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Feature/location measure (#1987)
* wip commit for measuring * wip;fixing for codegene change * adding asset file * clean up comments * pr comment cleanup
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@@ -22,6 +22,8 @@
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <openspace/util/collisionhelper.h>
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namespace {
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/**
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@@ -370,33 +372,54 @@ getLocalPositionFromGeo(std::string globeIdentifier, double latitude, double lon
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/**
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* Get geographic coordinates of the camera position in latitude, longitude, and altitude
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* (degrees and meters).
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* (degrees and meters). If the optional bool paramater is specified, the camera
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* eye postion will be used instead
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*/
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[[codegen::luawrap]] std::tuple<double, double, double> getGeoPositionForCamera() {
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[[codegen::luawrap]] std::tuple<double, double, double>
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getGeoPositionForCamera(bool useEyePosition = false)
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{
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using namespace openspace;
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using namespace globebrowsing;
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GlobeBrowsingModule* module = global::moduleEngine->module<GlobeBrowsingModule>();
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const RenderableGlobe* globe = module->castFocusNodeRenderableToGlobe();
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const RenderableGlobe* globe = module->castFocusNodeRenderableToGlobe();//focus vs anchor
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if (!globe) {
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throw ghoul::lua::LuaError("Focus node must be a RenderableGlobe");
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}
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Camera* camera = global::navigationHandler->camera();
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glm::dvec3 cameraPosition = camera->positionVec3();
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const glm::dvec3 cameraPosition = global::navigationHandler->camera()->positionVec3();
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const SceneGraphNode* anchor =
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global::navigationHandler->orbitalNavigator().anchorNode();
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const glm::dmat4 inverseModelTransform = glm::inverse(anchor->modelTransform());
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const glm::dvec3 cameraPositionModelSpace =
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glm::dvec3(inverseModelTransform * glm::dvec4(cameraPosition, 1.0));
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glm::dvec3 target;
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///@TODO (04-08-2022, micahnyc)
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//adjust this to use the camera lookat
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//once we fix this calculation, then we just add true to the function call in the asset
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if (useEyePosition) {
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const glm::dvec3 anchorPos = anchor->worldPosition();
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const glm::dvec3 cameraDir = ghoul::viewDirection(camera->rotationQuaternion());
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const double anchorToCameraDistance = glm::distance(anchorPos, cameraPosition);
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const double anchorToPosDistance = glm::distance(anchorPos + globe->boundingSphere(), cameraPosition);
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target = cameraPosition + anchorToPosDistance * cameraDir;
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}
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else {
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target = glm::dvec3(inverseModelTransform * glm::dvec4(cameraPosition, 1.0));
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}
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const SurfacePositionHandle posHandle = globe->calculateSurfacePositionHandle(
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cameraPositionModelSpace
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target
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);
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const Geodetic2 geo2 = globe->ellipsoid().cartesianToGeodetic2(
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posHandle.centerToReferenceSurface
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);
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const double altitude = glm::length(
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cameraPositionModelSpace - posHandle.centerToReferenceSurface
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target - posHandle.centerToReferenceSurface
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);
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return { glm::degrees(geo2.lat), glm::degrees(geo2.lon), altitude };
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