scene::Vector3 scene::LLAToECEFTransform::transform(const LatLonAlt& lla)
{
    Vector3 ecef;
    
    LatLonAlt mylla = lla;
    
    if (std::abs(mylla.getLatRadians()) > M_PI/2
	|| std::abs(mylla.getLonRadians()) > M_PI)
    {
	//invalid lla coordinate
	std::ostringstream str;
	str <<  "Invalid lla coordinate: ";
	str << "lat=";
	str << lla.getLatRadians();
	str << ", lon=";
	str << lla.getLonRadians();
	str << ", alt=";
	str << lla.getAlt();
	
	throw except::InvalidFormatException(str.str());
    }
    
    //do conversion here; store result in ecef struct
    
    double r = computeRadius(mylla);
    double flatLat = computeLatitude(mylla.getLatRadians());
    
    double coslat = cos(mylla.getLatRadians());
    double coslon = cos(mylla.getLonRadians());
    double cosflatlat = cos(flatLat);
    double sinlat = sin(mylla.getLatRadians());
    double sinlon = sin(mylla.getLonRadians());
    double sinflatlat = sin(flatLat);
    
    
    ecef[0] = (r * cosflatlat * coslon) + (mylla.getAlt() * coslat * coslon);
    ecef[1] = (r * cosflatlat * sinlon) + (mylla.getAlt() * coslat * sinlon);
    ecef[2] = (r * sinflatlat) + (mylla.getAlt() * sinlat);
    
    return ecef;
}
Beispiel #2
0
void SceneGeometry::initialize()
{
    // Compute slant plane vectors
    mXs = mPa - mPo;
    mXs.normalize();


    mZs = math::linear::cross(mXs, mVa);
    mZs.normalize();

    // Figure out if we are pointing up or down
    mSideOfTrack = (mZs.dot(mPo) < 0) ? -1 : 1;
    mZs *= mSideOfTrack;

    mYs = math::linear::cross(mZs, mXs);

    
    // Transform mRefPosition to LLA; compute 'up'
    LatLonAlt lla = Utilities::ecefToLatLon(mPo);

    double sinLat = sin(lla.getLatRadians());
    double cosLat = cos(lla.getLatRadians());
    double sinLon = sin(lla.getLonRadians());
    double cosLon = cos(lla.getLonRadians());

    // mZg is also up
    mZg[0] = cosLat * cosLon;
    mZg[1] = cosLat * sinLon;
    mZg[2] = sinLat;

    mNorth[0] = -sinLat * cosLon;
    mNorth[1] = -sinLat * sinLon;
    mNorth[2] = cosLat;

    // Calculate ground range
    mRg = mXs - mZg * (mXs.dot(mZg));
    mRg *= -1;

    // Calculate ground track
    mVg = mVa - mZg * (mVa.dot(mZg));
}