恢复绕注视点轨道倾倒,用 ENU 直接求 heading/pitch 修复近天底奇点

This commit is contained in:
2026-09-19 15:31:42 +08:00
parent 91999e25e5
commit b0e68f3f32
+77 -12
View File
@@ -364,17 +364,64 @@ export class CesiumGlobe {
viewer.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK);
}
// 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。
// 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——
// 否则初期的小角度倾斜会被翻转(表现为“向北平移”)。
// 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(),
};
handler.setInputAction((movement) => {
// 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),
@@ -394,7 +441,7 @@ export class CesiumGlobe {
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._tiltCamera(s);
this._orbitCamera(s);
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(() => {
@@ -410,14 +457,32 @@ export class CesiumGlobe {
this._lookHandler = handler;
}
// 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)
_tiltCamera(s) {
const el = s.elevation;
const az = s.azimuth;
const heading = Math.atan2(-Math.cos(el) * Math.sin(az), Math.sin(el));
const pitch = Math.asin(-Math.cos(el) * Math.cos(az));
this.viewer.camera.setView({
destination: s.position,
// 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);
camera.setView({
destination: Cesium.Cartesian3.clone(sc.newPos),
orientation: { heading, pitch, roll: 0 },
});
}