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CesiumJS中的Camera控制场景的视图。有不少方法能够操做Camera,如旋转(rotate)、缩放(zoom)、平移(pan)和飞到目的地(flyTo)。CesiumJS有鼠标和触摸事件用来处理与Camrea的交互,还有API来以编程方式操做摄像机。了解如何使用Camera API和自定义相机控制(Camera controls)。html
打开Sandcastle中的Hello World样例用来体验默认的相机控制。默认操做方式以下:java
鼠标操做 | 3D | 2D | Columbus视角 |
---|---|---|---|
Left click + drag | Rotate around the globe | Translate over the map | Translate over the map |
Right click + drag | Zoom in and out | Zoom in and out | Zoom in and out |
Middle wheel scrolling | Zoom in and out | Zoom in and out | Zoom in and out |
Middle click + drag | Tilt the globe | No action | Tilt the map |
鼠标操做 | 3D | 2D | Columbus视角 |
---|---|---|---|
左键 + 拖拽 | 旋转地球 | 在地图上移动 | 在地图上移动 |
右键 + 拖拽 | 缩放 | 缩放 | 缩放 |
中键滚轮 | 缩放 | 缩放 | 缩放 |
中键 + 拖拽 | 倾斜地球 | 无操做 | 倾斜地球 |
使用setView函数设置Camera的位置和方向。destination能够是Cartesian3或Rectangle,orientation能够是heading/pitch/roll或direction/up。航向角、俯仰角和横滚角以弧度定义。航向角是从正角度向东增长的局部北向旋转。俯仰角是指从局部的东北平面开始的旋转。正俯仰角在平面上方。负俯仰角在平面如下。很滚叫是围绕局部东轴应用的第一个旋转。编程
camera.setView({ destination : new Cesium.Cartesian3(x, y, z), orientation: { heading : headingAngle, pitch : pitchAngle, roll : rollAngle } });
viewer.camera.setView({ destination : Cesium.Rectangle.fromDegrees(west, south, east, north), orientation: { heading : headingAngle, pitch : pitchAngle, roll : rollAngle } });
上述的全部参数都是可选的。若是未指定,参数值将被设为默认值用户当前Camera的位置和方向。canvas
建立咱们本身的事件控制,根据鼠标的朝向用于控制Camera的朝向,键盘的按键控制Camera向前、向左、向右、向上,以及向下。首先从禁用默认事件操做开始。在(javascript var viewe=...
)以后添加下列代码:ide
var scene = viewer.scene; var canvas = viewer.canvas; canvas.setAttribute('tabindex', '0'); // needed to put focus on the canvas canvas.onclick = function() { canvas.focus(); }; var ellipsoid = viewer.scene.globe.ellipsoid; // disable the default event handlers scene.screenSpaceCameraController.enableRotate = false; scene.screenSpaceCameraController.enableTranslate = false; scene.screenSpaceCameraController.enableZoom = false; scene.screenSpaceCameraController.enableTilt = false; scene.screenSpaceCameraController.enableLook = false;
建立变量记录当前鼠标位置,而后标记并跟随Camera移动轨迹:函数
var startMousePosition; var mousePosition; var flags = { looking : false, moveForward : false, moveBackward : false, moveUp : false, moveDown : false, moveLeft : false, moveRight : false };
添加一个事件控制用户设置标记,当鼠标左键被点击的时候,用于记录当前鼠标的位置:ui
var handler = new Cesium.ScreenSpaceEventHandler(canvas); handler.setInputAction(function(movement) { flags.looking = true; mousePosition = startMousePosition = Cesium.Cartesian3.clone(movement.position); }, Cesium.ScreenSpaceEventType.LEFT_DOWN); handler.setInputAction(function(movement) { mousePosition = movement.endPosition; }, Cesium.ScreenSpaceEventType.MOUSE_MOVE); handler.setInputAction(function(position) { flags.looking = false; }, Cesium.ScreenSpaceEventType.LEFT_UP);
建立键盘事件控制用户切换Camera移动标记。咱们为下列按键和行为设置了标记:idea
function getFlagForKeyCode(keyCode) { switch (keyCode) { case 'W'.charCodeAt(0): return 'moveForward'; case 'S'.charCodeAt(0): return 'moveBackward'; case 'Q'.charCodeAt(0): return 'moveUp'; case 'E'.charCodeAt(0): return 'moveDown'; case 'D'.charCodeAt(0): return 'moveRight'; case 'A'.charCodeAt(0): return 'moveLeft'; default: return undefined; } } document.addEventListener('keydown', function(e) { var flagName = getFlagForKeyCode(e.keyCode); if (typeof flagName !== 'undefined') { flags[flagName] = true; } }, false); document.addEventListener('keyup', function(e) { var flagName = getFlagForKeyCode(e.keyCode); if (typeof flagName !== 'undefined') { flags[flagName] = false; } }, false);
如今当标记代表事件发生为true是,咱们更新(update)camera。咱们新增**onTick的监听事件在clock中:spa
viewer.clock.onTick.addEventListener(function(clock) { var camera = viewer.camera; });
接下来,咱们让Camera指向鼠标指向的方向。在变量声明以后添加下列代码到事件监听函数:
if (flags.looking) { var width = canvas.clientWidth; var height = canvas.clientHeight; // Coordinate (0.0, 0.0) will be where the mouse was clicked. var x = (mousePosition.x - startMousePosition.x) / width; var y = -(mousePosition.y - startMousePosition.y) / height; var lookFactor = 0.05; camera.lookRight(x * lookFactor); camera.lookUp(y * lookFactor); }
lookRight和lookUp只须要一个角度参数用于表示旋转的角度。咱们将鼠标坐标转换为范围(-1.0,1.0),坐标(0.0,0.0)位于画布的中心。鼠标距中心的距离决定了旋转的速度。靠近中心的位置移动Camera的速度较慢,而远离中心的位置移动Camera的速度较快。
最后,添加代码用于移动Camera的位置。而后添加下列代码到事件响应函数:
