地球坐标系 (WGS-84) 到火星坐标系 (GCJ-02) 的转换算法 C#

//



// Copyright (C) 1000 - 9999 Somebody Anonymous



// NO WARRANTY OR GUARANTEE



//



 



using System;



 



namespace Navi



{



    class EvilTransform



    {



        const double pi = 3.14159265358979324;



 



        //



        // Krasovsky 1940



        //



        // a = 6378245.0, 1/f = 298.3



        // b = a * (1 - f)



        // ee = (a^2 - b^2) / a^2;



        const double a = 6378245.0;



        const double ee = 0.00669342162296594323;



 



        //



        // World Geodetic System ==> Mars Geodetic System



        public static void transform(double wgLat, double wgLon, out double mgLat, out double mgLon)



        {



            if (outOfChina(wgLat, wgLon))



            {



                mgLat = wgLat;



                mgLon = wgLon;



                return;



            }



            double dLat = transformLat(wgLon - 105.0, wgLat - 35.0);



            double dLon = transformLon(wgLon - 105.0, wgLat - 35.0);



            double radLat = wgLat / 180.0 * pi;



            double magic = Math.Sin(radLat);



            magic = 1 - ee * magic * magic;



            double sqrtMagic = Math.Sqrt(magic);





            dLat = (dLat * 180.0) / ((a * (1 - ee)) / (magic * sqrtMagic) * pi);



            dLon = (dLon * 180.0) / (a / sqrtMagic * Math.Cos(radLat) * pi);



            mgLat = wgLat + dLat;



            mgLon = wgLon + dLon;



        }



 



        static bool outOfChina(double lat, double lon)



        {



            if (lon < 72.004 || lon > 137.8347)



                return true;



            if (lat < 0.8293 || lat > 55.8271)



                return true;



            return false;



        }



 



        static double transformLat(double x, double y)



        {



            double ret = -100.0 + 2.0 * x + 3.0 * y + 0.2 * y * y + 0.1 * x * y + 0.2 * Math.Sqrt(Math.Abs(x));



            ret += (20.0 * Math.Sin(6.0 * x * pi) + 20.0 * Math.Sin(2.0 * x * pi)) * 2.0 / 3.0;



            ret += (20.0 * Math.Sin(y * pi) + 40.0 * Math.Sin(y / 3.0 * pi)) * 2.0 / 3.0;



            ret += (160.0 * Math.Sin(y / 12.0 * pi) + 320 * Math.Sin(y * pi / 30.0)) * 2.0 / 3.0;



            return ret;



        }



 



        static double transformLon(double x, double y)



        {



            double ret = 300.0 + x + 2.0 * y + 0.1 * x * x + 0.1 * x * y + 0.1 * Math.Sqrt(Math.Abs(x));



            ret += (20.0 * Math.Sin(6.0 * x * pi) + 20.0 * Math.Sin(2.0 * x * pi)) * 2.0 / 3.0;



            ret += (20.0 * Math.Sin(x * pi) + 40.0 * Math.Sin(x / 3.0 * pi)) * 2.0 / 3.0;



            ret += (150.0 * Math.Sin(x / 12.0 * pi) + 300.0 * Math.Sin(x / 30.0 * pi)) * 2.0 / 3.0;



            return ret;



        }



    }



}

 

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