0 / radius;
var theta_deg = Math.atan2(dy, dx) / Math.PI * 180;
var phi_deg = Math.acos(Math.sqrt(dx*dx + dy*dy)) / Math.PI * 180;
var outputx = Math.round((theta_deg + 180) / 360.0 * outputwidth);
var outputy = Math.round((phi_deg + 90) / 180.0 * outputheight);
outputimage.setPixelColor(color, outputx, outputy);
}
}
outputimage.write('output.png');
});
});
Note that you will still need to do blending of the pixel with neighbouring pixels (for the same reason as when you're resizing the image).
Additionally, in your case, you only have half of the sphere (you can't see the sun in the sky). So you would need to use var outputy = Math.round(phi_deg / 90.0 * outputheight). In order to keep the right aspect ratio, you might want to change the height to 540.
Also note that the given implementation may not be efficient at all, it's better to use the buffer directly.
Anyway, without blending I came up with the result as demonstrated here:
So in order to do blending, you could use the simplest method which is the nearest neighbour approach. In that case, you should invert the formulas in the above example. Instead of moving the pixels from the input image to the right place in the output image, you can go through every pixel in the output image and ask which input pixel we can use for that. This will avoid the black pixels, but may still show artifacts:
var jimp = require('jimp');
var inputfile = 'input.png';
jimp.read(inputfile, function(err, inputimage)
{
var cx = 960;
var cy = 540;
var radius = 540;
var inputwidth = 1920;
var inputheight = 1080;
var outputwidth = 1920;
var outputheight = 1080/2;
var blendmap = {};
new jimp(outputwidth, outputheight, 0x000000ff, function(err, outputimage)
{
for(var y=0;y<outputheight;++y)
{
for(var x=0;x<outputwidth;++x)
{
var theta_deg = 360 - x * 360.0 / outputwidth - 180;
var phi_deg = 90 - y * 90.0 / outputheight;
var r = Math.sin(phi_deg * Math.PI / 180)
var dx = Math.cos(theta_deg * Math.PI / 180) * r;
var dy = Math.sin(theta_deg * Math.PI / 180) * r;
var inputx = Math.round(dx * radius + cx);
var inputy = Math.round(dy * radius + cy);
outputimage.setPixelColor(inputimage.getPixelColor(inputx, inputy), x, y);
}
}
outputimage.write('output.png');
});
});
For reference, in order to convert between Cartesian and Spherical coordinate systems. These are the formulas (taken from here). Note that the z is in your case just 1, a so-called "unit" sphere, so you can just leave it out of the equations. You should also understand that since the camera is actually taking a picture in three dimensions, you also need formulas to work in three dimensions.
Here is the generated output image:
Since I don't see your original input image in your question anymore, in order for anyone to test the code from this answer, you can use the following image:
Run the code with:
mkdir /tmp/test
cd /tmp/test
npm install --permanent jimp
cat <<EOF >/tmp/test/main.js
... paste the javascript code from above ...
EOF
curl https://i.stack.imgur.com/0zWt6.png > input.png
node main.js
Note: In order to further improve the blending, you should remove the Math.round. So for instance, if you need to grab a pixel at x is 0.75, and the pixel on the left at x = 0 is white, and the pixel on the right at x = 1 is black. Then you want to mix both colors into a dark grey color (using ratio 0.75). You would have to do this for both dimensions simultaneously, if you want a nice result. But this should really be in a new question imho.

Not able to calculate distance(between two coordinates, dont consider the Travelmode like cycling,driving) in Map v3 API [duplicate]

How do I calculate the distance between two points specified by latitude and longitude?
For clarification, I'd like the distance in kilometers; the points use the WGS84 system and I'd like to understand the relative accuracies of the approaches available.
This link might be helpful to you, as it details the use of the Haversine formula to calculate the distance.
