Make Perlin noise with sharp edges - java

Hi so i am using the algorithm i found to generate perlin noise. What i want to do is create sharper edges with less curves Picture .
private static final double F2 = 0.5*(Math.sqrt(3.0)-1.0);
public float[][] generateSimplexNoise(int w, int h, double fre){
float [][]n = new float[w][h];
double f = fre /(float)w;
for(int i = 0; i < w ; i++){
for(int j = 0; j < h ; j++){
n[i][j] = (float) noise(i*f,j*f);
n[i][j] = (n[i][j]+1)/2; //CONVERTS TO 0-1 SCALE
}
}
return n;
}
// 2D simplex noise
public double noise(double xin, double yin) {
double n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
double s = (xin+yin)*F2; // Hairy factor for 2D
int i = fastfloor(xin+s);
int j = fastfloor(yin+s);
double t = (i+j)*G2;
double X0 = i-t; // Unskew the cell origin back to (x,y) space
double Y0 = j-t;
double x0 = xin-X0; // The x,y distances from the cell origin
double y0 = yin-Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
double y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
int ii = i & 255;
int jj = j & 255;
int gi0 = permMod12[ii+perm[jj]];
int gi1 = permMod12[ii+i1+perm[jj+j1]];
int gi2 = permMod12[ii+1+perm[jj+1]];
// Calculate the contribution from the three corners
double t0 = 0.5 - x0*x0-y0*y0;
if(t0<0) n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
}
double t1 = 0.5 - x1*x1-y1*y1;
if(t1<0) n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}
double t2 = 0.5 - x2*x2-y2*y2;
if(t2<0) n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 65.0 * (n0 + n1 + n2);
}
Having a noise lower than .25 classifies the block as brick and anything above .25 as grass.
Above is what i use to create the noise and convert it to a 0-1 scale. Any ideas/help with making the noise less curvy?

Looking at the image you linked to in the question the easiest solution is to sample at lower resolution and use a threshold filter to create the contrast you need.
double squareness = 50.0; // size of blocks values > 1 and in pixels
double threshold = 4; // number of levels
double pixVal;
// then inside the sampling loop
for(int i = 0; i < w ; i++){
for(int j = 0; j < h ; j++){
pixVal = noise(Math.floor(i / squareness) * squareness * f,
Math.floor(j / squareness) * squareness * f);
pixVal = pixVal / 2.0 + 0.5; // normalize
pixVal = Math.floor(pixVal * threshold) / thresholds;
n[i][j] = (float) pixVal; // put in array
}
}
You may wish to use a second noise function that you use to modify the squareness to reduce the regularity of boundaries
double sqrMin = 50.0; // min
double sqrMax = 150.0; // max
double thresholdSq = 4;
double threshold = 4;
double pixVal;
double square;
double scale = 1.0/3.0;
// then inside the sampling loop
for(int i = 0; i < w ; i++){
for(int j = 0; j < h ; j++){
square = noise(i * f * scale, i * j * scale) / 2.0 + 0.5;
square = Math.floor(square * thresholdSq) / thresholdSq;
square = square * (sqrMax - sqrMin) + sqrMin;
pixVal = noise(Math.floor(i / square ) * square * f,
Math.floor(j / square ) * square * f);
pixVal = pixVal / 2.0 + 0.5; // normalize
pixVal = Math.floor(pixVal * threshold) / thresholds;
n[i][j] = (float) pixVal; // put in array
}
}
If it looks good I do not know, its just a variation I thought of while adding the answer.

Related

Rotating Point around another Point

I want to create a "spiral effect" with particles (or any entities) in Java.
I'm new to objective programming (and also Java), so I started with something easier. I firstly created a Path object that has a value of Locations[] signed to it, it gets from the user a: Start location, End location, and double value, that tells him, how much space between each location in the path he has.
private void setLocations() {
//initialize vars
Location start = getStart();
World world = start.getWorld();
Location[] locations = new Location[amount];
double x = start.getX();
double y = start.getY();
double z = start.getZ();
//loop that will set values for locations
for (int i = 0; i < amount; i++) {
locations[i] = new Location(
world,
x + dividedDistanceX * (i + 1),
y + dividedDistanceY * (i + 1),
z + dividedDistanceZ * (i + 1)
);
}
this.locations = locations;
}
Now you might be asking what is the amount? So simply it's the number of points that are created when the object is initialized. It's simple math like getting the longest distance from point to point, and then dividing it by the value of space between each point.
