#define M(row,col) m[col * 4 + row]
void Transform_Point(double out[4], const double m[16], const double in[4]){
out[0] = M(0, 0) * in[0] + M(0, 1) * in[1] + M(0, 2) * in[2] + M(0, 3) * in[3];
out[1] = M(1, 0) * in[0] + M(1, 1) * in[1] + M(1, 2) * in[2] + M(1, 3) * in[3];
out[2] = M(2, 0) * in[0] + M(2, 1) * in[1] + M(2, 2) * in[2] + M(2, 3) * in[3];
out[3] = M(3, 0) * in[0] + M(3, 1) * in[1] + M(3, 2) * in[2] + M(3, 3) * in[3];
}
osg::Vec3d WorldToScreen(osgViewer::View* view,osg::Vec3 worldpoint){
double in[4], out[4];
in[0] = worldpoint._v[0];
in[1] = worldpoint._v[1];
in[2] = worldpoint._v[2];
in[3] = 1.0;
//获得当前的投影矩阵和模型视图矩阵
osg::Matrix projectMatrix= view->getCamera()->getProjectionMatrix();
osg::Matrix viewprojectMatrix = view