import BoundingSphere from '../Core/BoundingSphere.js';
|
import Cartesian2 from '../Core/Cartesian2.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Cartesian4 from '../Core/Cartesian4.js';
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import Cartographic from '../Core/Cartographic.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import EasingFunction from '../Core/EasingFunction.js';
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import Ellipsoid from '../Core/Ellipsoid.js';
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import EllipsoidGeodesic from '../Core/EllipsoidGeodesic.js';
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import Event from '../Core/Event.js';
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import getTimestamp from '../Core/getTimestamp.js';
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import HeadingPitchRange from '../Core/HeadingPitchRange.js';
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import HeadingPitchRoll from '../Core/HeadingPitchRoll.js';
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import Intersect from '../Core/Intersect.js';
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import IntersectionTests from '../Core/IntersectionTests.js';
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import CesiumMath from '../Core/Math.js';
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import Matrix3 from '../Core/Matrix3.js';
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import Matrix4 from '../Core/Matrix4.js';
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import OrthographicFrustum from '../Core/OrthographicFrustum.js';
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import OrthographicOffCenterFrustum from '../Core/OrthographicOffCenterFrustum.js';
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import PerspectiveFrustum from '../Core/PerspectiveFrustum.js';
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import Quaternion from '../Core/Quaternion.js';
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import Ray from '../Core/Ray.js';
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import Rectangle from '../Core/Rectangle.js';
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import Transforms from '../Core/Transforms.js';
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import CameraFlightPath from './CameraFlightPath.js';
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import MapMode2D from './MapMode2D.js';
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import SceneMode from './SceneMode.js';
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|
/**
|
* The camera is defined by a position, orientation, and view frustum.
|
* <br /><br />
|
* The orientation forms an orthonormal basis with a view, up and right = view x up unit vectors.
|
* <br /><br />
|
* The viewing frustum is defined by 6 planes.
|
* Each plane is represented by a {@link Cartesian4} object, where the x, y, and z components
|
* define the unit vector normal to the plane, and the w component is the distance of the
|
* plane from the origin/camera position.
|
*
|
* @alias Camera
|
*
|
* @constructor
|
*
|
* @param {Scene} scene The scene.
|
*
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=Camera.html|Cesium Sandcastle Camera Demo}
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=Camera%20Tutorial.html">Sandcastle Example</a> from the <a href="https://cesium.com/docs/tutorials/camera/|Camera Tutorial}
|
*
|
* @example
|
* // Create a camera looking down the negative z-axis, positioned at the origin,
|
* // with a field of view of 60 degrees, and 1:1 aspect ratio.
|
* var camera = new Cesium.Camera(scene);
|
* camera.position = new Cesium.Cartesian3();
|
* camera.direction = Cesium.Cartesian3.negate(Cesium.Cartesian3.UNIT_Z, new Cesium.Cartesian3());
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* camera.up = Cesium.Cartesian3.clone(Cesium.Cartesian3.UNIT_Y);
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* camera.frustum.fov = Cesium.Math.PI_OVER_THREE;
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* camera.frustum.near = 1.0;
|
* camera.frustum.far = 2.0;
|
*/
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function Camera(scene) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(scene)) {
|
throw new DeveloperError('scene is required.');
|
}
|
//>>includeEnd('debug');
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this._scene = scene;
|
|
this._transform = Matrix4.clone(Matrix4.IDENTITY);
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this._invTransform = Matrix4.clone(Matrix4.IDENTITY);
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this._actualTransform = Matrix4.clone(Matrix4.IDENTITY);
|
this._actualInvTransform = Matrix4.clone(Matrix4.IDENTITY);
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this._transformChanged = false;
|
|
/**
|
* The position of the camera.
|
*
|
* @type {Cartesian3}
|
*/
|
this.position = new Cartesian3();
|
this._position = new Cartesian3();
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this._positionWC = new Cartesian3();
|
this._positionCartographic = new Cartographic();
|
this._oldPositionWC = undefined;
|
|
/**
|
* The position delta magnitude.
|
*
|
* @private
|
*/
|
this.positionWCDeltaMagnitude = 0.0;
|
|
/**
|
* The position delta magnitude last frame.
|
*
|
* @private
|
*/
|
this.positionWCDeltaMagnitudeLastFrame = 0.0;
|
|
/**
|
* How long in seconds since the camera has stopped moving
|
*
|
* @private
|
*/
|
this.timeSinceMoved = 0.0;
|
this._lastMovedTimestamp = 0.0;
|
|
/**
|
* The view direction of the camera.
|
*
|
* @type {Cartesian3}
|
*/
|
this.direction = new Cartesian3();
|
this._direction = new Cartesian3();
|
this._directionWC = new Cartesian3();
|
|
/**
|
* The up direction of the camera.
|
*
|
* @type {Cartesian3}
|
*/
|
this.up = new Cartesian3();
|
this._up = new Cartesian3();
|
this._upWC = new Cartesian3();
|
|
/**
|
* The right direction of the camera.
|
*
|
* @type {Cartesian3}
|
*/
|
this.right = new Cartesian3();
|
this._right = new Cartesian3();
|
this._rightWC = new Cartesian3();
|
|
/**
|
* The region of space in view.
|
*
|
* @type {Frustum}
|
* @default PerspectiveFrustum()
|
*
|
* @see PerspectiveFrustum
|
* @see PerspectiveOffCenterFrustum
|
* @see OrthographicFrustum
|
*/
|
this.frustum = new PerspectiveFrustum();
|
this.frustum.aspectRatio = scene.drawingBufferWidth / scene.drawingBufferHeight;
|
this.frustum.fov = CesiumMath.toRadians(60.0);
|
|
/**
|
* The default amount to move the camera when an argument is not
|
* provided to the move methods.
|
* @type {Number}
|
* @default 100000.0;
|
*/
|
this.defaultMoveAmount = 100000.0;
|
/**
|
* The default amount to rotate the camera when an argument is not
|
* provided to the look methods.
|
* @type {Number}
|
* @default Math.PI / 60.0
|
*/
|
this.defaultLookAmount = Math.PI / 60.0;
|
/**
|
* The default amount to rotate the camera when an argument is not
|
* provided to the rotate methods.
|
* @type {Number}
|
* @default Math.PI / 3600.0
|
*/
|
this.defaultRotateAmount = Math.PI / 3600.0;
|
/**
|
* The default amount to move the camera when an argument is not
|
* provided to the zoom methods.
|
* @type {Number}
|
* @default 100000.0;
|
*/
|
this.defaultZoomAmount = 100000.0;
|
/**
|
* If set, the camera will not be able to rotate past this axis in either direction.
|
* @type {Cartesian3}
|
* @default undefined
|
*/
|
this.constrainedAxis = undefined;
|
/**
|
* The factor multiplied by the the map size used to determine where to clamp the camera position
|
* when zooming out from the surface. The default is 1.5. Only valid for 2D and the map is rotatable.
|
* @type {Number}
|
* @default 1.5
|
*/
|
this.maximumZoomFactor = 1.5;
|
|
this._moveStart = new Event();
|
this._moveEnd = new Event();
|
|
this._changed = new Event();
|
this._changedPosition = undefined;
|
this._changedDirection = undefined;
|
this._changedFrustum = undefined;
|
|
/**
|
* The amount the camera has to change before the <code>changed</code> event is raised. The value is a percentage in the [0, 1] range.
|
* @type {number}
|
* @default 0.5
|
*/
|
this.percentageChanged = 0.5;
|
|
this._viewMatrix = new Matrix4();
|
this._invViewMatrix = new Matrix4();
|
updateViewMatrix(this);
|
|
this._mode = SceneMode.SCENE3D;
|
this._modeChanged = true;
|
var projection = scene.mapProjection;
|
this._projection = projection;
|
this._maxCoord = projection.project(new Cartographic(Math.PI, CesiumMath.PI_OVER_TWO));
|
this._max2Dfrustum = undefined;
|
|
// set default view
|
rectangleCameraPosition3D(this, Camera.DEFAULT_VIEW_RECTANGLE, this.position, true);
|
|
var mag = Cartesian3.magnitude(this.position);
|
mag += mag * Camera.DEFAULT_VIEW_FACTOR;
|
Cartesian3.normalize(this.position, this.position);
|
Cartesian3.multiplyByScalar(this.position, mag, this.position);
|
}
|
|
/**
|
* @private
|
*/
|
Camera.TRANSFORM_2D = new Matrix4(
|
0.0, 0.0, 1.0, 0.0,
|
1.0, 0.0, 0.0, 0.0,
|
0.0, 1.0, 0.0, 0.0,
|
0.0, 0.0, 0.0, 1.0);
|
|
/**
|
* @private
|
*/
|
Camera.TRANSFORM_2D_INVERSE = Matrix4.inverseTransformation(Camera.TRANSFORM_2D, new Matrix4());
|
|
/**
|
* The default rectangle the camera will view on creation.
|
* @type Rectangle
|
*/
|
Camera.DEFAULT_VIEW_RECTANGLE = Rectangle.fromDegrees(-95.0, -20.0, -70.0, 90.0);
|
|
/**
|
* A scalar to multiply to the camera position and add it back after setting the camera to view the rectangle.
|
* A value of zero means the camera will view the entire {@link Camera#DEFAULT_VIEW_RECTANGLE}, a value greater than zero
|
* will move it further away from the extent, and a value less than zero will move it close to the extent.
|
* @type Number
|
*/
|
Camera.DEFAULT_VIEW_FACTOR = 0.5;
|
|
/**
|
* The default heading/pitch/range that is used when the camera flies to a location that contains a bounding sphere.
|
* @type HeadingPitchRange
|
*/
|
Camera.DEFAULT_OFFSET = new HeadingPitchRange(0.0, -CesiumMath.PI_OVER_FOUR, 0.0);
|
|
function updateViewMatrix(camera) {
|
Matrix4.computeView(camera._position, camera._direction, camera._up, camera._right, camera._viewMatrix);
|
Matrix4.multiply(camera._viewMatrix, camera._actualInvTransform, camera._viewMatrix);
|
Matrix4.inverseTransformation(camera._viewMatrix, camera._invViewMatrix);
|
}
|
|
function updateCameraDeltas(camera) {
|
if (!defined(camera._oldPositionWC)) {
|
camera._oldPositionWC = Cartesian3.clone(camera.positionWC, camera._oldPositionWC);
|
} else {
|
camera.positionWCDeltaMagnitudeLastFrame = camera.positionWCDeltaMagnitude;
|
var delta = Cartesian3.subtract(camera.positionWC, camera._oldPositionWC, camera._oldPositionWC);
|
camera.positionWCDeltaMagnitude = Cartesian3.magnitude(delta);
|
camera._oldPositionWC = Cartesian3.clone(camera.positionWC, camera._oldPositionWC);
|
|
// Update move timers
|
if (camera.positionWCDeltaMagnitude > 0.0) {
|
camera.timeSinceMoved = 0.0;
|
camera._lastMovedTimestamp = getTimestamp();
|
} else {
|
camera.timeSinceMoved = Math.max(getTimestamp() - camera._lastMovedTimestamp, 0.0) / 1000.0;
|
}
|
}
|
}
|
|
/**
|
* Checks if there's a camera flight with preload for this camera.
|
*
|
* @returns {Boolean} Whether or not this camera has a current flight with a valid preloadFlightCamera in scene.