Now the situation gets a little more complicated, so I prepared graphics for you:)
I want to rotate points around the longest axis to form some form of a spiral, and I want from user to set the maximum distance between the starting point and the new one.
Something like this:
And another graph of the sinusoid around one vector (x, y)
Honestly, I need some help.
Here's GitHub object link
Things I know I need to do:
Get the axis around which I will rotate point (it's the longest distance between points)
Add some value to the rest values (x+something, y+something)
Add angle, that point will rotate with, (for example each point will be rotated by 22,5).
Okay, so i did it, it wasn't even that hard:
public Location[] createSpiral(double radius, float angle, Location[] path) {
final int length = path.length;
Location[] result = path.clone();
Location start = path[0];
Location end = path[length - 1];
double startX = start.getX();
double startY = start.getY();
double startZ = start.getZ();
double endX = end.getX();
double endY = end.getY();
double endZ = end.getZ();
double distanceX = setDistance(startX, endX);
double distanceY = setDistance(startY, endY);
double distanceZ = setDistance(startZ, endZ);
double highestOffset = getHighestOffset(new double[]{distanceX, distanceY, distanceZ});
if (highestOffset == abs(distanceX)) {
for (int i = 0; i < length; i++) {
double sin = radius * sin(angle * i / length);
double cos = radius * cos(angle * i / length);
result[i].setY(result[i].getY() + cos);
result[i].setZ(result[i].getZ() + sin);
}
} else if (highestOffset == abs(distanceY)) {
for (int i = 0; i < length; i++) {
double sin = radius * sin(angle * i / length);
double cos = radius * cos(angle * i / length);
result[i].setX(result[i].getX() + cos);
result[i].setZ(result[i].getZ() + sin);
}
} else if (highestOffset == abs(distanceZ)) {
for (int i = 0; i < length; i++) {
double sin = radius * sin(angle * i / length);
double cos = radius * cos(angle * i / length);
result[i].setX(result[i].getX() + cos);
result[i].setY(result[i].getY() + sin);
}
} else {
return path;
}
return result;
}
It's just
double sin = radius * sin(angle * i / length);
double cos = radius * cos(angle * i / length);
and adding those values to corresponding X, Y if Z has the highest distance from a location, etc.
The rest of the code and methods are located in the GitHub link above.

Convert 2D array to latitude/longitude points with given starting point lat/lon and scales

I have a 2D array
int[][] data = new int[720][720];
dataReader.read(data);
Each slot in the data contains a value, for that specific coordiante. The location of the slot (e.g data[5][5] is used to get the latitude/longitude).
I tried to get the location by doing the following:
I have the following information:
LL_lat = 28.33346126086149 // lower-left lat
LL_lon = 30.757889519059812 // lower-left lon
LR_lat = 28.633821527352005 // lower-right lat
LR_lon = 39.242110331928565 // lower-right lon
UL_lat = 35.52560518009779 // upper-left lat
UL_lon = 30.757889519059812 // upper-left lon
UR_lat = 35.52560518009781 // upper-right lat
UR_lon = 39.242110331928565 // upper-right lon
projdef = +proj=merc +a=6371000 +lat_0=0 +lon_0=0
xscale = 1111.1099999999517 // Size in meters for X for each cell in the array
xsize = 720 // array size X
yscale = 1088.97060116836 // size in meters for Y for each cell in the array
ysize = 720 // array size Y
I have these two functions I made:
public static double calculateLatitude(double distance, double startPointLat) {
return startPointLat + (distance * (360 / ((Math.PI * 2) * 6357)));
}
public static double calculateLongitude(double distance, double lat, double startPointLon) {
return startPointLon + distance * 360 / (Math.PI * 2 * 6400 * Math.sin(Math.toRadians(90 - lat)));
}
I basically calculate the distance by doing cellX * xscale and pass it to the latitude function along with the starting point lat, I chose any point out of the 4 points I have (represents a square area)
But the coordinates are being very not correct, probably miscalcualting something?
Is there a better way to calculate it or whats wrong?
The array and calculation:
for (int i = 0; i < arrayData.length; i++) {
for (int j = 0; j < arrayData[0].length; j++) {
int val = arrayData[i][j];
double distX = i * xscale;
double distY = j * yscale;
double lat = RadarPhysics.calculateLatitude(distX, startPointLat);
double lon = RadarPhysics.calculateLongitude(distY, lat, startPointLat);
GeoLocation loc = new GeoLocation(lat, lon);
System.out.println(loc.toString());
}
}

OpenGL ES2.0 Unable to generate proper sphere vertices with texture coordinates in a function in Android java

I am trying to run video on 3d surfaces in android.