Excerpt:
This script [in Javascript] calculates great-circle distances between the two points –
that is, the shortest distance over the earth’s surface – using the
‘Haversine’ formula.
function getDistanceFromLatLonInKm(lat1,lon1,lat2,lon2) {
var R = 6371; // Radius of the earth in km
var dLat = deg2rad(lat2-lat1); // deg2rad below
var dLon = deg2rad(lon2-lon1);
var a =
Math.sin(dLat/2) * Math.sin(dLat/2) +
Math.cos(deg2rad(lat1)) * Math.cos(deg2rad(lat2)) *
Math.sin(dLon/2) * Math.sin(dLon/2)
;
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var d = R * c; // Distance in km
return d;
}
function deg2rad(deg) {
return deg * (Math.PI/180)
}
I needed to calculate a lot of distances between the points for my project, so I went ahead and tried to optimize the code, I have found here. On average in different browsers my new implementation runs 2 times faster than the most upvoted answer.
function distance(lat1, lon1, lat2, lon2) {
var p = 0.017453292519943295; // Math.PI / 180
var c = Math.cos;
var a = 0.5 - c((lat2 - lat1) * p)/2 +
c(lat1 * p) * c(lat2 * p) *
(1 - c((lon2 - lon1) * p))/2;
return 12742 * Math.asin(Math.sqrt(a)); // 2 * R; R = 6371 km
}
You can play with my jsPerf and see the results here.
Recently I needed to do the same in python, so here is a python implementation:
from math import cos, asin, sqrt, pi
def distance(lat1, lon1, lat2, lon2):
p = pi/180
a = 0.5 - cos((lat2-lat1)*p)/2 + cos(lat1*p) * cos(lat2*p) * (1-cos((lon2-lon1)*p))/2
return 12742 * asin(sqrt(a)) #2*R*asin...
And for the sake of completeness: Haversine on Wikipedia.
Here is a C# Implementation:
static class DistanceAlgorithm
{
const double PIx = 3.141592653589793;
const double RADIUS = 6378.16;
/// <summary>
/// Convert degrees to Radians
/// </summary>
/// <param name="x">Degrees</param>
/// <returns>The equivalent in radians</returns>
public static double Radians(double x)
{
return x * PIx / 180;
}
/// <summary>
/// Calculate the distance between two places.
/// </summary>
/// <param name="lon1"></param>
/// <param name="lat1"></param>
/// <param name="lon2"></param>
/// <param name="lat2"></param>
/// <returns></returns>
public static double DistanceBetweenPlaces(
double lon1,
double lat1,
double lon2,
double lat2)
{
double dlon = Radians(lon2 - lon1);
double dlat = Radians(lat2 - lat1);
double a = (Math.Sin(dlat / 2) * Math.Sin(dlat / 2)) + Math.Cos(Radians(lat1)) * Math.Cos(Radians(lat2)) * (Math.Sin(dlon / 2) * Math.Sin(dlon / 2));
double angle = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
return angle * RADIUS;
}
}
Here is a java implementation of the Haversine formula.
public final static double AVERAGE_RADIUS_OF_EARTH_KM = 6371;
public int calculateDistanceInKilometer(double userLat, double userLng,
double venueLat, double venueLng) {
double latDistance = Math.toRadians(userLat - venueLat);
double lngDistance = Math.toRadians(userLng - venueLng);
double a = Math.sin(latDistance / 2) * Math.sin(latDistance / 2)
+ Math.cos(Math.toRadians(userLat)) * Math.cos(Math.toRadians(venueLat))
* Math.sin(lngDistance / 2) * Math.sin(lngDistance / 2);
double c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
return (int) (Math.round(AVERAGE_RADIUS_OF_EARTH_KM * c));
}
Note that here we are rounding the answer to the nearest km.
Thanks very much for all this. I used the following code in my Objective-C iPhone app:
const double PIx = 3.141592653589793;
const double RADIO = 6371; // Mean radius of Earth in Km
double convertToRadians(double val) {
return val * PIx / 180;
}
-(double)kilometresBetweenPlace1:(CLLocationCoordinate2D) place1 andPlace2:(CLLocationCoordinate2D) place2 {
double dlon = convertToRadians(place2.longitude - place1.longitude);
double dlat = convertToRadians(place2.latitude - place1.latitude);
double a = ( pow(sin(dlat / 2), 2) + cos(convertToRadians(place1.latitude))) * cos(convertToRadians(place2.latitude)) * pow(sin(dlon / 2), 2);
double angle = 2 * asin(sqrt(a));
return angle * RADIO;
}
Latitude and Longitude are in decimal. I didn't use min() for the asin() call as the distances that I'm using are so small that they don't require it.