|
*
|
* @private
|
*
|
*/
|
Camera.prototype.canPreloadFlight = function() {
|
return defined(this._currentFlight) && this._mode !== SceneMode.SCENE2D;
|
};
|
|
Camera.prototype._updateCameraChanged = function() {
|
var camera = this;
|
|
updateCameraDeltas(camera);
|
|
if (camera._changed.numberOfListeners === 0) {
|
return;
|
}
|
|
var percentageChanged = camera.percentageChanged;
|
|
if (camera._mode === SceneMode.SCENE2D) {
|
if (!defined(camera._changedFrustum)) {
|
camera._changedPosition = Cartesian3.clone(camera.position, camera._changedPosition);
|
camera._changedFrustum = camera.frustum.clone();
|
return;
|
}
|
|
var position = camera.position;
|
var lastPosition = camera._changedPosition;
|
|
var frustum = camera.frustum;
|
var lastFrustum = camera._changedFrustum;
|
|
var x0 = position.x + frustum.left;
|
var x1 = position.x + frustum.right;
|
var x2 = lastPosition.x + lastFrustum.left;
|
var x3 = lastPosition.x + lastFrustum.right;
|
|
var y0 = position.y + frustum.bottom;
|
var y1 = position.y + frustum.top;
|
var y2 = lastPosition.y + lastFrustum.bottom;
|
var y3 = lastPosition.y + lastFrustum.top;
|
|
var leftX = Math.max(x0, x2);
|
var rightX = Math.min(x1, x3);
|
var bottomY = Math.max(y0, y2);
|
var topY = Math.min(y1, y3);
|
|
var areaPercentage;
|
if (leftX >= rightX || bottomY >= y1) {
|
areaPercentage = 1.0;
|
} else {
|
var areaRef = lastFrustum;
|
if (x0 < x2 && x1 > x3 && y0 < y2 && y1 > y3) {
|
areaRef = frustum;
|
}
|
areaPercentage = 1.0 - ((rightX - leftX) * (topY - bottomY)) / ((areaRef.right - areaRef.left) * (areaRef.top - areaRef.bottom));
|
}
|
|
if (areaPercentage > percentageChanged) {
|
camera._changed.raiseEvent(areaPercentage);
|
camera._changedPosition = Cartesian3.clone(camera.position, camera._changedPosition);
|
camera._changedFrustum = camera.frustum.clone(camera._changedFrustum);
|
}
|
return;
|
}
|
|
if (!defined(camera._changedDirection)) {
|
camera._changedPosition = Cartesian3.clone(camera.positionWC, camera._changedPosition);
|
camera._changedDirection = Cartesian3.clone(camera.directionWC, camera._changedDirection);
|
return;
|
}
|
|
var dirAngle = CesiumMath.acosClamped(Cartesian3.dot(camera.directionWC, camera._changedDirection));
|
|
var dirPercentage;
|
if (defined(camera.frustum.fovy)) {
|
dirPercentage = dirAngle / (camera.frustum.fovy * 0.5);
|
} else {
|
dirPercentage = dirAngle;
|
}
|
|
var distance = Cartesian3.distance(camera.positionWC, camera._changedPosition);
|
var heightPercentage = distance / camera.positionCartographic.height;
|
|
if (dirPercentage > percentageChanged || heightPercentage > percentageChanged) {
|
camera._changed.raiseEvent(Math.max(dirPercentage, heightPercentage));
|
camera._changedPosition = Cartesian3.clone(camera.positionWC, camera._changedPosition);
|
camera._changedDirection = Cartesian3.clone(camera.directionWC, camera._changedDirection);
|
}
|
};
|
|
function convertTransformForColumbusView(camera) {
|
Transforms.basisTo2D(camera._projection, camera._transform, camera._actualTransform);
|
}
|
|
var scratchCartographic = new Cartographic();
|
var scratchCartesian3Projection = new Cartesian3();
|
var scratchCartesian3 = new Cartesian3();
|
var scratchCartesian4Origin = new Cartesian4();
|
var scratchCartesian4NewOrigin = new Cartesian4();
|
var scratchCartesian4NewXAxis = new Cartesian4();
|
var scratchCartesian4NewYAxis = new Cartesian4();
|
var scratchCartesian4NewZAxis = new Cartesian4();
|
|
function convertTransformFor2D(camera) {
|
var projection = camera._projection;
|
var ellipsoid = projection.ellipsoid;
|
|
var origin = Matrix4.getColumn(camera._transform, 3, scratchCartesian4Origin);
|
var cartographic = ellipsoid.cartesianToCartographic(origin, scratchCartographic);
|
|
var projectedPosition = projection.project(cartographic, scratchCartesian3Projection);
|
var newOrigin = scratchCartesian4NewOrigin;
|
newOrigin.x = projectedPosition.z;
|
newOrigin.y = projectedPosition.x;
|
newOrigin.z = projectedPosition.y;
|
newOrigin.w = 1.0;
|
|
var newZAxis = Cartesian4.clone(Cartesian4.UNIT_X, scratchCartesian4NewZAxis);
|
|
var xAxis = Cartesian4.add(Matrix4.getColumn(camera._transform, 0, scratchCartesian3), origin, scratchCartesian3);
|
ellipsoid.cartesianToCartographic(xAxis, cartographic);
|
|
projection.project(cartographic, projectedPosition);
|
var newXAxis = scratchCartesian4NewXAxis;
|
newXAxis.x = projectedPosition.z;
|
newXAxis.y = projectedPosition.x;
|
newXAxis.z = projectedPosition.y;
|
newXAxis.w = 0.0;
|
|
Cartesian3.subtract(newXAxis, newOrigin, newXAxis);
|
newXAxis.x = 0.0;
|
|
var newYAxis = scratchCartesian4NewYAxis;
|
if (Cartesian3.magnitudeSquared(newXAxis) > CesiumMath.EPSILON10) {
|
Cartesian3.cross(newZAxis, newXAxis, newYAxis);
|
} else {
|
var yAxis = Cartesian4.add(Matrix4.getColumn(camera._transform, 1, scratchCartesian3), origin, scratchCartesian3);
|
ellipsoid.cartesianToCartographic(yAxis, cartographic);
|
|
projection.project(cartographic, projectedPosition);
|
newYAxis.x = projectedPosition.z;
|
newYAxis.y = projectedPosition.x;
|
newYAxis.z = projectedPosition.y;
|
newYAxis.w = 0.0;
|
|
Cartesian3.subtract(newYAxis, newOrigin, newYAxis);
|
newYAxis.x = 0.0;
|
|
if (Cartesian3.magnitudeSquared(newYAxis) < CesiumMath.EPSILON10) {
|
Cartesian4.clone(Cartesian4.UNIT_Y, newXAxis);
|
Cartesian4.clone(Cartesian4.UNIT_Z, newYAxis);
|
}
|
}
|
|
Cartesian3.cross(newYAxis, newZAxis, newXAxis);
|
Cartesian3.normalize(newXAxis, newXAxis);
|
Cartesian3.cross(newZAxis, newXAxis, newYAxis);
|
Cartesian3.normalize(newYAxis, newYAxis);
|
|
Matrix4.setColumn(camera._actualTransform, 0, newXAxis, camera._actualTransform);
|
Matrix4.setColumn(camera._actualTransform, 1, newYAxis, camera._actualTransform);
|
Matrix4.setColumn(camera._actualTransform, 2, newZAxis, camera._actualTransform);
|
Matrix4.setColumn(camera._actualTransform, 3, newOrigin, camera._actualTransform);
|
}
|
|
var scratchCartesian = new Cartesian3();
|
|
function updateMembers(camera) {
|
var mode = camera._mode;
|
|
var heightChanged = false;
|
var height = 0.0;
|
if (mode === SceneMode.SCENE2D) {
|
height = camera.frustum.right - camera.frustum.left;
|
heightChanged = height !== camera._positionCartographic.height;
|
}
|
|
var position = camera._position;
|
var positionChanged = !Cartesian3.equals(position, camera.position) || heightChanged;
|
if (positionChanged) {
|
position = Cartesian3.clone(camera.position, camera._position);
|
}
|
|
var direction = camera._direction;
|
var directionChanged = !Cartesian3.equals(direction, camera.direction);
|
if (directionChanged) {
|
Cartesian3.normalize(camera.direction, camera.direction);
|
direction = Cartesian3.clone(camera.direction, camera._direction);
|
}
|
|
var up = camera._up;
|
var upChanged = !Cartesian3.equals(up, camera.up);
|
if (upChanged) {
|
Cartesian3.normalize(camera.up, camera.up);
|
up = Cartesian3.clone(camera.up, camera._up);
|
}
|
|
var right = camera._right;
|
var rightChanged = !Cartesian3.equals(right, camera.right);
|
if (rightChanged) {
|
Cartesian3.normalize(camera.right, camera.right);
|
right = Cartesian3.clone(camera.right, camera._right);
|
}
|
|
var transformChanged = camera._transformChanged || camera._modeChanged;
|
camera._transformChanged = false;
|
|
if (transformChanged) {
|
Matrix4.inverseTransformation(camera._transform, camera._invTransform);
|
|
if (camera._mode === SceneMode.COLUMBUS_VIEW || camera._mode === SceneMode.SCENE2D) {
|
if (Matrix4.equals(Matrix4.IDENTITY, camera._transform)) {
|
Matrix4.clone(Camera.TRANSFORM_2D, camera._actualTransform);
|
} else if (camera._mode === SceneMode.COLUMBUS_VIEW) {
|
convertTransformForColumbusView(camera);
|
} else {
|
convertTransformFor2D(camera);
|
}
|
} else {
|
Matrix4.clone(camera._transform, camera._actualTransform);
|
}
|
|
Matrix4.inverseTransformation(camera._actualTransform, camera._actualInvTransform);
|
|
camera._modeChanged = false;
|
}
|
|
var transform = camera._actualTransform;
|
|
if (positionChanged || transformChanged) {
|
camera._positionWC = Matrix4.multiplyByPoint(transform, position, camera._positionWC);
|
|
// Compute the Cartographic position of the camera.
|
if (mode === SceneMode.SCENE3D || mode === SceneMode.MORPHING) {
|
camera._positionCartographic = camera._projection.ellipsoid.cartesianToCartographic(camera._positionWC, camera._positionCartographic);
|
} else {
|
// The camera position is expressed in the 2D coordinate system where the Y axis is to the East,
|
// the Z axis is to the North, and the X axis is out of the map. Express them instead in the ENU axes where
|
// X is to the East, Y is to the North, and Z is out of the local horizontal plane.
|
var positionENU = scratchCartesian;
|
positionENU.x = camera._positionWC.y;
|
positionENU.y = camera._positionWC.z;
|
positionENU.z = camera._positionWC.x;
|
|
// In 2D, the camera height is always 12.7 million meters.
|
// The apparent height is equal to half the frustum width.
|
if (mode === SceneMode.SCENE2D) {
|
positionENU.z = height;
|
}
|
|
camera._projection.unproject(positionENU, camera._positionCartographic);
|
}
|
}
|
|
if (directionChanged || upChanged || rightChanged) {
|
var det = Cartesian3.dot(direction, Cartesian3.cross(up, right, scratchCartesian));
|
if (Math.abs(1.0 - det) > CesiumMath.EPSILON2) {
|
//orthonormalize axes
|
var invUpMag = 1.0 / Cartesian3.magnitudeSquared(up);
|
var scalar = Cartesian3.dot(up, direction) * invUpMag;
|
var w0 = Cartesian3.multiplyByScalar(direction, scalar, scratchCartesian);
|
up = Cartesian3.normalize(Cartesian3.subtract(up, w0, camera._up), camera._up);
|
Cartesian3.clone(up, camera.up);
|
|
right = Cartesian3.cross(direction, up, camera._right);
|
Cartesian3.clone(right, camera.right);
|
}
|
}
|
|
if (directionChanged || transformChanged) {
|
camera._directionWC = Matrix4.multiplyByPointAsVector(transform, direction, camera._directionWC);
|
Cartesian3.normalize(camera._directionWC, camera._directionWC);
|
}
|
|
if (upChanged || transformChanged) {
|
camera._upWC = Matrix4.multiplyByPointAsVector(transform, up, camera._upWC);
|
Cartesian3.normalize(camera._upWC, camera._upWC);
|
}
|
|
if (rightChanged || transformChanged) {
|
camera._rightWC = Matrix4.multiplyByPointAsVector(transform, right, camera._rightWC);
|
Cartesian3.normalize(camera._rightWC, camera._rightWC);
|
}
|
|
if (positionChanged || directionChanged || upChanged || rightChanged || transformChanged) {
|
updateViewMatrix(camera);
|
}
|
}
|
|
function getHeading(direction, up) {
|
var heading;
|
if (!CesiumMath.equalsEpsilon(Math.abs(direction.z), 1.0, CesiumMath.EPSILON3)) {
|
heading = Math.atan2(direction.y, direction.x) - CesiumMath.PI_OVER_TWO;
|
} else {
|
heading = Math.atan2(up.y, up.x) - CesiumMath.PI_OVER_TWO;
|
}
|
|
return CesiumMath.TWO_PI - CesiumMath.zeroToTwoPi(heading);
|
}
|
|
function getPitch(direction) {
|
return CesiumMath.PI_OVER_TWO - CesiumMath.acosClamped(direction.z);
|
}
|
|
function getRoll(direction, up, right) {
|
var roll = 0.0;
|
if (!CesiumMath.equalsEpsilon(Math.abs(direction.z), 1.0, CesiumMath.EPSILON3)) {
|
roll = Math.atan2(-right.z, up.z);
|
roll = CesiumMath.zeroToTwoPi(roll + CesiumMath.TWO_PI);
|
}
|
|
return roll;
|
}
|
|
var scratchHPRMatrix1 = new Matrix4();
|
var scratchHPRMatrix2 = new Matrix4();
|
|
Object.defineProperties(Camera.prototype, {
|
/**
|
* Gets the camera's reference frame. The inverse of this transformation is appended to the view matrix.
