double Ellipsoid::greatCircleDistance(const Geodetic2& p1, const Geodetic2& p2) const{ // https://en.wikipedia.org/wiki/Meridian_arc // https://en.wikipedia.org/wiki/Great-circle_distance#Vector_version glm::dvec3 n1 = geodeticSurfaceNormal(p1); glm::dvec3 n2 = geodeticSurfaceNormal(p2); double centralAngle = glm::atan(glm::length(glm::cross(n1, n2)) / glm::dot(n1, n2)); Geodetic2 pMid = (p1 + p2) / 2; glm::dvec3 centralNormal = cartesianSurfacePosition(pMid); return centralAngle * glm::length(centralNormal); }
Geodetic2D SphericalPlanet::toGeodetic2D(const Vector3D& position) const { const Vector3D n = geodeticSurfaceNormal(position); const IMathUtils* mu = IMathUtils::instance(); return Geodetic2D(Angle::fromRadians(mu->asin(n._z)), Angle::fromRadians(mu->atan2(n._y, n._x))); }
glm::dvec3 Ellipsoid::cartesianPosition(const Geodetic3& geodetic3) const { glm::dvec3 normal = geodeticSurfaceNormal(geodetic3.geodetic2); glm::dvec3 k = _cached._radiiSquared * normal; double gamma = sqrt(dot(k, normal)); glm::dvec3 rSurface = k / gamma; return rSurface + geodetic3.height * normal; }
Vector3D SphericalPlanet::toCartesian(const Angle& latitude, const Angle& longitude, const double height) const { return geodeticSurfaceNormal(latitude, longitude).times( _sphere._radius + height); }
MutableMatrix44D SphericalPlanet::doubleDrag(const Vector3D& finalRay0, const Vector3D& finalRay1) const { // test if initialPoints are valid if (_initialPoint0.isNan() || _initialPoint1.isNan()) return MutableMatrix44D::invalid(); // init params const IMathUtils* mu = IMathUtils::instance(); MutableVector3D positionCamera = _origin; const double finalRaysAngle = finalRay0.angleBetween(finalRay1)._degrees; const double factor = finalRaysAngle / _angleBetweenInitialRays; double dAccum=0, angle0, angle1; double distance = _origin.sub(_centerPoint).length(); // compute estimated camera translation: step 0 double d = distance*(factor-1)/factor; MutableMatrix44D translation = MutableMatrix44D::createTranslationMatrix(_centerRay.asVector3D().normalized().times(d)); positionCamera = positionCamera.transformedBy(translation, 1.0); dAccum += d; { const Vector3D point0 = closestIntersection(positionCamera.asVector3D(), finalRay0); const Vector3D point1 = closestIntersection(positionCamera.asVector3D(), finalRay1); angle0 = point0.angleBetween(point1)._degrees; if (ISNAN(angle0)) return MutableMatrix44D::invalid(); } // compute estimated camera translation: step 1 d = mu->abs((distance-d)*0.3); if (angle0 < _angleBetweenInitialPoints) d*=-1; translation = MutableMatrix44D::createTranslationMatrix(_centerRay.asVector3D().normalized().times(d)); positionCamera = positionCamera.transformedBy(translation, 1.0); dAccum += d; { const Vector3D point0 = closestIntersection(positionCamera.asVector3D(), finalRay0); const Vector3D point1 = closestIntersection(positionCamera.asVector3D(), finalRay1); angle1 = point0.angleBetween(point1)._degrees; if (ISNAN(angle1)) return MutableMatrix44D::invalid(); } // compute estimated camera translation: steps 2..n until convergence //int iter=0; double precision = mu->pow(10, mu->log10(distance)-8.0); double angle_n1=angle0, angle_n=angle1; while (mu->abs(angle_n-_angleBetweenInitialPoints) > precision) { // iter++; if ((angle_n1-angle_n)/(angle_n-_angleBetweenInitialPoints) < 0) d*=-0.5; translation = MutableMatrix44D::createTranslationMatrix(_centerRay.asVector3D().normalized().times(d)); positionCamera = positionCamera.transformedBy(translation, 