osgearth屏幕坐標定義?
#define M(row,col) m
void Transform_Point(double out, const double m, const double in){
out = M(0, 0) * in + M(0, 1) * in + M(0, 2) * in + M(0, 3) * in;
out = M(1, 0) * in + M(1, 1) * in + M(1, 2) * in + M(1, 3) * in;
out = M(2, 0) * in + M(2, 1) * in + M(2, 2) * in + M(2, 3) * in;
out = M(3, 0) * in + M(3, 1) * in + M(3, 2) * in + M(3, 3) * in;
}
osg::Vec3d WorldToScreen(osgViewer::View* view,osg::Vec3 worldpoint){
double in, out;
in = worldpoint._v;
in = worldpoint._v;
in = worldpoint._v;
in = 1.0;
//獲得當前的投影矩陣和模型視圖矩陣
osg::Matrix projectMatrix= view->getCamera()->getProjectionMatrix();
osg::Matrix viewprojectMatrix = view->getCamera()->getViewMatrix();
//下面計算 模型視圖矩陣 * 投影矩陣 * 視口窗口變換矩陣
double modelViewMatrix;
memcpy(modelViewMatrix,viewprojectMatrix.ptr(),sizeof(GLdouble) * 16);
Transform_Point(out, modelViewMatrix, in);
double myprojectMatrix;
memcpy(myprojectMatrix,projectMatrix.ptr(),sizeof(GLdouble) * 16);
Transform_Point(in, myprojectMatrix, out);
if(int(in * 100000) == 0){
return osg::Vec3d(0,0,0);
}
in /= in;
in /= in;
in /= in;
int viewPort;
osg::Viewport* myviewPort = view->getCamera()->getViewport();
viewPort = 0;
viewPort = 0;
viewPort = mConfigure->GetScreenWidthPixel(); //橫向象素點
viewPort = mConfigure->GetScreenHeightPixel();//縱向象素點
//計算 三維點在屏幕上的二維投影點
osg::Vec3d sceenPoint;
sceenPoint._v = (int)(viewPort + (1 + in) * viewPort / 2 + 0.5);
sceenPoint._v = (int)(viewPort + (1 + in) * viewPort / 2 + 0.5);
sceenPoint._v = 0;
return sceenPoint;
}