近期在做unity3d与Gis结合的项目,最主要的就是坐标的转换问题。比方把经纬度为(166.23.9.27 。 39.55.15.74) 转换到unity里面成相应的位置点。废话不多说 上代码:
using UnityEngine; using System.Collections; public class SaiGetLatLog : MonoBehaviour { public Transform firstPoint; //Unity中左上点 public Transform secondPoint;//Unity中右下点 public SaiEarth firstSai;//地图中相应的左上经纬度点 public SaiEarth secondSai;//地图中相应的右下经纬度点 private float z_offset,x_offset,z_w_offset,x_w_offset; private RaycastHit rayHit; // Use this for initialization void Start () { InitBasicNum ();//初始化參数 } // Update is called once per frame void Update () { if (Input.GetMouseButton (0) && Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out rayHit, Mathf.Infinity)) { print ( getWorldPoint(firstSai).x+","+ getWorldPoint(firstSai).z); } } void InitBasicNum() { firstSai = new SaiEarth (new Vector3 (116f, 23f, 9.27f), new Vector3 (39f, 55f, 15.74f)); secondSai = new SaiEarth (new Vector3(116f,23f,44.39f),new Vector3(39f,54f,44.27f)); z_offset = Mathf.Abs ((firstSai.latitude.x+firstSai.latitude.y/60+firstSai.latitude.z/3600) - (secondSai.latitude.x+secondSai.latitude.y/60+secondSai.latitude.z/3600));//地图中的维度差 x_offset = Mathf.Abs ((firstSai.longitude.x+firstSai.longitude.y/60+firstSai.longitude.z/3600)-(secondSai.longitude.x+secondSai.longitude.y/60+secondSai.longitude.z/3600));//地图中的经度差 z_w_offset = Mathf.Abs (firstPoint.localPosition.z - secondPoint.localPosition.z);//unity中的维度差 x_w_offset = Mathf.Abs (firstPoint.localPosition.x - secondPoint.localPosition.x);//unity中的经度差 } Vector3 getWorldPoint(SaiEarth se)//由经纬度得到位置点 { float tempX = (float)(se.longitude.x + se.longitude.y / 60 + se.longitude.z / 3600 - (secondSai.longitude.x + secondSai.longitude.y / 60 + secondSai.longitude.z / 3600)); float tempZ = (float)(se.latitude.x + se.latitude.y / 60 + se.latitude.z / 3600 - (secondSai.latitude.x + secondSai.latitude.y / 60 + secondSai.latitude.z / 3600)); float _tempX = (float)(tempX * x_w_offset / x_offset + secondPoint.localPosition.x); float _tempZ = (float)(tempZ * z_w_offset / z_offset + secondPoint.localPosition.z); return new Vector3((float)_tempX,0f,(float)_tempZ); } SaiEarth getLatLon(Vector3 curPoint)//由位置点得到经纬度 { SaiEarth tempEarth = new SaiEarth(); float _z_offset = Mathf.Abs (curPoint.z - secondPoint.localPosition.z) * z_offset / z_w_offset; float _x_offset = Mathf.Abs (curPoint.x - secondPoint.localPosition.x) * x_offset / x_w_offset; float resultX = _x_offset + (secondSai.longitude.x + secondSai.longitude.y/60 + secondSai.longitude.z/3600); float resultZ = _z_offset + (secondSai.latitude.x + secondSai.latitude.y/60 + secondSai.latitude.z/3600); tempEarth.longitude = new Vector3 ((int)resultX, (int)((resultX - (int)resultX)*60),((resultX - (int)resultX)*60 - (int)((resultX - (int)resultX)*60))*60); tempEarth.latitude = new Vector3 ((int)resultZ, (int)((resultZ - (int)resultZ)*60),((resultZ - (int)resultZ)*60 - (int)((resultZ - (int)resultZ)*60))*60); return tempEarth; } }
上面有一个SaiEarth的类,事实上写的非常easy:
using UnityEngine; using System.Collections; public class SaiEarth { public Vector3 longitude; public Vector3 latitude; public SaiEarth() { } public SaiEarth(Vector3 longitude,Vector3 latitude) { this.latitude = latitude; this.longitude = longitude; } public string toString() { return "Lat:"+this.latitude + ",Long:" + this.longitude; } }
OK 完工。
做u3d有一段时间了 纯属个人兴趣。如今还没毕业,以后还会遇到非常多问题 ,希望自己有毅力能坚持。更新博文以自省。
学海无涯 不进则退
时间: 2024-10-24 05:36:36