# geodetics: Terrestrial coordinate systems and geodetic calculations.

[ bsd3, geography, library ] [ Propose Tags ]

Precise geographical coordinates (latitude & longitude), with conversion between different reference frames and projections.

Certain distinguished reference frames and grids are given distinct types so that coordinates expressed within them cannot be confused with from coordinates in other frames.

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Versions [RSS] 0.0.1, 0.0.2, 0.0.3, 0.0.4, 0.0.5, 0.0.6, 0.1.0, 0.1.2 changelog.md array (>=0.4), base (>=4.6 && <5), dimensional (>=1.3), semigroups (>=0.9) [details] BSD-3-Clause Paul Johnson 2018. Paul Johnson Paul Johnson Geography https://github.com/PaulJohnson/geodetics head: git clone https://github.com/PaulJohnson/geodetics by PaulJohnson at 2020-02-15T15:45:31Z LTSHaskell:0.1.2, NixOS:0.1.2, Stackage:0.1.2 5319 total (26 in the last 30 days) (no votes yet) [estimated by Bayesian average] λ λ λ Docs available Last success reported on 2020-02-15

## Readme for geodetics-0.1.2

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# geodetics

Haskell library of data types and calculations for positions on planet Earth

This library provides "geodetic" positions. That is, latitude, longitude and altitude on a specified Terrestrial Reference Frame (TRF). The basic TRF is the WGS84, which is the one used by GPS and Google Earth. Others can be added by describing the underlying ellipsoid and the difference in angle and centre with WGS84, and a position in one TRF can be transformed into another. Given two points in the same TRF you can find the shortest distance between them and the bearing from one to the other.

Once you have a geodetic position defined you can project it onto a flat plane, or Grid. At present Transverse Mercator and Oblique Stereographic grids are provided. More can be added by defining new instances of the Grid typeclass: see "AddingProjections.txt" for detais.

The Paths module defines a path as a parametric function of distance that returns a position and a bearing. Given two paths you can find their intersection using a fast iterative algorithm.