Incrementing points along a line - actionscript-3

I'm calculating increments from point A (top right) to point B (bottom left) with the following code. But as we get closer to point B, my increments get further and further off the expected path. The green line in the picture is the expected path of the white dot.
public function get target():Point { return _target; }
public function set target(p:Point):void
{
_target = p;
var dist:Number = distanceTwoPoints(x, _target.x, y, _target.y); //find the linear distance
//double the steps to get more accurate calculations. 2 steps are calculated each frame
var _stepT:Number = 2 * (dist * _speed); //_speed is in frames/pixel (something like 0.2)
if (_stepT < 1) //Make sure there's at least 1 step
_stepT = 1;
_stepTotal = int(_stepT); //ultimately, we cannot have half a step
xInc = (_target.x - x) / _stepT; //calculate the xIncrement based on the number of steps (distance / time)
yInc = (_target.y - y) / _stepT;
}
private function distanceTwoPoints(x1:Number, x2:Number, y1:Number, y2:Number):Number
{
var dx:Number = x1-x2;
var dy:Number = y1-y2;
return Math.sqrt(dx * dx + dy * dy);
}
Basically, I'm out of ideas. The only thing that seems to get the white dot to follow the green line exactly is to adjust the target's position like so:
distanceTwoPoints(x, _target.x + 2, y, _target.y + 1);
//...
xInc = (_target.x + 2 - x) / _stepT;
yInc = (_target.y + 1 - y) / _stepT;
However, this throws off other parts of the simulation where there is no angle between points, like coming into point A (top right). This makes me think the distance between the two points needs to be calculated as shorter than it actually is. Any ideas?

Flash has a great function that is really handy for this. Point.interpolate(pointA, pointB, number) It returns a point between points A and B. The third input (Number) is how close to pointA or pointB the resulting point should be, from 0 to 1. You'll have to calculate its value.
What interpolate does is basically a weighted average of the two input points, the number being the weight towards one point. If the number is 0.5, you'll get a point halfway between the two input points. 1 returns PointA, 0 returns PointB.
flash.geom.Point.interpolate() for details.
For other languages, or math in general, you can do it this way, no Trig required: point1, the origin, and point2 the end point. point3 is a point between point1 and point2. loc is a ratio from point1 to point2, how far down the line to go. loc = .25 would be a quarter of the way from point1 towards point2. point3.x = point1.x * (1 - loc) + point2.x * loc and point3.y = point1.y * (1 - loc) + point2.y * loc. This will even work for values outside of 0-1, such as a point on the line connecting point1 and point2 but not between them.

Related

How to draw a triangle given two points using an html canvas and typescript

I am sure I have missed something obvious, but I am trying to draw a quadratic curve between two points using an html canvas, for which I need a 'control point' to set the curve. The start and end point of the curve are known, the control point is unknown because the lines are dynamically rotated. I just need to find this third point of the triangle in order to set the control point
I use this function to find the mid point of the line:
lineMidPoint(p: Point, q: Point): Point {
let x = (p.x + q.x) / 2;
let y = (p.y + q.y) / 2;
return { x: x, y: y } as Point;
}
This function works as expected.
Then a second function to get the angle of the line relative to the origin:
getAngleRelativeToOrigin(start: Point, end: Point): number {
let dx = start.x - end.x;
let dy = start.y - end.y;
let radians = Math.atan2(dy, dx);
return radians * (180/Math.PI);
}
It is hard to verify that this function is working.
Then finally I have a function for rotating the midpoint around either the start or the end of the line in order to find the control point:
getControlPoint(start: Point, end: Point): Point {
let midPoint = this.lineMidPoint(start, end);
let offset = 45 * (Math.PI / 180);
let theta = this.getAngleRelativeToOrigin(start, end) + offset;
let x = Math.cos(theta) * (start.x - midPoint.x) - Math.sin(theta) * (start.y - midPoint.y) + midPoint.x;
let y = Math.sin(theta) * (start.x - midPoint.x) - Math.cos(theta) * (start.y - midPoint.y) + midPoint.y;
return { x: x, y: y } as Point;
}
The result is this:
Those lines that are not connected to circles (for instance on the far right) should all be the length of the line they start from / 2, but they are clearly inconsistent.
When I draw the quadratic curves they are all wonky:
Can anyone lend a hand and tell me where Ive gone wrong?
OK, your middle point is correct.
Now determine difference vector and perpendicular to the line
let dx = start.x - end.x;
let dy = start.y - end.y;
let leng = Math.hypot(dx, dy);
let px = - dy / leng; //and get perpendicular unit vector
let py = dx / leng;
I am not sure what logic you wanted to implement, so I propose to get control point at distance d from line middle (so curve is symmetrical)
let xxx = midPoint.x + d * px;
let yyy = midPoint.y + d * py;
If you want to rotate middle point about start point, it might be done using the next approach:
let cost = Math.cos(45 * (Math.PI / 180));
let sint = Math.sin(45 * (Math.PI / 180));
let x = start.x + 0.5 * dx * cost - 0.5 * dy * sint;
let y = start.y + 0.5 * dx * sint + 0.5 * dy * cost;

How to turn a bezier curve into a sinusoidal form in svg?

I have been trying to make this shape in svg. Problem is, I want to manipulate it with the blue handles. I have already made a simple arrow and am able to change its shape with quadratic bezier curves. But I am unable to figure out how to do it for this kind of shape. Is there some way to transform a line into this squiggly form?
You can use the getPointAtLength and getTotalLength APIs to "ride" along any arbitrary SVG geometry, and generate your sine wave.