|
* @memberof Camera.prototype
|
*
|
* @type {Matrix4}
|
* @readonly
|
*
|
* @default {@link Matrix4.IDENTITY}
|
*/
|
transform : {
|
get : function() {
|
return this._transform;
|
}
|
},
|
|
/**
|
* Gets the inverse camera transform.
|
* @memberof Camera.prototype
|
*
|
* @type {Matrix4}
|
* @readonly
|
*
|
* @default {@link Matrix4.IDENTITY}
|
*/
|
inverseTransform : {
|
get : function() {
|
updateMembers(this);
|
return this._invTransform;
|
}
|
},
|
|
/**
|
* Gets the view matrix.
|
* @memberof Camera.prototype
|
*
|
* @type {Matrix4}
|
* @readonly
|
*
|
* @see Camera#inverseViewMatrix
|
*/
|
viewMatrix : {
|
get : function() {
|
updateMembers(this);
|
return this._viewMatrix;
|
}
|
},
|
|
/**
|
* Gets the inverse view matrix.
|
* @memberof Camera.prototype
|
*
|
* @type {Matrix4}
|
* @readonly
|
*
|
* @see Camera#viewMatrix
|
*/
|
inverseViewMatrix : {
|
get : function() {
|
updateMembers(this);
|
return this._invViewMatrix;
|
}
|
},
|
|
/**
|
* Gets the {@link Cartographic} position of the camera, with longitude and latitude
|
* expressed in radians and height in meters. In 2D and Columbus View, it is possible
|
* for the returned longitude and latitude to be outside the range of valid longitudes
|
* and latitudes when the camera is outside the map.
|
* @memberof Camera.prototype
|
*
|
* @type {Cartographic}
|
* @readonly
|
*/
|
positionCartographic : {
|
get : function() {
|
updateMembers(this);
|
return this._positionCartographic;
|
}
|
},
|
|
/**
|
* Gets the position of the camera in world coordinates.
|
* @memberof Camera.prototype
|
*
|
* @type {Cartesian3}
|
* @readonly
|
*/
|
positionWC : {
|
get : function() {
|
updateMembers(this);
|
return this._positionWC;
|
}
|
},
|
|
/**
|
* Gets the view direction of the camera in world coordinates.
|
* @memberof Camera.prototype
|
*
|
* @type {Cartesian3}
|
* @readonly
|
*/
|
directionWC : {
|
get : function() {
|
updateMembers(this);
|
return this._directionWC;
|
}
|
},
|
|
/**
|
* Gets the up direction of the camera in world coordinates.
|
* @memberof Camera.prototype
|
*
|
* @type {Cartesian3}
|
* @readonly
|
*/
|
upWC : {
|
get : function() {
|
updateMembers(this);
|
return this._upWC;
|
}
|
},
|
|
/**
|
* Gets the right direction of the camera in world coordinates.
|
* @memberof Camera.prototype
|
*
|
* @type {Cartesian3}
|
* @readonly
|
*/
|
rightWC : {
|
get : function() {
|
updateMembers(this);
|
return this._rightWC;
|
}
|
},
|
|
/**
|
* Gets the camera heading in radians.
|
* @memberof Camera.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*/
|
heading : {
|
get : function() {
|
if (this._mode !== SceneMode.MORPHING) {
|
var ellipsoid = this._projection.ellipsoid;
|
|
var oldTransform = Matrix4.clone(this._transform, scratchHPRMatrix1);
|
var transform = Transforms.eastNorthUpToFixedFrame(this.positionWC, ellipsoid, scratchHPRMatrix2);
|
this._setTransform(transform);
|
|
var heading = getHeading(this.direction, this.up);
|
|
this._setTransform(oldTransform);
|
|
return heading;
|
}
|
|
return undefined;
|
}
|
},
|
|
/**
|
* Gets the camera pitch in radians.
|
* @memberof Camera.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*/
|
pitch : {
|
get : function() {
|
if (this._mode !== SceneMode.MORPHING) {
|
var ellipsoid = this._projection.ellipsoid;
|
|
var oldTransform = Matrix4.clone(this._transform, scratchHPRMatrix1);
|
var transform = Transforms.eastNorthUpToFixedFrame(this.positionWC, ellipsoid, scratchHPRMatrix2);
|
this._setTransform(transform);
|
|
var pitch = getPitch(this.direction);
|
|
this._setTransform(oldTransform);
|
|
return pitch;
|
}
|
|
return undefined;
|
}
|
},
|
|
/**
|
* Gets the camera roll in radians.
|
* @memberof Camera.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*/
|
roll : {
|
get : function() {
|
if (this._mode !== SceneMode.MORPHING) {
|
var ellipsoid = this._projection.ellipsoid;
|
|
var oldTransform = Matrix4.clone(this._transform, scratchHPRMatrix1);
|
var transform = Transforms.eastNorthUpToFixedFrame(this.positionWC, ellipsoid, scratchHPRMatrix2);
|
this._setTransform(transform);
|
|
var roll = getRoll(this.direction, this.up, this.right);
|
|
this._setTransform(oldTransform);
|
|
return roll;
|
}
|
|
return undefined;
|
}
|
},
|
|
/**
|
* Gets the event that will be raised at when the camera starts to move.
|
* @memberof Camera.prototype
|
* @type {Event}
|
* @readonly
|
*/
|
moveStart : {
|
get : function() {
|
return this._moveStart;
|
}
|
},
|
|
/**
|
* Gets the event that will be raised when the camera has stopped moving.
|
* @memberof Camera.prototype
|
* @type {Event}
|
* @readonly
|
*/
|
moveEnd : {
|
get : function() {
|
return this._moveEnd;
|
}
|
},
|
|
/**
|
* Gets the event that will be raised when the camera has changed by <code>percentageChanged</code>.
|
* @memberof Camera.prototype
|
* @type {Event}
|
* @readonly
|
*/
|
changed : {
|
get : function() {
|
return this._changed;
|
}
|
}
|
});
|
|
/**
|
* @private
|
*/
|
Camera.prototype.update = function(mode) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(mode)) {
|
throw new DeveloperError('mode is required.');
|
}
|
if (mode === SceneMode.SCENE2D && !(this.frustum instanceof OrthographicOffCenterFrustum)) {
|
throw new DeveloperError('An OrthographicOffCenterFrustum is required in 2D.');
|
}
|
if ((mode === SceneMode.SCENE3D || mode === SceneMode.COLUMBUS_VIEW) &&
|
(!(this.frustum instanceof PerspectiveFrustum) && !(this.frustum instanceof OrthographicFrustum))) {
|
throw new DeveloperError('A PerspectiveFrustum or OrthographicFrustum is required in 3D and Columbus view');
|
}
|
//>>includeEnd('debug');
|
|
var updateFrustum = false;
|
if (mode !== this._mode) {
|
this._mode = mode;
|
this._modeChanged = mode !== SceneMode.MORPHING;
|
updateFrustum = this._mode === SceneMode.SCENE2D;
|
}
|
|
if (updateFrustum) {
|
var frustum = this._max2Dfrustum = this.frustum.clone();
|
|
//>>includeStart('debug', pragmas.debug);
|
if (!(frustum instanceof OrthographicOffCenterFrustum)) {
|
throw new DeveloperError('The camera frustum is expected to be orthographic for 2D camera control.');
|
}
|
//>>includeEnd('debug');
|
|
var maxZoomOut = 2.0;
|
var ratio = frustum.top / frustum.right;
|
frustum.right = this._maxCoord.x * maxZoomOut;
|
frustum.left = -frustum.right;
|
frustum.top = ratio * frustum.right;
|
frustum.bottom = -frustum.top;
|
}
|
|
if (this._mode === SceneMode.SCENE2D) {
|
clampMove2D(this, this.position);
|
}
|
};
|
|
var setTransformPosition = new Cartesian3();
|
var setTransformUp = new Cartesian3();
|
var setTransformDirection = new Cartesian3();
|
|
Camera.prototype._setTransform = function(transform) {
|
var position = Cartesian3.clone(this.positionWC, setTransformPosition);
|
var up = Cartesian3.clone(this.upWC, setTransformUp);
|
var direction = Cartesian3.clone(this.directionWC, setTransformDirection);
|
|
Matrix4.clone(transform, this._transform);
|
this._transformChanged = true;
|
updateMembers(this);
|
var inverse = this._actualInvTransform;
|
|
Matrix4.multiplyByPoint(inverse, position, this.position);
|
Matrix4.multiplyByPointAsVector(inverse, direction, this.direction);
|
Matrix4.multiplyByPointAsVector(inverse, up, this.up);
|
Cartesian3.cross(this.direction, this.up, this.right);
|
|
updateMembers(this);
|
};
|
|
var scratchAdjustOrtghographicFrustumMousePosition = new Cartesian2();
|
var pickGlobeScratchRay = new Ray();
|
var scratchRayIntersection = new Cartesian3();
|
var scratchDepthIntersection = new Cartesian3();
|
|
Camera.prototype._adjustOrthographicFrustum = function(zooming) {
|
if (!(this.frustum instanceof OrthographicFrustum)) {
|
return;
|
}
|
|
if (!zooming && this._positionCartographic.height < 150000.0) {
|
return;
|
}
|
|
if (!Matrix4.equals(Matrix4.IDENTITY, this.transform)) {
|
this.frustum.width = Cartesian3.magnitude(this.position);
|
return;
|
}
|
|
var scene = this._scene;
|
var globe = scene.globe;
|
var rayIntersection;
|
var depthIntersection;
|
|
if (defined(globe)) {
|
var mousePosition = scratchAdjustOrtghographicFrustumMousePosition;
|
mousePosition.x = scene.drawingBufferWidth / 2.0;
|
mousePosition.y = scene.drawingBufferHeight / 2.0;
|
|
var ray = this.getPickRay(mousePosition, pickGlobeScratchRay);
|
rayIntersection = globe.pickWorldCoordinates(ray, scene, scratchRayIntersection);
|
|
if (scene.pickPositionSupported) {
|
depthIntersection = scene.pickPositionWorldCoordinates(mousePosition, scratchDepthIntersection);
|
}
|
|
if (defined(rayIntersection) && defined(depthIntersection)) {
|
var depthDistance = defined(depthIntersection) ? Cartesian3.distance(depthIntersection, this.positionWC) : Number.POSITIVE_INFINITY;
|
var rayDistance = defined(rayIntersection) ? Cartesian3.distance(rayIntersection, this.positionWC) : Number.POSITIVE_INFINITY;
|
this.frustum.width = Math.min(depthDistance, rayDistance);
|
} else if (defined(depthIntersection)) {
|
this.frustum.width = Cartesian3.distance(depthIntersection, this.positionWC);
|
} else if (defined(rayIntersection)) {
|
this.frustum.width = Cartesian3.distance(rayIntersection, this.positionWC);
|
}
|
}
|
|
if (!defined(globe) || (!defined(rayIntersection) && !defined(depthIntersection))) {
|
var distance = Math.max(this.positionCartographic.height, 0.0);
|
this.frustum.width = distance;
|
}
|
};
|
|
var scratchSetViewCartesian = new Cartesian3();
|
var scratchSetViewTransform1 = new Matrix4();
|
var scratchSetViewTransform2 = new Matrix4();
|
var scratchSetViewQuaternion = new Quaternion();
|
var scratchSetViewMatrix3 = new Matrix3();
|
var scratchSetViewCartographic = new Cartographic();