1.0); dAccum += d; angle_n1 = angle_n; { const Vector3D point0 = closestIntersection(positionCamera.asVector3D(), finalRay0); const Vector3D point1 = closestIntersection(positionCamera.asVector3D(), finalRay1); angle_n = point0.angleBetween(point1)._degrees; if (ISNAN(angle_n)) return MutableMatrix44D::invalid(); } } //if (iter>2) printf("----------- iteraciones=%d precision=%f angulo final=%.4f distancia final=%.1f\n", iter, precision, angle_n, dAccum); // start to compound matrix MutableMatrix44D matrix = MutableMatrix44D::identity(); positionCamera = _origin; MutableVector3D viewDirection = _centerRay; MutableVector3D ray0 = finalRay0.asMutableVector3D(); MutableVector3D ray1 = finalRay1.asMutableVector3D(); // drag from initialPoint to centerPoint { Vector3D initialPoint = _initialPoint.asVector3D(); const Vector3D rotationAxis = initialPoint.cross(_centerPoint.asVector3D()); const Angle rotationDelta = Angle::fromRadians( - mu->acos(_initialPoint.normalized().dot(_centerPoint.normalized())) ); if (rotationDelta.isNan()) return MutableMatrix44D::invalid(); MutableMatrix44D rotation = MutableMatrix44D::createRotationMatrix(rotationDelta, rotationAxis); positionCamera = positionCamera.transformedBy(rotation, 1.0); viewDirection = viewDirection.transformedBy(rotation, 0.0); ray0 = ray0.transformedBy(rotation, 0.0); ray1 = ray1.transformedBy(rotation, 0.0); matrix = rotation.multiply(matrix); } // move the camera forward { MutableMatrix44D translation2 = MutableMatrix44D::createTranslationMatrix(viewDirection.asVector3D().normalized().times(dAccum)); positionCamera = positionCamera.transformedBy(translation2, 1.0); matrix = translation2.multiply(matrix); } // compute 3D point of view center Vector3D centerPoint2 = closestIntersection(positionCamera.asVector3D(), viewDirection.asVector3D()); // compute middle point in 3D Vector3D P0 = closestIntersection(positionCamera.asVector3D(), ray0.asVector3D()); Vector3D P1 = closestIntersection(positionCamera.asVector3D(), ray1.asVector3D()); Geodetic2D g = getMidPoint(toGeodetic2D(P0), toGeodetic2D(P1)); Vector3D finalPoint = toCartesian(g); // drag globe from centerPoint to finalPoint { const Vector3D rotationAxis = centerPoint2.cross(finalPoint); const Angle rotationDelta = Angle::fromRadians( - mu->acos(centerPoint2.normalized().dot(finalPoint.normalized())) ); if (rotationDelta.isNan()) return MutableMatrix44D::invalid(); MutableMatrix44D rotation = MutableMatrix44D::createRotationMatrix(rotationDelta, rotationAxis); positionCamera = positionCamera.transformedBy(rotation, 1.0); viewDirection = viewDirection.transformedBy(rotation, 0.0); ray0 = ray0.transformedBy(rotation, 0.0); ray1 = ray1.transformedBy(rotation, 0.0); matrix = rotation.multiply(matrix); } // camera rotation { Vector3D normal = geodeticSurfaceNormal(centerPoint2); Vector3D v0 = _initialPoint0.asVector3D().sub(centerPoint2).projectionInPlane(normal); Vector3D p0 = closestIntersection(positionCamera.asVector3D(), ray0.asVector3D()); Vector3D v1 = p0.sub(centerPoint2).projectionInPlane(normal); double angle = v0.angleBetween(v1)._degrees; double sign = v1.cross(v0).dot(normal); if (sign<0) angle = -angle; MutableMatrix44D rotation = MutableMatrix44D::createGeneralRotationMatrix(Angle::fromDegrees(angle), normal, centerPoint2); matrix = rotation.multiply(matrix); } return matrix; }
Vector3D SphericalPlanet::scaleToGeodeticSurface(const Vector3D& position) const { return geodeticSurfaceNormal(position).times( _sphere._radius ); }