I am able to run it properly on a squareso I proceeded for a sphere.
I found multiple algorithms and functions to generate sphere vertices and tex coords with or without indexes and tried them.
Below are the two functions that are partially working
1st gives improperly mapped textures
public void sphere(final int depth, final float radius) {
// Clamp depth to the range 1 to MAXIMUM_ALLOWED_DEPTH;
final int d = Math.max(1, Math.min(MAXIMUM_ALLOWED_DEPTH, depth));
// Calculate basic values for the sphere.
this.mTotalNumStrips = power(2, d - 1) * VERTEX_MAGIC_NUMBER;
numVerticesPerStrip = power(2, d) * 3;
final double altitudeStepAngle = ONE_TWENTY_DEGREES / power(2, d);
final double azimuthStepAngle = THREE_SIXTY_DEGREES / mTotalNumStrips;
double x, y, z, h, altitude, azimuth; int vertexPos = 0;
int texturePos = 0;
//textureBuffer= new ArrayList<FloatBuffer>();
/** Mapping texture coordinates for the vertices. */
//mTexture = new ArrayList<float[]>();
//mVertices= new ArrayList<float[]>();
//mVertices = new float[numVerticesPerStrip * NUM_FLOATS_PER_VERTEX *mTotalNumStrips]; // NOPMD
// mTexture = new float[numVerticesPerStrip * NUM_FLOATS_PER_TEXTURE * mTotalNumStrips]; // NOPMD
/*for (int stripNum = 0; stripNum < this.mTotalNumStrips; stripNum++) {
// Setup arrays to hold the points for this strip.
// Calculate position of the first vertex in this strip.
altitude = NINETY_DEGREES;
azimuth = stripNum * azimuthStepAngle;
// Draw the rest of this strip.
for (int vertexNum = 0; vertexNum < numVerticesPerStrip; vertexNum += 2) {
// First point - Vertex.
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
mVertices[vertexPos++] = (float) x;
mVertices[vertexPos++] = (float) y;
mVertices[vertexPos++] = (float) z;
// First point - Texture.
mTexture[texturePos++] = (float) (1 - azimuth / THREE_SIXTY_DEGREES);
mTexture[texturePos++] = (float) (1 - (altitude + NINETY_DEGREES) / ONE_EIGHTY_DEGREES);
// Second point - Vertex.
altitude -= altitudeStepAngle;
azimuth -= azimuthStepAngle / 2.0;
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
mVertices[vertexPos++] = (float) x;
mVertices[vertexPos++] = (float) y;
mVertices[vertexPos++] = (float) z;
// Second point - Texture.
mTexture[texturePos++] = (float) (1 - azimuth / THREE_SIXTY_DEGREES);
mTexture[texturePos++] = (float) (1 - (altitude + NINETY_DEGREES) / ONE_EIGHTY_DEGREES);
azimuth += azimuthStepAngle;
}
*/
mVertices = new float[numVerticesPerStrip * NUM_FLOATS_PER_VERTEX *mTotalNumStrips]; // NOPMD
mTexture = new float[numVerticesPerStrip * NUM_FLOATS_PER_TEXTURE*mTotalNumStrips]; // NOPMD
for (int stripNum = 0; stripNum < this.mTotalNumStrips; stripNum++) {
// Setup arrays to hold the points for this strip.
// int vertexPos = 0;
// int texturePos = 0;
// Calculate position of the first vertex in this strip.
altitude = NINETY_DEGREES;
azimuth = stripNum * azimuthStepAngle;
// Draw the rest of this strip.
for (int vertexNum = 0; vertexNum < numVerticesPerStrip; vertexNum += 2) {
// First point - Vertex.
