对调右键环视两轴:左右=经度方向,上下=纬度方向
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@@ -396,7 +396,7 @@ export class CesiumGlobe {
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const sc = this._orbitScratch;
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const offset = Cesium.Cartesian3.subtract(camera.position, pivot, sc.offset);
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const upAxis = Cesium.Cartesian3.normalize(pivot, sc.upAxis);
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const eastAxis = Cesium.Cartesian3.cross(Cesium.Cartesian3.UNIT_Z, pivot, sc.eastAxis); // 绕它转 = 左右拖动(纬度方向倾倒)
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const eastAxis = Cesium.Cartesian3.cross(Cesium.Cartesian3.UNIT_Z, pivot, sc.eastAxis); // 绕它转 = 上下拖动(纬度方向倾倒)
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if (Cesium.Cartesian3.magnitudeSquared(eastAxis) < 1e-12) {
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eastAxis.x = 1;
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eastAxis.y = 0;
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@@ -405,7 +405,7 @@ export class CesiumGlobe {
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Cesium.Cartesian3.normalize(eastAxis, eastAxis);
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}
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const northAxis = Cesium.Cartesian3.normalize(
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Cesium.Cartesian3.cross(upAxis, eastAxis, sc.northAxis), // 绕它转 = 上下拖动(经度方向倾倒)
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Cesium.Cartesian3.cross(upAxis, eastAxis, sc.northAxis), // 绕它转 = 左右拖动(经度方向倾倒)
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sc.northAxis,
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);
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this._lookState = {
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@@ -448,13 +448,13 @@ export class CesiumGlobe {
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this._lookHandler = handler;
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}
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// 按累计角度(已限制)把相机绕点击点倾倒:左右 = 纬度方向(绕东西轴),
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// 上下 = 经度方向(绕南北轴);up 始终强制北朝上。
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// 按累计角度(已限制)把相机绕点击点倾倒:左右 = 经度方向(绕南北轴),
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// 上下 = 纬度方向(绕东西轴);up 始终强制北朝上。
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_orbitCamera(s) {
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const camera = this.viewer.camera;
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const sc = this._orbitScratch;
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Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.azimuth, sc.qAz);
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Cesium.Quaternion.fromAxisAngle(s.northAxis, s.elevation, sc.qEl);
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Cesium.Quaternion.fromAxisAngle(s.northAxis, s.azimuth, sc.qAz);
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Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.elevation, sc.qEl);
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Cesium.Quaternion.multiply(sc.qEl, sc.qAz, sc.q);
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Cesium.Matrix3.fromQuaternion(sc.q, sc.rotMat);
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Cesium.Matrix3.multiplyByVector(sc.rotMat, s.startOffset, sc.newOffset);
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