kopia lustrzana https://github.com/f4exb/sdrangel
319 wiersze
12 KiB
C++
319 wiersze
12 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2011-2020 Cesium Contributors //
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// Copyright (C) 2022 Jon Beniston, M7RCE //
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// //
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// This program is free software; you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation as version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License V3 for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////
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#include "coordinates.h"
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#include "units.h"
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// Scale cartesian position on to surface of ellipsoid
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QVector3D Coordinates::scaleToGeodeticSurface(QVector3D cartesian, QVector3D oneOverRadii, QVector3D oneOverRadiiSquared)
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{
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float centerToleranceSquared = 0.1;
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double x2 = cartesian.x() * cartesian.x() * oneOverRadii.x() * oneOverRadii.x();
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double y2 = cartesian.y() * cartesian.y() * oneOverRadii.y() * oneOverRadii.y();
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double z2 = cartesian.z() * cartesian.z() * oneOverRadii.z() * oneOverRadii.z();
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double squaredNorm = x2 + y2 + z2;
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double ratio = sqrt(1.0 / squaredNorm);
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QVector3D intersection = cartesian * ratio;
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if (squaredNorm < centerToleranceSquared) {
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return intersection;
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}
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QVector3D gradient(
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intersection.x() * oneOverRadiiSquared.x() * 2.0,
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intersection.y() * oneOverRadiiSquared.y() * 2.0,
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intersection.z() * oneOverRadiiSquared.z() * 2.0
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);
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double lambda = ((1.0 - ratio) * cartesian.length()) / (0.5 * gradient.length());
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double correction = 0.0;
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double func;
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double denominator;
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double xMultiplier;
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double yMultiplier;
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double zMultiplier;
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double xMultiplier2;
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double yMultiplier2;
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double zMultiplier2;
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double xMultiplier3;
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double yMultiplier3;
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double zMultiplier3;
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do
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{
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lambda -= correction;
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xMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquared.x());
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yMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquared.y());
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zMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquared.z());
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xMultiplier2 = xMultiplier * xMultiplier;
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yMultiplier2 = yMultiplier * yMultiplier;
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zMultiplier2 = zMultiplier * zMultiplier;
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xMultiplier3 = xMultiplier2 * xMultiplier;
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yMultiplier3 = yMultiplier2 * yMultiplier;
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zMultiplier3 = zMultiplier2 * zMultiplier;
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func = x2 * xMultiplier2 + y2 * yMultiplier2 + z2 * zMultiplier2 - 1.0;
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denominator =
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x2 * xMultiplier3 * oneOverRadiiSquared.x() +
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y2 * yMultiplier3 * oneOverRadiiSquared.y() +
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z2 * zMultiplier3 * oneOverRadiiSquared.z();
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double derivative = -2.0 * denominator;
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correction = func / derivative;
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}
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while (abs(func) > 0.000000000001);
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QVector3D result(
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cartesian.x() * xMultiplier,
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cartesian.y() * yMultiplier,
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cartesian.z() * zMultiplier
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);
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return result;
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}
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// QVector3D.normalized doesn't work with small numbers
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QVector3D Coordinates::normalized(QVector3D vec)
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{
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QVector3D result;
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float magnitude = vec.length();
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result.setX(vec.x() / magnitude);
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result.setY(vec.y() / magnitude);
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result.setZ(vec.z() / magnitude);
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return result;
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}
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// Convert ECEF position to geodetic coordinates
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void Coordinates::ecefToGeodetic(double x, double y, double z, double &latitude, double &longitude, double &height)
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{
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QVector3D wgs84OneOverRadix(1.0 / 6378137.0,
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1.0 / 6378137.0,
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1.0 / 6356752.3142451793);
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QVector3D wgs84OneOverRadiiSquared(1.0 / (6378137.0 * 6378137.0),
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1.0 / (6378137.0 * 6378137.0),
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1.0 / (6356752.3142451793 * 6356752.3142451793));