|
|
function setView3D(camera, position, hpr) {
|
var currentTransform = Matrix4.clone(camera.transform, scratchSetViewTransform1);
|
var localTransform = Transforms.eastNorthUpToFixedFrame(position, camera._projection.ellipsoid, scratchSetViewTransform2);
|
camera._setTransform(localTransform);
|
|
Cartesian3.clone(Cartesian3.ZERO, camera.position);
|
hpr.heading = hpr.heading - CesiumMath.PI_OVER_TWO;
|
|
var rotQuat = Quaternion.fromHeadingPitchRoll(hpr, scratchSetViewQuaternion);
|
var rotMat = Matrix3.fromQuaternion(rotQuat, scratchSetViewMatrix3);
|
|
Matrix3.getColumn(rotMat, 0, camera.direction);
|
Matrix3.getColumn(rotMat, 2, camera.up);
|
Cartesian3.cross(camera.direction, camera.up, camera.right);
|
|
camera._setTransform(currentTransform);
|
|
camera._adjustOrthographicFrustum(true);
|
}
|
|
function setViewCV(camera, position,hpr, convert) {
|
var currentTransform = Matrix4.clone(camera.transform, scratchSetViewTransform1);
|
camera._setTransform(Matrix4.IDENTITY);
|
|
if (!Cartesian3.equals(position, camera.positionWC)) {
|
if (convert) {
|
var projection = camera._projection;
|
var cartographic = projection.ellipsoid.cartesianToCartographic(position, scratchSetViewCartographic);
|
position = projection.project(cartographic, scratchSetViewCartesian);
|
}
|
Cartesian3.clone(position, camera.position);
|
}
|
hpr.heading = hpr.heading - CesiumMath.PI_OVER_TWO;
|
|
var rotQuat = Quaternion.fromHeadingPitchRoll(hpr, scratchSetViewQuaternion);
|
var rotMat = Matrix3.fromQuaternion(rotQuat, scratchSetViewMatrix3);
|
|
Matrix3.getColumn(rotMat, 0, camera.direction);
|
Matrix3.getColumn(rotMat, 2, camera.up);
|
Cartesian3.cross(camera.direction, camera.up, camera.right);
|
|
camera._setTransform(currentTransform);
|
|
camera._adjustOrthographicFrustum(true);
|
}
|
|
function setView2D(camera, position, hpr, convert) {
|
var currentTransform = Matrix4.clone(camera.transform, scratchSetViewTransform1);
|
camera._setTransform(Matrix4.IDENTITY);
|
|
if (!Cartesian3.equals(position, camera.positionWC)) {
|
if (convert) {
|
var projection = camera._projection;
|
var cartographic = projection.ellipsoid.cartesianToCartographic(position, scratchSetViewCartographic);
|
position = projection.project(cartographic, scratchSetViewCartesian);
|
}
|
|
Cartesian2.clone(position, camera.position);
|
|
var newLeft = -position.z * 0.5;
|
var newRight = -newLeft;
|
|
var frustum = camera.frustum;
|
if (newRight > newLeft) {
|
var ratio = frustum.top / frustum.right;
|
frustum.right = newRight;
|
frustum.left = newLeft;
|
frustum.top = frustum.right * ratio;
|
frustum.bottom = -frustum.top;
|
}
|
}
|
|
if (camera._scene.mapMode2D === MapMode2D.ROTATE) {
|
hpr.heading = hpr.heading - CesiumMath.PI_OVER_TWO;
|
hpr.pitch = -CesiumMath.PI_OVER_TWO;
|
hpr.roll = 0.0;
|
var rotQuat = Quaternion.fromHeadingPitchRoll(hpr, scratchSetViewQuaternion);
|
var rotMat = Matrix3.fromQuaternion(rotQuat, scratchSetViewMatrix3);
|
|
Matrix3.getColumn(rotMat, 2, camera.up);
|
Cartesian3.cross(camera.direction, camera.up, camera.right);
|
}
|
|
camera._setTransform(currentTransform);
|
}
|
|
var scratchToHPRDirection = new Cartesian3();
|
var scratchToHPRUp = new Cartesian3();
|
var scratchToHPRRight = new Cartesian3();
|
|
function directionUpToHeadingPitchRoll(camera, position, orientation, result) {
|
var direction = Cartesian3.clone(orientation.direction, scratchToHPRDirection);
|
var up = Cartesian3.clone(orientation.up, scratchToHPRUp);
|
|
if (camera._scene.mode === SceneMode.SCENE3D) {
|
var ellipsoid = camera._projection.ellipsoid;
|
var transform = Transforms.eastNorthUpToFixedFrame(position, ellipsoid, scratchHPRMatrix1);
|
var invTransform = Matrix4.inverseTransformation(transform, scratchHPRMatrix2);
|
|
Matrix4.multiplyByPointAsVector(invTransform, direction, direction);
|
Matrix4.multiplyByPointAsVector(invTransform, up, up);
|
}
|
|
var right = Cartesian3.cross(direction, up, scratchToHPRRight);
|
|
result.heading = getHeading(direction, up);
|
result.pitch = getPitch(direction);
|
result.roll = getRoll(direction, up, right);
|
|
return result;
|
}
|
|
var scratchSetViewOptions = {
|
destination : undefined,
|
orientation : {
|
direction : undefined,
|
up : undefined,
|
heading : undefined,
|
pitch : undefined,
|
roll : undefined
|
},
|
convert : undefined,
|
endTransform : undefined
|
};
|
|
var scratchHpr = new HeadingPitchRoll();
|
/**
|
* Sets the camera position, orientation and transform.
|
*
|
* @param {Object} options Object with the following properties:
|
* @param {Cartesian3|Rectangle} [options.destination] The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view.
|
* @param {Object} [options.orientation] An object that contains either direction and up properties or heading, pitch and roll properties. By default, the direction will point
|
* towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive
|
* y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode.
|
* @param {Matrix4} [options.endTransform] Transform matrix representing the reference frame of the camera.
|
* @param {Boolean} [options.convert] Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to <code>true</code>.
|
*
|
* @example
|
* // 1. Set position with a top-down view
|
* viewer.camera.setView({
|
* destination : Cesium.Cartesian3.fromDegrees(-117.16, 32.71, 15000.0)
|
* });
|
*
|
* // 2 Set view with heading, pitch and roll
|
* viewer.camera.setView({
|
* destination : cartesianPosition,
|
* orientation: {
|
* heading : Cesium.Math.toRadians(90.0), // east, default value is 0.0 (north)
|
* pitch : Cesium.Math.toRadians(-90), // default value (looking down)
|
* roll : 0.0 // default value
|
* }
|
* });
|
*
|
* // 3. Change heading, pitch and roll with the camera position remaining the same.
|
* viewer.camera.setView({
|
* orientation: {
|
* heading : Cesium.Math.toRadians(90.0), // east, default value is 0.0 (north)
|
* pitch : Cesium.Math.toRadians(-90), // default value (looking down)
|
* roll : 0.0 // default value
|
* }
|
* });
|
*
|
*
|
* // 4. View rectangle with a top-down view
|
* viewer.camera.setView({
|
* destination : Cesium.Rectangle.fromDegrees(west, south, east, north)
|
* });
|
*
|
* // 5. Set position with an orientation using unit vectors.
|
* viewer.camera.setView({
|
* destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
|
* orientation : {
|
* direction : new Cesium.Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734),
|
* up : new Cesium.Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339)
|
* }
|
* });
|
*/
|
Camera.prototype.setView = function(options) {
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
var orientation = defaultValue(options.orientation, defaultValue.EMPTY_OBJECT);
|
|
var mode = this._mode;
|
if (mode === SceneMode.MORPHING) {
|
return;
|
}
|
|
if (defined(options.endTransform)) {
|
this._setTransform(options.endTransform);
|
}
|
|
var convert = defaultValue(options.convert, true);
|
var destination = defaultValue(options.destination, Cartesian3.clone(this.positionWC, scratchSetViewCartesian));
|
if (defined(destination) && defined(destination.west)) {
|
destination = this.getRectangleCameraCoordinates(destination, scratchSetViewCartesian);
|
convert = false;
|
}
|
|
if (defined(orientation.direction)) {
|
orientation = directionUpToHeadingPitchRoll(this, destination, orientation, scratchSetViewOptions.orientation);
|
}
|
|
scratchHpr.heading = defaultValue(orientation.heading, 0.0);
|
scratchHpr.pitch = defaultValue(orientation.pitch, -CesiumMath.PI_OVER_TWO);
|
scratchHpr.roll = defaultValue(orientation.roll, 0.0);
|
|
if (mode === SceneMode.SCENE3D) {
|
setView3D(this, destination, scratchHpr);
|
} else if (mode === SceneMode.SCENE2D) {
|
setView2D(this, destination, scratchHpr, convert);
|
} else {
|
setViewCV(this, destination, scratchHpr, convert);
|
}
|
};
|
|
var pitchScratch = new Cartesian3();
|
/**
|
* Fly the camera to the home view. Use {@link Camera#.DEFAULT_VIEW_RECTANGLE} to set
|
* the default view for the 3D scene. The home view for 2D and columbus view shows the
|
* entire map.
|
*
|
* @param {Number} [duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight. See {@link Camera#flyTo}
|
*/
|
Camera.prototype.flyHome = function(duration) {
|
var mode = this._mode;
|
|
if (mode === SceneMode.MORPHING) {
|
this._scene.completeMorph();
|
}
|
|
if (mode === SceneMode.SCENE2D) {
|
this.flyTo({
|
destination : Camera.DEFAULT_VIEW_RECTANGLE,
|
duration : duration,
|
endTransform : Matrix4.IDENTITY
|
});
|
} else if (mode === SceneMode.SCENE3D) {
|
var destination = this.getRectangleCameraCoordinates(Camera.DEFAULT_VIEW_RECTANGLE);
|
|
var mag = Cartesian3.magnitude(destination);
|
mag += mag * Camera.DEFAULT_VIEW_FACTOR;
|
Cartesian3.normalize(destination, destination);
|
Cartesian3.multiplyByScalar(destination, mag, destination);
|
|
this.flyTo({
|
destination : destination,
|
duration : duration,
|
endTransform : Matrix4.IDENTITY
|
});
|
} else if (mode === SceneMode.COLUMBUS_VIEW) {
|
var maxRadii = this._projection.ellipsoid.maximumRadius;
|
var position = new Cartesian3(0.0, -1.0, 1.0);
|
position = Cartesian3.multiplyByScalar(Cartesian3.normalize(position, position), 5.0 * maxRadii, position);
|
this.flyTo({
|
destination : position,
|
duration : duration,
|
orientation : {
|
heading : 0.0,
|
pitch : -Math.acos(Cartesian3.normalize(position, pitchScratch).z),
|
roll : 0.0
|
},
|
endTransform : Matrix4.IDENTITY,
|
convert : false
|
});
|
}
|
};
|
|
/**
|
* Transform a vector or point from world coordinates to the camera's reference frame.