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
mVertices[vertexPos++] = (float) x;
mVertices[vertexPos++] = (float) y;
mVertices[vertexPos++] = (float) z;
// First point - Texture.
mTexture[texturePos++] = (float) (1.0 - azimuth / THREE_SIXTY_DEGREES);
mTexture[texturePos++] = (float) (1.0 - (altitude + NINETY_DEGREES) / ONE_EIGHTY_DEGREES);
// Second point - Vertex.
altitude -= altitudeStepAngle;
azimuth -= azimuthStepAngle / 2.0;
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
mVertices[vertexPos++] = (float) x;
mVertices[vertexPos++] = (float) y;
mVertices[vertexPos++] = (float) z;
// Second point - Texture.
mTexture[texturePos++] = (float) (1.0 - azimuth / THREE_SIXTY_DEGREES);
mTexture[texturePos++] = (float) (1.0 - (altitude + NINETY_DEGREES) / ONE_EIGHTY_DEGREES);
azimuth += azimuthStepAngle;
}
// this.mVertices.add(mVertices);
// this.mTexture.add(textureBuffer);
}
}
The 2nd working function gives me only half sphere on right side
The function is as below
public void Sphere3D(//context:Context3D,
int slices,
int stacks)
// double posX, double posY,double posZ,
// double scaleX, double scaleY,double scaleZ)
{
// Make the model->world transformation matrix to position and scale the sphere
// Cap parameters
if (slices < MIN_SLICES)
{
slices = MIN_SLICES;
}
if (stacks < MIN_STACKS)
{
stacks = MIN_STACKS;
}
// Data we will later upload to the GPU
//var positions:Vector.<Number>;
//var texCoords:Vector.<Number>;
//var tris:Vector.<uint>;
// Pre-compute many constants used in tesselation
final double stepTheta = (2.0*Math.PI) / slices;
final double stepPhi = Math.PI / stacks;
final double stepU = 1.0 / slices;
final double stepV = 1.0 / stacks;
final int verticesPerStack = slices + 1;
final int numVertices = verticesPerStack * (stacks+1);
// Allocate the vectors of data to tesselate into
//positions = new Vector.<Number>(numVertices*3);
mVertices=new float[numVertices*3];
//texCoords = new Vector.<Number>(numVertices*2);
mTexture=new float[numVertices*2];
//tris = new Vector.<uint>(slices*stacks*6);
mIndexes= new short[slices*stacks*6];
// Pre-compute half the sin/cos of thetas
double halfCosThetas[] = new double[verticesPerStack];
double halfSinThetas[] = new double[verticesPerStack];
int curTheta= 0;
for (int slice=0; slice < verticesPerStack; ++slice)
{
halfCosThetas[slice] = Math.cos(curTheta) * 0.5;
halfSinThetas[slice] = Math.sin(curTheta) * 0.5;
curTheta += stepTheta;
}
// Generate positions and texture coordinates
double curV = 1.0;
double curPhi = Math.PI;
int posIndex=0;
int texCoordIndex=0;
for (int stack = 0; stack < stacks+1; ++stack)
{
double curU = 1.0;
double curY = Math.cos(curPhi) * 0.5;
double sinCurPhi = Math.sin(curPhi);
for (int slice = 0; slice < verticesPerStack; ++slice)
{
mVertices[posIndex++] = (float)(halfCosThetas[slice]*sinCurPhi);
mVertices[posIndex++] =(float) curY;
mVertices[posIndex++] = (float)(halfSinThetas[slice] * sinCurPhi);
mTexture[texCoordIndex++] = (float)curU;
mTexture[texCoordIndex++] = (float)curV;
curU -= stepU;
}
curV -= stepV;
curPhi -= stepPhi;
}
// Generate tris
int lastStackFirstVertexIndex= 0;
int curStackFirstVertexIndex = verticesPerStack;
int triIndex=0;
for (int stack = 0; stack < stacks; ++stack)
{
for (int slice = 0; slice < slices; ++slice)
{
// Bottom tri of the quad
mIndexes[triIndex++] = (short)(lastStackFirstVertexIndex + slice + 1);
mIndexes[triIndex++] = (short)(curStackFirstVertexIndex + slice);
mIndexes[triIndex++] = (short)(lastStackFirstVertexIndex + slice);
// Top tri of the quad
mIndexes[triIndex++] =(short)( lastStackFirstVertexIndex + slice + 1);
mIndexes[triIndex++] =(short)( curStackFirstVertexIndex + slice + 1);
mIndexes[triIndex++] =(short)( curStackFirstVertexIndex + slice);
}
lastStackFirstVertexIndex += verticesPerStack;
curStackFirstVertexIndex += verticesPerStack;
}
// Create vertex and index buffers
/*this.positions = context.createVertexBuffer(positions.length/3, 3);
this.positions.uploadFromVector(positions, 0, positions.length/3);
this.texCoords = context.createVertexBuffer(texCoords.length/2, 2);
this.texCoords.uploadFromVector(texCoords, 0, texCoords.length/2);
this.tris = context.createIndexBuffer(tris.length);
this.tris.uploadFromVector(tris, 0, tris.length);*/
}
what I need is mVertices , mIndees and mTexture to be filled with vertices , indices and texture respectively and if the function does not create indexed coordinates I am drawing normally.