Here's an example in plain TypeScript (find an interactive React CodeSandbox with a couple extra bells and whistles here).
function computeWave(
path: SVGPathElement,
freq: number,
maxAmp: number,
phase: number,
res: number
) {
// Get the points of the geometry with the given resolution
const length = path.getTotalLength();
const points = [];
if (res < 0.1) res = 0.1; // prevent infinite loop
for (let i = 0; i <= length + res; i += res) {
const { x, y } = path.getPointAtLength(i);
points.push([x, y]);
}
// For each of those points, generate a new point...
const sinePoints = [];
for (let i = 0; i < points.length - 1; i++) {
// Numerical computation of the angle between this and the next point
const [x0, y0] = points[i];
const [x1, y1] = points[i + 1];
const ang = Math.atan2(y1 - y0, x1 - x0);
// Turn that 90 degrees for the normal angle (pointing "left" as far
// as the geometry is considered):
const normalAngle = ang - Math.PI / 2;
// Compute the sine-wave phase at this point.
const pointPhase = ((i / (points.length - 1)) * freq - phase) * Math.PI * 2;
// Compute the sine-wave amplitude at this point.
const amp = Math.sin(pointPhase) * maxAmp;
// Apply that to the current point.
const x = x0 + Math.cos(normalAngle) * amp;
const y = y0 + Math.sin(normalAngle) * amp;
sinePoints.push([x, y]);
}
// Terminate the sine points where the shape ends.
sinePoints.push(points[points.length - 1]);
// Compute SVG polyline string.
return sinePoints
.map(([x, y], i) => `${i === 0 ? "M" : "L"}${x},${y}`)
.join(" ");
}
which generates the blue line following the orange one (which is described as M100,100 C150,100,150,250,200,200):
You can of course adapt this to e.g. "pinch" the wave at the ends, to avoid any abrupt ends with an arbitrary phase, etc.
There is are no such transformations in SVG. So you have to find equally spaced points on the bezier curve and offset them according to the sinusuidal equation.
This is a great video to explaining bezier curves and using a look up table to find equally spaced points on the arc: https://www.youtube.com/watch?v=aVwxzDHniEw
To understand how to offset the points, you need a bit co-ordinate geometry. I have created a Desmos graph to help you out: https://www.desmos.com/calculator/4lbhfcro8t
Notice that the sine curve in the above graph is not uniform. That is because the points used for offsetting are equally spaced 't' values. You have to use equally spaced arc lengths as demonstrated in the video.

How to Calculate Center pixels(x,y) of each small square drwan within a rectangle in HTML5 canvas

I have written a code that will create a rectangle and by providing values it will generate rows and columns in that rectangle,basically it is creating small squares within that rectangle.
Code can be seen here http://jsfiddle.net/simerpreet/ndGE5/1/
<h1>Example</h1>
<canvas id="t_canvas" style="border:1px solid #000000;" width="300" height="225"></canvas>
<br/>
<button id="draw">Draw</button>
<Script>
var x=50;
var y=50;
var w = 150; //width
var h = 100; //height
var columns=3;
var rows =3;
var vnp =w/columns; //vertical next point
var hnp=h/rows; //horizontal next point
var canvas = document.getElementById("t_canvas");
var ctx = canvas.getContext("2d");
$(document).ready(function() {
$('#draw').click(function() {
drawVerticalLines(parseFloat(vnp));
drawHorizontalLines(parseFloat(hnp));
ctx.fillStyle = "#FF0000";
ctx.strokeRect(x, y, w, h);
ctx.stroke();
});
});
function drawVerticalLines(np){
var np = x + np //start point of first column
while(np < w+x){
ctx.moveTo(np, y);
ctx.lineTo(np, y+h);
np = vnp + np;
}
}
function drawHorizontalLines(np){
var np = y + np //start point of first column
while(np < h+y){
ctx.moveTo(x, np);
ctx.lineTo(x+w, np);
np = hnp + np;
}
}
<script>
I have given the value of rows =3 and columns =3, so it will create a tic tac toe like squares.My requirement is when i click in a any small square at any postion,it should give me the exact center location of that particular square, iam kind of stuck here,is there any kind of algorithm which can do this?
Thanks,
Simer
The correct way to get the center point can be manifested in various ways but in essence this is what you need to do:
var mousePos = getMousePos(canvas, evt), // get adjusted mouse position
gw = vnp * 0.5, // get center of one cell
gh = hnp * 0.5,
ix = ((mousePos.x - x) / vnp)|0, // get cell index clicked
iy = ((mousePos.y - y) / hnp)|0,
cx = ix * vnp + x + gw, // scale up to get pixel position
cy = iy * hnp + y + gh;
Modified fiddle here
A quick breakdown of the following lines (showing only for x, same is for y):
ix = ((mousePos.x - x) / vnp)|0
cx = ix * vnp + x + gw
Adjust for grid by subtracting the grid's start point from the mouse position. This gives you the position within the grid:
mousePos.x - x
Quantize the value to get an index by using a single cell's width. The |0 cuts off the fractional value so we end up with an integer value which we need for the next step:
((mousePos.x - x) / vnp)|0
Now that we have an integer index [0, 2] (you need to do boundary checks or index range check for the grid) we simply multiply it with a cell width to get a pixel position for the start of a grid cell:
cx = ix * vnp
And finally add back the grid start position of the grid to get to the cell's on-screen corner as well as adding half a cell size to get center of this cell:
cx = ix * vnp + gw
A bonus is that you now have indexes (ix and iy) you can use with an array to more easy check game status.

Strafe Around a Point

This seems like a simple trig question, but for whatever reason, things aren't working out.
I'm trying to simply have an object rotate around a given point when the user presses the A/D keys (strafing around the mouse in a circular motion, while still facing the mouse).