|
*
|
* @param {Cartesian4} cartesian The vector or point to transform.
|
* @param {Cartesian4} [result] The object onto which to store the result.
|
* @returns {Cartesian4} The transformed vector or point.
|
*/
|
Camera.prototype.worldToCameraCoordinates = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian4();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByVector(this._actualInvTransform, cartesian, result);
|
};
|
|
/**
|
* Transform a point from world coordinates to the camera's reference frame.
|
*
|
* @param {Cartesian3} cartesian The point to transform.
|
* @param {Cartesian3} [result] The object onto which to store the result.
|
* @returns {Cartesian3} The transformed point.
|
*/
|
Camera.prototype.worldToCameraCoordinatesPoint = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByPoint(this._actualInvTransform, cartesian, result);
|
};
|
|
/**
|
* Transform a vector from world coordinates to the camera's reference frame.
|
*
|
* @param {Cartesian3} cartesian The vector to transform.
|
* @param {Cartesian3} [result] The object onto which to store the result.
|
* @returns {Cartesian3} The transformed vector.
|
*/
|
Camera.prototype.worldToCameraCoordinatesVector = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByPointAsVector(this._actualInvTransform, cartesian, result);
|
};
|
|
/**
|
* Transform a vector or point from the camera's reference frame to world coordinates.
|
*
|
* @param {Cartesian4} cartesian The vector or point to transform.
|
* @param {Cartesian4} [result] The object onto which to store the result.
|
* @returns {Cartesian4} The transformed vector or point.
|
*/
|
Camera.prototype.cameraToWorldCoordinates = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian4();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByVector(this._actualTransform, cartesian, result);
|
};
|
|
/**
|
* Transform a point from the camera's reference frame to world coordinates.
|
*
|
* @param {Cartesian3} cartesian The point to transform.
|
* @param {Cartesian3} [result] The object onto which to store the result.
|
* @returns {Cartesian3} The transformed point.
|
*/
|
Camera.prototype.cameraToWorldCoordinatesPoint = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByPoint(this._actualTransform, cartesian, result);
|
};
|
|
/**
|
* Transform a vector from the camera's reference frame to world coordinates.
|
*
|
* @param {Cartesian3} cartesian The vector to transform.
|
* @param {Cartesian3} [result] The object onto which to store the result.
|
* @returns {Cartesian3} The transformed vector.
|
*/
|
Camera.prototype.cameraToWorldCoordinatesVector = function(cartesian, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(cartesian)) {
|
throw new DeveloperError('cartesian is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
updateMembers(this);
|
return Matrix4.multiplyByPointAsVector(this._actualTransform, cartesian, result);
|
};
|
|
function clampMove2D(camera, position) {
|
var rotatable2D = camera._scene.mapMode2D === MapMode2D.ROTATE;
|
var maxProjectedX = camera._maxCoord.x;
|
var maxProjectedY = camera._maxCoord.y;
|
|
var minX;
|
var maxX;
|
if (rotatable2D) {
|
maxX = maxProjectedX;
|
minX = -maxX;
|
} else {
|
maxX = position.x - maxProjectedX * 2.0;
|
minX = position.x + maxProjectedX * 2.0;
|
}
|
|
if (position.x > maxProjectedX) {
|
position.x = maxX;
|
}
|
if (position.x < -maxProjectedX) {
|
position.x = minX;
|
}
|
|
if (position.y > maxProjectedY) {
|
position.y = maxProjectedY;
|
}
|
if (position.y < -maxProjectedY) {
|
position.y = -maxProjectedY;
|
}
|
}
|
|
var moveScratch = new Cartesian3();
|
/**
|
* Translates the camera's position by <code>amount</code> along <code>direction</code>.
|
*
|
* @param {Cartesian3} direction The direction to move.
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveBackward
|
* @see Camera#moveForward
|
* @see Camera#moveLeft
|
* @see Camera#moveRight
|
* @see Camera#moveUp
|
* @see Camera#moveDown
|
*/
|
Camera.prototype.move = function(direction, amount) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(direction)) {
|
throw new DeveloperError('direction is required.');
|
}
|
//>>includeEnd('debug');
|
|
var cameraPosition = this.position;
|
Cartesian3.multiplyByScalar(direction, amount, moveScratch);
|
Cartesian3.add(cameraPosition, moveScratch, cameraPosition);
|
|
if (this._mode === SceneMode.SCENE2D) {
|
clampMove2D(this, cameraPosition);
|
}
|
this._adjustOrthographicFrustum(true);
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the camera's view vector.
|
* When in 2D mode, this will zoom in the camera instead of translating the camera's position.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveBackward
|
*/
|
Camera.prototype.moveForward = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
|
if (this._mode === SceneMode.SCENE2D) {
|
// 2D mode
|
zoom2D(this, amount);
|
} else {
|
// 3D or Columbus view mode
|
this.move(this.direction, amount);
|
}
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the opposite direction
|
* of the camera's view vector.
|
* When in 2D mode, this will zoom out the camera instead of translating the camera's position.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveForward
|
*/
|
Camera.prototype.moveBackward = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
|
if (this._mode === SceneMode.SCENE2D) {
|
// 2D mode
|
zoom2D(this, -amount);
|
} else {
|
// 3D or Columbus view mode
|
this.move(this.direction, -amount);
|
}
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the camera's up vector.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveDown
|
*/
|
Camera.prototype.moveUp = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
this.move(this.up, amount);
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the opposite direction
|
* of the camera's up vector.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveUp
|
*/
|
Camera.prototype.moveDown = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
this.move(this.up, -amount);
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the camera's right vector.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveLeft
|
*/
|
Camera.prototype.moveRight = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
this.move(this.right, amount);
|
};
|
|
/**
|
* Translates the camera's position by <code>amount</code> along the opposite direction
|
* of the camera's right vector.
|
*
|
* @param {Number} [amount] The amount, in meters, to move. Defaults to <code>defaultMoveAmount</code>.
|
*
|
* @see Camera#moveRight
|
*/
|
Camera.prototype.moveLeft = function(amount) {
|
amount = defaultValue(amount, this.defaultMoveAmount);
|
this.move(this.right, -amount);
|
};
|
|
/**
|
* Rotates the camera around its up vector by amount, in radians, in the opposite direction
|
* of its right vector if not in 2D mode.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#lookRight
|
*/
|
Camera.prototype.lookLeft = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
|
// only want view of map to change in 3D mode, 2D visual is incorrect when look changes
|
if (this._mode !== SceneMode.SCENE2D) {
|
this.look(this.up, -amount);
|
}
|
};
|
|
/**
|
* Rotates the camera around its up vector by amount, in radians, in the direction
|
* of its right vector if not in 2D mode.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#lookLeft
|
*/
|
Camera.prototype.lookRight = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
|
// only want view of map to change in 3D mode, 2D visual is incorrect when look changes
|
if (this._mode !== SceneMode.SCENE2D) {
|
this.look(this.up, amount);
|
}
|
};
|
|
/**
|
* Rotates the camera around its right vector by amount, in radians, in the direction
|
* of its up vector if not in 2D mode.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#lookDown
|
*/
|
Camera.prototype.lookUp = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
|
// only want view of map to change in 3D mode, 2D visual is incorrect when look changes
|
if (this._mode !== SceneMode.SCENE2D) {
|
this.look(this.right, -amount);
|
}
|
};
|
|
/**
|
* Rotates the camera around its right vector by amount, in radians, in the opposite direction
|
* of its up vector if not in 2D mode.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#lookUp
|
*/
|
Camera.prototype.lookDown = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
|
// only want view of map to change in 3D mode, 2D visual is incorrect when look changes
|
if (this._mode !== SceneMode.SCENE2D) {
|
this.look(this.right, amount);
|
}
|
};
|
|
var lookScratchQuaternion = new Quaternion();
|
var lookScratchMatrix = new Matrix3();
|
/**
|
* Rotate each of the camera's orientation vectors around <code>axis</code> by <code>angle</code>
|
*
|
* @param {Cartesian3} axis The axis to rotate around.
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#lookUp
|
* @see Camera#lookDown
|
* @see Camera#lookLeft
|
* @see Camera#lookRight
|
*/
|
Camera.prototype.look = function(axis, angle) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(axis)) {
|
throw new DeveloperError('axis is required.');
|
}
|
//>>includeEnd('debug');
|
|
var turnAngle = defaultValue(angle, this.defaultLookAmount);
|
var quaternion = Quaternion.fromAxisAngle(axis, -turnAngle, lookScratchQuaternion);
|
var rotation = Matrix3.fromQuaternion(quaternion, lookScratchMatrix);
|
|
var direction = this.direction;
|
var up = this.up;
|
var right = this.right;
|
|
Matrix3.multiplyByVector(rotation, direction, direction);
|
Matrix3.multiplyByVector(rotation, up, up);
|
Matrix3.multiplyByVector(rotation, right, right);
|
};
|
|
/**
|
* Rotate the camera counter-clockwise around its direction vector by amount, in radians.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#twistRight
|
*/
|
Camera.prototype.twistLeft = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
this.look(this.direction, amount);
|
};
|
|
/**
|
* Rotate the camera clockwise around its direction vector by amount, in radians.
|
*
|
* @param {Number} [amount] The amount, in radians, to rotate by. Defaults to <code>defaultLookAmount</code>.
|
*
|
* @see Camera#twistLeft
|
*/
|
Camera.prototype.twistRight = function(amount) {
|
amount = defaultValue(amount, this.defaultLookAmount);
|
this.look(this.direction, -amount);
|
};
|
|
var rotateScratchQuaternion = new Quaternion();
|
var rotateScratchMatrix = new Matrix3();
|
/**
|
* Rotates the camera around <code>axis</code> by <code>angle</code>. The distance
|
* of the camera's position to the center of the camera's reference frame remains the same.
|
*
|
* @param {Cartesian3} axis The axis to rotate around given in world coordinates.
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultRotateAmount</code>.
|
*
|
* @see Camera#rotateUp
|
* @see Camera#rotateDown
|
* @see Camera#rotateLeft
|
* @see Camera#rotateRight
|
*/
|
Camera.prototype.rotate = function(axis, angle) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(axis)) {
|
throw new DeveloperError('axis is required.');
|
}
|
//>>includeEnd('debug');
|
|
var turnAngle = defaultValue(angle, this.defaultRotateAmount);
|
var quaternion = Quaternion.fromAxisAngle(axis, -turnAngle, rotateScratchQuaternion);
|
var rotation = Matrix3.fromQuaternion(quaternion, rotateScratchMatrix);
|
Matrix3.multiplyByVector(rotation, this.position, this.position);
|
Matrix3.multiplyByVector(rotation, this.direction, this.direction);
|
Matrix3.multiplyByVector(rotation, this.up, this.up);
|
Cartesian3.cross(this.direction, this.up, this.right);
|
Cartesian3.cross(this.right, this.direction, this.up);
|
|
this._adjustOrthographicFrustum(false);
|
};
|
|
/**
|
* Rotates the camera around the center of the camera's reference frame by angle downwards.
|
*
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultRotateAmount</code>.
|
*
|
* @see Camera#rotateUp
|
* @see Camera#rotate
|
*/
|
Camera.prototype.rotateDown = function(angle) {
|
angle = defaultValue(angle, this.defaultRotateAmount);
|
rotateVertical(this, angle);
|
};
|
|
/**
|
* Rotates the camera around the center of the camera's reference frame by angle upwards.
|
*
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultRotateAmount</code>.
