Calculate nearest point of KML polygon for iPhone app - iphone

I have a series of nature reserves that need to be plotted, as polygon overlays, on a map using the coordinates contained within KML data. I’ve found a tutorial on the Apple website for displaying KML overlays on map instances.
The problem is that the reserves vary in size greatly - from a small pond right up to several hundred kilometers in size. As a result I can’t use the coordinates of the center point to find the nearest reserves. Instead I need to calculate the nearest point of the reserves polygon to find the nearest one. With the data in KML - how would I go about trying to achieve this?
I've only managed to find one other person ask this and no one had replied :(

Well, there are a couple different solutions depending on your needs. The higher the accuracy required, the more work required. I like Phil's meanRadius parameter idea. That would give you a rough idea of which polygon is closest and would be pretty easy to calculate. This idea works best if the polygons are "circlish". If the polygon are very irregular in shape, this idea loses it's accuracy.
From a math standpoint, here is what you want to do. Loop through all points of all polygons. Calculate the distance from those points to your current coordinate. Then just keep track of which one is closest. There is one final wrinkle. Imagine a two points making a line segment that is very long. You are located one meter away from the midpoint of the line. Well, the distance to these two points is very large, while, in fact you are very close to the polygon. You will need to calculate the distance from your coordinate to every possible line segment which you can do in a variety of manners which are outlined here:
http://www.worsleyschool.net/science/files/linepoint/distance.html
Finally, you need to ask yourself, am I in any polygons? If you're 10 meters away from a point on a polygon, but are, in fact, inside the polygon, obviously, you need to consider that. The best way to do that is to use a ray casting algorithm:
http://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm

Related

Distance between two points with MapKit WITHOUT euclidean distance calculation

I have a game map that has been tiled over the world map of MapKit. I generate a path to take for the player. With this I find the 3 nearest nodes (in game cities) and select one at random then recurs this to find a 3rd node. I have some logic that means the chosen nodes at each stage aren't in any of the previous arrays to allow for a nice path and no "coming back on your self".
However, the issue I'm facing is I'm using CLLocation.distance(), this unfortunately uses an euclidean distance calculation due to the curvature of the earth. Is there any way to off set the curve as my current logic ends up in all paths slowly leaning towards the poles as the world map is just a flat image.
I've thought about translating CLLocation to a UIView between the first node and all possible second nodes, however this becomes massively intensive.
Any ideas on how to either offset the curve calulation or remove it all together?

Anything in Leaflet that is similar to isLocationOnEdge() from Google Maps?

Google Maps has the function isLocationOnEdge(point, polyline, tolerance) that takes a tolerance value in degrees and uses it to determine whether a point falls near a polyline.
Is there anything similar in Leaflet(or some plug-in) that does the same thing?
A handful library for such operation is Turf.
For your case, a simple approach would be to:
Create a polygon out of your polyline using turf.buffer with appropriate "tolerance" (Turf takes a distance at Earth surface, or degrees).
Check whether your point is within that polygon or not using turf.inside.
Unfortunately, turf.buffer is only an approximation, it does not takes geodesy into account… therefore for big tolerance you will have a deformed shape.
An exact method could be to:
Use instead turf.pointOnLine to find the nearest point of the polyline.
turf.distance to measure the distance between those 2 points, and compare with your tolerance (or even just Leaflet latLng.distanceTo, but you would have to convert GeoJSON points back to Leaflet LatLngs).

How do I optimize point-to-circle matching?

I have a table that contains a bunch of Earth coordinates (latitude/longitude) and associated radii. I also have a table containing a bunch of points that I want to match with those circles, and vice versa. Both are dynamic; that is, a new circle or a new point can be added or deleted at any time. When either is added, I want to be able to match the new circle or point with all applicable points or circles, respectively.
I currently have a PostgreSQL module containing a C function to find the distance between two points on earth given their coordinates, and it seems to work. The problem is scalability. In order for it to do its thing, the function currently has to scan the whole table and do some trigonometric calculations against each row. Both tables are indexed by latitude and longitude, but the function can't use them. It has to do its thing before we know whether the two things match. New information may be posted as often as several times a second, and checking every point every time is starting to become quite unwieldy.
I've looked at PostgreSQL's geometric types, but they seem more suited to rectangular coordinates than to points on a sphere.
How can I arrange/optimize/filter/precalculate this data to make the matching faster and lighten the load?
You haven't mentioned PostGIS - why have you ruled that out as a possibility?
http://postgis.refractions.net/documentation/manual-2.0/PostGIS_Special_Functions_Index.html#PostGIS_GeographyFunctions
Thinking out loud a bit here... you have a point (lat/long) and a radius, and you want to find all extisting point-radii combinations that may overlap? (or some thing like that...)
Seems you might be able to store a few more bits of information Along with those numbers that could help you rule out others that are nowhere close during your query... This might avoid a lot of trig operations.
Example, with point x,y and radius r, you could easily calculate a range a feasible lat/long (squarish area) that could be used to help rule it out if needless calculations against another point.
You could then store the max and min lat and long along with that point in the database. Then, before running your trig on every row, you could Filter your results to eliminate points obviously out of bounds.
If I undestand you correctly then my first idea would be to cache some data and eliminate most of the checking.
Like imagine your circle is actually a box and it has 4 sides
you could store the base coordinates of those lines much like you have lines (a mesh) on a real map. So you store east, west, north, south edge of each circle
If you get your coordinate and its outside of that box you can be sure it won't be inside the circle either since the box is bigger than the circle.
If it isn't then you have to check like you do now. But I guess you can eliminate most of the steps already.