// Change movement speed based on the distance of the camera to the surface of the ellipsoid. var cameraHeight = ellipsoid.cartesianToCartographic(camera.position).height; var moveRate = cameraHeight / 100.0; if (flags.moveForward) { camera.moveForward(moveRate); } if (flags.moveBackward) { camera.moveBackward(moveRate); } if (flags.moveUp) { camera.moveUp(moveRate); } if (flags.moveDown) { camera.moveDown(moveRate); } if (flags.moveLeft) { camera.moveLeft(moveRate); } if (flags.moveRight) { camera.moveRight(moveRate); }
moveForward、moveBackward、moveUp、moveDown、moveLeft和moveRight方法只须要一个距离参数(米)用于移动Camera的距离。当每个按键被按下时,Camera就会在球体表面移动固定的距离。Camera离地面越近,移动的速度就越慢。
完整的代码以下:
var viewer = new Cesium.Viewer('cesiumContainer'); var scene = viewer.scene; var canvas = viewer.canvas; canvas.setAttribute('tabindex', '0'); // needed to put focus on the canvas canvas.onclick = function() { canvas.focus(); }; var ellipsoid = viewer.scene.globe.ellipsoid; // disable the default event handlers scene.screenSpaceCameraController.enableRotate = false; scene.screenSpaceCameraController.enableTranslate = false; scene.screenSpaceCameraController.enableZoom = false; scene.screenSpaceCameraController.enableTilt = false; scene.screenSpaceCameraController.enableLook = false; var startMousePosition; var mousePosition; var flags = { looking : false, moveForward : false, moveBackward : false, moveUp : false, moveDown : false, moveLeft : false, moveRight : false }; var handler = new Cesium.ScreenSpaceEventHandler(canvas); handler.setInputAction(function(movement) { flags.looking = true; mousePosition = startMousePosition = Cesium.Cartesian3.clone(movement.position); }, Cesium.ScreenSpaceEventType.LEFT_DOWN); handler.setInputAction(function(movement) { mousePosition = movement.endPosition; }, Cesium.ScreenSpaceEventType.MOUSE_MOVE); handler.setInputAction(function(position) { flags.looking = false; }, Cesium.ScreenSpaceEventType.LEFT_UP); function getFlagForKeyCode(keyCode) { switch (keyCode) { case 'W'.charCodeAt(0): return 'moveForward'; case 'S'.charCodeAt(0): return 'moveBackward'; case 'Q'.charCodeAt(0): return 'moveUp'; case 'E'.charCodeAt(0): return 'moveDown'; case 'D'.charCodeAt(0): return 'moveRight'; case 'A'.charCodeAt(0): return 'moveLeft'; default: return undefined; } } document.addEventListener('keydown', function(e) { var flagName = getFlagForKeyCode(e.keyCode); if (typeof flagName !== 'undefined') { flags[flagName] = true; } }, false); document.addEventListener('keyup', function(e) { var flagName = getFlagForKeyCode(e.keyCode); if (typeof flagName !== 'undefined') { flags[flagName] = false; } }, false); viewer.clock.onTick.addEventListener(function(clock) { var camera = viewer.camera; if (flags.looking) { var width = canvas.clientWidth; var height = canvas.clientHeight; // Coordinate (0.0, 0.0) will be where the mouse was clicked. var x = (mousePosition.x - startMousePosition.x) / width; var y = -(mousePosition.y - startMousePosition.y) / height; var lookFactor = 0.05; camera.lookRight(x * lookFactor); camera.lookUp(y * lookFactor); } // Change movement speed based on the distance of the camera to the surface of the ellipsoid. var cameraHeight = ellipsoid.cartesianToCartographic(camera.position).height; var moveRate = cameraHeight / 100.0; if (flags.moveForward) { camera.moveForward(moveRate); } if (flags.moveBackward) { camera.moveBackward(moveRate); } if (flags.moveUp) { camera.moveUp(moveRate); } if (flags.moveDown) { camera.moveDown(moveRate); } if (flags.moveLeft) { camera.moveLeft(moveRate); } if (flags.moveRight) { camera.moveRight(moveRate); } });
##Camera Camera表示Camera当前位置、方向、参考帧和视图截锥的状态。上面的Camera向量在每帧中都是正交的。 move**和zoom**函数平移Camera的位置按照它的方向或指定的方向矢量。方向保持固定不变。
look**和twist**函数旋转Camera的方向好比向上、或向右矢量。位置保持固定不变。
*rotate**函数玄幻位置和方向基于给定矢量。
函数设置Camera给定范围或位置和目标的Camera位置和方向。例如:
var west = Cesium.Math.toRadians(-77.0); var south = Cesium.Math.toRadians(38.0); var east = Cesium.Math.toRadians(-72.0); var north = Cesium.Math.toRadians(42.0); var extent = new Cesium.Extent(west, south, east, north); camera.viewExtent(extent, Cesium.Ellipsoid.WGS84);
建立变量ray,经过像素拾取Camera的位置。该方法可用于拾取,例如:
// find intersection of the pixel picked and an ellipsoid var ray = camera.getPickRay(mousePosition); var intersection = Cesium.IntersectionTests.rayEllipsoid(ray, Cesium.Ellipsoid.WGS84);
ScreenSpaceCameraController将用户输入(如鼠标和触摸)从窗口坐标转换为Camera运动。它包含用于启用和禁用不一样类型输入、修改惯性量以及最小和最大缩放距离的属性。
可在Sandcastle中查看camera样例代码:
API文档:
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