Make coordinate conversion functions more modular

This commit is contained in:
Ylva Selling
2021-05-07 09:54:05 +02:00
parent 2472d07c1c
commit a58d29b0ce
2 changed files with 17 additions and 15 deletions

View File

@@ -8,11 +8,10 @@
namespace openspace::skybrowser {
const bool SPHERICAL = true;
const bool CARTESIAN = false;
const double SCREENSPACE_Z = -2.1;
const double RAD_TO_DEG = 180.0 / M_PI;
const double DEG_TO_RAD = M_PI / 180.0;
constexpr double infinity = std::numeric_limits<float>::max();
// Conversion matrix from this paper: https://arxiv.org/abs/1010.3773v1
const glm::dmat3 conversionMatrix = glm::dmat3({
@@ -25,8 +24,9 @@ namespace openspace::skybrowser {
glm::dvec2 cartesianToSpherical(glm::dvec3 cartesianCoords);
glm::dvec3 sphericalToCartesian(glm::dvec2 sphericalCoords);
glm::dvec2 galacticCartesianToJ2000(glm::dvec3 rGal);
glm::dvec3 J2000SphericalToGalacticCartesian(glm::dvec2 coords, double distance);
glm::dvec3 J2000CartesianToGalacticCartesian(glm::dvec3 coords, double distance);
glm::dvec3 galacticCartesianToCameraLocalCartesian(glm::dvec3 galCoords);
glm::dvec3 J2000SphericalToGalacticCartesian(glm::dvec2 coords, double distance = infinity);
glm::dvec3 J2000CartesianToGalacticCartesian(glm::dvec3 coords, double distance = infinity);
// Convert J2000, spherical or Cartesian, to screen space
glm::dvec3 J2000SphericalToScreenSpace(glm::dvec2 coords);
glm::dvec3 J2000CartesianToScreenSpace(glm::dvec3 coords);

View File

@@ -50,12 +50,7 @@ namespace openspace::skybrowser {
glm::dvec3 galacticToScreenSpace(glm::dvec3 imageCoordsGalacticCartesian) {
// Transform vector to camera's local coordinate system
glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
glm::dvec3 camToCoordsDir = glm::normalize(imageCoordsGalacticCartesian - camPos);
glm::dmat4 camMat = global::navigationHandler->camera()->viewRotationMatrix();
glm::dvec3 viewDirectionLocal = camMat * glm::dvec4(camToCoordsDir, 1.0);
viewDirectionLocal = glm::normalize(viewDirectionLocal);
glm::dvec3 viewDirectionLocal = galacticCartesianToCameraLocalCartesian(imageCoordsGalacticCartesian);
// Ensure that if the coord is behind the camera, the converted coord will be there too
double zCoord = viewDirectionLocal.z > 0 ? -SCREENSPACE_Z : SCREENSPACE_Z;
@@ -69,18 +64,25 @@ namespace openspace::skybrowser {
return imageCoordsScreenSpace;
}
glm::dvec3 galacticCartesianToCameraLocalCartesian(glm::dvec3 galCoords) {
// Transform vector to camera's local coordinate system
glm::dvec3 camPos = global::navigationHandler->camera()->positionVec3();
glm::dvec3 camToCoordsDir = glm::normalize(galCoords - camPos);
glm::dmat4 camMat = global::navigationHandler->camera()->viewRotationMatrix();
glm::dvec3 viewDirectionLocal = camMat * glm::dvec4(camToCoordsDir, 1.0);
viewDirectionLocal = glm::normalize(viewDirectionLocal);
return viewDirectionLocal;
}
glm::dvec3 J2000CartesianToScreenSpace(glm::dvec3 coords) {
// Transform equatorial J2000 to galactic coord with infinite radius
constexpr double infinity = std::numeric_limits<float>::max();
// Transform equatorial J2000 to galactic coord with infinite radius
glm::dvec3 imageCoordsGalacticCartesian = J2000CartesianToGalacticCartesian(coords, infinity);
// Transform galactic coord to screen space
return galacticToScreenSpace(imageCoordsGalacticCartesian);
}
glm::dvec3 J2000SphericalToScreenSpace(glm::dvec2 coords) {
glm::dvec3 J2000SphericalToScreenSpace(glm::dvec2 coords) {
// Transform equatorial J2000 to galactic coord with infinite radius
constexpr double infinity = std::numeric_limits<float>::max();
glm::dvec3 imageCoordsGalacticCartesian = J2000SphericalToGalacticCartesian(coords, infinity);
// Transform galactic coord to screen space
return galacticToScreenSpace(imageCoordsGalacticCartesian);