Cover polygons with the minimum number of circles of a given diameter

The following problem:
Given is an arbitrary polygon. It shall be covered 100% with the minimum number of circles of a given radius.
Note:
1) Naturally the circles have to overlap.
2) I try to solve the problem for ARBITRARY polygons. But also solutions for CONVEX polygons are appreciated.
3) As far as Im informed, this problem is NP-hard ( an algorithm to find the minimum size set cover for the Set-cover problem )
Choose: U = polygon and S1...Sk = circles with arbitrary centers.
My solution:
Ive already read some papers and tried a few things on my own. The most promising idea that I came up with was in fact one already indicated in Covering an arbitrary area with circles of equal radius.
So I guess it’s best I quickly try to describe my own idea and then refine my questions.
The picture gives you already a pretty good idea of what I do
IDEA and Problem Formulation
1. I approximate the circles with their corresponding hexagons and tessellate the whole R2, i.e. an sufficiently large area; keyword hexagonally closest packaging. (cyan … tessellation, red dotted, centers of the cyan hexagons)
2. I put the polygon somewhere in the middle of this tessellated area and compute the number of hexagons that are needed to cover the polygon.
In the following Im trying to minimize N, which is number ofhexagons needed to cover the polygon, by moving the polygon around step by step, after each step “counting” N.
Solving the problem:
So that’s when it gets difficult (for me). I don’t know any optimizers that solve this problem properly, since they all terminate after moving the polygon around a bit and not observing any change.
My solution is the following:
First note that this is a periodic problem:
1. The polygon can be moved in horizontal direction x with a period of 3*r (side length = radius r) of the hexagon.
2. The polygon can be moved in vertical direction y with a period of r^2+r^2-2*rrcos(2/3*pi) of the hexagon.
3. The polygon can be rotated phi with a period of 2/3*pi.
That means, one has to search a finite area of possible solutions to find the optimal solution.
So what I do is, I choose a stepsize for (x,y,phi) and simply brute force compute all possible solutions, picking out the optimum.
Refining my questions
1) Is the problem formulated intelligently? Right now im working on an algorithm that only tessellates a very small area, so that as little hexagons as possible have to be computed.
2) Is there a more intelligent optimizer to solve the problem?
3) FINALLY: I also have difficulties finding appropriate literature, since I don’t guess I don’t know the right keywords to look for. So if anybody can provide me with literature, it would also be appreciated a lot.
Actually I could go on about other things ive tried but I think no one of u guys wants to spend the whole afternoon just reading my question.
Thx in advance to everybody who takes the time to think about it.
mat
PS i implement my algorithms in matlab
I like your approach! When you mention your optimization I think a good way to go about it is by rotating the hexagonal grid and translating it till you find the least amount of circles that cover the region. You don't need to rotate 360 since the pattern is symmetric so just 360/6.
I've been working on this problem for a while and have just published a paper that contains code to solve this problem! It uses genetic algorithms and BFGS optimization. You can find a link to the paper here: https://arxiv.org/abs/2003.04839
Edit: Answer rewritten (there's no limitation that circles couldn't go outside the polygon).
You might be interested in Covering a simple polygon with circles. I think the algorithm works or is extendable also to complex polygons.
1.Inscribe the given polygon in a minimum sized rectangle
2.Cover the rectangle optimally by circles (algorithm is available)

Finding users close to you while the coordinates of you and others is free to change

I have a database with the current coordinates of every online user. With a push of a button the user can update his/her coordinates to update his current location (which are then sent off to server). The app will allow you to set the radius of a circle (where the user is in the center) in which you can see the other users on a map. The users outside the circle are discarded.
What is the optimal way to find the users around you?
1) The easiest solution is to find the distance between you and every user and then see if it's less than the radius. This would place the sever under unnecessarily great load as comparison has to be made with every user in the world. In addition, how would one deal with changes in the locations?
2) An improved way would be to only calculate and compare the distance with other users who have similar latitude and longitude. Again in order to be efficient, if the radius is decreased the app should only target users with even closer coordinates. This is not as easy as it sounds. If one were to walk around the North Pole with, say, 10m radius then every step around the circumference would equal to a change of 9 degrees longitude. Every step along the equator would be marginal. Still, even being very rough and assuming there aren't many users visiting the Poles I could narrow it down to some extent.
Any ideas regarding finding users close-by and how to keep them up to date would be much appreciated! :)
Andres
Very good practice is to use GeoHash concept (http://geohash.org/) or GeoModel http://code.google.com/p/geomodel/ (better for BigTable like databases). Those are efficient ways of geospatial searches. I encourage you to read some of those at links I have provided, but in few words:
GeoHash translates lon and lat to unique hash string, than you can query database through those hashes. If points are closer to each other similar prefix will bi longer
GeoModel is similar to GegoHash with that difference that hashed are squares with set accuracy. If square is smaller the hash is longer.
Hope I have helped you. But decision, which you will pick, is yours :).
Lukasz
1) you would probably need a two step process here.
a) Assuming that all locations go into a database, you can do a compare at the sql level (very rough one) based on the lat & long, i.e. if you're looking for 100m distances you can safely disregard locations that differ by more than 0.01 degree in both directions. I don't think your North Pole users will mind ;)
Also, don't consider this unnecessary - better do it on the server than the iPhone.
b) you can then use, for the remaining entries, a comparison formula as outlined below.
2) you can find a way to calculate distances between two coordinates here http://snipplr.com/view/2531/calculate-the-distance-between-two-coordinates-latitude-longitude/
The best solution currently, in my opinion, is to wrap the whole earth in a matrix. Every cell will cover a small area and have a unique identifier. This information would be stored for every coordinate in the database and it allows me to quickly filter out irrelevant users (who are very far away). Then use Pythagoras to calculate the distance between all the other users and the client.