Hi Andrzej and Gerd,

for your examples

1 0
0 7

0 1
7 0

is 2 for the middlepoint mathematical correct: (h1 + h2 + h3 + h4) / 4.


My interpolation is the that:

We live in a world with "triangular" surface (like in a computergame).

We looking for a point p for the "surrounding" 4 points from the hgt. They form 
a rectangle (or square).

The 4 point form 2 triangles (for me):

hlt    hrt (height right top)
   +---+
   |  /|
   | / |
   |/  |
   +---+
hlb    hrb

We looking in which triangle our point p is.

A triangle define a plane and we can use a "3-Punkt-Gleichung" (don't know the 
english word).

For the left triangle:
use hlt as coordinate origin
            hrt -= hlt;
            hlb -= hlt;
            qy -= 1;
and calculate hlt + qx * hrt - qy * hlb

For the right triangle:
use hrb as coordinate origin
            hrt -= hrb;
            hlb -= hrb;
            qx -= 1;
and calculate hrb - qx * hlb + qy * hrt


This principle can be a little extend:

hlt    hrt
   +---+
   |\ /|
   | x |
   |/ \|
   +---+
hlb    hrb

It's easy to calculate the middlepoint and then we have 4 triangles. Then we 
have to decide, which triangle we need.

Just we have 4 triangles. (So we have our "triangular" surface.)

And so on ...


Frank

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