├── GPS Encoder Documentation.txt.meta
├── GPSEncoder.cs
├── GPSEncoder.cs.meta
├── GPSEncoder.unitypackage
├── GPSEncoder.unitypackage.meta
├── LGPL-3.0.txt
└── Readme.md
/GPS Encoder Documentation.txt.meta:
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/GPSEncoder.cs:
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1 | //Copyright 2013 MichaelTaylor3D
2 | //www.michaeltaylor3d.com
3 |
4 | using UnityEngine;
5 |
6 | public sealed class GPSEncoder {
7 |
8 | /////////////////////////////////////////////////
9 | //////-------------Public API--------------//////
10 | /////////////////////////////////////////////////
11 |
12 | ///
13 | /// Convert UCS (X,Y,Z) coordinates to GPS (Lat, Lon) coordinates
14 | ///
15 | ///
16 | /// Returns Vector2 containing Latitude and Longitude
17 | ///
18 | ///
19 | /// (X,Y,Z) Position Parameter
20 | ///
21 | public static Vector2 USCToGPS(Vector3 position)
22 | {
23 | return GetInstance().ConvertUCStoGPS(position);
24 | }
25 |
26 | ///
27 | /// Convert GPS (Lat, Lon) coordinates to UCS (X,Y,Z) coordinates
28 | ///
29 | ///
30 | /// Returns a Vector3 containing (X, Y, Z)
31 | ///
32 | ///
33 | /// (Lat, Lon) as Vector2
34 | ///
35 | public static Vector3 GPSToUCS(Vector2 gps)
36 | {
37 | return GetInstance().ConvertGPStoUCS(gps);
38 | }
39 |
40 | ///
41 | /// Convert GPS (Lat, Lon) coordinates to UCS (X,Y,Z) coordinates
42 | ///
43 | ///
44 | /// Returns a Vector3 containing (X, Y, Z)
45 | ///
46 | public static Vector3 GPSToUCS(float latitude, float longitude)
47 | {
48 | return GetInstance().ConvertGPStoUCS(new Vector2(latitude,longitude));
49 | }
50 |
51 | ///
52 | /// Change the relative GPS offset (Lat, Lon), Default (0,0),
53 | /// used to bring a local area to (0,0,0) in UCS coordinate system
54 | ///
55 | ///
56 | /// Referance point.
57 | ///
58 | public static void SetLocalOrigin(Vector2 localOrigin)
59 | {
60 | GetInstance()._localOrigin = localOrigin;
61 | }
62 |
63 | /////////////////////////////////////////////////
64 | //////---------Instance Members------------//////
65 | /////////////////////////////////////////////////
66 |
67 | #region Singleton
68 | private static GPSEncoder _singleton;
69 |
70 | private GPSEncoder()
71 | {
72 |
73 | }
74 |
75 | private static GPSEncoder GetInstance()
76 | {
77 | if(_singleton == null)
78 | {
79 | _singleton = new GPSEncoder();
80 | }
81 | return _singleton;
82 | }
83 | #endregion
84 |
85 | #region Instance Variables
86 | private Vector2 _localOrigin = Vector2.zero;
87 | private float _LatOrigin { get{ return _localOrigin.x; }}
88 | private float _LonOrigin { get{ return _localOrigin.y; }}
89 |
90 | private float metersPerLat;
91 | private float metersPerLon;
92 | #endregion
93 |
94 | #region Instance Functions
95 | private void FindMetersPerLat(float lat) // Compute lengths of degrees
96 | {
97 | float m1 = 111132.92f; // latitude calculation term 1
98 | float m2 = -559.82f; // latitude calculation term 2
99 | float m3 = 1.175f; // latitude calculation term 3
100 | float m4 = -0.0023f; // latitude calculation term 4
101 | float p1 = 111412.84f; // longitude calculation term 1
102 | float p2 = -93.5f; // longitude calculation term 2
103 | float p3 = 0.118f; // longitude calculation term 3
104 |
105 | lat = lat * Mathf.Deg2Rad;
106 |
107 | // Calculate the length of a degree of latitude and longitude in meters
108 | metersPerLat = m1 + (m2 * Mathf.Cos(2 * (float)lat)) + (m3 * Mathf.Cos(4 * (float)lat)) + (m4 * Mathf.Cos(6 * (float)lat));
109 | metersPerLon = (p1 * Mathf.Cos((float)lat)) + (p2 * Mathf.Cos(3 * (float)lat)) + (p3 * Mathf.Cos(5 * (float)lat));
110 | }
111 |
112 | private Vector3 ConvertGPStoUCS(Vector2 gps)
113 | {
114 | FindMetersPerLat(_LatOrigin);
115 | float zPosition = metersPerLat * (gps.x - _LatOrigin); //Calc current lat
116 | float xPosition = metersPerLon * (gps.y - _LonOrigin); //Calc current lat
117 | return new Vector3((float)xPosition, 0, (float)zPosition);
118 | }
119 |
120 | private Vector2 ConvertUCStoGPS(Vector3 position)
121 | {
122 | FindMetersPerLat(_LatOrigin);
123 | Vector2 geoLocation = new Vector2(0,0);
124 | geoLocation.x = (_LatOrigin + (position.z)/metersPerLat); //Calc current lat
125 | geoLocation.y = (_LonOrigin + (position.x)/metersPerLon); //Calc current lon
126 | return geoLocation;
127 | }
128 | #endregion
129 | }
130 |
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/LGPL-3.0.txt:
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/Readme.md:
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1 | GPS Encoder by Michael Taylor | MichaelTaylor3D
2 | -----------------------------------------
3 | www.michaeltaylor.dev
4 |
5 | Author: Michael Taylor:
6 |
7 | If this library was useful to you, please consider a small donation.
8 |
9 | ENS: michaeltaylor.dev.eth
10 |
11 | ETHER ADDRESS: 0x411b4F2dCFE158114d9396A30c625Bf7DefAD880
12 |
13 | Copyright (c) Michael Taylor
14 |
15 | This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
16 |
17 | This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18 |
19 | You should have received a copy of the GNU Lesser General Public License along with this program. If not, see http://www.gnu.org/licenses/.
20 |
21 | API:
22 |
23 | public static Vector2 USCToGPS(Vector3 position)
24 | -------------------------------------------------------
25 | To find the GPS equivalent to your (x,y,z) position in the scene
26 | simply pass that position into this function.
27 |
28 |
29 | public static Vector3 GPSToUCS(Vector2 gps)
30 | public static Vector3 GPSToUCS(float latitude, float longitude)
31 | -------------------------------------------------------
32 | To find the (X,Y,Z) equivalent of a set of GPS coordinates.
33 | Pass the latitude and longitude into one of these functions.
34 |
35 |
36 |
37 |
38 | public static void SetLocalOrigin(Vector2 localOrigin)
39 | -------------------------------------------------------
40 | By Default All of your conversions will assume that your using a
41 | latitude/longitude origin of (0,0). This places you at the real life origin
42 | of the earth's lat/lon just outside of the gulf of new guinea, Africa. When using
43 | the default (0,0), all your GPS Conversions will be positioned as they would be
44 | in real life.
45 |
46 | However, sometimes you only want to convert your GPS coordinates to a local area
47 | positioned at the UCS (0,0,0) inside of unity. In order to center a local area
48 | at the origin. You need to find the latitude and longitude that corresponds to
49 | the origin of your scene. If you pass that coordinate into the function. All the
50 | conversions for the rest of your session will be in relation to the new origin.
51 |
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