//根据matrixTransform获取经纬度
osg::Vec3d getModelPosition(osg::ref_ptr<osg::MatrixTransform> m_pModelNode)
{
osg::Vec3d posXYZ = osg::Vec3d();
osg::Vec3d currentPosition = osg::Vec3d();
if (m_pModelNode)
{
osg::Matrix mat = m_pModelNode->getMatrix();
posXYZ = posXYZ * mat;
// posXYZ = m_pModelNode->getMatrix().getTrans();
}
osg::EllipsoidModel* em = new osg::EllipsoidModel();
em->convertXYZToLatLongHeight(posXYZ.x(), posXYZ.y(), posXYZ.z(),
currentPosition.y(), currentPosition.x(),
currentPosition.z());
currentPosition.x() = osg::RadiansToDegrees(currentPosition.x());
currentPosition.y() = osg::RadiansToDegrees(currentPosition.y());
return currentPosition;
}
void QuatToHPR(osg::Quat q, double& heading, double& pitch, double& roll)
{
double test = q.y() * q.z() + q.x() * q.w();
if (test > 0.4999)
{ // singularity at north pole
heading = 2.0 * atan2(q.y(), q.w());
pitch = osg::PI_2;
roll = 0.0;
return;
}
if (test < -0.4999)
{ // singularity at south pole
heading = 2.0 * atan2(q.y(), q.w());
pitch = -osg::PI_2;
roll = 0.0;
return;
}
double sqx = q.x() * q.x();
double sqy = q.y() * q.y();
double sqz = q.z() * q.z();
heading = atan2(2.0 * q.z() * q.w() - 2.0 * q.y() * q.x(), 1.0 - 2.0 * sqz - 2.0 * sqx);
pitch = asin(2.0 * test);
roll = atan2(2.0 * q.y() * q.w() - 2.0 * q.z() * q.x(), 1.0 - 2.0 * sqy - 2.0 * sqx);
}
//根据matrixTransform获取旋转量 heading pitch roll
osg::Vec3d scale = osg::Vec3d();
osg::Quat so;
osg::Vec3d translate = osg::Vec3d();
//经过缩放后的模型最好使用decompose矩阵分解,不然getRotate所得旋转量可能不正确
osg::Quat rotation;
Planemat->getMatrix().decompose(translate, rotation, scale, so);
double headingAngle = 0.0;
double pitchAngle = 0.0;
double rollAngle = 0.0;
QuatToHPR(rotation, headingAngle, pitchAngle, rollAngle);