右键改回 Cesium 原生 tilt,移除自定义环视逻辑

This commit is contained in:
2026-09-19 16:06:41 +08:00
parent 114cf32597
commit 0cd4018fcf
+1 -172
View File
@@ -26,11 +26,6 @@ const IMAGERY_URL =
const TERRAIN_URL = const TERRAIN_URL =
'https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer'; 'https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer';
// 右键环视角度限制与灵敏度
const MAX_LOOK_ROT = (40 * Math.PI) / 180; // 左右旋转 ±40°
const MAX_LOOK_TILT = (20 * Math.PI) / 180; // 上下倾角 ±20°
const LOOK_RATE = Math.PI / 720; // 每像素约 0.25°
// 计算多边形集合的球面面积(km²),用于按国土面积分级国家名字号 // 计算多边形集合的球面面积(km²),用于按国土面积分级国家名字号
function sphericalAreaKm2(polys) { function sphericalAreaKm2(polys) {
let area = 0; let area = 0;
@@ -217,6 +212,7 @@ export class CesiumGlobe {
Cesium.CameraEventType.PINCH, Cesium.CameraEventType.PINCH,
]; ];
controller.tiltEventTypes = [ controller.tiltEventTypes = [
Cesium.CameraEventType.RIGHT_DRAG, // 右键 = 原生 tilt(传统环视)
Cesium.CameraEventType.PINCH, Cesium.CameraEventType.PINCH,
{ {
eventType: Cesium.CameraEventType.LEFT_DRAG, eventType: Cesium.CameraEventType.LEFT_DRAG,
@@ -259,7 +255,6 @@ export class CesiumGlobe {
this._buildMarkers(); this._buildMarkers();
this._setupPick(); this._setupPick();
this._setupLookAround();
this._loadBoundaries(); this._loadBoundaries();
this._buildCityLabels(); this._buildCityLabels();
@@ -360,172 +355,6 @@ export class CesiumGlobe {
viewer.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK); viewer.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK);
} }
// 右键环视:绕相机注视点(地形表面)做轨道倾倒。左右 = 经度方向、上下 = 纬度方向,强制北朝上。
// 关键:把轨道后的视线方向转到 ENU 后直接求 heading/pitch 传给 setView,
// 绕过 setView 在近天底处用 up 反推 heading 的奇点(否则小角度倾斜会被翻转)。
_setupLookAround() {
const scene = this.viewer.scene;
const camera = this.viewer.camera;
const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
this._lookState = null;
this._orbitScratch = {
offset: new Cesium.Cartesian3(),
upAxis: new Cesium.Cartesian3(),
eastAxis: new Cesium.Cartesian3(),
northAxis: new Cesium.Cartesian3(),
qAz: new Cesium.Quaternion(),
qEl: new Cesium.Quaternion(),
q: new Cesium.Quaternion(),
rotMat: new Cesium.Matrix3(),
newOffset: new Cesium.Cartesian3(),
newPos: new Cesium.Cartesian3(),
dir: new Cesium.Cartesian3(),
enu: new Cesium.Matrix4(),
invEnu: new Cesium.Matrix4(),
localDir: new Cesium.Cartesian3(),
enuUp: new Cesium.Cartesian3(),
u0: new Cesium.Cartesian3(),
un: new Cesium.Cartesian3(),
cross: new Cesium.Cartesian3(),
};
handler.setInputAction((movement) => {
// 取消左键旋转/缩放/倾斜的惯性余力,避免右键拖动时叠加成“又转又倾斜”
const ctrl = scene.screenSpaceCameraController;
const inertiaStates = [
'_lastInertiaSpinMovement',
'_lastInertiaZoomMovement',
'_lastInertiaTiltMovement',
];
for (let i = 0; i < inertiaStates.length; i++) {
const st = ctrl[inertiaStates[i]];
if (st) st.inertiaEnabled = false;
}
// 旋转中心 = 相机当前注视的屏幕中心点(地形表面),而不是点击点
const canvas = scene.canvas;
const center = Cesium.Cartesian2.fromElements(
canvas.clientWidth / 2,
canvas.clientHeight / 2,
);
const ray = camera.getPickRay(center);
let pivot = scene.globe.pick(ray, scene);
if (!Cesium.defined(pivot)) {
pivot = camera.pickEllipsoid(center, scene.globe.ellipsoid);
}
if (!Cesium.defined(pivot)) return;
const sc = this._orbitScratch;
const offset = Cesium.Cartesian3.subtract(camera.position, pivot, sc.offset);
const upAxis = Cesium.Cartesian3.normalize(pivot, sc.upAxis);
const eastAxis = Cesium.Cartesian3.cross(Cesium.Cartesian3.UNIT_Z, pivot, sc.eastAxis); // 上下拖动(纬度方向)
if (Cesium.Cartesian3.magnitudeSquared(eastAxis) < 1e-12) {
eastAxis.x = 1;
eastAxis.y = 0;
eastAxis.z = 0; // 极点退化兜底
} else {
Cesium.Cartesian3.normalize(eastAxis, eastAxis);