|
*
|
* @see Camera#rotateDown
|
* @see Camera#rotate
|
*/
|
Camera.prototype.rotateUp = function(angle) {
|
angle = defaultValue(angle, this.defaultRotateAmount);
|
rotateVertical(this, -angle);
|
};
|
|
var rotateVertScratchP = new Cartesian3();
|
var rotateVertScratchA = new Cartesian3();
|
var rotateVertScratchTan = new Cartesian3();
|
var rotateVertScratchNegate = new Cartesian3();
|
function rotateVertical(camera, angle) {
|
var position = camera.position;
|
if (defined(camera.constrainedAxis) && !Cartesian3.equalsEpsilon(camera.position, Cartesian3.ZERO, CesiumMath.EPSILON2)) {
|
var p = Cartesian3.normalize(position, rotateVertScratchP);
|
var northParallel = Cartesian3.equalsEpsilon(p, camera.constrainedAxis, CesiumMath.EPSILON2);
|
var southParallel = Cartesian3.equalsEpsilon(p, Cartesian3.negate(camera.constrainedAxis, rotateVertScratchNegate), CesiumMath.EPSILON2);
|
if ((!northParallel && !southParallel)) {
|
var constrainedAxis = Cartesian3.normalize(camera.constrainedAxis, rotateVertScratchA);
|
|
var dot = Cartesian3.dot(p, constrainedAxis);
|
var angleToAxis = CesiumMath.acosClamped(dot);
|
if (angle > 0 && angle > angleToAxis) {
|
angle = angleToAxis - CesiumMath.EPSILON4;
|
}
|
|
dot = Cartesian3.dot(p, Cartesian3.negate(constrainedAxis, rotateVertScratchNegate));
|
angleToAxis = CesiumMath.acosClamped(dot);
|
if (angle < 0 && -angle > angleToAxis) {
|
angle = -angleToAxis + CesiumMath.EPSILON4;
|
}
|
|
var tangent = Cartesian3.cross(constrainedAxis, p, rotateVertScratchTan);
|
camera.rotate(tangent, angle);
|
} else if ((northParallel && angle < 0) || (southParallel && angle > 0)) {
|
camera.rotate(camera.right, angle);
|
}
|
} else {
|
camera.rotate(camera.right, angle);
|
}
|
}
|
|
/**
|
* Rotates the camera around the center of the camera's reference frame by angle to the right.
|
*
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultRotateAmount</code>.
|
*
|
* @see Camera#rotateLeft
|
* @see Camera#rotate
|
*/
|
Camera.prototype.rotateRight = function(angle) {
|
angle = defaultValue(angle, this.defaultRotateAmount);
|
rotateHorizontal(this, -angle);
|
};
|
|
/**
|
* Rotates the camera around the center of the camera's reference frame by angle to the left.
|
*
|
* @param {Number} [angle] The angle, in radians, to rotate by. Defaults to <code>defaultRotateAmount</code>.
|
*
|
* @see Camera#rotateRight
|
* @see Camera#rotate
|
*/
|
Camera.prototype.rotateLeft = function(angle) {
|
angle = defaultValue(angle, this.defaultRotateAmount);
|
rotateHorizontal(this, angle);
|
};
|
|
function rotateHorizontal(camera, angle) {
|
if (defined(camera.constrainedAxis)) {
|
camera.rotate(camera.constrainedAxis, angle);
|
} else {
|
camera.rotate(camera.up, angle);
|
}
|
}
|
|
function zoom2D(camera, amount) {
|
var frustum = camera.frustum;
|
|
//>>includeStart('debug', pragmas.debug);
|
if (!(frustum instanceof OrthographicOffCenterFrustum) || !defined(frustum.left) || !defined(frustum.right) ||
|
!defined(frustum.bottom) || !defined(frustum.top)) {
|
throw new DeveloperError('The camera frustum is expected to be orthographic for 2D camera control.');
|
}
|
//>>includeEnd('debug');
|
|
var ratio;
|
amount = amount * 0.5;
|
|
if((Math.abs(frustum.top) + Math.abs(frustum.bottom)) > (Math.abs(frustum.left) + Math.abs(frustum.right))) {
|
var newTop = frustum.top - amount;
|
var newBottom = frustum.bottom + amount;
|
|
var maxBottom = camera._maxCoord.y;
|
if (camera._scene.mapMode2D === MapMode2D.ROTATE) {
|
maxBottom *= camera.maximumZoomFactor;
|
}
|
|
if (newBottom > maxBottom) {
|
newBottom = maxBottom;
|
newTop = -maxBottom;
|
}
|
|
if (newTop <= newBottom) {
|
newTop = 1.0;
|
newBottom = -1.0;
|
}
|
|
ratio = frustum.right / frustum.top;
|
frustum.top = newTop;
|
frustum.bottom = newBottom;
|
frustum.right = frustum.top * ratio;
|
frustum.left = -frustum.right;
|
} else {
|
var newRight = frustum.right - amount;
|
var newLeft = frustum.left + amount;
|
|
var maxRight = camera._maxCoord.x;
|
if (camera._scene.mapMode2D === MapMode2D.ROTATE) {
|
maxRight *= camera.maximumZoomFactor;
|
}
|
|
if (newRight > maxRight) {
|
newRight = maxRight;
|
newLeft = -maxRight;
|
}
|
|
if (newRight <= newLeft) {
|
newRight = 1.0;
|
newLeft = -1.0;
|
}
|
ratio = frustum.top / frustum.right;
|
frustum.right = newRight;
|
frustum.left = newLeft;
|
frustum.top = frustum.right * ratio;
|
frustum.bottom = -frustum.top;
|
}
|
}
|
|
function zoom3D(camera, amount) {
|
camera.move(camera.direction, amount);
|
}
|
|
/**
|
* Zooms <code>amount</code> along the camera's view vector.
|
*
|
* @param {Number} [amount] The amount to move. Defaults to <code>defaultZoomAmount</code>.
|
*
|
* @see Camera#zoomOut
|
*/
|
Camera.prototype.zoomIn = function(amount) {
|
amount = defaultValue(amount, this.defaultZoomAmount);
|
if (this._mode === SceneMode.SCENE2D) {
|
zoom2D(this, amount);
|
} else {
|
zoom3D(this, amount);
|
}
|
};
|
|
/**
|
* Zooms <code>amount</code> along the opposite direction of
|
* the camera's view vector.
|
*
|
* @param {Number} [amount] The amount to move. Defaults to <code>defaultZoomAmount</code>.
|
*
|
* @see Camera#zoomIn
|
*/
|
Camera.prototype.zoomOut = function(amount) {
|
amount = defaultValue(amount, this.defaultZoomAmount);
|
if (this._mode === SceneMode.SCENE2D) {
|
zoom2D(this, -amount);
|
} else {
|
zoom3D(this, -amount);
|
}
|
};
|
|
/**
|
* Gets the magnitude of the camera position. In 3D, this is the vector magnitude. In 2D and
|
* Columbus view, this is the distance to the map.
|
*
|
* @returns {Number} The magnitude of the position.
|
*/
|
Camera.prototype.getMagnitude = function() {
|
if (this._mode === SceneMode.SCENE3D) {
|
return Cartesian3.magnitude(this.position);
|
} else if (this._mode === SceneMode.COLUMBUS_VIEW) {
|
return Math.abs(this.position.z);
|
} else if (this._mode === SceneMode.SCENE2D) {
|
return Math.max(this.frustum.right - this.frustum.left, this.frustum.top - this.frustum.bottom);
|
}
|
};
|
|
var scratchLookAtMatrix4 = new Matrix4();
|
|
/**
|
* Sets the camera position and orientation using a target and offset. The target must be given in
|
* world coordinates. The offset can be either a cartesian or heading/pitch/range in the local east-north-up reference frame centered at the target.
|
* If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset
|
* is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix.
|
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
|
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center.
|
*
|
* In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the
|
* target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be
|
* determined from the offset, the heading will be north.
|
*
|
* @param {Cartesian3} target The target position in world coordinates.
|
* @param {Cartesian3|HeadingPitchRange} offset The offset from the target in the local east-north-up reference frame centered at the target.
|
*
|
* @exception {DeveloperError} lookAt is not supported while morphing.
|
*
|
* @example
|
* // 1. Using a cartesian offset
|
* var center = Cesium.Cartesian3.fromDegrees(-98.0, 40.0);
|
* viewer.camera.lookAt(center, new Cesium.Cartesian3(0.0, -4790000.0, 3930000.0));
|
*
|
* // 2. Using a HeadingPitchRange offset
|
* var center = Cesium.Cartesian3.fromDegrees(-72.0, 40.0);
|
* var heading = Cesium.Math.toRadians(50.0);
|
* var pitch = Cesium.Math.toRadians(-20.0);
|
* var range = 5000.0;
|
* viewer.camera.lookAt(center, new Cesium.HeadingPitchRange(heading, pitch, range));
|
*/
|
Camera.prototype.lookAt = function(target, offset) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(target)) {
|
throw new DeveloperError('target is required');
|
}
|
if (!defined(offset)) {
|
throw new DeveloperError('offset is required');
|
}
|
if (this._mode === SceneMode.MORPHING) {
|
throw new DeveloperError('lookAt is not supported while morphing.');
|
}
|
//>>includeEnd('debug');
|
|
var transform = Transforms.eastNorthUpToFixedFrame(target, Ellipsoid.WGS84, scratchLookAtMatrix4);
|
this.lookAtTransform(transform, offset);
|
};
|
|
var scratchLookAtHeadingPitchRangeOffset = new Cartesian3();
|
var scratchLookAtHeadingPitchRangeQuaternion1 = new Quaternion();
|
var scratchLookAtHeadingPitchRangeQuaternion2 = new Quaternion();
|
var scratchHeadingPitchRangeMatrix3 = new Matrix3();
|
|
function offsetFromHeadingPitchRange(heading, pitch, range) {
|
pitch = CesiumMath.clamp(pitch, -CesiumMath.PI_OVER_TWO, CesiumMath.PI_OVER_TWO);
|
heading = CesiumMath.zeroToTwoPi(heading) - CesiumMath.PI_OVER_TWO;
|
|
var pitchQuat = Quaternion.fromAxisAngle(Cartesian3.UNIT_Y, -pitch, scratchLookAtHeadingPitchRangeQuaternion1);
|
var headingQuat = Quaternion.fromAxisAngle(Cartesian3.UNIT_Z, -heading, scratchLookAtHeadingPitchRangeQuaternion2);
|
var rotQuat = Quaternion.multiply(headingQuat, pitchQuat, headingQuat);
|
var rotMatrix = Matrix3.fromQuaternion(rotQuat, scratchHeadingPitchRangeMatrix3);
|
|
var offset = Cartesian3.clone(Cartesian3.UNIT_X, scratchLookAtHeadingPitchRangeOffset);
|
Matrix3.multiplyByVector(rotMatrix, offset, offset);
|
Cartesian3.negate(offset, offset);
|
Cartesian3.multiplyByScalar(offset, range, offset);
|
return offset;
|
}
|
|
/**
|
* Sets the camera position and orientation using a target and transformation matrix. The offset can be either a cartesian or heading/pitch/range.
|
* If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset
|
* is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix.
|
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
|
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center.
|
*
|
* In 2D, there must be a top down view. The camera will be placed above the center of the reference frame. The height above the
|
* target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be
|
* determined from the offset, the heading will be north.
|
*
|
* @param {Matrix4} transform The transformation matrix defining the reference frame.
|
* @param {Cartesian3|HeadingPitchRange} [offset] The offset from the target in a reference frame centered at the target.
|
*
|
* @exception {DeveloperError} lookAtTransform is not supported while morphing.