Here's the code I've tried so far (all Math functions take and return radians):
if (_inputRef.isKeyDown(GameData.KEY_LEFT))
{
x += 2 * Math.cos(Math.atan2(mouseY - y, mouseX - x) - Math.PI * 0.5);
y += 2 * Math.sin(Math.atan2(mouseY - y, mouseX - x) - Math.PI * 0.5);
}
else if (_inputRef.isKeyDown(GameData.KEY_RIGHT))
{
x += 2 * Math.cos(Math.atan2(mouseY - y, mouseX - x) + Math.PI * 0.5);
y += 2 * Math.sin(Math.atan2(mouseY - y, mouseX - x) + Math.PI * 0.5);
}
And a more elegant method which accomplishes the same thing:
if (_inputRef.isKeyDown(GameData.KEY_LEFT))
{
x += 2 * Math.sin(Math.atan2(mouseY - y, mouseX - x));
y -= 2 * Math.cos(Math.atan2(mouseY - y, mouseX - x));
}
else if (_inputRef.isKeyDown(GameData.KEY_RIGHT))
{
x -= 2 * Math.sin(Math.atan2(mouseY - y, mouseX - x));
y += 2 * Math.cos(Math.atan2(mouseY - y, mouseX - x));
}
Now, they both kind of work, the object rotates around the mouse while always facing the mouse, but given enough time of holding down the strafe button, it becomes increasingly apparent that the object is also rotating AWAY from the mouse, as if its being pushed away.
I have no idea why this is and how to fix it.
Any insight is appreciated!
I think your current approach would only work if you take 'infinitely small' steps. As it is now, each movement is perpendicular to the "to-mouse vector" and thus increases the distance between mouse and object.
A solution would be to calculate the new position while keeping the distance to the mouse unchanged, by rotating the position around the mouse:
// position relative to mouse
var position:Point = new Point(
x - mouseX,
y - mouseY);
var r:Number = position.length; // distance to mouse
// get rotation angle around mouse that moves
// us "SPEED" unit in world space
var a:Number = 0;
if (/* LEFT PRESSED */) a = getRotationAngle( SPEED, r);
if (/* RIGHT PRESSED */) a = getRotationAngle(-SPEED, r);
if (a > 0) {
// rotate position around mouse
var rotation:Matrix = new Matrix();
rotation.rotate(a);
position = rotation.transformPoint(position);
position.offset(mouseX, mouseY);
x = position.x;
y = position.y;
}
// elsewhere...
// speed is the distance to cover in world space, in a straight line.
// radius is the distance from the unit to the mouse, when rotating.
private static function getRotationAngle(speed:Number, radius:Number):Number {
return 2 * Math.asin(speed / (2 * radius));
}
The above uses a Matrix to rotate the (x, y) position around the mouse position. Ofcourse you can apply the same principle without using Matrix if so desired.
I had to do some trig to come up with the right equation for getting the correct angle. The angle depends on the radius of the movement arc, since a larger radius but constant angle would increase the movement distance (undesired behavior). My earlier solution (before edits) was to scale the angle by the radius, but that would still result in slightly more movement with larger radii.
The current approach ensures that radius and speed remain constant in all cases.

Google maps distance approximation

I've started to create a website where it's users are effectively tracked (they know they are being tracked). Users will walk a particular route (around Manchester, UK. to be more precise) of which there are 10 checkpoints. A checkpoint is a static position on the map. Using the Google Maps API I know that I can plot a position on a map i.e. a checkpoint. I am also storing the time at which a user reaches said checkpoint. Taking the distance between checkpoints I am then able to calculate their average speed using basic math.
Now what I would like to do is plot their estimated position based on their speed. The difficulty that I am having is plotting a new position x miles/meters (any unit) from the current position along the route.
Had it been a straight line, this would have been simple.
Is there a way to calculate a distance from the current position along the route?
Are there any restrictions on the number of points?
Are there specific ways of doing this that should be avoided?
To expand my example with an image:
Imagine that a user reached the first place marker at 07:00am and it's estimated they would reach the second place marker at 09:00am. The time now (for example) is 08:00am meaning that (estimated) the user should be about half way between the markers. I would then calculate the distance they have walked (again, estimated) and plot their position on the map "distance" away from the first place marker.
Hopefully I have explained the scenario clear enough for people to understand.
I'm relatively new to the Google maps API so any thoughts would be helpful. Other similar questions have been asked on SO but from what I can see, none have been answered or have requested as many details as I have.
Thanks in advance.
UPDATE: Having spent a lot of time trying to work it out I failed miserably. Here is what I know:
I should create the path using a PolyLine (I can do this, I have a list of lat/lng)
There is a JS extension called epoly.js but this isn't compatible with V3
Using spherical.interpolate wont work because it doesn't follow the path.
I used to do a lot of this stuff in a past life as a cartographer. Your polyline is made up of a succession of points (lat/long coordinates). Between each successive point you calculate the distance, adding it up as you go along until you get to the desired distance.
The real trick is calculating the distance between two lat/long points which are spherical coordinates (ie points on a curved surface). Since you are dealing with fairly small distances you could feasibly convert the lat/long coordinates to the local map grid system (which is flat). The distance between two points is then straight forward right angle pythagoras (sum of the squares and all that). Movable Type website has a lot of good (javascript) code on this here.
The second way would be to do the spherical distance calculation - not pretty but you can see it here
Personally I'd go the route of converting the coordinates to the local grid system which in the UK should be OSGB. Its the least contorted method.
Hope this helps
Edit:
I've assumed that you can extract your polyline coordinates using the google api. I havn't done this in version 3 of the api, but it should be straight forward. Also, the polyline coordinates should be fairly close together that you don't need to interpolate intermediate points - just grab the nearest polyline coordinate (saves you having to do a bearing and distance calculation).