}
const northAxis = Cesium.Cartesian3.normalize(
Cesium.Cartesian3.cross(upAxis, eastAxis, sc.northAxis), // 左右拖动(经度方向)
sc.northAxis,
);
this._lookState = {
pivot: Cesium.Cartesian3.clone(pivot),
startOffset: Cesium.Cartesian3.clone(offset),
eastAxis: Cesium.Cartesian3.clone(eastAxis),
northAxis: Cesium.Cartesian3.clone(northAxis),
position: Cesium.Cartesian3.clone(camera.position),
direction: Cesium.Cartesian3.clone(camera.direction),
up: Cesium.Cartesian3.clone(camera.up),
azimuth: 0,
elevation: 0,
lastX: movement.position.x,
lastY: movement.position.y,
};
}, Cesium.ScreenSpaceEventType.RIGHT_DOWN);
handler.setInputAction((movement) => {
if (!this._lookState) return;
const s = this._lookState;
const dx = movement.endPosition.x - s.lastX;
const dy = movement.endPosition.y - s.lastY;
s.lastX = movement.endPosition.x;
s.lastY = movement.endPosition.y;
s.azimuth = Cesium.Math.clamp(s.azimuth + dx * LOOK_RATE, -MAX_LOOK_ROT, MAX_LOOK_ROT);
s.elevation = Cesium.Math.clamp(s.elevation + dy * LOOK_RATE, -MAX_LOOK_TILT, MAX_LOOK_TILT);
this._orbitCamera(s);
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(() => {
if (!this._lookState) return;
const s = this._lookState;
this._lookState = null;
camera.setView({
destination: s.position,
orientation: { direction: s.direction, up: s.up },
});
}, Cesium.ScreenSpaceEventType.RIGHT_UP);
this._lookHandler = handler;
}
// 轨道倾倒:左右绕南北轴、上下绕东西轴,位置沿轨道移动且始终看向注视点;直接算 heading/pitch 传 setView
_orbitCamera(s) {
const camera = this.viewer.camera;
const sc = this._orbitScratch;
Cesium.Quaternion.fromAxisAngle(s.northAxis, s.azimuth, sc.qAz);
Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.elevation, sc.qEl);
Cesium.Quaternion.multiply(sc.qEl, sc.qAz, sc.q);
Cesium.Matrix3.fromQuaternion(sc.q, sc.rotMat);
Cesium.Matrix3.multiplyByVector(sc.rotMat, s.startOffset, sc.newOffset);
Cesium.Cartesian3.add(s.pivot, sc.newOffset, sc.newPos);
const dir = Cesium.Cartesian3.normalize(
Cesium.Cartesian3.subtract(s.pivot, sc.newPos, sc.dir),
sc.dir,
);
// 视线方向转到 newPos 处的 ENU,直接求 heading/pitch(避开 setView 近天底用 up 反推 heading 的翻转)
Cesium.Transforms.eastNorthUpToFixedFrame(
sc.newPos,
this.viewer.scene.globe.ellipsoid,
sc.enu,
);
Cesium.Matrix4.inverseTransformation(sc.enu, sc.invEnu);
Cesium.Matrix4.multiplyByPointAsVector(sc.invEnu, dir, sc.localDir);
const heading = Math.atan2(sc.localDir.x, sc.localDir.y);
const pitch = Math.asin(sc.localDir.z);
// 计算“北朝上”所需的 roll:把 roll=0 的 up(水平线方向)滚转到“世界 Z 投影”的 up,
// 这样倾斜时 up 不随方向转动(否则会又倾斜又旋转)
const dz = dir.z;
sc.un.x = -dir.x * dz;
sc.un.y = -dir.y * dz;
sc.un.z = 1 - dz * dz;
if (Cesium.Cartesian3.magnitudeSquared(sc.un) < 1e-12) {
Cesium.Cartesian3.clone(s.up, sc.un);
} else {
Cesium.Cartesian3.normalize(sc.un, sc.un);
}
Cesium.Cartesian3.normalize(sc.newPos, sc.enuUp); // 径向 = newPos 处的“上”
const d0 = Cesium.Cartesian3.dot(sc.enuUp, dir);
sc.u0.x = sc.enuUp.x - d0 * dir.x;
sc.u0.y = sc.enuUp.y - d0 * dir.y;
sc.u0.z = sc.enuUp.z - d0 * dir.z;
let roll = 0;
if (Cesium.Cartesian3.magnitudeSquared(sc.u0) > 1e-12) {
Cesium.Cartesian3.normalize(sc.u0, sc.u0);
Cesium.Cartesian3.cross(sc.u0, sc.un, sc.cross);
const sin =
Cesium.Cartesian3.magnitude(sc.cross) *
Math.sign(Cesium.Cartesian3.dot(sc.cross, dir));
const cos = Cesium.Cartesian3.dot(sc.u0, sc.un);
roll = Math.atan2(sin, cos);
}
camera.setView({
destination: Cesium.Cartesian3.clone(sc.newPos),
orientation: { heading, pitch, roll },
});
}
// 相机平滑飞至某个标记上空并居中:回到与初始一致的高度与北朝上方向,左键拖拽手感不变 // 相机平滑飞至某个标记上空并居中:回到与初始一致的高度与北朝上方向,左键拖拽手感不变
flyToEntry(index) { flyToEntry(index) {
const entry = ENTRIES[index]; const entry = ENTRIES[index];