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QVector3D cartesian(x, y, z);
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QVector3D p = scaleToGeodeticSurface(cartesian, wgs84OneOverRadix, wgs84OneOverRadiiSquared);
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QVector3D n = p * wgs84OneOverRadiiSquared;
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n = normalized(n);
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QVector3D h = cartesian - p;
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longitude = atan2(n.y(), n.x());
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latitude = asin(n.z());
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longitude = Units::radiansToDegrees(longitude);
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latitude = Units::radiansToDegrees(latitude);
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double t = QVector3D::dotProduct(h, cartesian);
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double sign = t >= 0.0 ? 1.0 : 0.0;
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height = sign * h.length();
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}
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// Convert ECEF velocity to speed and heading
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void Coordinates::ecefVelToSpeedHeading(double latitude, double longitude,
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double velX, double velY, double velZ,
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double &speed, double &verticalRate, double &heading)
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{
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if ((velX == 0.0) && (velY == 0.0) && (velZ == 0.0))
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{
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speed = 0.0;
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heading = 0.0;
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verticalRate = 0.0;
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return;
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}
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double latRad = Units::degreesToRadians(latitude);
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double lonRad = Units::degreesToRadians(longitude);
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double sinLat = sin(latRad);
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double cosLat = cos(latRad);
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double sinLon = sin(lonRad);
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double cosLon = cos(lonRad);
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double velEast = -velX * sinLon + velY * cosLon;
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double velNorth = -velX * sinLat * cosLon - velY * sinLat * sinLon + velZ * cosLat;
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double velUp = velX * cosLat * cosLon + velY * cosLat * sinLon + velZ * sinLat;
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speed = sqrt(velNorth * velNorth + velEast * velEast);
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verticalRate = velUp;
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double headingRad = atan2(velEast, velNorth);
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heading = Units::radiansToDegrees(headingRad);
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if (heading < 0.0) {
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heading += 360.0;
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} else if (heading >= 360.0) {
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heading -= 360.0;
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}
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}
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// Convert a position specified in longitude, latitude in degrees and height in metres above WGS84 ellipsoid in to
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// Earth Centered Earth Fixed frame cartesian coordinates
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// See Cesium.Cartesian3.fromDegrees
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QVector3D Coordinates::geodeticToECEF(double longitude, double latitude, double height)
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{
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return geodeticRadiansToECEF(Units::degreesToRadians(longitude), Units::degreesToRadians(latitude), height);
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}
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// FIXME: QVector3D is only float!
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// See Cesium.Cartesian3.fromRadians
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QVector3D Coordinates::geodeticRadiansToECEF(double longitude, double latitude, double height)
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{
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QVector3D wgs84RadiiSquared(6378137.0 * 6378137.0, 6378137.0 * 6378137.0, 6356752.3142451793 * 6356752.3142451793);
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double cosLatitude = cos(latitude);
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QVector3D n;
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n.setX(cosLatitude * cos(longitude));
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n.setY(cosLatitude * sin(longitude));
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n.setZ(sin(latitude));
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n.normalize();
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QVector3D k;
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k = wgs84RadiiSquared * n;
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double gamma = sqrt(QVector3D::dotProduct(n, k));
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k = k / gamma;
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n = n * height;
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return k + n;
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}
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// Convert heading, pitch and roll in degrees to a quaternoin
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// See: Cesium.Quaternion.fromHeadingPitchRoll
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QQuaternion Coordinates::fromHeadingPitchRoll(double heading, double pitch, double roll)
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{
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QVector3D xAxis(1, 0, 0);
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QVector3D yAxis(0, 1, 0);
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QVector3D zAxis(0, 0, 1);
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QQuaternion rollQ = QQuaternion::fromAxisAndAngle(xAxis, roll);
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QQuaternion pitchQ = QQuaternion::fromAxisAndAngle(yAxis, -pitch);
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QQuaternion headingQ = QQuaternion::fromAxisAndAngle(zAxis, -heading);
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QQuaternion temp = rollQ * pitchQ;
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return headingQ * temp;
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}
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// Calculate a transformation matrix from a East, North, Up frame at the given position to Earth Centered Earth Fixed frame
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// See: Cesium.Transforms.eastNorthUpToFixedFrame