It gave incorrect answers until I passed in the values in Radians - now it's pretty much the same as the values obtained from Apple's Map app :-)
Extra update:
If you are using iOS4 or later then Apple provide some methods to do this so the same functionality would be achieved with:
-(double)kilometresBetweenPlace1:(CLLocationCoordinate2D) place1 andPlace2:(CLLocationCoordinate2D) place2 {
MKMapPoint start, finish;
start = MKMapPointForCoordinate(place1);
finish = MKMapPointForCoordinate(place2);
return MKMetersBetweenMapPoints(start, finish) / 1000;
}
This is a simple PHP function that will give a very reasonable approximation (under +/-1% error margin).
<?php
function distance($lat1, $lon1, $lat2, $lon2) {
$pi80 = M_PI / 180;
$lat1 *= $pi80;
$lon1 *= $pi80;
$lat2 *= $pi80;
$lon2 *= $pi80;
$r = 6372.797; // mean radius of Earth in km
$dlat = $lat2 - $lat1;
$dlon = $lon2 - $lon1;
$a = sin($dlat / 2) * sin($dlat / 2) + cos($lat1) * cos($lat2) * sin($dlon / 2) * sin($dlon / 2);
$c = 2 * atan2(sqrt($a), sqrt(1 - $a));
$km = $r * $c;
//echo '<br/>'.$km;
return $km;
}
?>
As said before; the earth is NOT a sphere. It is like an old, old baseball that Mark McGwire decided to practice with - it is full of dents and bumps. The simpler calculations (like this) treat it like a sphere.
Different methods may be more or less precise according to where you are on this irregular ovoid AND how far apart your points are (the closer they are the smaller the absolute error margin). The more precise your expectation, the more complex the math.
For more info: wikipedia geographic distance
I post here my working example.
List all points in table having distance between a designated point (we use a random point - lat:45.20327, long:23.7806) less than 50 KM, with latitude & longitude, in MySQL (the table fields are coord_lat and coord_long):
List all having DISTANCE<50, in Kilometres (considered Earth radius 6371 KM):
SELECT denumire, (6371 * acos( cos( radians(45.20327) ) * cos( radians( coord_lat ) ) * cos( radians( 23.7806 ) - radians(coord_long) ) + sin( radians(45.20327) ) * sin( radians(coord_lat) ) )) AS distanta
FROM obiective
WHERE coord_lat<>''
AND coord_long<>''
HAVING distanta<50
ORDER BY distanta desc
The above example was tested in MySQL 5.0.95 and 5.5.16 (Linux).
In the other answers an implementation in r is missing.
Calculating the distance between two point is quite straightforward with the distm function from the geosphere package:
distm(p1, p2, fun = distHaversine)
where:
p1 = longitude/latitude for point(s)
p2 = longitude/latitude for point(s)
# type of distance calculation
fun = distCosine / distHaversine / distVincentySphere / distVincentyEllipsoid
As the earth is not perfectly spherical, the Vincenty formula for ellipsoids is probably the best way to calculate distances. Thus in the geosphere package you use then:
distm(p1, p2, fun = distVincentyEllipsoid)
Off course you don't necessarily have to use geosphere package, you can also calculate the distance in base R with a function:
hav.dist <- function(long1, lat1, long2, lat2) {
R <- 6371
diff.long <- (long2 - long1)
diff.lat <- (lat2 - lat1)
a <- sin(diff.lat/2)^2 + cos(lat1) * cos(lat2) * sin(diff.long/2)^2
b <- 2 * asin(pmin(1, sqrt(a)))
d = R * b
return(d)
}
The haversine is definitely a good formula for probably most cases, other answers already include it so I am not going to take the space. But it is important to note that no matter what formula is used (yes not just one). Because of the huge range of accuracy possible as well as the computation time required. The choice of formula requires a bit more thought than a simple no brainer answer.
This posting from a person at nasa, is the best one I found at discussing the options
http://www.cs.nyu.edu/visual/home/proj/tiger/gisfaq.html
For example, if you are just sorting rows by distance in a 100 miles radius. The flat earth formula will be much faster than the haversine.
