示例#1
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        public static bool TestGeoToCartesianTransform()
        {
            //在经度30度,维度30度,高程为1 的情况下,
            //vector(0,0,1)的实际坐标为
            var geoCooord   = new Geodetic3D(Math.PI / 6, Math.PI / 6, 1);
            var shape       = Ellipsoid.ScaledWgs842;
            var resultCoord = shape.ToVector3(geoCooord);

            var transfrom  = shape.GeographicToCartesianTransform2(new Geodetic3D(Math.PI / 6, Math.PI / 6, 1));
            var transfrom2 = shape.geographicToCartesianTransform(new Geodetic3D(Math.PI / 6, Math.PI / 6, 1));


            var result2 = Vector3.Transform(new Vector3(1, 1, 0), transfrom);
            //
            var result3 = Vector3.Transform(new Vector3(1, 1, 0), transfrom2);

            //计算次向量的长度
            var length  = resultCoord.LengthSquared() + 2.0;
            var length1 = result2.LengthSquared();
            var length2 = result3.LengthSquared();



            //var eq
            //此结果略有误差,尝试分析误差来源
            return(resultCoord.Equals(result2));
        }
示例#2
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        public Vector3 GeodeticSurfaceNormal(Geodetic3D geodetic)
        {
            double cosLatitude = Math.Cos(geodetic.Latitude);

            return(new Vector3(
                       (float)(cosLatitude * Math.Sin(geodetic.Longitude)),
                       (float)(Math.Sin(geodetic.Latitude)),
                       (float)(cosLatitude * Math.Cos(geodetic.Longitude))));
        }
示例#3
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        /// <summary>
        /// 根据地理坐标生成,此点的变换矩阵
        /// </summary>
        /// <param name="geoPos"></param>
        /// <returns></returns>
        public Matrix4x4 geographicToCartesianTransform(Geodetic3D geoPos)
        {
            //平移加旋转的矩阵,注意是逆时针和经纬度之间的关系,维度是顺时针也即是负数
            var rotate       = Matrix4x4.CreateFromYawPitchRoll((float)geoPos.Longitude, -(float)geoPos.Latitude, 0);
            var vecTranslate = this.ToVector3(geoPos);
            //创建一个平移矩阵
            var translate = Matrix4x4.CreateTranslation(vecTranslate);
            var transform = rotate * translate;

            return(transform);
        }
示例#4
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        public Vector3 ToVector3(Geodetic3D geodetic)
        {
            Vector3 n     = GeodeticSurfaceNormal(geodetic);
            Vector3 k     = _radiiSquared * n;
            float   gamma = (float)Math.Sqrt(
                (k.X * n.X) +
                (k.Y * n.Y) +
                (k.Z * n.Z));

            Vector3 rSurface = k / gamma;

            return(rSurface + ((float)geodetic.Height * n));
        }
示例#5
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        public Matrix4x4 GeographicToCartesianTransform3(Geodetic3D geoPos)
        {
            //计算此经纬度坐标的世界坐标系
            var vectorCoord = this.ToVector3(geoPos);
            //计算east法向量
            var east = Vector3.Normalize(new Vector3(vectorCoord.Z, 0, -vectorCoord.X));
            //计算此点的法向量,垂直于椭球体切平面
            var normalUp = this.GeodeticSurfaceNormal(vectorCoord);
            //计算north的法向量,使用叉乘,这里似乎是符合右手定则
            var north = Vector3.Cross(normalUp, east);
            //构造一个矩阵
            var transofrmLoacl = new Matrix4x4(east.X, north.X, normalUp.X, 0, east.Y, north.Y, normalUp.Y, 0, east.Z, north.Z, normalUp.Z, 0, vectorCoord.X, vectorCoord.Y, vectorCoord.Z, 1);

            return(transofrmLoacl);
        }
示例#6
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 public Geodetic2D(Geodetic3D geodetic3D)
 {
     _longitude = geodetic3D.Longitude;
     _latitude  = geodetic3D.Latitude;
 }