I have been trying to understand the algorithm and detect the issue in both of them but unable to get any leads.
Please let me know if further information is required

Finding the area underneath y = x^4 in the domain 2 ≤ x ≤ 4 by using a Monte Carlo Method

In my approach, I will use a hypothetical rectangle with co-ordinates (2,0) , (4,0), (2, 256) and (4, 256). I will generate random xy co-ordinates within this rectangle and find the ratio between the number of co-ordinates that fall within the region defined by y ≤ x^4 and the number of co-ordinates that fall within the entire rectangle. Multiplying this by the area of the rectangle should give me the area under the graph.
I am struggling to generate random decimal xy co-ordinates in the defined rectangle. Any help would be much appreciated :)
I have only just started integration in school so my knowledge in this area is quite narrow as of now.
Here is my code:
public class IntegralOfX2 {
public static double randDouble(double min, double max) {
min = 2;
max = 4;
Random rand = new Random();
double randomNum;
randomNum = min + rand.nextDouble((max - min) + 1); // an error keeps occuring here
return randomNum;
}
public static void main(String[] args) {
double x = 0; // x co-ordinate of dart
double y = 0; // y co-ordinate of dart
int total_darts = 0; // the total number of darts
int success_darts = 0; // the number of successful darts
double xmax = 4;
double xmin = 2;
double ymax = 256;
double ymin = 0;
double area = 0;
for (int i = 0; i < 400000000; i++) {
// x = randDouble(xmin, xmax);
// y = randDouble(ymin, ymax);
x = xmin + (Math.random() * ((xmax - xmin) + 1));
y = ymin + (Math.random() * ((ymax - ymin) + 1));
total_darts++;
if (y <= (x * x * x * x)) {
success_darts++;
}
}
double ratio = (double)success_darts/(double)total_darts;
area = ratio * 512;
System.out.println(area);
}
}
randomNum = min + rand.nextDouble((max - min) + 1); // an error keeps occuring here
This is an error because no such method exists. What you may want is
public static double randDouble(double min, double max) {
return min + Math.random() * (max - min + Math.ulp(max));
}
You can drop the Math.ulp but it is the closest to adding 1 for a random integer.
For large number of samples, you could use an even distribution e.g.
int samples = 100000;
double spacing = (max - min) / spacing;
for (int i = 0; i < samples; i++) {
double x = min + (i + 0.5) * spacing;
// use x as an input.
}
Since you're doing this on a bounded interval, you can generally get a lower variance estimate of the area by using Monte Carlo sampling of the average height of your function. Average height times the base is the area. In pseudocode:
def f(x) {
return x**4
}
range_min = 2
range_max = 4
range = range_max - range_min
sample_size = 100000
sum = 0
loop sample_size times {
sum += f(range_min + range * U) // where U is a Uniform(0,1) random number
}
estimated_area = range * (sum / sample_size)

Convert latitude/longitude point to a pixels (x,y) on mercator projection

I'm trying to convert a lat/long point into a 2d point so that I can display it on an image of the world-which is a mercator projection.
I've seen various ways of doing this and a few questions on stack overflow-I've tried out the different code snippets and although I get the correct longitude to pixel, the latitude is always off-seems to be getting more reasonable though.
I need the formula to take into account the image size, width etc.
I've tried this piece of code:
double minLat = -85.05112878;
double minLong = -180;
double maxLat = 85.05112878;
double maxLong = 180;
// Map image size (in points)
double mapHeight = 768.0;
double mapWidth = 991.0;
// Determine the map scale (points per degree)
double xScale = mapWidth/ (maxLong - minLong);
double yScale = mapHeight / (maxLat - minLat);
// position of map image for point
double x = (lon - minLong) * xScale;
double y = - (lat + minLat) * yScale;
System.out.println("final coords: " + x + " " + y);
The latitude seems to be off by about 30px in the example I'm trying. Any help or advice?