HalfPi = 1.5707963;
R = 3956; /* the radius gives you the measurement unit*/
a = HalfPi - latoriginrad;
b = HalfPi - latdestrad;
u = a * a + b * b;
v = - 2 * a * b * cos(longdestrad - longoriginrad);
c = sqrt(abs(u + v));
return R * c;
Notice there is just one cosine and one square root. Vs 9 of them on the Haversine formula.
There could be a simpler solution, and more correct: The perimeter of earth is 40,000Km at the equator, about 37,000 on Greenwich (or any longitude) cycle. Thus:
pythagoras = function (lat1, lon1, lat2, lon2) {
function sqr(x) {return x * x;}
function cosDeg(x) {return Math.cos(x * Math.PI / 180.0);}
var earthCyclePerimeter = 40000000.0 * cosDeg((lat1 + lat2) / 2.0);
var dx = (lon1 - lon2) * earthCyclePerimeter / 360.0;
var dy = 37000000.0 * (lat1 - lat2) / 360.0;
return Math.sqrt(sqr(dx) + sqr(dy));
};
I agree that it should be fine-tuned as, I myself said that it's an ellipsoid, so the radius to be multiplied by the cosine varies. But it's a bit more accurate. Compared with Google Maps and it did reduce the error significantly.
pip install haversine
Python implementation
Origin is the center of the contiguous United States.
from haversine import haversine, Unit
origin = (39.50, 98.35)
paris = (48.8567, 2.3508)
haversine(origin, paris, unit=Unit.MILES)
To get the answer in kilometers simply set unit=Unit.KILOMETERS (that's the default).
There is some errors in the code provided, I've fixed it below.
All the above answers assumes the earth is a sphere. However, a more accurate approximation would be that of an oblate spheroid.
a= 6378.137#equitorial radius in km
b= 6356.752#polar radius in km
def Distance(lat1, lons1, lat2, lons2):
lat1=math.radians(lat1)
lons1=math.radians(lons1)
R1=(((((a**2)*math.cos(lat1))**2)+(((b**2)*math.sin(lat1))**2))/((a*math.cos(lat1))**2+(b*math.sin(lat1))**2))**0.5 #radius of earth at lat1
x1=R1*math.cos(lat1)*math.cos(lons1)
y1=R1*math.cos(lat1)*math.sin(lons1)
z1=R1*math.sin(lat1)
lat2=math.radians(lat2)
lons2=math.radians(lons2)
R2=(((((a**2)*math.cos(lat2))**2)+(((b**2)*math.sin(lat2))**2))/((a*math.cos(lat2))**2+(b*math.sin(lat2))**2))**0.5 #radius of earth at lat2
x2=R2*math.cos(lat2)*math.cos(lons2)
y2=R2*math.cos(lat2)*math.sin(lons2)
z2=R2*math.sin(lat2)
return ((x1-x2)**2+(y1-y2)**2+(z1-z2)**2)**0.5
I don't like adding yet another answer, but the Google maps API v.3 has spherical geometry (and more). After converting your WGS84 to decimal degrees you can do this:
<script src="http://maps.google.com/maps/api/js?sensor=false&libraries=geometry" type="text/javascript"></script>
distance = google.maps.geometry.spherical.computeDistanceBetween(
new google.maps.LatLng(fromLat, fromLng),
new google.maps.LatLng(toLat, toLng));
No word about how accurate Google's calculations are or even what model is used (though it does say "spherical" rather than "geoid". By the way, the "straight line" distance will obviously be different from the distance if one travels on the surface of the earth which is what everyone seems to be presuming.
You can use the build in CLLocationDistance to calculate this:
CLLocation *location1 = [[CLLocation alloc] initWithLatitude:latitude1 longitude:longitude1];
CLLocation *location2 = [[CLLocation alloc] initWithLatitude:latitude2 longitude:longitude2];
[self distanceInMetersFromLocation:location1 toLocation:location2]
- (int)distanceInMetersFromLocation:(CLLocation*)location1 toLocation:(CLLocation*)location2 {
CLLocationDistance distanceInMeters = [location1 distanceFromLocation:location2];
return distanceInMeters;
}
In your case if you want kilometers just divide by 1000.