Edit2 - With Code
I've had a go at putting some code together, but probably won't have time to finish it within your time limit (I do have a job). You should be able to get the jist. The coordinate conversion code is lifted from the movable type web site and the basic google maps stuff from one of google's examples. Basically it draws a polyline with mouse clicks, puts the lat/long of each mouse click in table field, converts the coordinate to OSGB and then to OS Grid (see here). After the first click it then calculates the distance between each subsequent point. Hope this gets you on the road.
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="initial-scale=1.0, user-scalable=no" />
<style type="text/css">
html { height: 100% }
body { height: 100%; margin: 0; padding: 0 }
#map_canvas { height: 100% }
</style>
<script type="text/javascript"
src="http://maps.googleapis.com/maps/api/js?sensor=false">
</script>
<script src="Map.js" type="text/javascript"></script>
</head>
<body onload="initialize()" style="width:100%;height:100%">
<div style="margin-right:auto;margin-left:auto;margin-top:100px;width:900px;">
<div id="map_canvas" style="width:600px; height:500px;float:left;"></div>
<div style="float:right;">
<table>
<tr>
<td align="right">Latitude:</td>
<td><input id="txtLatitude" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Longitude:</td>
<td><input id="txtLongitude" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Eastings:</td>
<td><input id="txtEast" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Northings:</td>
<td><input id="txtNorth" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Distance:</td>
<td><input id="txtDistance" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td colspan=2 align="right">
</td>
</tr>
</table>
</div>
</div>
</body>
</html>
Map.js:
function initialize() {
var myOptions = {
center: new google.maps.LatLng(53.43057, -2.14727),
zoom: 18,
mapTypeId: google.maps.MapTypeId.ROADMAP
};
var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions);
var tempIcon = new google.maps.MarkerImage(
"http://labs.google.com/ridefinder/images/mm_20_green.png",
new google.maps.Size(12, 20),
new google.maps.Size(6, 20)
);
var newShadow = new google.maps.MarkerImage(
"http://labs.google.com/ridefinder/images/mm_20_shadow.png",
new google.maps.Size(22, 20),
new google.maps.Point(13, 13)
);
var tempMarker = new google.maps.Marker();
tempMarker.setOptions({
icon: tempIcon,
shadow: newShadow,
draggable: true
});
var latlngs = new google.maps.MVCArray();
var displayPath = new google.maps.Polyline({
map: map,
strokeColor: "#FF0000",
strokeOpacity: 1.0,
strokeWeight: 2,
path: latlngs
});
var lastEast;
var lastNorth;
function showTempMarker(e) {
//Pythagorean distance calculates the length of the hypotenuse (the sloping side)
//of a right angle triangle. Plain (cartesian) coordinates are all right angle triangles.
//The length of the hypotenuse is always the distance between two coordinates.
//One side of the triangle is the difference in east coordinate and the other is
//the difference in north coordinates
function pythagorasDistance(E, N) {
if (lastEast) {
if (lastEast) {
//difference in east coordinates. We don't know what direction we are going so
//it could be a negative number - so just take the absolute value (ie - get rid of any minus sign)
var EastDistance = Math.abs(E - lastEast);
//difference in north coordinates
var NorthDistance = Math.abs(N - lastNorth);
//take the power
var EastPower = Math.pow(EastDistance, 2);
var NorthPower = Math.pow(NorthDistance, 2);
//add them together and take the square root
var pythagorasDistance = Math.sqrt(EastPower + NorthPower );
//round the answer to get rid of ridiculous decimal places (we're not measuring to the neares millimetre)
var result = Math.floor(pythagorasDistance);
document.getElementById('txtDistance').value = result;
}
}
}
function calcCatesian(degLat, degLng) {
var OSGBLL = LL.convertWGS84toOSGB36(new LatLon(degLat, degLng));
var EN = LL.LatLongToOSGrid(OSGBLL);
document.getElementById('txtEast').value = EN.east;
document.getElementById('txtNorth').value = EN.north;
pythagorasDistance(EN.east, EN.north);
lastEast = EN.east;
lastNorth = EN.north;
}
tempMarker.setPosition(e.latLng);
var lat = e.latLng.lat();
var lng = e.latLng.lng();
document.getElementById('txtLatitude').value = lat;
document.getElementById('txtLongitude').value = lng;
calcCatesian(lat, lng);
google.maps.event.addListener(tempMarker, "drag", function() {
document.getElementById('txtLatitude').value = tempMarker.getPosition().lat();
document.getElementById('txtLongitude').value = tempMarker.getPosition().lng();
calcCatesian(lat, lng);
});
tempMarker.setMap(map);
var newLocation = new google.maps.LatLng(lat, lng);
latlngs.push(newLocation);
displayPath.setPath(latlngs);
}
google.maps.event.addListener(map, "click", showTempMarker);
}
// ---- the following are duplicated from LatLong.html ---- //
/*
* construct a LatLon object: arguments in numeric degrees & metres
*
* note all LatLong methods expect & return numeric degrees (for lat/long & for bearings)
*/
function LatLon(lat, lon, height) {
if (arguments.length < 3)
height = 0;
this.lat = lat;
this.lon = lon;
this.height = height;
}
function setPrototypes() {
/*
* represent point {lat, lon} in standard representation
*/
LatLon.prototype.toString = function() {
return this.lat.toLat() + ', ' + this.lon.toLon();
}
// extend String object with method for parsing degrees or lat/long values to numeric degrees
//
// this is very flexible on formats, allowing signed decimal degrees, or deg-min-sec suffixed by
// compass direction (NSEW). A variety of separators are accepted (eg 3ยบ 37' 09"W) or fixed-width
// format without separators (eg 0033709W). Seconds and minutes may be omitted. (Minimal validation
// is done).
