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// line intersection with WGS84 ellipsoid | |
FVector IntersectWGS84(FVector p0, FVector p1) | |
{ | |
FVector result(0, 0, 0); | |
FVector center(0, 0, 0); | |
double a = 6378137.0; | |
double b = 6356752.314245; | |
double x0 = p0.X, y0 = p0.Y, z0 = p0.Z; | |
double x1 = p1.X, y1 = p1.Y, z1 = p1.Z; | |
double cx = center.X, cy = center.Y, cz = center.Z; | |
double m = x1 - x0, n = y1 - y0, p = z1 - z0; | |
double A = (m * m + n * n) / (a * a) + p * p / (b * b); | |
double B = 2 * ((m * (x0 - cx) + n * (y0 - cy)) / (a * a) + p * (z0 - cz) / (b * b)); | |
double C = ((x0 - cx) * (x0 - cx) + (y0 - cy) * (y0 - cy)) / (a * a) + (z0 - cz) * (z0 - cz) / (b * b) - 1; | |
double test = B * B - 4.0 * A * C; | |
if (test >= 0.0) | |
{ | |
double t0 = (-B - sqrt(test)) / (2.0 * A); | |
double t1 = (-B + sqrt(test)) / (2.0 * A); | |
FVector lineNormal(m, n, p); | |
FVector s1 = lineNormal * t0 + p0; | |
FVector s2 = lineNormal * t1 + p0; | |
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
// maybe you want both postion but I only need the one that follows the direction from p0 to p1 | |
result = s2; | |
} | |
return result; | |
} |
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