Solving for lat or lon in Halversine? - gis
I need a function that returns a longitude value given a lat/lon coordinate, a distance in miles, and an intersecting latitude. To do that I need to use Halversine, like discussed here:
https://stackoverflow.com/a/7179026/78202. I realize that there will be two longitudes that intersect a given latitude a given distance from another ordered pair, I'd just like to get the point where I have a function that correctly returns one of them and I'll decide how to break the tie then.
I casually solved Holversine for lon1, and here's what I have. This is partly a math question, partly a programming question - what is wrong with this? There's no syntax error, I'm just not getting what I expect (see below).
function toRad(Value) {
/** Converts numeric degrees to radians */
return Value * Math.PI / 180;
}
/** returns the longitude a certain number of miles from another point given a latitude. **/
function getLon(miles, lat1, lat2, lon2) {
// see http://www.movable-type.co.uk/scripts/latlong.html
//Radius of the earth in: 1.609344 miles, 6371 km | var R = (6371 / 1.609344);
var R = 3958.7558657440545; // Radius of earth in Miles
miles = (typeof miles === "undefined") ? 1.46628357399041 : miles;
lat1 = (typeof lat1 === "undefined") ? 42.34769 : lat1;
lat2 = (typeof lat2 === "undefined") ? 42.367137 : lat2;
lon2 = (typeof lon2 === "undefined") ? -71.124383 : lon2;
var dLat = toRad( lat2-lat1 );
var sinInsideN1 = Math.sin(dLat);
var sinInsideN2 = Math.sin(miles/2*R);
var n1 = Math.pow(sinInsideN1,2);
var n2 = Math.pow(sinInsideN2,2);
var d1 = Math.cos(lat1)*Math.cos(lat2);
var inArcsin = Math.sqrt((n2-n1)/d1);
var translation = inArcsin-Math.floor(inArcsin);
var ret = -(lat1+2*Math.asin(translation))
return ret; // should be 42.34769
}
I'm getting 42.242513701215, which forms a coordinate with 42.34769 that is 8.63065661614176 mi from (42.367137,-71.124383), not 1.46628357399041 mi as expected.
I found an C-implementation of Haversine here http://code.google.com/p/siklon/source/browse/trunk/source/Haversine.c?r=11, which I have then rewritten wrt lon1:
#include <math.h>
/*Earth Radius in Kilometers.*/
/* static const double R = 6372.797560856; */
/*Earth Radius in Miles.*/
static const double R = 3958.7558657440545;
/*Degree vs. Radian conservation variables*/
static const double DEG_TO_RAD = M_PI/180.0;
static const double RAD_TO_DEG = 180.0/M_PI;
double Haversine_Distance(double lat1,double lon1, double lat2, double lon2)
{
double dlon = (lon2 - lon1) * DEG_TO_RAD;
double dlat = (lat2 - lat1) * DEG_TO_RAD;
double a = pow(sin(dlat * 0.5),2) + cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD) * pow(sin(dlon * 0.5),2);
double c = 2.0 * atan2(sqrt(a), sqrt(1-a));
return R * c;
}
double inverseHaversine_Distance_lon1(double lat1, double dist, double lat2, double lon2)
{
/* Rewrite Haversine_Distance wrt lon1: */
/* dist = R * c = R * 2.0 * atan2(sqrt(a), sqrt(1-a)) */
/* dist / R / 2.0 = atan2(sqrt(a), sqrt(1-a)) */
/* sqrt(a) = sin(dist / R / 2.0); sqrt(1-a) = cos(dist / R / 2.0) */
/* a = (sin(dist / R / 2.0))^2; 1 - a = (cos(dist / R / 2.0))^2 */
/* pow(sin(dlat * 0.5),2) + cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD) * pow(sin(dlon * 0.5),2) = (sin(dist / R / 2.0))^2 */
/* cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD) * pow(sin(dlon * 0.5),2) = (sin(dist / R / 2.0))^2 - pow(sin(dlat * 0.5),2) */
/* pow(sin(dlon * 0.5),2) = (pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD)) */
/* sin(dlon * 0.5) = sqrt((pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD))) */
/* dlon = (lon2 - lon1) * DEG_TO_RAD = asin(sqrt((pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD)))) * 2.0 */
/* lon2 - lon1 = asin(sqrt((pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD)))) * 2.0 / DEG_TO_RAD*/
/* lon1 = lon2 - asin(sqrt((pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD)))) * 2.0 / DEG_TO_RAD*/
double dlat = (lat2 - lat1) * DEG_TO_RAD;
return lon2 - asin(sqrt((pow(sin(dist / R / 2.0), 2) - pow(sin(dlat * 0.5), 2)) / (cos(lat1*DEG_TO_RAD) * cos(lat2*DEG_TO_RAD)))) * 2.0 * RAD_TO_DEG;
}
int main()
{
double lat1 = 42.34769;
double dist = 1.46628357399041;
double lat2 = 42.367137;
double lon2 = -71.124383;
double lon1 = inverseHaversine_Distance_lon1(lat1, dist, lat2, lon2);
printf("lon1 %f\n", lon1);
printf("dist %f\n", Haversine_Distance(lat1, lon1, lat2, lon2));
}
The result:
gcc inverse_haversine.c -lm
./a.out
lon1 -71.135880
dist 1.466284
It may be possible to reduce the expression...
