I followed the tutorial to the Step 4 and tried to compile the code. Then the VS2019 said that “class
‘ACesiumGeoreference’ has no member ‘TransformLongitudeLatitudeHeightToUe’”.
Here is my code…
// Copyright 2020-2021 CesiumGS, Inc. and Contributors
#include "PlaneTrack.h"
// Sets default values
APlaneTrack::APlaneTrack()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Initialize the track
SplineTrack = CreateDefaultSubobject<USplineComponent>(TEXT("SplineTrack"));
// This lets us visualize the spline in Play mode
SplineTrack->SetDrawDebug(true);
// Set the color of the spline
SplineTrack->SetUnselectedSplineSegmentColor(FLinearColor(1.f, 0.f, 0.f));
}
// Called when the game starts or when spawned
void APlaneTrack::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APlaneTrack::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void APlaneTrack::LoadSplineTrackPoints()
{
if (this->AircraftsRawDataTable != nullptr && this->CesiumGeoreference != nullptr)
{
int32 PointIndex = 0;
for (auto& row : this->AircraftsRawDataTable->GetRowMap())
{
FAircraftRawData* Point = (FAircraftRawData*)row.Value;
// Get row data point in lat/long/alt and transform it into UE4 points
double PointLatitude = Point->Latitude;
double PointLongitude = Point->Longitude;
double PointHeight = Point->Height;
// Compute the position in UE coordinates
//this->CesiumGeoreference = ACesiumGeoreference::GetDefaultGeoreference(this);
glm::dvec3 UECoords = this->CesiumGeoreference->TransformLongitudeLatitudeHeightToUe(glm::dvec3(PointLongitude, PointLatitude, PointHeight));
FVector SplinePointPosition = FVector(UECoords.x, UECoords.y, UECoords.z);
this->SplineTrack->AddSplinePointAtIndex(SplinePointPosition, PointIndex, ESplineCoordinateSpace::World, false);
// Get the up vector at the position to orient the aircraft
const CesiumGeospatial::Ellipsoid& Ellipsoid = CesiumGeospatial::Ellipsoid::WGS84;
glm::dvec3 upVector = Ellipsoid.geodeticSurfaceNormal(CesiumGeospatial::Cartographic(FMath::DegreesToRadians(PointLongitude), FMath::DegreesToRadians(PointLatitude), FMath::DegreesToRadians(PointHeight)));
// Compute the up vector at each point to correctly orient the plane
glm::dvec4 ecefUp(upVector, 0.0);
const glm::dmat4& ecefToUnreal = this->CesiumGeoreference->GetEllipsoidCenteredToUnrealWorldTransform();
glm::dvec4 unrealUp = ecefToUnreal * ecefUp;
this->SplineTrack->SetUpVectorAtSplinePoint(PointIndex, FVector(unrealUp.x, unrealUp.y, unrealUp.z), ESplineCoordinateSpace::World, false);
PointIndex++;
}
this->SplineTrack->UpdateSpline();
}
}
Not really experienced with unreal or c++ so I’d appreciate any help you can give. Thanks