As pointed out, an accurate calculation should take into account that the earth is not a perfect sphere. Here are some comparisons of the various algorithms offered here:
geoDistance(50,5,58,3)
Haversine: 899 km
Maymenn: 833 km
Keerthana: 897 km
google.maps.geometry.spherical.computeDistanceBetween(): 900 km
geoDistance(50,5,-58,-3)
Haversine: 12030 km
Maymenn: 11135 km
Keerthana: 10310 km
google.maps.geometry.spherical.computeDistanceBetween(): 12044 km
geoDistance(.05,.005,.058,.003)
Haversine: 0.9169 km
Maymenn: 0.851723 km
Keerthana: 0.917964 km
google.maps.geometry.spherical.computeDistanceBetween(): 0.917964 km
geoDistance(.05,80,.058,80.3)
Haversine: 33.37 km
Maymenn: 33.34 km
Keerthana: 33.40767 km
google.maps.geometry.spherical.computeDistanceBetween(): 33.40770 km
Over small distances, Keerthana's algorithm does seem to coincide with that of Google Maps. Google Maps does not seem to follow any simple algorithm, suggesting that it may be the most accurate method here.
Anyway, here is a Javascript implementation of Keerthana's algorithm:
function geoDistance(lat1, lng1, lat2, lng2){
const a = 6378.137; // equitorial radius in km
const b = 6356.752; // polar radius in km
var sq = x => (x*x);
var sqr = x => Math.sqrt(x);
var cos = x => Math.cos(x);
var sin = x => Math.sin(x);
var radius = lat => sqr((sq(a*a*cos(lat))+sq(b*b*sin(lat)))/(sq(a*cos(lat))+sq(b*sin(lat))));
lat1 = lat1 * Math.PI / 180;
lng1 = lng1 * Math.PI / 180;
lat2 = lat2 * Math.PI / 180;
lng2 = lng2 * Math.PI / 180;
var R1 = radius(lat1);
var x1 = R1*cos(lat1)*cos(lng1);
var y1 = R1*cos(lat1)*sin(lng1);
var z1 = R1*sin(lat1);
var R2 = radius(lat2);
var x2 = R2*cos(lat2)*cos(lng2);
var y2 = R2*cos(lat2)*sin(lng2);
var z2 = R2*sin(lat2);
return sqr(sq(x1-x2)+sq(y1-y2)+sq(z1-z2));
}
Here is a typescript implementation of the Haversine formula
static getDistanceFromLatLonInKm(lat1: number, lon1: number, lat2: number, lon2: number): number {
var deg2Rad = deg => {
return deg * Math.PI / 180;
}
var r = 6371; // Radius of the earth in km
var dLat = deg2Rad(lat2 - lat1);
var dLon = deg2Rad(lon2 - lon1);
var a =
Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(deg2Rad(lat1)) * Math.cos(deg2Rad(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = r * c; // Distance in km
return d;
}
Here is the SQL Implementation to calculate the distance in km,
SELECT UserId, ( 3959 * acos( cos( radians( your latitude here ) ) * cos( radians(latitude) ) *
cos( radians(longitude) - radians( your longitude here ) ) + sin( radians( your latitude here ) ) *
sin( radians(latitude) ) ) ) AS distance FROM user HAVING
distance < 5 ORDER BY distance LIMIT 0 , 5;
For further details in the implementation by programming langugage, you can just go through the php script given here
This script [in PHP] calculates distances between the two points.
