Get compass orientation of wgs84 coordinates or polygon - javascript

I got a set of wgs84 coordinates to place a polygon on Google Maps. I am wondering if i can use the same coordinates to get a compass direction of the coordinates. I don't need a solution specific for Google Maps, javascript or php. I am just wondering what the right approche would be.
Something like this would be the end result. I understand it needs some sort of algorithm in the background
I found Geolib and the 'getCompassDirection' function but this function only allows 2 points to create a line and get the bearing(angle) of that line.

You can't get any direction information out of a single position coordinate.
Position coordinates don't represent any knowledge about the orientation of an object. Therefore you need something that has direction (i.e. a vector between two coordinates) to calculate compass direction. That's exactly why the function you mentioned asks for two points.
This means you can get a compass direction for any edge of a polygon (by using its two end points), but not for its vertices.
Hope this helps!

Related

How to position an element on an SVG path at certain point?

I've been searching for hours for a tutorial on how to re-create the map/chart functionality displayed on this page.
When you hover your cursor over the histogram chart at different points (which shows elevation) it moves a pin/cursor on the google map to indicate what point on the map the elevation relates to.
Hard to explain but easier if you click on the link and see for yourself.
https://www.greaterhobarttrails.com.au/track/north-south-track/
map & chart
Any guidance is appreciated.
Thank you for your time.
John.
Below are just some guiding points, how to approach this task(probably not the best solution, but should work).
As the first requirement in your path array each point should have three properties - latitude, longitude, elevation.
To build the chart you need to use some of the chart libraries - it should support the mouseover event (here are some examples for chart libraries - https://www.sitepoint.com/15-best-javascript-charting-libraries/). Y-axis is elevation, X-axis can be distance from the beginning of the path(distance should be calculated for each point beforehand).
As the third step you need to show your path on the map - to do that you can use google maps api (https://developers.google.com/maps/).
In the end you need to connect chart and map, you need to subscribe for mouseover event from the chart. When handling that, you're interested in which path point is currently hovered by user. Afterwards you can take coordinates from it and add a marker on the map based on these coordinates.
I can point you to the right direction with some helping methods from my own plugin pathAnimator:
You need to attach a mousemove event on the bottom element (in your specific example) so you can get the x percentage (from 0 to 100).
using the above value, use pathAnimatorm or any of it's methods, to position your marker element on the path of the map at the right point.
you can use pointAt method for that, check the demo at the link above and you'll understand how it's done.

Geolocation - Check if a location belongs to an area

having a location coordinate(latitude,longitude), is it possible to check if it belongs to an area that have an array of coordinates (example when you draw a polygon on map that have array of coordinates) ? I am using JS, html5, and php and i would be flexible to solutions from other programming languages. Thank You a bunch in advance !
One way could be a ray casting algorithm. The theory is to draw a virtual horizontally ray from outside the polygon to your point of interest and count how often it crosses any side of the polygon. If the number is even, your point is outside if it's odd it's inside the polygon.
Look here http://alienryderflex.com/polygon/ for more information and C code sample.

how to "sort" polygons 3d?

I am still working on my "javascript 3d engine" (link inside stackoverflow).
at First, all my polygons were faces of cubes, so sorting them by average Z was working fine.
but now I've "evolved" and I want to draw my polygons (which may contain more than 4 vertices)
in the right order, namely, those who are close to the camera will be drawn last.
basically,
I know how to rotate them and "perspective"-ize them into 2D,
but don't know how to draw them in the right order.
just to clarify:
//my 3d shape = array of polygons
//polygon = array of vertices
//vertex = point with x,y,z
//rotation is around (0,0,0) and my view point is (0,0,something) I guess.
can anyone help?
p.s: some "catch phrases" I came up with, looking for the solution: z-buffering, ray casting (?!), plane equations, view vector, and so on - guess I need a simple to understand answer so that's why I asked this one. thanks.
p.s2: i don't mind too much about overlapping or intersecting polygons... so maybe the painter's algorthm indeed might be good. but: what is it exactly? how do I decide the distance of a polygon?? a polygon has many points.
The approach of sorting polygons and then drawing them bottom-to-top is called the "Painter's algorithm". Unfortunately the sorting step is in general an unsolvable problem, because it's possible for 3 polygons to overlap each other:
Thus there is not necessarily any polygon that is "on top". Alternate approaches such as using a Z buffer or BSP tree (which involves splitting polygons) don't suffer from this problem.
how do I decide the distance of a polygon?? a polygon has many points.
Painter's algorithm is the simplest to implement, but it works only in very simple cases because it assumes that there is only a single "distance" or z-value for each polygon (which you could approximate to be the average of z-values of all points in the polygon). Of course, this will produce wrong results if two polygons intersect each other.
In reality, there isn't a single distance value for a polygon -- each point on the surface of a polygon can be at a different distance from the viewer, so each point has its own "distance" or depth.
You already mentioned Z-buffering, and that is one way of doing this. I don't think you can implement this efficiently on a HTML canvas, but here's the general idea:
You need to maintain an additional canvas, the "z-buffer", where each pixel's colour represents the z-depth of the corresponding pixel on the main canvas.
To draw a polygon, you go through each point on its surface and draw only those points which are closer to the viewer than any previous objects, as indicated by the z-buffer.
I think you will have some ideas by investigating BSP tree ( binary spaces partition tree ), even if the algo will require to split some of your polygon in two.
Some example could be find here http://www.devmaster.net/articles/bsp-trees/ or by google for BSP tree. Posting some code as a reply is, in my opinion, not serious since is a complex topic.

Overlay for plotting MGRS

I'm trying to plot MGRS lines over a map in an overlay using OpenLayers (JavaScript). Where I'm really having problems is identifying the strange squares (non-100kmx100km grids). Does anyone know where I might find an algorithm for plotting these?
In particular, the information I have or can find is:
Convert a Lat/Long to MGRS
Convert a full MGRS string (i.e., 17SLA123678 but not 17SLA) to Lat/Lon
Convert Lat/Lon to screen pixel and vice-versa
Thanks!
I don't know the MGRS system, but the Proj4JS library may be useful. This is used to transform between coordinate systems, so you can set it up to convert from a coordsys to pixels, or more commonly from one coordsys to another.
it is open source, and broadly based on the well known proj.4 library, and interfaces with OpenLayers. Actually, OpenLayers uses proj4js to transform between different coordinate systems.
I just added some of that functionality to https://github.com/jaycrossler/js-maptools (uses Leaflet instead of OpenLayers). It will draw a polygon over the USNG/MGRS cell that the mouse is over.

an algorithm for finding a map tile by random point on the map

As part of a mapping application, I am implementing a crude sort of tiling.
I am looking for an efficient way to know which tiles need to be loaded according to the current map view port.
In order to do that, I thought of taking the point in the center of the map (for example) and loading the tile for that point.
I need an algorithm for mapping any point on the map to a specific tile.
If your tiles all have the same size, just use an integer divide to get the index of the tile.
Note that you will have to map the coordinates of the point into map coordinates, first (i.e. you must shift it by the offset of the tiles in your view).

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