String.prototype.parseDeg = function() {
if (!isNaN(this))
return Number(this); // signed decimal degrees without NSEW
var degLL = this.replace(/^-/, '').replace(/[NSEW]/i, ''); // strip off any sign or compass dir'n
var dms = degLL.split(/[^0-9.]+/); // split out separate d/m/s
for (var i in dms)
if (dms[i] == '')
dms.splice(i, 1);
// remove empty elements (see note below)
switch (dms.length) { // convert to decimal degrees...
case 3:
// interpret 3-part result as d/m/s
var deg = dms[0] / 1 + dms[1] / 60 + dms[2] / 3600;
break;
case 2:
// interpret 2-part result as d/m
var deg = dms[0] / 1 + dms[1] / 60;
break;
case 1:
// decimal or non-separated dddmmss
if (/[NS]/i.test(this))
degLL = '0' + degLL; // - normalise N/S to 3-digit degrees
var deg = dms[0].slice(0, 3) / 1 + dms[0].slice(3, 5) / 60 + dms[0].slice(5) / 3600;
break;
default:
return NaN;
}
if (/^-/.test(this) || /[WS]/i.test(this))
deg = -deg; // take '-', west and south as -ve
return deg;
}
// note: whitespace at start/end will split() into empty elements (except in IE)
// extend Number object with methods for converting degrees/radians
Number.prototype.toRad = function() { // convert degrees to radians
return this * Math.PI / 180;
}
Number.prototype.toDeg = function() { // convert radians to degrees (signed)
return this * 180 / Math.PI;
}
// extend Number object with methods for presenting bearings & lat/longs
Number.prototype.toDMS = function(dp) { // convert numeric degrees to deg/min/sec
if (arguments.length < 1)
dp = 0; // if no decimal places argument, round to int seconds
var d = Math.abs(this); // (unsigned result ready for appending compass dir'n)
var deg = Math.floor(d);
var min = Math.floor((d - deg) * 60);
var sec = ((d - deg - min / 60) * 3600).toFixed(dp);
// fix any nonsensical rounding-up
if (sec == 60) {
sec = (0).toFixed(dp);
min++;
}
if (min == 60) {
min = 0;
deg++;
}
if (deg == 360)
deg = 0;
// add leading zeros if required
if (deg < 100)
deg = '0' + deg;
if (deg < 10)
deg = '0' + deg;
if (min < 10)
min = '0' + min;
if (sec < 10)
sec = '0' + sec;
return deg + '\u00B0' + min + '\u2032' + sec + '\u2033';
}
Number.prototype.toLat = function(dp) { // convert numeric degrees to deg/min/sec latitude
return this.toDMS(dp).slice(1) + (this < 0 ? 'S' : 'N'); // knock off initial '0' for lat!
}
Number.prototype.toLon = function(dp) { // convert numeric degrees to deg/min/sec longitude
return this.toDMS(dp) + (this > 0 ? 'E' : 'W');
}
/*
* extend Number object with methods for converting degrees/radians
*/
Number.prototype.toRad = function() { // convert degrees to radians
return this * Math.PI / 180;
}
Number.prototype.toDeg = function() { // convert radians to degrees (signed)
return this * 180 / Math.PI;
}
/*
* pad a number with sufficient leading zeros to make it w chars wide
*/
Number.prototype.padLZ = function(w) {
var n = this.toString();
for (var i = 0; i < w - n.length; i++)
n = '0' + n;
return n;
}
};
setPrototypes();
LL = function() {
// ellipse parameters
var e = {
WGS84: {
a: 6378137,
b: 6356752.3142,
f: 1 / 298.257223563
},
Airy1830: {
a: 6377563.396,
b: 6356256.910,
f: 1 / 299.3249646
}
};
// helmert transform parameters
var h = {
WGS84toOSGB36: {
tx: -446.448,
ty: 125.157,
tz: -542.060, // m
rx: -0.1502,
ry: -0.2470,
rz: -0.8421, // sec
s: 20.4894
}, // ppm
OSGB36toWGS84: {
tx: 446.448,
ty: -125.157,
tz: 542.060,
rx: 0.1502,
ry: 0.2470,
rz: 0.8421,
s: -20.4894
}
};
return {
convertOSGB36toWGS84: function(p1) {
var p2 = this.convert(p1, e.Airy1830, h.OSGB36toWGS84, e.WGS84);
return p2;
},
convertWGS84toOSGB36: function(p1) {
var p2 = this.convert(p1, e.WGS84, h.WGS84toOSGB36, e.Airy1830);
return p2;
},
convert: function(p1, e1, t, e2) {
// -- convert polar to cartesian coordinates (using ellipse 1)
p1.lat = p1.lat.toRad();
p1.lon = p1.lon.toRad();
var a = e1.a, b = e1.b;
var sinPhi = Math.sin(p1.lat), cosPhi = Math.cos(p1.lat);
var sinLambda = Math.sin(p1.lon), cosLambda = Math.cos(p1.lon);
var H = p1.height;
var eSq = (a * a - b * b) / (a * a);
var nu = a / Math.sqrt(1 - eSq * sinPhi * sinPhi);
var x1 = (nu + H) * cosPhi * cosLambda;
var y1 = (nu + H) * cosPhi * sinLambda;
var z1 = ((1 - eSq) * nu + H) * sinPhi;