|
*
|
* @example
|
* // 1. Using a cartesian offset
|
* var transform = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(-98.0, 40.0));
|
* viewer.camera.lookAtTransform(transform, new Cesium.Cartesian3(0.0, -4790000.0, 3930000.0));
|
*
|
* // 2. Using a HeadingPitchRange offset
|
* var transform = Cesium.Transforms.eastNorthUpToFixedFrame(Cesium.Cartesian3.fromDegrees(-72.0, 40.0));
|
* var heading = Cesium.Math.toRadians(50.0);
|
* var pitch = Cesium.Math.toRadians(-20.0);
|
* var range = 5000.0;
|
* viewer.camera.lookAtTransform(transform, new Cesium.HeadingPitchRange(heading, pitch, range));
|
*/
|
Camera.prototype.lookAtTransform = function(transform, offset) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(transform)) {
|
throw new DeveloperError('transform is required');
|
}
|
if (this._mode === SceneMode.MORPHING) {
|
throw new DeveloperError('lookAtTransform is not supported while morphing.');
|
}
|
//>>includeEnd('debug');
|
|
this._setTransform(transform);
|
if (!defined(offset)) {
|
return;
|
}
|
|
var cartesianOffset;
|
if (defined(offset.heading)) {
|
cartesianOffset = offsetFromHeadingPitchRange(offset.heading, offset.pitch, offset.range);
|
} else {
|
cartesianOffset = offset;
|
}
|
|
if (this._mode === SceneMode.SCENE2D) {
|
Cartesian2.clone(Cartesian2.ZERO, this.position);
|
|
Cartesian3.negate(cartesianOffset, this.up);
|
this.up.z = 0.0;
|
|
if (Cartesian3.magnitudeSquared(this.up) < CesiumMath.EPSILON10) {
|
Cartesian3.clone(Cartesian3.UNIT_Y, this.up);
|
}
|
|
Cartesian3.normalize(this.up, this.up);
|
|
this._setTransform(Matrix4.IDENTITY);
|
|
Cartesian3.negate(Cartesian3.UNIT_Z, this.direction);
|
Cartesian3.cross(this.direction, this.up, this.right);
|
Cartesian3.normalize(this.right, this.right);
|
|
var frustum = this.frustum;
|
var ratio = frustum.top / frustum.right;
|
frustum.right = Cartesian3.magnitude(cartesianOffset) * 0.5;
|
frustum.left = -frustum.right;
|
frustum.top = ratio * frustum.right;
|
frustum.bottom = -frustum.top;
|
|
this._setTransform(transform);
|
|
return;
|
}
|
|
Cartesian3.clone(cartesianOffset, this.position);
|
Cartesian3.negate(this.position, this.direction);
|
Cartesian3.normalize(this.direction, this.direction);
|
Cartesian3.cross(this.direction, Cartesian3.UNIT_Z, this.right);
|
|
if (Cartesian3.magnitudeSquared(this.right) < CesiumMath.EPSILON10) {
|
Cartesian3.clone(Cartesian3.UNIT_X, this.right);
|
}
|
|
Cartesian3.normalize(this.right, this.right);
|
Cartesian3.cross(this.right, this.direction, this.up);
|
Cartesian3.normalize(this.up, this.up);
|
|
this._adjustOrthographicFrustum(true);
|
};
|
|
var viewRectangle3DCartographic1 = new Cartographic();
|
var viewRectangle3DCartographic2 = new Cartographic();
|
var viewRectangle3DNorthEast = new Cartesian3();
|
var viewRectangle3DSouthWest = new Cartesian3();
|
var viewRectangle3DNorthWest = new Cartesian3();
|
var viewRectangle3DSouthEast = new Cartesian3();
|
var viewRectangle3DNorthCenter = new Cartesian3();
|
var viewRectangle3DSouthCenter = new Cartesian3();
|
var viewRectangle3DCenter = new Cartesian3();
|
var viewRectangle3DEquator = new Cartesian3();
|
var defaultRF = {
|
direction : new Cartesian3(),
|
right : new Cartesian3(),
|
up : new Cartesian3()
|
};
|
var viewRectangle3DEllipsoidGeodesic;
|
|
function computeD(direction, upOrRight, corner, tanThetaOrPhi) {
|
var opposite = Math.abs(Cartesian3.dot(upOrRight, corner));
|
return opposite / tanThetaOrPhi - Cartesian3.dot(direction, corner);
|
}
|
|
function rectangleCameraPosition3D(camera, rectangle, result, updateCamera) {
|
var ellipsoid = camera._projection.ellipsoid;
|
var cameraRF = updateCamera ? camera : defaultRF;
|
|
var north = rectangle.north;
|
var south = rectangle.south;
|
var east = rectangle.east;
|
var west = rectangle.west;
|
|
// If we go across the International Date Line
|
if (west > east) {
|
east += CesiumMath.TWO_PI;
|
}
|
|
// Find the midpoint latitude.
|
//
|
// EllipsoidGeodesic will fail if the north and south edges are very close to being on opposite sides of the ellipsoid.
|
// Ideally we'd just call EllipsoidGeodesic.setEndPoints and let it throw when it detects this case, but sadly it doesn't
|
// even look for this case in optimized builds, so we have to test for it here instead.
|
//
|
// Fortunately, this case can only happen (here) when north is very close to the north pole and south is very close to the south pole,
|
// so handle it just by using 0 latitude as the center. It's certainliy possible to use a smaller tolerance
|
// than one degree here, but one degree is safe and putting the center at 0 latitude should be good enough for any
|
// rectangle that spans 178+ of the 180 degrees of latitude.
|
var longitude = (west + east) * 0.5;
|
var latitude;
|
if (south < -CesiumMath.PI_OVER_TWO + CesiumMath.RADIANS_PER_DEGREE && north > CesiumMath.PI_OVER_TWO - CesiumMath.RADIANS_PER_DEGREE) {
|
latitude = 0.0;
|
} else {
|
var northCartographic = viewRectangle3DCartographic1;
|
northCartographic.longitude = longitude;
|
northCartographic.latitude = north;
|
northCartographic.height = 0.0;
|
|
var southCartographic = viewRectangle3DCartographic2;
|
southCartographic.longitude = longitude;
|
southCartographic.latitude = south;
|
southCartographic.height = 0.0;
|
|
var ellipsoidGeodesic = viewRectangle3DEllipsoidGeodesic;
|
if (!defined(ellipsoidGeodesic) || ellipsoidGeodesic.ellipsoid !== ellipsoid) {
|
viewRectangle3DEllipsoidGeodesic = ellipsoidGeodesic = new EllipsoidGeodesic(undefined, undefined, ellipsoid);
|
}
|
|
ellipsoidGeodesic.setEndPoints(northCartographic, southCartographic);
|
latitude = ellipsoidGeodesic.interpolateUsingFraction(0.5, viewRectangle3DCartographic1).latitude;
|
}
|
|
var centerCartographic = viewRectangle3DCartographic1;
|
centerCartographic.longitude = longitude;
|
centerCartographic.latitude = latitude;
|
centerCartographic.height = 0.0;
|
|
var center = ellipsoid.cartographicToCartesian(centerCartographic, viewRectangle3DCenter);
|
|
var cart = viewRectangle3DCartographic1;
|
cart.longitude = east;
|
cart.latitude = north;
|
var northEast = ellipsoid.cartographicToCartesian(cart, viewRectangle3DNorthEast);
|
cart.longitude = west;
|
var northWest = ellipsoid.cartographicToCartesian(cart, viewRectangle3DNorthWest);
|
cart.longitude = longitude;
|
var northCenter = ellipsoid.cartographicToCartesian(cart, viewRectangle3DNorthCenter);
|
cart.latitude = south;
|
var southCenter = ellipsoid.cartographicToCartesian(cart, viewRectangle3DSouthCenter);
|
cart.longitude = east;
|
var southEast = ellipsoid.cartographicToCartesian(cart, viewRectangle3DSouthEast);
|
cart.longitude = west;
|
var southWest = ellipsoid.cartographicToCartesian(cart, viewRectangle3DSouthWest);
|
|
Cartesian3.subtract(northWest, center, northWest);
|
Cartesian3.subtract(southEast, center, southEast);
|
Cartesian3.subtract(northEast, center, northEast);
|
Cartesian3.subtract(southWest, center, southWest);
|
Cartesian3.subtract(northCenter, center, northCenter);
|
Cartesian3.subtract(southCenter, center, southCenter);
|
|
var direction = ellipsoid.geodeticSurfaceNormal(center, cameraRF.direction);
|
Cartesian3.negate(direction, direction);
|
var right = Cartesian3.cross(direction, Cartesian3.UNIT_Z, cameraRF.right);
|
Cartesian3.normalize(right, right);
|
var up = Cartesian3.cross(right, direction, cameraRF.up);
|
|
var d;
|
if (camera.frustum instanceof OrthographicFrustum) {
|
var width = Math.max(Cartesian3.distance(northEast, northWest), Cartesian3.distance(southEast, southWest));
|
var height = Math.max(Cartesian3.distance(northEast, southEast), Cartesian3.distance(northWest, southWest));
|
|
var rightScalar;
|
var topScalar;
|
var ratio = camera.frustum._offCenterFrustum.right / camera.frustum._offCenterFrustum.top;
|
var heightRatio = height * ratio;
|
if (width > heightRatio) {
|
rightScalar = width;
|
topScalar = rightScalar / ratio;
|
} else {
|
topScalar = height;
|
rightScalar = heightRatio;
|
}
|
|
d = Math.max(rightScalar, topScalar);
|
} else {
|
var tanPhi = Math.tan(camera.frustum.fovy * 0.5);
|
var tanTheta = camera.frustum.aspectRatio * tanPhi;
|
|
d = Math.max(
|
computeD(direction, up, northWest, tanPhi),
|
computeD(direction, up, southEast, tanPhi),
|
computeD(direction, up, northEast, tanPhi),
|
computeD(direction, up, southWest, tanPhi),
|
computeD(direction, up, northCenter, tanPhi),
|
computeD(direction, up, southCenter, tanPhi),
|
computeD(direction, right, northWest, tanTheta),
|
computeD(direction, right, southEast, tanTheta),
|
computeD(direction, right, northEast, tanTheta),
|
computeD(direction, right, southWest, tanTheta),
|
computeD(direction, right, northCenter, tanTheta),
|
computeD(direction, right, southCenter, tanTheta));
|
|
// If the rectangle crosses the equator, compute D at the equator, too, because that's the
|
// widest part of the rectangle when projected onto the globe.