public static function getDistanceOfTwoPoints($source, $dest, $unit='K') {
$lat1 = $source[0];
$lon1 = $source[1];
$lat2 = $dest[0];
$lon2 = $dest[1];
$theta = $lon1 - $lon2;
$dist = sin(deg2rad($lat1)) * sin(deg2rad($lat2)) + cos(deg2rad($lat1)) * cos(deg2rad($lat2)) * cos(deg2rad($theta));
$dist = acos($dist);
$dist = rad2deg($dist);
$miles = $dist * 60 * 1.1515;
$unit = strtoupper($unit);
if ($unit == "K") {
return ($miles * 1.609344);
}
else if ($unit == "M")
{
return ($miles * 1.609344 * 1000);
}
else if ($unit == "N") {
return ($miles * 0.8684);
}
else {
return $miles;
}
}
here is an example in postgres sql (in km, for miles version, replace 1.609344 by 0.8684 version)
CREATE OR REPLACE FUNCTION public.geodistance(alat float, alng float, blat
float, blng float)
RETURNS float AS
$BODY$
DECLARE
v_distance float;
BEGIN
v_distance = asin( sqrt(
sin(radians(blat-alat)/2)^2
+ (
(sin(radians(blng-alng)/2)^2) *
cos(radians(alat)) *
cos(radians(blat))
)
)
) * cast('7926.3352' as float) * cast('1.609344' as float) ;
RETURN v_distance;
END
$BODY$
language plpgsql VOLATILE SECURITY DEFINER;
alter function geodistance(alat float, alng float, blat float, blng float)
owner to postgres;
Java implementation in according Haversine formula
double calculateDistance(double latPoint1, double lngPoint1,
double latPoint2, double lngPoint2) {
if(latPoint1 == latPoint2 && lngPoint1 == lngPoint2) {
return 0d;
}
final double EARTH_RADIUS = 6371.0; //km value;
//converting to radians
latPoint1 = Math.toRadians(latPoint1);
lngPoint1 = Math.toRadians(lngPoint1);
latPoint2 = Math.toRadians(latPoint2);
lngPoint2 = Math.toRadians(lngPoint2);
double distance = Math.pow(Math.sin((latPoint2 - latPoint1) / 2.0), 2)
+ Math.cos(latPoint1) * Math.cos(latPoint2)
* Math.pow(Math.sin((lngPoint2 - lngPoint1) / 2.0), 2);
distance = 2.0 * EARTH_RADIUS * Math.asin(Math.sqrt(distance));
return distance; //km value
}
I made a custom function in R to calculate haversine distance(km) between two spatial points using functions available in R base package.
custom_hav_dist <- function(lat1, lon1, lat2, lon2) {
R <- 6371
Radian_factor <- 0.0174533
lat_1 <- (90-lat1)*Radian_factor
lat_2 <- (90-lat2)*Radian_factor
diff_long <-(lon1-lon2)*Radian_factor
distance_in_km <- 6371*acos((cos(lat_1)*cos(lat_2))+
(sin(lat_1)*sin(lat_2)*cos(diff_long)))
rm(lat1, lon1, lat2, lon2)
return(distance_in_km)
}
Sample output
custom_hav_dist(50.31,19.08,54.14,19.39)
[1] 426.3987
PS: To calculate distances in miles, substitute R in function (6371) with 3958.756 (and for nautical miles, use 3440.065).
To calculate the distance between two points on a sphere you need to do the Great Circle calculation.
There are a number of C/C++ libraries to help with map projection at MapTools if you need to reproject your distances to a flat surface. To do this you will need the projection string of the various coordinate systems.
You may also find MapWindow a useful tool to visualise the points. Also as its open source its a useful guide to how to use the proj.dll library, which appears to be the core open source projection library.
Here is my java implementation for calculation distance via decimal degrees after some search. I used mean radius of world (from wikipedia) in km. İf you want result miles then use world radius in miles.
public static double distanceLatLong2(double lat1, double lng1, double lat2, double lng2)
{
double earthRadius = 6371.0d; // KM: use mile here if you want mile result
double dLat = toRadian(lat2 - lat1);
double dLng = toRadian(lng2 - lng1);
double a = Math.pow(Math.sin(dLat/2), 2) +
Math.cos(toRadian(lat1)) * Math.cos(toRadian(lat2)) *
Math.pow(Math.sin(dLng/2), 2);
double c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
return earthRadius * c; // returns result kilometers
}
public static double toRadian(double degrees)
{
return (degrees * Math.PI) / 180.0d;
}
Here's the accepted answer implementation ported to Java in case anyone needs it.
package com.project529.garage.util;
/**
* Mean radius.
*/
private static double EARTH_RADIUS = 6371;
/**
* Returns the distance between two sets of latitudes and longitudes in meters.
* <p/>
* Based from the following JavaScript SO answer:
* http://stackoverflow.com/questions/27928/calculate-distance-between-two-latitude-longitude-points-haversine-formula,
* which is based on https://en.wikipedia.org/wiki/Haversine_formula (error rate: ~0.55%).
