How to check if a longitude / latitude point is within a coordinate range?

I have several longitude and latitude coordinates that make up a polygonal zone. I also have a longitude and latitude coordinate to determine the position of the vehicle. How to check that the vehicle is inside the polygon zone?

+5
source share
1 answer

This is essentially a Point in polygon problem on a sphere. You can change the ray casting algorithm to use large circle arcs instead of line segments.

  • for each pair of adjacent coordinates that make up your polygon, draw a large segment of the circle between them.
  • , .
  • , . , . , . , .

, , - , , , x y. , . , , , .

EDIT: .

, , (AKA, )

class Vector{
    double x;
    double y;
    double z;
};

class GreatCircle{
    Vector normal;
}

/, , . , , . cross product .

//arbitrarily defining the north pole as (0,1,0) and (0'N, 0'E) as (1,0,0)
//lattidues should be in [-90, 90] and longitudes in [-180, 180]
//You'll have to convert South lattitudes and East longitudes into their negative North and West counterparts.
Vector lineFromCoordinate(Coordinate c){
    Vector ret = new Vector();
    //given:
    //tan(lat) == y/x
    //tan(long) == z/x
    //the Vector has magnitude 1, so sqrt(x^2 + y^2 + z^2) == 1
    //rearrange some symbols, solving for x first...
    ret.x = 1.0 / math.sqrt(tan(c.lattitude)^2 + tan(c.longitude)^2 + 1);
    //then for y and z
    ret.y = ret.x * tan(c.lattitude);
    ret.z = ret.x * tan(c.longitude);
    return ret;
}

Vector Vector::CrossProduct(Vector other){
    Vector ret = new Vector();
    ret.x = this.y * other.z - this.z * other.y;
    ret.y = this.z * other.x - this.x * other.z;
    ret.z = this.x * other.y - this.y * other.x;
    return ret;
}

GreatCircle circleFromCoordinates(Coordinate a, Coordinate b){
    Vector a = lineFromCoordinate(a);
    Vector b = lineFromCoordinate(b);
    GreatCircle ret = new GreatCircle();
    ret.normal = a.CrossProdct(b);
    return ret;
}

. , . .

Vector intersection(GreatCircle a, GreatCircle b){
    return a.normal.CrossProduct(b.normal);
}

Vector antipode(Vector v){
    Vector ret = new Vector();
    ret.x = -v.x;
    ret.y = -v.y;
    ret.z = -v.z;
    return ret;
}

, .

class GreatCircleSegment{
    Vector start;
    Vector end;
    Vector getNormal(){return start.CrossProduct(end);}
    GreatCircle getWhole(){return new GreatCircle(this.getNormal());}
};

GreatCircleSegment segmentFromCoordinates(Coordinate a, Coordinate b){
    GreatCircleSegment ret = new GreatCircleSegment();
    ret.start = lineFromCoordinate(a);
    ret.end = lineFromCoordinate(b);
    return ret;
}

, dot product.

double Vector::DotProduct(Vector other){
    return this.x*other.x + this.y*other.y + this.z*other.z;
}

double Vector::Magnitude(){
    return math.sqrt(pow(this.x, 2) + pow(this.y, 2) + pow(this.z, 2));
}

//for any two vectors `a` and `b`, 
//a.DotProduct(b) = a.magnitude() * b.magnitude() * cos(theta)
//where theta is the angle between them.
double angleBetween(Vector a, Vector b){
    return math.arccos(a.DotProduct(b) / (a.Magnitude() * b.Magnitude()));
}

, a b:

  • c, a b.
  • d, c.
  • c a.start a.end, d a.start a.end, a b.

 

//returns true if Vector x lies between Vectors a and b.
//note that this function only gives sensical results if the three vectors are coplanar.
boolean liesBetween(Vector x, Vector a, Vector b){
    return angleBetween(a,x) + angleBetween(x,b) == angleBetween(a,b);
}

bool GreatCircleSegment::Intersects(GreatCircle b){
    Vector c = intersection(this.getWhole(), b);
    Vector d = antipode(c);
    return liesBetween(c, this.start, this.end) or liesBetween(d, this.start, this.end);
}

a b , :

  • a b
  • b a

 

bool GreatCircleSegment::Intersects(GreatCircleSegment b){
    return this.Intersects(b.getWhole()) and b.Intersects(this.getWhole());
}

, .

bool liesWithin(Array<Coordinate> polygon, Coordinate pointNotLyingInsidePolygon, Coordinate vehiclePosition){
    GreatCircleSegment referenceLine = segmentFromCoordinates(pointNotLyingInsidePolygon, vehiclePosition);
    int intersections = 0;
    //iterate through all adjacent polygon vertex pairs
    //we iterate i one farther than the size of the array, because we need to test the segment formed by the first and last coordinates in the array
    for(int i = 0; i < polygon.size + 1; i++){
        int j = (i+1) % polygon.size;
        GreatCircleSegment polygonEdge = segmentFromCoordinates(polygon[i], polygon[j]);
        if (referenceLine.Intersects(polygonEdge)){
            intersections++;
        }
    }
    return intersections % 2 == 1;
}
+8

All Articles