At least lat1, lat2 and lon2 has to be converted into radians before calling the trigonometric functions! But maybe there are more problems... :)
Example: Using the simple version I got this code i C:
#include <math.h>
#define METERS_PER_DEGREE_EQUATOR 111319.5
#define MILES_PER_DEGREE_EQUATOR (METERS_PER_DEGREE_EQUATOR / 1000.0 / 1.609344)
/* Select preferred unit: */
#define UNITS_PER_DEGREE_EQUATOR MILES_PER_DEGREE_EQUATOR
double horDist(double lat1, double lon1, double lat2, double lon2)
{
/* From "Note on conversion from decimal degrees to meters"
* (http://southport.jpl.nasa.gov/GRFM/cdrom/2a/DOCS/HTML/GEOLOC/METERS.HTM)
* NOTE: BELOW IS ONLY PRECISE IF THE TWO LATITUDES ARE NOT TOO DISTANT! */
double latDelta = UNITS_PER_DEGREE_EQUATOR * (lat1 - lat2);
double lonDelta = UNITS_PER_DEGREE_EQUATOR * (lon1 - lon2) * cos(lat1 * M_PI / 180);
return sqrt(latDelta * latDelta + lonDelta * lonDelta);
}
double invHorDist_lon1(double lat1, double dist, double lat2, double lon2)
{
/* Rewrite horDist wrt lon1: */
/* (dist * dist) = (latDelta * latDelta) + (lonDelta * lonDelta); */
/* (dist * dist) - (latDelta * latDelta) = (lonDelta * lonDelta); */
/* sqrt((dist * dist) - (latDelta * latDelta)) = lonDelta = UNITS_PER_DEGREE_EQUATOR * (lon1 - lon2) * cos(lat1 * M_PI / 180); */
/* sqrt((dist * dist) - (latDelta * latDelta)) / UNITS_PER_DEGREE_EQUATOR / cos(lat1 * M_PI / 180) = (lon1 - lon2); */
double latDelta = UNITS_PER_DEGREE_EQUATOR * (lat1 - lat2);
return sqrt((dist * dist) - (latDelta * latDelta)) / UNITS_PER_DEGREE_EQUATOR / cos(lat1 * M_PI / 180) + lon2;
}
int main()
{
double lon1 = invHorDist_lon1(42.34769, 1.46628357399041, 42.367137, -71.124383);
printf("lon1 %f\n", lon1);
printf("dist %f\n", horDist(42.34769, lon1, 42.367137, -71.124383));
}
And the result is:
gcc haversine.c -lm
./a.out
lon1 -71.112968
dist 1.466284
But again this simple version does not fit if the two latitudes are too distant. But try rewrite Haversine again and convert to radians whenever you use trigonometric functions.