Update
Based on this question:Lat/lon to xy
I've tried to use the code provided but I'm still having some problems with latitude conversion, longitude is fine.
int mapWidth = 991;
int mapHeight = 768;
double mapLonLeft = -180;
double mapLonRight = 180;
double mapLonDelta = mapLonRight - mapLonLeft;
double mapLatBottom = -85.05112878;
double mapLatBottomDegree = mapLatBottom * Math.PI / 180;
double worldMapWidth = ((mapWidth / mapLonDelta) * 360) / (2 * Math.PI);
double mapOffsetY = (worldMapWidth / 2 * Math.log((1 + Math.sin(mapLatBottomDegree)) / (1 - Math.sin(mapLatBottomDegree))));
double x = (lon - mapLonLeft) * (mapWidth / mapLonDelta);
double y = 0.1;
if (lat < 0) {
lat = lat * Math.PI / 180;
y = mapHeight - ((worldMapWidth / 2 * Math.log((1 + Math.sin(lat)) / (1 - Math.sin(lat)))) - mapOffsetY);
} else if (lat > 0) {
lat = lat * Math.PI / 180;
lat = lat * -1;
y = mapHeight - ((worldMapWidth / 2 * Math.log((1 + Math.sin(lat)) / (1 - Math.sin(lat)))) - mapOffsetY);
System.out.println("y before minus: " + y);
y = mapHeight - y;
} else {
y = mapHeight / 2;
}
System.out.println(x);
System.out.println(y);
When using the original code if the latitude value is positive it returned a negative point, so I modified it slightly and tested with the extreme latitudes-which should be point 0 and point 766, it works fine. However when I try a different latitude value ex: 58.07 (just north of the UK) it displays as north of Spain.
The Mercator map projection is a special limiting case of the Lambert Conic Conformal map projection with
the equator as the single standard parallel. All other parallels of latitude are straight lines and the meridians
are also straight lines at right angles to the equator, equally spaced. It is the basis for the transverse and
oblique forms of the projection. It is little used for land mapping purposes but is in almost universal use for
navigation charts. As well as being conformal, it has the particular property that straight lines drawn on it are
lines of constant bearing. Thus navigators may derive their course from the angle the straight course line
makes with the meridians. [1.]
The formulas to derive projected Easting and Northing coordinates from spherical latitude φ and longitude λ
are:
E = FE + R (λ – λₒ)
N = FN + R ln[tan(π/4 + φ/2)]
where λO is the longitude of natural origin and FE and FN are false easting and false northing.
In spherical Mercator those values are actually not used, so you can simplify the formula to
Pseudo code example, so this can be adapted to every programming language.
latitude = 41.145556; // (φ)
longitude = -73.995; // (λ)
mapWidth = 200;
mapHeight = 100;
// get x value
x = (longitude+180)*(mapWidth/360)
// convert from degrees to radians
latRad = latitude*PI/180;
// get y value
mercN = ln(tan((PI/4)+(latRad/2)));
y = (mapHeight/2)-(mapWidth*mercN/(2*PI));
Sources:
OGP Geomatics Committee, Guidance Note Number 7, part 2: Coordinate Conversions and Transformation
Derivation of the Mercator projection
National Atlas: Map Projections
Mercator Map projection
EDIT
Created a working example in PHP (because I suck at Java)
https://github.com/mfeldheim/mapStuff.git
EDIT2
Nice animation of the Mercator projection
https://amp-reddit-com.cdn.ampproject.org/v/s/amp.reddit.com/r/educationalgifs/comments/5lhk8y/how_the_mercator_projection_distorts_the_poles/?usqp=mq331AQJCAEoAVgBgAEB&amp_js_v=0.1
You cannot merely transpose from longitude/latitude to x/y like that because the world isn't flat. Have you look at this post? Converting longitude/latitude to X/Y coordinate
UPDATE - 1/18/13
I decided to give this a stab, and here's how I do it:-
public class MapService {
// CHANGE THIS: the output path of the image to be created
private static final String IMAGE_FILE_PATH = "/some/user/path/map.png";
// CHANGE THIS: image width in pixel
private static final int IMAGE_WIDTH_IN_PX = 300;
// CHANGE THIS: image height in pixel
private static final int IMAGE_HEIGHT_IN_PX = 500;
// CHANGE THIS: minimum padding in pixel
private static final int MINIMUM_IMAGE_PADDING_IN_PX = 50;
// formula for quarter PI
private final static double QUARTERPI = Math.PI / 4.0;
// some service that provides the county boundaries data in longitude and latitude
private CountyService countyService;
public void run() throws Exception {
// configuring the buffered image and graphics to draw the map
BufferedImage bufferedImage = new BufferedImage(IMAGE_WIDTH_IN_PX,
IMAGE_HEIGHT_IN_PX,
BufferedImage.TYPE_INT_RGB);
Graphics2D g = bufferedImage.createGraphics();
Map<RenderingHints.Key, Object> map = new HashMap<RenderingHints.Key, Object>();
