3D Tiles介绍(二)

本文详细介绍了3D Tiles的坐标系,包括其使用右手笛卡尔坐标系,z轴向上的特点,以及如何处理不同坐标系统的转换。同时阐述了瓦片变换的概念,每个瓦片可拥有一个4x4仿射变换矩阵,用于在局部和全局坐标系间进行转换。此外,文章还提及了glTF模型在3D Tiles中的坐标系统和单位处理方式。
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Coordinate System and Units 坐标系和单位

3D Tiles use a right-handed Cartesian coordinate system, that is, the cross product of x and y yields z. 3D Tiles define the z axis as up for local Cartesian coordinate systems (see theTile transform section). A tileset's global coordinate system will often be WGS84 coordinates, but it doesn't have to be, e.g., a power plant may be defined fully in its local coordinate system for using with a modeling tool without a geospatial context.

3D Tiles使用右手笛卡尔坐标系,即x和y的叉乘得到z轴。3D Tiles定义本地笛卡尔坐标系z轴向上。瓦片集的世界坐标系常常是WGS84坐标系,但是也不一定,例如,一个发电厂可以在没有地理空间框架的模型工具中,使用局部坐标系创建。

b3dm and i3dm tiles embed glTF. According to the glTF spec glTF uses a right-handed coordinate system and defines the y axis as up. By default embedded models are considered to be y-up, but in order to support a variety of source data, including models defined directly in WGS84 coordinates, embedded glTF models may be defined as x-up, y-up, or z-up with the asset.gltfUpAxis property oftileset.json. In general an implementation should transform glTF assets to z-up at runtime to be consistent with the z-up coordinate system of the bounding volume hierarchy.

b3dm和i3dm瓦片内嵌glTF。根据glTF说明,glTF使用y轴向上的右手坐标系。默认情况下,内嵌模型y轴向上,但是为了支持多种数据源,包括直接在WGS84坐标系定义的模型,内嵌glTF模型也可以通过tileset.json的asset.gltfUpAxis属性定义x轴向上,y轴向上或z轴向上。通常的实现是,在运行时变换glTF资产为z轴向上,以便和包围体层次的z轴向上坐标系保持一致。

The units for all linear distances are meters.

所有线性距离都采用米为单位。

All angles are in radians.

所有角度采用弧度值。

3D Tiles do not explicitly store Cartographic coordinates (longitude, latitude, and height); these values are implicit in WGS84 Cartesian coordinates, which are efficient for the GPU to render since they do not require a non-affine coordinate transformation. A 3D Tiles tileset can include application-specific metadata, such as Cartographic coordinates, but the sema

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