示例#1
0
文件: main.cpp 项目: lanixXx/scratch
bool calcRayEarthIntersection(const Vec3 &linePoint,
                              const Vec3 &lineDirn,
                              Vec3 &nearXsecPoint)
{
    // the solution for intersection points between a ray
    // and the Earth's surface is a quadratic equation

    // first calculate the quadratic equation params:
    // a(x^2) + b(x) + c

    // a, b and c are found by substituting the parametric
    // equation of a line into the equation for a ellipsoid
    // and solving in terms of the line's parameter

    // * http://en.wikipedia.org/wiki/Ellipsoid
    // * http://gis.stackexchange.com/questions/20780/...
    //   ...point-of-intersection-for-a-ray-and-earths-surface

    std::vector<double> listRoots;

    double a = (pow(lineDirn.x,2) / ELL_SEMI_MAJOR_EXP2) +
            (pow(lineDirn.y,2) / ELL_SEMI_MAJOR_EXP2) +
            (pow(lineDirn.z,2) / ELL_SEMI_MINOR_EXP2);

    double b = (2*linePoint.x*lineDirn.x/ELL_SEMI_MAJOR_EXP2) +
            (2*linePoint.y*lineDirn.y/ELL_SEMI_MAJOR_EXP2) +
            (2*linePoint.z*lineDirn.z/ELL_SEMI_MINOR_EXP2);

    double c = (pow(linePoint.x,2) / ELL_SEMI_MAJOR_EXP2) +
            (pow(linePoint.y,2) / ELL_SEMI_MAJOR_EXP2) +
            (pow(linePoint.z,2) / ELL_SEMI_MINOR_EXP2) - 1;

    calcQuadraticEquationReal(a,b,c,listRoots);
    if(!listRoots.empty())
    {   // ensure poi lies along ray dirn
        if((listRoots[0] > 0) && (listRoots[1] > 0))
        {
            Vec3 point1;
            point1.x = linePoint.x + listRoots.at(0)*lineDirn.x;
            point1.y = linePoint.y + listRoots.at(0)*lineDirn.y;
            point1.z = linePoint.z + listRoots.at(0)*lineDirn.z;

            Vec3 point2;
            point2.x = linePoint.x + listRoots.at(1)*lineDirn.x;
            point2.y = linePoint.y + listRoots.at(1)*lineDirn.y;
            point2.z = linePoint.z + listRoots.at(1)*lineDirn.z;

            // save the point nearest to the ray's origin
            if(linePoint.DistanceTo(point1) > linePoint.DistanceTo(point2))
            {   nearXsecPoint = point2;   }
            else
            {   nearXsecPoint = point1;   }

            return true;
        }
    }
    return false;
}