对调右键环视两轴:左右=经度方向,上下=纬度方向

This commit is contained in:
2026-09-19 14:59:57 +08:00
parent 7a99756fc6
commit 2dae2d2ff2
+6 -6
View File
@@ -396,7 +396,7 @@ export class CesiumGlobe {
const sc = this._orbitScratch; const sc = this._orbitScratch;
const offset = Cesium.Cartesian3.subtract(camera.position, pivot, sc.offset); const offset = Cesium.Cartesian3.subtract(camera.position, pivot, sc.offset);
const upAxis = Cesium.Cartesian3.normalize(pivot, sc.upAxis); const upAxis = Cesium.Cartesian3.normalize(pivot, sc.upAxis);
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) 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)
if (Cesium.Cartesian3.magnitudeSquared(eastAxis) < 1e-12) { if (Cesium.Cartesian3.magnitudeSquared(eastAxis) < 1e-12) {
eastAxis.x = 1; eastAxis.x = 1;
eastAxis.y = 0; eastAxis.y = 0;
@@ -405,7 +405,7 @@ export class CesiumGlobe {
Cesium.Cartesian3.normalize(eastAxis, eastAxis); Cesium.Cartesian3.normalize(eastAxis, eastAxis);
} }
const northAxis = Cesium.Cartesian3.normalize( const northAxis = Cesium.Cartesian3.normalize(
Cesium.Cartesian3.cross(upAxis, eastAxis, sc.northAxis), // 绕它转 = 上下拖动(经度方向倾倒) Cesium.Cartesian3.cross(upAxis, eastAxis, sc.northAxis), // 绕它转 = 左右拖动(经度方向倾倒)
sc.northAxis, sc.northAxis,
); );
this._lookState = { this._lookState = {
@@ -448,13 +448,13 @@ export class CesiumGlobe {
this._lookHandler = handler; this._lookHandler = handler;
} }
// 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), // 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),
// 上下 = 经度方向(绕南北轴);up 始终强制北朝上。 // 上下 = 纬度方向(绕东西轴);up 始终强制北朝上。
_orbitCamera(s) { _orbitCamera(s) {
const camera = this.viewer.camera; const camera = this.viewer.camera;
const sc = this._orbitScratch; const sc = this._orbitScratch;
Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.azimuth, sc.qAz); Cesium.Quaternion.fromAxisAngle(s.northAxis, s.azimuth, sc.qAz);
Cesium.Quaternion.fromAxisAngle(s.northAxis, s.elevation, sc.qEl); Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.elevation, sc.qEl);
Cesium.Quaternion.multiply(sc.qEl, sc.qAz, sc.q); Cesium.Quaternion.multiply(sc.qEl, sc.qAz, sc.q);
Cesium.Matrix3.fromQuaternion(sc.q, sc.rotMat); Cesium.Matrix3.fromQuaternion(sc.q, sc.rotMat);
Cesium.Matrix3.multiplyByVector(sc.rotMat, s.startOffset, sc.newOffset); Cesium.Matrix3.multiplyByVector(sc.rotMat, s.startOffset, sc.newOffset);