// -- apply helmert transform using appropriate params
var tx = t.tx, ty = t.ty, tz = t.tz;
var rx = t.rx / 3600 * Math.PI / 180; // normalise seconds to radians
var ry = t.ry / 3600 * Math.PI / 180;
var rz = t.rz / 3600 * Math.PI / 180;
var s1 = t.s / 1e6 + 1; // normalise ppm to (s+1)
// apply transform
var x2 = tx + x1 * s1 - y1 * rz + z1 * ry;
var y2 = ty + x1 * rz + y1 * s1 - z1 * rx;
var z2 = tz - x1 * ry + y1 * rx + z1 * s1;
// -- convert cartesian to polar coordinates (using ellipse 2)
a = e2.a, b = e2.b;
var precision = 4 / a; // results accurate to around 4 metres
eSq = (a * a - b * b) / (a * a);
var p = Math.sqrt(x2 * x2 + y2 * y2);
var phi = Math.atan2(z2, p * (1 - eSq)), phiP = 2 * Math.PI;
while (Math.abs(phi - phiP) > precision) {
nu = a / Math.sqrt(1 - eSq * Math.sin(phi) * Math.sin(phi));
phiP = phi;
phi = Math.atan2(z2 + eSq * nu * Math.sin(phi), p);
}
var lambda = Math.atan2(y2, x2);
H = p / Math.cos(phi) - nu;
return new LatLon(phi.toDeg(), lambda.toDeg(), H);
},
/*
* convert numeric grid reference (in metres) to standard-form grid ref
*/
gridrefNumToLet: function(e, n, digits) {
// get the 100km-grid indices
var e100k = Math.floor(e / 100000), n100k = Math.floor(n / 100000);
if (e100k < 0 || e100k > 6 || n100k < 0 || n100k > 12)
return '';
// translate those into numeric equivalents of the grid letters
var l1 = (19 - n100k) - (19 - n100k) % 5 + Math.floor((e100k + 10) / 5);
var l2 = (19 - n100k) * 5 % 25 + e100k % 5;
// compensate for skipped 'I' and build grid letter-pairs
if (l1 > 7)
l1++;
if (l2 > 7)
l2++;
var letPair = String.fromCharCode(l1 + 'A'.charCodeAt(0), l2 + 'A'.charCodeAt(0));
// strip 100km-grid indices from easting & northing, and reduce precision
e = Math.floor((e % 100000) / Math.pow(10, 5 - digits / 2));
n = Math.floor((n % 100000) / Math.pow(10, 5 - digits / 2));
var gridRef = letPair + e.padLZ(digits / 2) + n.padLZ(digits / 2);
return gridRef;
},
LatLongToOSGrid: function(p) {
var lat = p.lat.toRad(), lon = p.lon.toRad();
var a = 6377563.396, b = 6356256.910; // Airy 1830 major & minor semi-axes
var F0 = 0.9996012717; // NatGrid scale factor on central meridian
var lat0 = (49).toRad(), lon0 = (-2).toRad(); // NatGrid true origin
var N0 = -100000, E0 = 400000; // northing & easting of true origin, metres
var e2 = 1 - (b * b) / (a * a); // eccentricity squared
var n = (a - b) / (a + b), n2 = n * n, n3 = n * n * n;
var cosLat = Math.cos(lat), sinLat = Math.sin(lat);
var nu = a * F0 / Math.sqrt(1 - e2 * sinLat * sinLat); // transverse radius of curvature
var rho = a * F0 * (1 - e2) / Math.pow(1 - e2 * sinLat * sinLat, 1.5); // meridional radius of curvature
var eta2 = nu / rho - 1;
var Ma = (1 + n + (5 / 4) * n2 + (5 / 4) * n3) * (lat - lat0);
var Mb = (3 * n + 3 * n * n + (21 / 8) * n3) * Math.sin(lat - lat0) * Math.cos(lat + lat0);
var Mc = ((15 / 8) * n2 + (15 / 8) * n3) * Math.sin(2 * (lat - lat0)) * Math.cos(2 * (lat + lat0));
var Md = (35 / 24) * n3 * Math.sin(3 * (lat - lat0)) * Math.cos(3 * (lat + lat0));
var M = b * F0 * (Ma - Mb + Mc - Md); // meridional arc
var cos3lat = cosLat * cosLat * cosLat;
var cos5lat = cos3lat * cosLat * cosLat;
var tan2lat = Math.tan(lat) * Math.tan(lat);
var tan4lat = tan2lat * tan2lat;
var I = M + N0;
var II = (nu / 2) * sinLat * cosLat;
var III = (nu / 24) * sinLat * cos3lat * (5 - tan2lat + 9 * eta2);
var IIIA = (nu / 720) * sinLat * cos5lat * (61 - 58 * tan2lat + tan4lat);
var IV = nu * cosLat;
var V = (nu / 6) * cos3lat * (nu / rho - tan2lat);
var VI = (nu / 120) * cos5lat * (5 - 18 * tan2lat + tan4lat + 14 * eta2 - 58 * tan2lat * eta2);
var dLon = lon - lon0;
var dLon2 = dLon * dLon, dLon3 = dLon2 * dLon, dLon4 = dLon3 * dLon, dLon5 = dLon4 * dLon, dLon6 = dLon5 * dLon;
var N = I + II * dLon2 + III * dLon4 + IIIA * dLon6;
var E = E0 + IV * dLon + V * dLon3 + VI * dLon5;
E = Math.floor(E * 100) / 100;
N = Math.floor(N * 100) / 100;
//return this.gridrefNumToLet(E, N, 8);
return { east: E, north: N }
;
}
}
} ();
I think you are looking for something similar to this function, which returns a point a certain percentage along a given line. Unfortuntaely I'm not aware offhand of a javascript port of this function, but it's probably worth a look.
