private Vector3 ProjectedPointToWorld(ProjectedPoint point, CameraMan cameraMan) { Vector3 v = new Vector3((float)point.Northing, (float)point.Height, (float)point.Easting); return v; }
private Vector3 ProjectedPointToWorld(ProjectedPoint point,CameraMan cameraMan) { GdiCameraMan gdiCM=(GdiCameraMan)cameraMan; //note that the y/northing value is inverted to account for the fact that screen coordinates are inverted Vector3 v = new Vector3((float)(point.Easting-_eastingOffset),-(float)(point.Northing-_northingOffset),0f); //now zoom appropriatly v.X = v.X * gdiCM.Zoom; v.Y = v.Y * gdiCM.Zoom; //now offset so that the point is aligned with the camera correctly v.X = v.X - gdiCM.X; v.Y = v.Y - gdiCM.Y; return v; }