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QMatrix4x4 Coordinates::eastNorthUpToECEF(QVector3D origin)
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{
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// TODO: Handle special case at centre of earth and poles
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QVector3D up = origin.normalized();
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QVector3D east(-origin.y(), origin.x(), 0.0);
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east.normalize();
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QVector3D north = QVector3D::crossProduct(up, east);
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QMatrix4x4 result(
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east.x(), north.x(), up.x(), origin.x(),
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east.y(), north.y(), up.y(), origin.y(),
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east.z(), north.z(), up.z(), origin.z(),
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0.0, 0.0, 0.0, 1.0
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);
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return result;
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}
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// Convert 3x3 rotation matrix to a quaternoin
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// Although there is a method for this in Qt: QQuaternion::fromRotationMatrix, it seems to
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// result in different signs, so the following is based on Cesium code
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QQuaternion Coordinates::fromRotation(QMatrix3x3 mat)
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{
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QQuaternion q;
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double trace = mat(0, 0) + mat(1, 1) + mat(2, 2);
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if (trace > 0.0)
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{
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double root = sqrt(trace + 1.0);
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q.setScalar(0.5 * root);
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root = 0.5 / root;
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q.setX((mat(2,1) - mat(1,2)) * root);
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q.setY((mat(0,2) - mat(2,0)) * root);
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q.setZ((mat(1,0) - mat(0,1)) * root);
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}
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else
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{
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double next[] = {1, 2, 0};
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int i = 0;
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if (mat(1,1) > mat(0,0)) {
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i = 1;
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}
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if (mat(2,2) > mat(0,0) && mat(2,2) > mat(1,1)) {
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i = 2;
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}
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int j = next[i];
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int k = next[j];
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double root = sqrt(mat(i,i) - mat(j,j) - mat(k,k) + 1);
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double quat[] = {0.0, 0.0, 0.0};
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quat[i] = 0.5 * root;
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root = 0.5 / root;
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q.setScalar((mat(j,k) - mat(k,j)) * root);
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quat[j] = (mat(i,j) + mat(j,i)) * root;
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quat[k] = (mat(i,k) + mat(k,i)) * root;
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q.setX(-quat[0]);
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q.setY(-quat[1]);
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q.setZ(-quat[2]);
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}
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return q;
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}
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// Calculate orientation quaternion for a model (such as an aircraft) based on position and (HPR) heading, pitch and roll (in degrees)
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// While Cesium supports specifying orientation as HPR, CZML doesn't currently. See https://github.com/CesiumGS/cesium/issues/5184
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// CZML requires the orientation to be in the Earth Centered Earth Fixed (geocentric) reference frame (https://en.wikipedia.org/wiki/Local_tangent_plane_coordinates)
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// The orientation therefore depends not only on HPR but also on position
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//
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// glTF uses a right-handed axis convention; that is, the cross product of right and forward yields up. glTF defines +Y as up, +Z as forward, and -X as right.
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// Cesium.Quaternion.fromHeadingPitchRoll Heading is the rotation about the negative z axis. Pitch is the rotation about the negative y axis. Roll is the rotation about the positive x axis.
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QQuaternion Coordinates::orientation(double longitude, double latitude, double altitude, double heading, double pitch, double roll)
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{
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// Forward direction for gltf models in Cesium seems to be Eastward, rather than Northward, so we adjust heading by -90 degrees
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heading = -90 + heading;
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// Convert position to Earth Centered Earth Fixed (ECEF) frame
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QVector3D positionECEF = geodeticToECEF(longitude, latitude, altitude);
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// Calculate matrix to transform from East, North, Up (ENU) frame to ECEF frame
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QMatrix4x4 enuToECEFTransform = eastNorthUpToECEF(positionECEF);
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// Calculate rotation based on HPR in ENU frame
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QQuaternion hprENU = fromHeadingPitchRoll(heading, pitch, roll);
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// Transform rotation from ENU to ECEF
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QMatrix3x3 hprENU3 = hprENU.toRotationMatrix();
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QMatrix4x4 hprENU4(hprENU3);
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QMatrix4x4 transform = enuToECEFTransform * hprENU4;
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// Convert from 4x4 matrix to 3x3 matrix then to a quaternion
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QQuaternion oq = fromRotation(transform.toGenericMatrix<3,3>());
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return oq;
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}
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