Meanwhile here's a quick concept for a hack that may give you enough detail for your needs:
Start with your polyline (for simplicity's sake let's assume you have just a single path, which is a series of LatLngs)
When you want to estimate where the person is, take their percentage along the path as determined by the time (for example 8am they are 50% along)
Now for each LatLng in your path, calculate it's fractional distance along the total length of the path by adding the distances between LatLngs (you can use the computeLength for the path, and computeDistanceBetween for each LatLng)
As soon as you get to a fraction >50% along (in this case), you know the person is inbetween this LatLng and the previous one. You can then calculate exactly how far along as well to place the point exactly if you wish, or just skip this step if it's a pretty short segment and put their marker at one of these LatLngs.
The above is the general concept, but of course you should optimize by precomputing the percentage distances for each LatLng just once for each Path and storing that in a separate object, and keep track of your last index in the path so you don't start from the beginning next time you calculate their distance along, etc.
Hope this helps.
I think you pretty much got the answer already, except for one little detail that I haven't seen anybody mention explicitly: you need to use the encoded polyline from the steps to get to the point where you will be interpolating between two points that are close enough so that the straight line between them is a good approximation to the shape of the route.
Let's see an example:
Driving directions from Madrid to Toledo:
http://maps.googleapis.com/maps/api/directions/json?origin=Toledo&destination=Madrid&region=es&sensor=false
The median point (half way through the whole route) would be somewhere in the biggest step which is nearly 50 km long:
{
"distance" : {
"text" : "49.7 km",
"value" : 49697
},
"duration" : {
"text" : "26 mins",
"value" : 1570
},
"end_location" : {
"lat" : 40.26681000000001,
"lng" : -3.888580
},
"html_instructions" : "Continue onto \u003cb\u003eAP-41\u003c/b\u003e\u003cdiv style=\"font-size:0.9em\"\u003eToll road\u003c/div\u003e",
"polyline" : {
"points" : "kdtrFj`~VEkA[oLEy#Cs#KeAM_BOgBy#eGs#iFWgBS{AQ{AQcBMuAM}BKcBGiCM_EGaFKgEKeDOqC[yFWwCIi#Is#i#_EaAsFy#aEeAcEsAqEuAeE]w#k#qAeAcCm#sA}#cBgB{CaBgCiEyFuB}BsBuBaDwCa#]_CsBmD_Di#g#aAaAs#s#{#aAU[q#w#s#{#wE{Ge#s#_#o#a#q#o#kAmAaCaAqBeAcCw#kBy#yBw#_Cg#aB}AkEoBgFyDwIcBwDa#iAcBwCgAcBsAiBy#uAeCiDqBeCaB_BuA_BiDeC{#o#u#k#cD{B}#g#y#_#k#]cD_BkD{AwBu#cA]eAYsD_AuE_AqBY{Du#_BW_AQm#K_AOiAWuAa#qA_#mA_#aBi#MGOGMGy#[OI_Bw#uBkAkDsBaAg#oEiCg#YeEcC}As#m#WqCmAmEeBuAe#mDeAqCq#qCm#iB]eBY}BYeCYi#C{#IgBMwCMmAEmAC{A#mB?wBFsBBiBHeAJcBNgBNcBRcC\\qCd#sBb#eAXeBd#uBn#{Bp#uAd#}B~#gD|AmCrA{#j#}Az#kDvB{AbAqA|#}AnAaAx#aAv#}AtAaA`AwClD{HzImH~IiF|F{#~#o#v#qAhAsAhAqA`AyAbA{A~#m#Xw#h#gCnAiBz#uAt#wAh#}#XwCz#qBd#qCf#gBXkBTw#FaCTmDPsADwDJgCFoFXwDXoDb#gCd#wB`#gCh#_D~#qC~#gC~#wChAmDxAaC|#sCbAgEzAuGbBaB`#cFdAo#NoAXiC^cD^oDXmEToBJkABA?Q#_##yDBwBAoB?wBEm#A_CKO?_EUcD[eEe#uAQq#I]GqDs#e#Ii#K_#IOEgAWk#MsBi#mBg#WIc#MkEwA{Am#yB}#yDcB_CgAsAs#eB}#aBaAiD{ByCqBkA}#mA}#uAiAwCcCyAoAmEiE{#aAgAyA{#cAmAuAaBsBkAyAgBcCwAoBwAwByCyEyBmD{BsDgCaEuA{Co#eAuC_Fs#iA{#iAo#_A{A}BkGmHmAwAeBaBcBeBcHsGmCkCyCyCm#m#m#m#_A_AkDaDkCiCkDgD}#y#iE_FcC}CkBkCw#gAs#cAcC{D_BmCe#}#}AuCsAkCiCqFkAgCe#kAgAeCw#mBuAaDWg#g#iAEE{AqCq#kA_#k#oCwDuAeBoAqAUQ_#YMOm#k#e#g#_#]u#m#k#a#i#_#YOSOe#[k#_#w#c#a#Ok#WyAo#y#[eBm#}Ac#{Bk#kASwBS}AMyBO}BGuGJsAJmCRuDn#iCn#}C`AwBx#kB|#{BfAmBfAkCdBaCzA_BpA_BlAuAnAeCdCuD`EgBzBgClDyBrD{AtCy#bB_#b#Wl#c#`AWr#KVSd#MXIPGPSd#MZQb#MZ_#bAm#dBQd#[`A_#jAGRIVGPGVIVSt#k#xBe#jBKd#U`As#nDKb#Q`AgAtHADM~ACNK|#SpBQhBKnBKxACv#OhDO~EGdFAhA#|CC~B?rA#vB#hB#dD#vBAbCCvCEzBGpBEpAEpAKrBI~#Ej#Et#WxCa#vDYrBq#bEQfAUnAy#vD}BtJUx#K^wBfGwCdHqBxD_B`CsBbDwCnEgCrCuCzCyBpBiCzBmBvAaC|AuAv#eAj#OHuAp#}#^oBz#eExAgBb#uFpAaC`#mDb#iCRmADaDFy#B}E?aEQaJcAuB]uA[uBc#kDu#eD{#{Cs#iDu#wBe#eEo#{BQwDYiEMkBEaA?aA?aB?