map.put(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
map.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
map.put(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
RenderingHints renderHints = new RenderingHints(map);
g.setRenderingHints(renderHints);
// min and max coordinates, used in the computation below
Point2D.Double minXY = new Point2D.Double(-1, -1);
Point2D.Double maxXY = new Point2D.Double(-1, -1);
// a list of counties where each county contains a list of coordinates that form the county boundary
Collection<Collection<Point2D.Double>> countyBoundaries = new ArrayList<Collection<Point2D.Double>>();
// for every county, convert the longitude/latitude to X/Y using Mercator projection formula
for (County county : countyService.getAllCounties()) {
Collection<Point2D.Double> lonLat = new ArrayList<Point2D.Double>();
for (CountyBoundary countyBoundary : county.getCountyBoundaries()) {
// convert to radian
double longitude = countyBoundary.getLongitude() * Math.PI / 180;
double latitude = countyBoundary.getLatitude() * Math.PI / 180;
Point2D.Double xy = new Point2D.Double();
xy.x = longitude;
xy.y = Math.log(Math.tan(QUARTERPI + 0.5 * latitude));
// The reason we need to determine the min X and Y values is because in order to draw the map,
// we need to offset the position so that there will be no negative X and Y values
minXY.x = (minXY.x == -1) ? xy.x : Math.min(minXY.x, xy.x);
minXY.y = (minXY.y == -1) ? xy.y : Math.min(minXY.y, xy.y);
lonLat.add(xy);
}
countyBoundaries.add(lonLat);
}
// readjust coordinate to ensure there are no negative values
for (Collection<Point2D.Double> points : countyBoundaries) {
for (Point2D.Double point : points) {
point.x = point.x - minXY.x;
point.y = point.y - minXY.y;
// now, we need to keep track the max X and Y values
maxXY.x = (maxXY.x == -1) ? point.x : Math.max(maxXY.x, point.x);
maxXY.y = (maxXY.y == -1) ? point.y : Math.max(maxXY.y, point.y);
}
}
int paddingBothSides = MINIMUM_IMAGE_PADDING_IN_PX * 2;
// the actual drawing space for the map on the image
int mapWidth = IMAGE_WIDTH_IN_PX - paddingBothSides;
int mapHeight = IMAGE_HEIGHT_IN_PX - paddingBothSides;
// determine the width and height ratio because we need to magnify the map to fit into the given image dimension
double mapWidthRatio = mapWidth / maxXY.x;
double mapHeightRatio = mapHeight / maxXY.y;
// using different ratios for width and height will cause the map to be stretched. So, we have to determine
// the global ratio that will perfectly fit into the given image dimension
double globalRatio = Math.min(mapWidthRatio, mapHeightRatio);
// now we need to readjust the padding to ensure the map is always drawn on the center of the given image dimension
double heightPadding = (IMAGE_HEIGHT_IN_PX - (globalRatio * maxXY.y)) / 2;
double widthPadding = (IMAGE_WIDTH_IN_PX - (globalRatio * maxXY.x)) / 2;
// for each country, draw the boundary using polygon
for (Collection<Point2D.Double> points : countyBoundaries) {
Polygon polygon = new Polygon();
for (Point2D.Double point : points) {
int adjustedX = (int) (widthPadding + (point.getX() * globalRatio));
// need to invert the Y since 0,0 starts at top left
int adjustedY = (int) (IMAGE_HEIGHT_IN_PX - heightPadding - (point.getY() * globalRatio));
polygon.addPoint(adjustedX, adjustedY);
}
g.drawPolygon(polygon);
}
// create the image file
ImageIO.write(bufferedImage, "PNG", new File(IMAGE_FILE_PATH));
}
}
RESULT: Image width = 600px, Image height = 600px, Image padding = 50px
RESULT: Image width = 300px, Image height = 500px, Image padding = 50px
Java version of original Google Maps JavaScript API v3 java script code is as following, it works with no problem
public final class GoogleMapsProjection2
{
private final int TILE_SIZE = 256;
private PointF _pixelOrigin;
private double _pixelsPerLonDegree;
private double _pixelsPerLonRadian;
public GoogleMapsProjection2()
{
this._pixelOrigin = new PointF(TILE_SIZE / 2.0,TILE_SIZE / 2.0);
this._pixelsPerLonDegree = TILE_SIZE / 360.0;
this._pixelsPerLonRadian = TILE_SIZE / (2 * Math.PI);
}
double bound(double val, double valMin, double valMax)
{
double res;
res = Math.max(val, valMin);
res = Math.min(res, valMax);
return res;
}
double degreesToRadians(double deg)
{
return deg * (Math.PI / 180);
}
double radiansToDegrees(double rad)
{
return rad / (Math.PI / 180);
}
PointF fromLatLngToPoint(double lat, double lng, int zoom)
{
PointF point = new PointF(0, 0);
point.x = _pixelOrigin.x + lng * _pixelsPerLonDegree;
// Truncating to 0.9999 effectively limits latitude to 89.189. This is
// about a third of a tile past the edge of the world tile.