*/
public double getDistanceBetween(double lat1, double lon1, double lat2, double lon2) {
double dLat = toRadians(lat2 - lat1);
double dLon = toRadians(lon2 - lon1);
double a = Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(toRadians(lat1)) * Math.cos(toRadians(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2);
double c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
double d = EARTH_RADIUS * c;
return d;
}
public double toRadians(double degrees) {
return degrees * (Math.PI / 180);
}
For those looking for an Excel formula based on WGS-84 & GRS-80 standards:
=ACOS(COS(RADIANS(90-Lat1))*COS(RADIANS(90-Lat2))+SIN(RADIANS(90-Lat1))*SIN(RADIANS(90-Lat2))*COS(RADIANS(Long1-Long2)))*6371
Source
there is a good example in here to calculate distance with PHP http://www.geodatasource.com/developers/php :
function distance($lat1, $lon1, $lat2, $lon2, $unit) {
$theta = $lon1 - $lon2;
$dist = sin(deg2rad($lat1)) * sin(deg2rad($lat2)) + cos(deg2rad($lat1)) * cos(deg2rad($lat2)) * cos(deg2rad($theta));
$dist = acos($dist);
$dist = rad2deg($dist);
$miles = $dist * 60 * 1.1515;
$unit = strtoupper($unit);
if ($unit == "K") {
return ($miles * 1.609344);
} else if ($unit == "N") {
return ($miles * 0.8684);
} else {
return $miles;
}
}
Here is the implementation VB.NET, this implementation will give you the result in KM or Miles based on an Enum value you pass.
Public Enum DistanceType
Miles
KiloMeters
End Enum
Public Structure Position
Public Latitude As Double
Public Longitude As Double
End Structure
Public Class Haversine
Public Function Distance(Pos1 As Position,
Pos2 As Position,
DistType As DistanceType) As Double
Dim R As Double = If((DistType = DistanceType.Miles), 3960, 6371)
Dim dLat As Double = Me.toRadian(Pos2.Latitude - Pos1.Latitude)
Dim dLon As Double = Me.toRadian(Pos2.Longitude - Pos1.Longitude)
Dim a As Double = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) + Math.Cos(Me.toRadian(Pos1.Latitude)) * Math.Cos(Me.toRadian(Pos2.Latitude)) * Math.Sin(dLon / 2) * Math.Sin(dLon / 2)
Dim c As Double = 2 * Math.Asin(Math.Min(1, Math.Sqrt(a)))
Dim result As Double = R * c
Return result
End Function
Private Function toRadian(val As Double) As Double
Return (Math.PI / 180) * val
End Function
End Class
I condensed the computation down by simplifying the formula.
Here it is in Ruby:
include Math
earth_radius_mi = 3959
radians = lambda { |deg| deg * PI / 180 }
coord_radians = lambda { |c| { :lat => radians[c[:lat]], :lng => radians[c[:lng]] } }
# from/to = { :lat => (latitude_in_degrees), :lng => (longitude_in_degrees) }
def haversine_distance(from, to)
from, to = coord_radians[from], coord_radians[to]
cosines_product = cos(to[:lat]) * cos(from[:lat]) * cos(from[:lng] - to[:lng])
sines_product = sin(to[:lat]) * sin(from[:lat])
return earth_radius_mi * acos(cosines_product + sines_product)
end
function getDistanceFromLatLonInKm(lat1,lon1,lat2,lon2,units) {
var R = 6371; // Radius of the earth in km
var dLat = deg2rad(lat2-lat1); // deg2rad below
var dLon = deg2rad(lon2-lon1);
var a =
Math.sin(dLat/2) * Math.sin(dLat/2) +
Math.cos(deg2rad(lat1)) * Math.cos(deg2rad(lat2)) *
Math.sin(dLon/2) * Math.sin(dLon/2)
;
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var d = R * c;
var miles = d / 1.609344;
if ( units == 'km' ) {
return d;
} else {
return miles;
}}
Chuck's solution, valid for miles also.
In Mysql use the following function pass the parameters as using POINT(LONG,LAT)
CREATE FUNCTION `distance`(a POINT, b POINT)
RETURNS double
DETERMINISTIC
BEGIN
RETURN
GLength( LineString(( PointFromWKB(a)), (PointFromWKB(b)))) * 100000; -- To Make the distance in meters
END;

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