_B#aBDsBJwDT{Ed#o#JcALi#JcBVuBb#sA\\eAV{Ct#aA\\cBh#_Bh#mAb#sCpAwDhB_CpA}BvAg#\\mAr#aBjAqBzAgBxAeBzAoBlB_C~BgAhAUV[`#uCjD_BvBQVGDw#fAiAdBeAdBuC`Fe#|#wCbGU^]r#]r#oAvCeApCQZKXo#vBu#|B}#zCoAjEg#vBc#~AOt#k#~Bu#jD}#tDc#zAW`AWv#Ux#[bAw#xBuAhD{#jByCvFcClDwBvCkCrCgCdCsBzAgBnAkBjAkBbAmAj#gAf#mDjAsBl#sBf#uBb#oBXaBLiBNaADgABuABkBCgEUuCU}Ck#_Cg#kCu#yB{#{BaAqBaA}#i#kAq#OIe#[g#_#a#WmAaAeAy#iAeA}#_AmAsAu#w#{#gA_#e#o#cAk#_Ay#sAYm#_#m#_#u#]q#u#cBi#eA[y#Se#g#iAYs#_#oAMi#[aAa#uA_#wAS}#a#cB]wAWqAI]CKgAyDu#yCo#eCgAmDu#cCmAoDmBwEgAaCa#_AcByCqDwGiBkCw#iAgBaCkAoAiC{CkBiBuAsAoBcBeEaD}BaBs#c#gCyAKEoBgAuAk#eBy#oAe#uCcAgBo#mD_AkCk#kAUsASgAQeAIm#ImCW_E[_FWwCSkBMuAM[E{#IGAmBUmCc#}#QcAUsA_#cAWgBi#w#UwAk#a#MmAi#eAe#yBiAk#[SMKEw#g#k#_#w#e#aC_Bc#]yBgBeCmB}BmB}BsB_BoAw#o#s#g#oDiCuA{#_BcAgAq#uBsAaAc#{#_#y#_#sAm#yD}AeDgAsDiAeCeAaCy#iCgAiBcAeAc#c#OyE{A{Ag#y#YaBm#{Aq#gAm#i#][YMMYWaGwGi#y#{A{B_A{Aw#iAs#iA_A}AcAaBsAiBeBkBoAiAaBsA{AcAoAq#iB}#qBu#wBk#cBa#qAW}#I}CSwEBiDVcBR_BXiCr#gBp#wBbAkAp#qA|#y#l#wCjC{#~#gArAmCzDiAnBm#tAu#jBq#pBmAvDwAnFw#bCELq#tBw#pBgAdCS\\qCnF_#f#yBtC{AhBqAvAkBhB{ArAyAhAg#Ze#Z{BrAiBz#SHy#^OFs#X_AZ_Bd#WJaDr#}B\\eBPoBNq#F_##iC#gACu#Ai#Ey#IQC_B[}Bo#_#Ks#S"
},
"start_location" : {
"lat" : 39.92150,
"lng" : -3.927260
},
"travel_mode" : "DRIVING"
},
I'm afraid this polyline is too long (2856 characters) to display it directly in the Static Maps API, but that's not necessary, it'd just be a nice way to show the polyline right here. Anyway, you can use the Interactive Polyline Encoder Utility to paste this encoded polyline (after replacing \\ with \) to see it.
Now, let's imagine you need to find the point in this route that is exactly 20 km. from the start of this step. That is, the point between start_location and end_location that is 20,000 meters from start_location, along the route defined by the above polyline.
In your app, you'd use the Encoding Methods in the Geometry Library (which you need to load explicitly) to decode this polyline into the whole array of LatLng points. You'd then use the computeDistanceBetween between each two adjacent points to figure out which one is the first LatLng point (Y) in that polyline that is more than 20,000 from start_location. Then you take that point plus the previous one (X) and do the straight-line interpolation between X and Y. At this point, you can count on the straight line between these two points to be a reasonable approximation to the shape of the route.
Mind you, this is a fairly detailed calculation that may turn up too expensive. If you hit performance issues due to the big size of the polyline, you can simplify it by dropping part of the points. Doing this simplification smartly may be, again, expensive though, so I'd keep it simple ;)
I would say it's doable. :-) This is how I visualize it, but I haven't tested any of it.
First define a PolyLine based on the "guessed route" which the users are supposed to take. Store that in a local variable in your js. It will be handy to have lots of points, to make the estimated point better.
Then set up an interval (window.setInterval) to check for updates in users positions, say every 30 seconds. If the position is newer than the interval - display the known position and draw a solid line from the last known position, creating a line of known data. (setPath)
When no new data is present, do a simple velocity calculation using the latest few known points.
Using the velocity and the timeframe calculate an estimated travel distance.
Using the calculated distance, load your estimated route object and "walk" point by point in the "guessed route" until the pseudo walked distance is almost equal to your estimate. Then return the point where you have reached the right distance.
Draw a dotted line from the last known location to the guessed one.
Good luck!
PS.
A PolyLine is a line object consisting of many paths and waypoints
Calculate lengths between points using geometry spherical namespaces function "computeLength"
This site: http://www.gmap-pedometer.com/ may be of interest, as it lets the user draw routes, and adds mile or km markers along the route, so it must be doing a similar calculation to the one you require.