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shape.graphics.curveTo(controlX, controlY, anchorX1, anchorY1); this.draw(shape); } /** * Draw an anti-aliased line * * #param x0 first point x coord * #param y0 first point y coord * #param x1 second point x coord * #param y1 second point y coord * #param c color (0xaarrvvbb) */ public function aaLine2( x1:int, y1:int, x2:int, y2:int, color:uint ):void { shape.graphics.clear(); shape.graphics.lineStyle(1, color, 1); shape.graphics.moveTo(x1, y1); shape.graphics.lineTo(x2, y2); this.draw(shape); } /** * Draw a line * * #param x0 first point x coord * #param y0 first point y coord * #param x1 second point x coord * #param y1 second point y coord * #param c color (0xaarrvvbb) */ public function line ( x0:int, y0:int, x1:int, y1:int, color:uint ):void { var dx:int; var dy:int; var i:int; var xinc:int; var yinc:int; var cumul:int; var x:int; var y:int; x = x0; y = y0; dx = x1 - x0; dy = y1 - y0; xinc = ( dx > 0 ) ? 1 : -1; yinc = ( dy > 0 ) ? 1 : -1; dx = dx < 0 ? -dx : dx; dy = dy < 0 ? -dy : dy; setPixel32(x,y,color); if ( dx > dy ) { cumul = dx >> 1; for ( i = 1 ; i <= dx ; ++i ) { x += xinc; cumul += dy; if (cumul >= dx) { cumul -= dx; y += yinc; } setPixel32(x,y,color); } }else { cumul = dy >> 1; for ( i = 1 ; i <= dy ; ++i ) { y += yinc; cumul += dx; if ( cumul >= dy ) { cumul -= dy; x += xinc ; } setPixel32(x,y,color); } } } /** * Draw a triangle * * #param x0 first point x coord * #param y0 first point y coord * #param x1 second point x coord * #param y1 second point y coord * #param x2 third point x coord * #param y2 third point y coord * #param c color (0xaarrvvbb) */ public function triangle ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, color:uint ):void { line (x0,y0,x1,y1,color); line (x1,y1,x2,y2,color); line (x2,y2,x0,y0,color); } /** * Draw a filled triangle * * #param x0 first point x coord * #param y0 first point y coord * #param x1 second point x coord * #param y1 second point y coord * #param x2 third point x coord * #param y2 third point y coord * #param c color (0xaarrvvbb) */ public function filledTri ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, color:uint ):void { buffer.length = 0; lineTri (buffer,x0,y0,x1,y1,color); lineTri (buffer,x1,y1,x2,y2,color); lineTri (buffer,x2,y2,x0,y0,color); } /** * Draw a circle * * #param px first point x coord * #param py first point y coord * #param r radius * #param c color (0xaarrvvbb) */ public function circle ( px:int, py:int, r:int, color:uint ):void { var x:int; var y:int; var d:int; x = 0; y = r; d = 1-r; setPixel32(px+x,py+y,color); setPixel32(px+x,py-y,color); setPixel32(px-y,py+x,color); setPixel32(px+y,py+x,color); while ( y > x ) { if ( d < 0 ) { d += (x+3) << 1; }else { d += ((x - y) << 1) + 5; y--; } x++; setPixel32(px+x,py+y,color); setPixel32(px-x,py+y,color); setPixel32(px+x,py-y,color); setPixel32(px-x,py-y,color); setPixel32(px-y,py+x,color); setPixel32(px-y,py-x,color); setPixel32(px+y,py-x,color); setPixel32(px+y,py+x,color); } } /** * Draw an anti-aliased circle * * #param px first point x coord * #param py first point y coord * #param r radius * #param c color (0xaarrvvbb) */ public function aaCircle ( px:int, py:int, r:int, color:uint ):void { var vx:int; var vy:int; var d:int; vx = r; vy = 0; var t:Number=0; var dry:Number; var buff:int; setPixel(px+vx,py+vy,color); setPixel(px-vx,py+vy,color); setPixel(px+vy,py+vx,color); setPixel(px+vy,py-vx,color); while ( vx > vy+1 ) { vy++; buff = Math.sqrt(r*r-vy*vy)+1; dry = buff - Math.sqrt(r*r-vy*vy); if (dry<t) vx--; drawAlphaPixel(px+vx,py+vy,1-dry,color) drawAlphaPixel(px+vx-1,py+vy,dry,color) drawAlphaPixel(px-vx,py+vy,1-dry,color) drawAlphaPixel(px-vx+1,py+vy,dry,color) drawAlphaPixel(px+vx,py-vy,1-dry,color) drawAlphaPixel(px+vx-1,py-vy,dry,color) drawAlphaPixel(px-vx,py-vy,1-dry,color) drawAlphaPixel(px-vx+1,py-vy,dry,color) drawAlphaPixel(px+vy,py+vx,1-dry,color) drawAlphaPixel(px+vy,py+vx-1,dry,color) drawAlphaPixel(px-vy,py+vx,1-dry,color) drawAlphaPixel(px-vy,py+vx-1,dry,color) drawAlphaPixel(px+vy,py-vx,1-dry,color) drawAlphaPixel(px+vy,py-vx+1,dry,color) drawAlphaPixel(px-vy,py-vx,1-dry,color) drawAlphaPixel(px-vy,py-vx+1,dry,color) t=dry; } } /** * Draw an anti-aliased line * * #param x0 first point x coord * #param y0 first point y coord * #param x1 second point x coord * #param y1 second point y coord * #param c color (0xaarrvvbb) */ public function aaLine ( x1:int, y1:int, x2:int, y2:int, color:uint ):void { var steep:Boolean = Math.abs(y2 - y1) > Math.abs(x2 - x1); var swap:int; if (steep) { swap=x1; x1=y1; y1=swap; swap=x2; x2=y2; y2=swap; } if (x1 > x2) { swap=x1; x1=x2; x2=swap; swap=y1; y1=y2; y2=swap; } var dx:int = x2 - x1; var dy:int = y2 - y1 var gradient:Number = dy / dx; var xend:int = x1; var yend:Number = y1 + gradient * (xend - x1); var xgap:Number = 1-((x1 + 0.5)%1); var xpx1:int = xend; var ypx1:int = yend; var alpha:Number; alpha = ((yend)%1) * xgap; var intery:Number = yend + gradient; xend = x2; yend = y2 + gradient * (xend - x2) xgap = (x2 + 0.5)%1; var xpx2:int = xend; var ypx2:int = yend; alpha = (1-((yend)%1)) * xgap; if (steep) drawAlphaPixel(ypx2,xpx2,alpha,color); else drawAlphaPixel(xpx2, ypx2,alpha,color); alpha = ((yend)%1) * xgap; if (steep) drawAlphaPixel(ypx2 + 1,xpx2,alpha,color); else drawAlphaPixel(xpx2, ypx2 + 1,alpha,color); var x:int=xpx1; while (x++<xpx2) { alpha = 1-((intery)%1); if (steep) drawAlphaPixel(intery,x,alpha,color); else drawAlphaPixel(x,intery,alpha,color); alpha=intery%1; if (steep) drawAlphaPixel(intery+1,x,alpha,color); else drawAlphaPixel(x,intery+1,alpha,color); intery = intery + gradient } } /** * Draws a Rectangle * * #param rect Rectangle dimensions * #param color color * */ public function drawRect ( rect:Rectangle, color:uint ):void { line ( rect.x, rect.y, rect.x+rect.width, rect.y, color ); line ( rect.x+rect.width, rect.y, rect.x+rect.width, rect.y+rect.height, color ); line ( rect.x+rect.width, rect.y+rect.height, rect.x, rect.y+rect.height, color ); line ( rect.x, rect.y+rect.height, rect.x, rect.y, color ); } /** * Draws a rounded Rectangle * * #param rect Rectangle dimensions * #param ellipseWidth Rectangle corners width * #param color color * */ public function drawRoundRect ( rect:Rectangle, ellipseWidth:int, color:uint ):void { var arc:Number = 4/3 * (Math.sqrt(2) - 1); var xc:Number = rect.x+rect.width-ellipseWidth; var yc:Number = rect.y+ellipseWidth; line( rect.x+ellipseWidth, rect.y, xc, rect.y, color ); cubicBezier(xc, rect.y, xc + ellipseWidth*arc, yc - ellipseWidth, xc + ellipseWidth, yc - ellipseWidth*arc, xc + ellipseWidth, yc, color); xc = rect.x+rect.width-ellipseWidth; yc = rect.y+rect.height-ellipseWidth; line( xc + ellipseWidth, rect.y+ellipseWidth, rect.x+rect.width, yc, color ); cubicBezier(rect.x+rect.width, yc, xc + ellipseWidth, yc + ellipseWidth*arc, xc + ellipseWidth*arc, yc + ellipseWidth, xc, yc + ellipseWidth, color); xc = rect.x+ellipseWidth; yc = rect.y+rect.height-ellipseWidth; line( rect.x+rect.width-ellipseWidth, rect.y+rect.height, xc, yc + ellipseWidth, color ); cubicBezier( xc, yc + ellipseWidth, xc - ellipseWidth*arc, yc + ellipseWidth, xc - ellipseWidth, yc + ellipseWidth*arc, xc - ellipseWidth, yc, color ); xc = rect.x+ellipseWidth; yc = rect.y+ellipseWidth; line( xc - ellipseWidth, rect.y+rect.height-ellipseWidth, rect.x, yc, color ); cubicBezier(rect.x, yc, xc - ellipseWidth, yc - ellipseWidth*arc, xc - ellipseWidth*arc, yc - ellipseWidth, xc, yc - ellipseWidth, color); } /** * Draws a Quadratic Bezier Curve (equivalent to a DisplayObject's graphics#curveTo) * * #param x0 x position of first anchor * #param y0 y position of first anchor * #param x1 x position of control point * #param y1 y position of control point * #param x2 x position of second anchor * #param y2 y position of second anchor * #param c color * #param resolution [optional] determines the accuracy of the curve's length (higher number = greater accuracy = longer process) * */ public function quadBezier ( anchorX0:int, anchorY0:int, controlX:int, controlY:int, anchorX1:int, anchorY1:int, c:Number, resolution:int = 3):void { var ox:Number = anchorX0; var oy:Number = anchorY0; var px:int; var py:int; var dist:Number = 0; var inverse:Number = 1 / resolution; var interval:Number; var intervalSq:Number; var diff:Number; var diffSq:Number; var i:int = 0; while( ++i <= resolution ) { interval = inverse * i; intervalSq = interval * interval; diff = 1 - interval; diffSq = diff * diff; px = diffSq * anchorX0 + 2 * interval * diff * controlX + intervalSq * anchorX1; py = diffSq * anchorY0 + 2 * interval * diff * controlY + intervalSq * anchorY1; dist += Math.sqrt( ( px - ox ) * ( px - ox ) + ( py - oy ) * ( py - oy ) ); ox = px; oy = py; } //approximates the length of the curve var curveLength:int = dist; inverse = 1 / curveLength; var lastx:int=anchorX0; var lasty:int=anchorY0; i = -1; while( ++i <= curveLength ) { interval = inverse * i; intervalSq = interval * interval; diff = 1 - interval; diffSq = diff * diff; px = diffSq * anchorX0 + 2 * interval * diff * controlX + intervalSq * anchorX1; py = diffSq * anchorY0 + 2 * interval * diff * controlY + intervalSq * anchorY1; line(lastx,lasty,px,py,c); //aaLine(lastx, lasty, px, py, c); lastx = px; lasty = py; } } /** * Draws a Cubic Bezier Curve * * TODO: Determine whether x/y params would be better named as anchor/control * * #param x0 x position of first anchor * #param y0 y position of first anchor * #param x1 x position of control point * #param y1 y position of control point * #param x2 x position of second control point * #param y2 y position of second control point * #param x3 x position of second anchor * #param y3 y position of second anchor * #param c color * #param resolution [optional] determines the accuracy of the curve's length (higher number = greater accuracy = longer process) * */ public function cubicBezier ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, c:Number, resolution:int = 5 ):void { var ox:Number = x0; var oy:Number = y0; var px:int; var py:int; var dist:Number = 0; var inverse:Number = 1 / resolution; var interval:Number; var intervalSq:Number; var intervalCu:Number; var diff:Number; var diffSq:Number; var diffCu:Number; var i:int = 0; while( ++i <= resolution ) { interval = inverse * i; intervalSq = interval * interval; intervalCu = intervalSq * interval; diff = 1 - interval; diffSq = diff * diff; diffCu = diffSq * diff; px = diffCu * x0 + 3 * interval * diffSq * x1 + 3 * x2 * intervalSq * diff + x3 * intervalCu; py = diffCu * y0 + 3 * interval * diffSq * y1 + 3 * y2 * intervalSq * diff + y3 * intervalCu; dist += Math.sqrt( ( px - ox ) * ( px - ox ) + ( py - oy ) * ( py - oy ) ); ox = px; oy = py; } //approximates the length of the curve var curveLength:int = dist; inverse = 1 / curveLength; var lastx:int=x0; var lasty:int=y0; i = -1; while( ++i <= curveLength ) { interval = inverse * i; intervalSq = interval * interval; intervalCu = intervalSq * interval; diff = 1 - interval; diffSq = diff * diff; diffCu = diffSq * diff; px = diffCu * x0 + 3 * interval * diffSq * x1 + 3 * x2 * intervalSq * diff + x3 * intervalCu; py = diffCu * y0 + 3 * interval * diffSq * y1 + 3 * y2 * intervalSq * diff + y3 * intervalCu; line(lastx,lasty,px,py,c); lastx = px; lasty = py; } } // ------------------------------------------------ // // ---o private static methods // // ------------------------------------------------ /** * Draw an AA pixel */ private function setAAPixel (x:Number, y:Number, c:Number, roundX : Boolean = false, roundY : Boolean = false):void { var xpos : Number = Math.floor(x); var ypos : Number = Math.floor(y); var xA : Number = x - xpos; var yA : Number = y - ypos; if (!roundX && !roundY) { drawAlphaPixel(xpos , ypos , (1 - xA) * (1 - yA) , c); drawAlphaPixel(xpos + 1 , ypos , xA * (1 - yA) , c); drawAlphaPixel(xpos , ypos + 1 , (1 - xA) * yA , c); drawAlphaPixel(xpos + 1 , ypos + 1 , xA * yA , c); } else if (roundX && !roundY) { drawAlphaPixel(xpos , ypos , (1 - yA) , c); drawAlphaPixel(xpos , ypos + 1 , yA , c); } else if (roundY && !roundX) { drawAlphaPixel(xpos , ypos , (1 - xA) , c); drawAlphaPixel(xpos + 1 , ypos , xA , c); } else if (roundX && roundY) { setPixel32(xpos , ypos , c); } } /** * Draw an alpha32 pixel */ private function drawAlphaPixel ( x:int, y:int, a:Number, c:Number, bg : int = -1 ):void { //var g:uint = getPixel32(x,y); var g : int = 0xff000000; var r0:uint = ((g & 0x00FF0000) >> 16); var g0:uint = ((g & 0x0000FF00) >> 8); var b0:uint = ((g & 0x000000FF)); var r1:uint = ((c & 0x00FF0000) >> 16); var g1:uint = ((c & 0x0000FF00) >> 8); var b1:uint = ((c & 0x000000FF)); var ac:Number = 0xFF; var rc:Number = r1*a+r0*(1-a); var gc:Number = g1*a+g0*(1-a); var bc:Number = b1*a+b0*(1-a); var n:uint = (ac<<24)+(rc<<16)+(gc<<8)+bc; setPixel32(x,y,n); } /** * Check a triangle line */ private function checkLine ( o:Array, x:int, y:int, c:int, r:Rectangle ):void { if (o[y]) { if (o[y]>x) { r.width=o[y]-x; r.x=x; r.y=y; fillRect(r,c); }else { r.width=x-o[y]; r.x=o[y]; r.y=y; fillRect(r,c); } }else { o[y]=x; } } /** * Special line for filled triangle */ private function lineTri ( o:Array, x0:int, y0:int, x1:int, y1:int, c:Number ):void { var steep:Boolean= (y1-y0)*(y1-y0) > (x1-x0)*(x1-x0); var swap:int; if (steep) { swap=x0; x0=y0; y0=swap; swap=x1; x1=y1; y1=swap; } if (x0>x1) { x0^=x1; x1^=x0; x0^=x1; y0^=y1; y1^=y0; y0^=y1; } var deltax:int = x1 - x0 var deltay:int = (y1 - y0) < 0 ? -(y1 - y0) : (y1 - y0); var error:int = 0; var y:int = y0; var ystep:int = y0<y1 ? 1 : -1; var x:int = x0; var xend:int = x1-(deltax>>1); var fx:int = x1; var fy:int = y1; var px:int = 0; r.x = 0; r.y = 0; r.width = 0; r.height = 1; while (x++<=xend) { if (steep) { checkLine(o,y,x,c,r); if (fx != x1 && fx != xend) checkLine(o,fy,fx+1,c,r); } error += deltay; if ((error<<1) >= deltax) { if (!steep) { checkLine(o,x-px+1,y,c,r); if (fx!=xend) checkLine(o,fx+1,fy,c,r); } px = 0; y += ystep; fy -= ystep; error -= deltax; } px++; fx--; } if (!steep) checkLine(o,x-px+1,y,c,r); } } }
Looks like just a typo or copy/paste error. The import statement should not be repeated inside your class definition: package views { import flash.display.Bitmap; import flash.geom.Point; import views.Canvas.Raster; // Yes /** * ... * #author Arthur Wulf White */ public class RasterView extends Bitmap { import views.Canvas.Raster // No Also, avoid having an accessor with the same name as a class: public function get Raster():Raster // Call this function get MyRaster or similar { return Raster(bitmapData); } Code highlighting is your friend. Any time a property or function name other than your constructor lights up in Cyan, it means you're using an existing class name, which may cause problems.