Unity 经纬度转换世界坐标

public class Calling
{
    public enum CallingAction
    {
        LoadImage,
        Points,
        Paths
    }

    [JsonConverter(typeof(StringEnumConverter))]
    public CallingAction Action { get; set; } = CallingAction.LoadImage;
    public string JsonData { get; set; }
}
 Calling calling = new Calling()
            {
                Action = CallingAction.Paths,
                JsonData = @"
[
    {
        ""tag"": ""茶塘测试"",
        ""GisPosLists"": [
            {
                ""Longitude"": ""320"",
                ""Latitude"": ""35""
            },
            {
                ""Longitude"": ""279"",
                ""Latitude"": ""178""
            },
            {
                ""Longitude"": ""383"",
                ""Latitude"": ""218""
            },
            {
                ""Longitude"": ""426.3"",
                ""Latitude"": ""39.6""
            }
        ]
    }
]"
            };
            var json = Newtonsoft.Json.JsonConvert.SerializeObject(calling,Formatting.Indented);
            JSCallPostUnity(json);
public void Parse(Calling calling)
    {
        switch (calling.Action)
        {
            case CallingAction.LoadImage:
                var url = calling.JsonData;
                // LoadImg(url);
                break;
            case CallingAction.Points:
                points = Newtonsoft.Json.JsonConvert.DeserializeObject<List<PointInfo>>(calling.JsonData);
                ShowPoionts(points);
                break;
            case CallingAction.Paths:
                // paths = Newtonsoft.Json.JsonConvert.DeserializeObject<List<PathInfo>>(calling.JsonData);
                pathsManager.InitMessage(calling.JsonData);
                break;
            default:
                break;
                throw new ArgumentOutOfRangeException();
        }
    }

    public Transform point;
    public void ShowPoionts(List<PointInfo> lists)
    {
        Debug.Log($"ShowPoint:{lists.Count}");
        foreach (var itemInfo in lists)
        {
            var mObj = Instantiate(point);
            mObj.gameObject.SetActive(true);
            mObj.transform.localScale = Vector3.one;
            mObj.transform.position = GeoCoordinateConverter.Instance.GisPosVector3(itemInfo.Latitude, itemInfo.Longitude);
            Debug.Log($"--{mObj.transform.position}");
            RawImage raw = mObj.transform.Find("Icon").GetComponent<RawImage>();
            StartCoroutine(DownLoadImage(itemInfo.Url, raw));
        }
    }
}
##换算方法 
 /// <summary>
    /// gis 装换成Unity 坐标的方法
    /// </summary>
    /// <param name="lat"></param>
    /// <param name="lon"></param>
    /// <returns></returns>
    public Vector3 GisPosVector3(float lat,float lon)
    {
        Vector3 mPos = Vector3.zero;
        var lat1 = originLatitude;
        var lon1 = originLongitude;

        // (float lat2, float lon2) = (lat, lon);
        var xcd = CalculateDistanceAndComponents(lat1, lon1, lat1, lon);
        var zcd = CalculateDistanceAndComponents(lat1, lon1, lat, lon1);

        mPos.x = (float)xcd * ((lat1 - lat) > 0 ? 1 : -1);
        mPos.z = (float)zcd * ((lon1 - lon) > 0 ? 1 : -1);
        return mPos;
    }

    // 将角度转换为弧度
    private static double ToRadians(double angleInDegrees)
    {
        return angleInDegrees * (Math.PI / 180.0);
    }

    // 计算两个坐标之间的距离
    public static float  CalculateDistanceAndComponents(
        double lat1, double lon1, double lat2, double lon2)
    {
        const double EarthRadius = 6371e3; // 地球半径,单位:米

        double lat1Rad = ToRadians(lat1);
        double lat2Rad = ToRadians(lat2);
        double deltaLatRad = ToRadians(lat2 - lat1);
        double deltaLonRad = ToRadians(lon2 - lon1);

        // 使用 Haversine 公式计算距离
        double a = Math.Sin(deltaLatRad / 2) * Math.Sin(deltaLatRad / 2) +
                   Math.Cos(lat1Rad) * Math.Cos(lat2Rad) *
                   Math.Sin(deltaLonRad / 2) * Math.Sin(deltaLonRad / 2);
        double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
        var distance = EarthRadius * c;
        // Debug.Log(distance);
        return (float)distance;
    }
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