double siny = bound(Math.sin(degreesToRadians(lat)), -0.9999,0.9999);
point.y = _pixelOrigin.y + 0.5 * Math.log((1 + siny) / (1 - siny)) *- _pixelsPerLonRadian;
int numTiles = 1 << zoom;
point.x = point.x * numTiles;
point.y = point.y * numTiles;
return point;
}
PointF fromPointToLatLng(PointF point, int zoom)
{
int numTiles = 1 << zoom;
point.x = point.x / numTiles;
point.y = point.y / numTiles;
double lng = (point.x - _pixelOrigin.x) / _pixelsPerLonDegree;
double latRadians = (point.y - _pixelOrigin.y) / - _pixelsPerLonRadian;
double lat = radiansToDegrees(2 * Math.atan(Math.exp(latRadians)) - Math.PI / 2);
return new PointF(lat, lng);
}
public static void main(String []args)
{
GoogleMapsProjection2 gmap2 = new GoogleMapsProjection2();
PointF point1 = gmap2.fromLatLngToPoint(41.850033, -87.6500523, 15);
System.out.println(point1.x+" "+point1.y);
PointF point2 = gmap2.fromPointToLatLng(point1,15);
System.out.println(point2.x+" "+point2.y);
}
}
public final class PointF
{
public double x;
public double y;
public PointF(double x, double y)
{
this.x = x;
this.y = y;
}
}
JAVA only?
Python code here! Refer to Convert latitude/longitude point to a pixels (x,y) on mercator projection
import math
from numpy import log as ln
# Define the size of map
mapWidth = 200
mapHeight = 100
def convert(latitude, longitude):
# get x value
x = (longitude + 180) * (mapWidth / 360)
# convert from degrees to radians
latRad = (latitude * math.pi) / 180
# get y value
mercN = ln(math.tan((math.pi / 4) + (latRad / 2)))
y = (mapHeight / 2) - (mapWidth * mercN / (2 * math.pi))
return x, y
print(convert(41.145556, 121.2322))
Answer:
(167.35122222222225, 24.877939817552335)
public static String getTileNumber(final double lat, final double lon, final int zoom) {
int xtile = (int)Math.floor( (lon + 180) / 360 * (1<<zoom) ) ;
int ytile = (int)Math.floor( (1 - Math.log(Math.tan(Math.toRadians(lat)) + 1 / Math.cos(Math.toRadians(lat))) / Math.PI) / 2 * (1<<zoom) ) ;
if (xtile < 0)
xtile=0;
if (xtile >= (1<<zoom))
xtile=((1<<zoom)-1);
if (ytile < 0)
ytile=0;
if (ytile >= (1<<zoom))
ytile=((1<<zoom)-1);
return("" + zoom + "/" + xtile + "/" + ytile);
}
}
I'm new here, just to write, as I've been following the community for some years. I'm happy to be able to contribute.
Well, it took me practically a day in search of that and your question encouraged me to continue the search.
I arrived at the following function, which works! Credits for this article: https://towardsdatascience.com/geotiff-coordinate-querying-with-javascript-5e6caaaf88cf
var bbox = [minLong, minLat, maxLong, maxLat];
var pixelWidth = mapWidth;
var pixelHeight = mapHeight;
var bboxWidth = bbox[2] - bbox[0];
var bboxHeight = bbox[3] - bbox[1];
var convertToXY = function(latitude, longitude) {
var widthPct = ( longitude - bbox[0] ) / bboxWidth;
var heightPct = ( latitude - bbox[1] ) / bboxHeight;
var x = Math.floor( pixelWidth * widthPct );
var y = Math.floor( pixelHeight * ( 1 - heightPct ) );
return { x, y };
}

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