右键环视改为原地倾倒(直接算 heading/pitch,修复近天底奇点翻转),并关闭相机惯性

This commit is contained in:
2026-09-19 15:21:27 +08:00
parent 0cb6e46b92
commit 91999e25e5
+17 -83
View File
@@ -223,6 +223,10 @@ export class CesiumGlobe {
modifier: Cesium.KeyboardEventModifier.CTRL, modifier: Cesium.KeyboardEventModifier.CTRL,
}, },
]; ];
// 关闭相机惯性:避免左键旋转释放后的余力在右键环视时叠加,产生“两套机制打架”
controller.inertiaSpin = 0;
controller.inertiaTranslate = 0;
controller.inertiaZoom = 0;
// 阻止右键弹出浏览器菜单 // 阻止右键弹出浏览器菜单
scene.canvas.addEventListener('contextmenu', (e) => e.preventDefault()); scene.canvas.addEventListener('contextmenu', (e) => e.preventDefault());
@@ -360,65 +364,17 @@ export class CesiumGlobe {
viewer.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK); viewer.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK);
} }
// 右键环视:以点击处为球心,左右旋转 ±40°、上下倾角 ±20°,松开自动归位。 // 右键环视:相机“原地倾倒”(位置不动,只改视线方向)。左右 = 经度方向、上下 = 纬度方向,强制北朝上。
// 不用原生 tilt(RIGHT_DRAG):原生 tilt 会绕点击点做轨道移动,heading/pitch // 关键:直接算 heading/pitch 传给 setView,绕过 setView 在近天底处用 up 反推 heading 的奇点——
// 是相对“不断移动的相机位置”计算的,无法干净地限制成 40°/20°。 // 否则初期的小角度倾斜会被翻转(表现为“向北平移”)。
_setupLookAround() { _setupLookAround() {
const scene = this.viewer.scene; const scene = this.viewer.scene;
const camera = this.viewer.camera; const camera = this.viewer.camera;
const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas); const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
this._lookState = null; 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(),
upProj: new Cesium.Cartesian3(),
};
handler.setInputAction((movement) => { handler.setInputAction((movement) => {
// 旋转中心 = 相机当前注视的屏幕中心点(与原生 tilt 一致),
// 而不是点击点:用点击点会导致一拖动就“瞬移”到点击处。
// 取“地形表面”点而不是椭球点:相机看到的是地形,若用椭球点做球心,
// 视觉中心(地形)会随旋转漂移,产生“两套体系”的错觉。
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); // 绕它转 = 上下拖动(纬度方向倾倒)
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), // 绕它转 = 左右拖动(经度方向倾倒)
sc.northAxis,
);
this._lookState = { 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), position: Cesium.Cartesian3.clone(camera.position),
direction: Cesium.Cartesian3.clone(camera.direction), direction: Cesium.Cartesian3.clone(camera.direction),
up: Cesium.Cartesian3.clone(camera.up), up: Cesium.Cartesian3.clone(camera.up),
@@ -438,7 +394,7 @@ export class CesiumGlobe {
s.lastY = movement.endPosition.y; s.lastY = movement.endPosition.y;
s.azimuth = Cesium.Math.clamp(s.azimuth + dx * LOOK_RATE, -MAX_LOOK_ROT, MAX_LOOK_ROT); 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); s.elevation = Cesium.Math.clamp(s.elevation + dy * LOOK_RATE, -MAX_LOOK_TILT, MAX_LOOK_TILT);
this._orbitCamera(s); this._tiltCamera(s);
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE); }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(() => { handler.setInputAction(() => {
@@ -454,37 +410,15 @@ 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 = 经度方向(绕南北轴), // 原地倾倒:由累计的经度角(azimuth)/纬度角(elevation)直接求 heading/pitch,roll 固定 0(北朝上)
// 上下 = 纬度方向(绕东西轴);up 始终强制北朝上。 _tiltCamera(s) {
_orbitCamera(s) { const el = s.elevation;
const camera = this.viewer.camera; const az = s.azimuth;
const sc = this._orbitScratch; const heading = Math.atan2(-Math.cos(el) * Math.sin(az), Math.sin(el));
Cesium.Quaternion.fromAxisAngle(s.northAxis, s.azimuth, sc.qAz); const pitch = Math.asin(-Math.cos(el) * Math.cos(az));
Cesium.Quaternion.fromAxisAngle(s.eastAxis, s.elevation, sc.qEl); this.viewer.camera.setView({
Cesium.Quaternion.multiply(sc.qEl, sc.qAz, sc.q); destination: s.position,
Cesium.Matrix3.fromQuaternion(sc.q, sc.rotMat); orientation: { heading, pitch, roll: 0 },
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,
);
// 强制北朝上:up = 世界 Z 投影到垂直于视线的方向
const z = dir.z;
sc.upProj.x = -dir.x * z;
sc.upProj.y = -dir.y * z;
sc.upProj.z = 1 - z * z;
if (Cesium.Cartesian3.magnitudeSquared(sc.upProj) < 1e-12) {
Cesium.Cartesian3.clone(s.up, sc.upProj); // 垂直俯视时北朝上无定义,回退起始 up
} else {
Cesium.Cartesian3.normalize(sc.upProj, sc.upProj);
}
camera.setView({
destination: Cesium.Cartesian3.clone(sc.newPos),
orientation: {
direction: Cesium.Cartesian3.clone(dir),
up: Cesium.Cartesian3.clone(sc.upProj),
},
}); });
} }