|
if (south < 0 && north > 0) {
|
var equatorCartographic = viewRectangle3DCartographic1;
|
equatorCartographic.longitude = west;
|
equatorCartographic.latitude = 0.0;
|
equatorCartographic.height = 0.0;
|
var equatorPosition = ellipsoid.cartographicToCartesian(equatorCartographic, viewRectangle3DEquator);
|
Cartesian3.subtract(equatorPosition, center, equatorPosition);
|
d = Math.max(d, computeD(direction, up, equatorPosition, tanPhi), computeD(direction, right, equatorPosition, tanTheta));
|
|
equatorCartographic.longitude = east;
|
equatorPosition = ellipsoid.cartographicToCartesian(equatorCartographic, viewRectangle3DEquator);
|
Cartesian3.subtract(equatorPosition, center, equatorPosition);
|
d = Math.max(d, computeD(direction, up, equatorPosition, tanPhi), computeD(direction, right, equatorPosition, tanTheta));
|
}
|
}
|
|
return Cartesian3.add(center, Cartesian3.multiplyByScalar(direction, -d, viewRectangle3DEquator), result);
|
}
|
|
var viewRectangleCVCartographic = new Cartographic();
|
var viewRectangleCVNorthEast = new Cartesian3();
|
var viewRectangleCVSouthWest = new Cartesian3();
|
function rectangleCameraPositionColumbusView(camera, rectangle, result) {
|
var projection = camera._projection;
|
if (rectangle.west > rectangle.east) {
|
rectangle = Rectangle.MAX_VALUE;
|
}
|
var transform = camera._actualTransform;
|
var invTransform = camera._actualInvTransform;
|
|
var cart = viewRectangleCVCartographic;
|
cart.longitude = rectangle.east;
|
cart.latitude = rectangle.north;
|
var northEast = projection.project(cart, viewRectangleCVNorthEast);
|
Matrix4.multiplyByPoint(transform, northEast, northEast);
|
Matrix4.multiplyByPoint(invTransform, northEast, northEast);
|
|
cart.longitude = rectangle.west;
|
cart.latitude = rectangle.south;
|
var southWest = projection.project(cart, viewRectangleCVSouthWest);
|
Matrix4.multiplyByPoint(transform, southWest, southWest);
|
Matrix4.multiplyByPoint(invTransform, southWest, southWest);
|
|
result.x = (northEast.x - southWest.x) * 0.5 + southWest.x;
|
result.y = (northEast.y - southWest.y) * 0.5 + southWest.y;
|
|
if (defined(camera.frustum.fovy)) {
|
var tanPhi = Math.tan(camera.frustum.fovy * 0.5);
|
var tanTheta = camera.frustum.aspectRatio * tanPhi;
|
result.z = Math.max((northEast.x - southWest.x) / tanTheta, (northEast.y - southWest.y) / tanPhi) * 0.5;
|
} else {
|
var width = northEast.x - southWest.x;
|
var height = northEast.y - southWest.y;
|
result.z = Math.max(width, height);
|
}
|
|
return result;
|
}
|
|
var viewRectangle2DCartographic = new Cartographic();
|
var viewRectangle2DNorthEast = new Cartesian3();
|
var viewRectangle2DSouthWest = new Cartesian3();
|
function rectangleCameraPosition2D(camera, rectangle, result) {
|
var projection = camera._projection;
|
|
// Account for the rectangle crossing the International Date Line in 2D mode
|
var east = rectangle.east;
|
if (rectangle.west > rectangle.east) {
|
if(camera._scene.mapMode2D === MapMode2D.INFINITE_SCROLL) {
|
east += CesiumMath.TWO_PI;
|
} else {
|
rectangle = Rectangle.MAX_VALUE;
|
east = rectangle.east;
|
}
|
}
|
|
var cart = viewRectangle2DCartographic;
|
cart.longitude = east;
|
cart.latitude = rectangle.north;
|
var northEast = projection.project(cart, viewRectangle2DNorthEast);
|
cart.longitude = rectangle.west;
|
cart.latitude = rectangle.south;
|
var southWest = projection.project(cart, viewRectangle2DSouthWest);
|
|
var width = Math.abs(northEast.x - southWest.x) * 0.5;
|
var height = Math.abs(northEast.y - southWest.y) * 0.5;
|
|
var right, top;
|
var ratio = camera.frustum.right / camera.frustum.top;
|
var heightRatio = height * ratio;
|
if (width > heightRatio) {
|
right = width;
|
top = right / ratio;
|
} else {
|
top = height;
|
right = heightRatio;
|
}
|
|
height = Math.max(2.0 * right, 2.0 * top);
|
|
result.x = (northEast.x - southWest.x) * 0.5 + southWest.x;
|
result.y = (northEast.y - southWest.y) * 0.5 + southWest.y;
|
|
cart = projection.unproject(result, cart);
|
cart.height = height;
|
result = projection.project(cart, result);
|
|
return result;
|
}
|
|
/**
|
* Get the camera position needed to view a rectangle on an ellipsoid or map
|
*
|
* @param {Rectangle} rectangle The rectangle to view.
|
* @param {Cartesian3} [result] The camera position needed to view the rectangle
|
* @returns {Cartesian3} The camera position needed to view the rectangle
|
*/
|
Camera.prototype.getRectangleCameraCoordinates = function(rectangle, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(rectangle)) {
|
throw new DeveloperError('rectangle is required');
|
}
|
//>>includeEnd('debug');
|
var mode = this._mode;
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
|
if (mode === SceneMode.SCENE3D) {
|
return rectangleCameraPosition3D(this, rectangle, result);
|
} else if (mode === SceneMode.COLUMBUS_VIEW) {
|
return rectangleCameraPositionColumbusView(this, rectangle, result);
|
} else if (mode === SceneMode.SCENE2D) {
|
return rectangleCameraPosition2D(this, rectangle, result);
|
}
|
|
return undefined;
|
};
|
|
var pickEllipsoid3DRay = new Ray();
|
function pickEllipsoid3D(camera, windowPosition, ellipsoid, result) {
|
ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
|
var ray = camera.getPickRay(windowPosition, pickEllipsoid3DRay);
|
var intersection = IntersectionTests.rayEllipsoid(ray, ellipsoid);
|
if (!intersection) {
|
return undefined;
|
}
|
|
var t = intersection.start > 0.0 ? intersection.start : intersection.stop;
|
return Ray.getPoint(ray, t, result);
|
}
|
|
var pickEllipsoid2DRay = new Ray();
|
function pickMap2D(camera, windowPosition, projection, result) {
|
var ray = camera.getPickRay(windowPosition, pickEllipsoid2DRay);
|
var position = ray.origin;
|
position = Cartesian3.fromElements(position.y, position.z, 0.0, position);
|
var cart = projection.unproject(position);
|
|
if (cart.latitude < -CesiumMath.PI_OVER_TWO || cart.latitude > CesiumMath.PI_OVER_TWO) {
|
return undefined;
|
}
|
|
return projection.ellipsoid.cartographicToCartesian(cart, result);
|
}
|
|
var pickEllipsoidCVRay = new Ray();
|
function pickMapColumbusView(camera, windowPosition, projection, result) {
|
var ray = camera.getPickRay(windowPosition, pickEllipsoidCVRay);
|
var scalar = -ray.origin.x / ray.direction.x;
|
Ray.getPoint(ray, scalar, result);
|
|
var cart = projection.unproject(new Cartesian3(result.y, result.z, 0.0));
|
|
if (cart.latitude < -CesiumMath.PI_OVER_TWO || cart.latitude > CesiumMath.PI_OVER_TWO ||
|
cart.longitude < -Math.PI || cart.longitude > Math.PI) {
|
return undefined;
|
}
|
|
return projection.ellipsoid.cartographicToCartesian(cart, result);
|
}
|
|
/**
|
* Pick an ellipsoid or map.
|
*
|
* @param {Cartesian2} windowPosition The x and y coordinates of a pixel.
|
* @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid to pick.
|
* @param {Cartesian3} [result] The object onto which to store the result.
|
* @returns {Cartesian3} If the ellipsoid or map was picked, returns the point on the surface of the ellipsoid or map
|
* in world coordinates. If the ellipsoid or map was not picked, returns undefined.
|
*
|
* @example
|
* var canvas = viewer.scene.canvas;
|
* var center = new Cesium.Cartesian2(canvas.clientWidth / 2.0, canvas.clientHeight / 2.0);
|
* var ellipsoid = viewer.scene.globe.ellipsoid;
|
* var result = viewer.camera.pickEllipsoid(center, ellipsoid);
|
*/
|
Camera.prototype.pickEllipsoid = function(windowPosition, ellipsoid, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(windowPosition)) {
|
throw new DeveloperError('windowPosition is required.');
|
}
|
//>>includeEnd('debug');
|
|
var canvas = this._scene.canvas;
|
if (canvas.clientWidth === 0 || canvas.clientHeight === 0) {
|
return undefined;
|
}
|
|
if (!defined(result)) {
|
result = new Cartesian3();
|
}
|
|
ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
|
|
if (this._mode === SceneMode.SCENE3D) {
|
result = pickEllipsoid3D(this, windowPosition, ellipsoid, result);
|
} else if (this._mode === SceneMode.SCENE2D) {
|
result = pickMap2D(this, windowPosition, this._projection, result);
|
} else if (this._mode === SceneMode.COLUMBUS_VIEW) {
|
result = pickMapColumbusView(this, windowPosition, this._projection, result);
|
} else {
|
return undefined;
|
}
|
|
return result;
|
};
|
|
var pickPerspCenter = new Cartesian3();
|
var pickPerspXDir = new Cartesian3();
|
var pickPerspYDir = new Cartesian3();
|
function getPickRayPerspective(camera, windowPosition, result) {
|
var canvas = camera._scene.canvas;
|
var width = canvas.clientWidth;
|
var height = canvas.clientHeight;
|
|
var tanPhi = Math.tan(camera.frustum.fovy * 0.5);
|
var tanTheta = camera.frustum.aspectRatio * tanPhi;
|
var near = camera.frustum.near;
|
|
var x = (2.0 / width) * windowPosition.x - 1.0;
|
var y = (2.0 / height) * (height - windowPosition.y) - 1.0;
|
|
var position = camera.positionWC;
|
Cartesian3.clone(position, result.origin);
|
|
var nearCenter = Cartesian3.multiplyByScalar(camera.directionWC, near, pickPerspCenter);
|
Cartesian3.add(position, nearCenter, nearCenter);
|
var xDir = Cartesian3.multiplyByScalar(camera.rightWC, x * near * tanTheta, pickPerspXDir);
|
var yDir = Cartesian3.multiplyByScalar(camera.upWC, y * near * tanPhi, pickPerspYDir);
|
var direction = Cartesian3.add(nearCenter, xDir, result.direction);
|
Cartesian3.add(direction, yDir, direction);
|
Cartesian3.subtract(direction, position, direction);
|
Cartesian3.normalize(direction, direction);
|
|
return result;
|
}
|
|
var scratchDirection = new Cartesian3();
|
|
function getPickRayOrthographic(camera, windowPosition, result) {
|
var canvas = camera._scene.canvas;
|
var width = canvas.clientWidth;
|
var height = canvas.clientHeight;
|
|
var frustum = camera.frustum;
|
if (defined(frustum._offCenterFrustum)) {
|
frustum = frustum._offCenterFrustum;
|
}
|
var x = (2.0 / width) * windowPosition.x - 1.0;
|
x *= (frustum.right - frustum.left) * 0.5;
|
var y = (2.0 / height) * (height - windowPosition.y) - 1.0;
|
y *= (frustum.top - frustum.bottom) * 0.5;
|
|
var origin = result.origin;
|
Cartesian3.clone(camera.position, origin);
|
|
Cartesian3.multiplyByScalar(camera.right, x, scratchDirection);
|
Cartesian3.add(scratchDirection, origin, origin);
|
Cartesian3.multiplyByScalar(camera.up, y, scratchDirection);
|
Cartesian3.add(scratchDirection, origin, origin);
|
|
Cartesian3.clone(camera.directionWC, result.direction);
|
|
if (camera._mode === SceneMode.COLUMBUS_VIEW || camera._mode === SceneMode.SCENE2D) {
|
Cartesian3.fromElements(result.origin.z, result.origin.x, result.origin.y, result.origin);
|
}
|
|
return result;
|
}
|
|
/**
|
* Create a ray from the camera position through the pixel at <code>windowPosition</code>
|
* in world coordinates.
|
*
|
* @param {Cartesian2} windowPosition The x and y coordinates of a pixel.
|
* @param {Ray} [result] The object onto which to store the result.
|
* @returns {Ray} Returns the {@link Cartesian3} position and direction of the ray.
|
*/
|
Camera.prototype.getPickRay = function(windowPosition, result) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(windowPosition)) {
|
throw new DeveloperError('windowPosition is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (!defined(result)) {
|
result = new Ray();
|
}
|
|
var frustum = this.frustum;
|
if (defined(frustum.aspectRatio) && defined(frustum.fov) && defined(frustum.near)) {
|
return getPickRayPerspective(this, windowPosition, result);
|
}
|
|
return getPickRayOrthographic(this, windowPosition, result);
|
};
|
|
var scratchToCenter = new Cartesian3();
|
var scratchProj = new Cartesian3();
|
|
/**
|
* Return the distance from the camera to the front of the bounding sphere.
|
*
|
* @param {BoundingSphere} boundingSphere The bounding sphere in world coordinates.
|
* @returns {Number} The distance to the bounding sphere.
|
*/
|
Camera.prototype.distanceToBoundingSphere = function(boundingSphere) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(boundingSphere)) {
|
throw new DeveloperError('boundingSphere is required.');
|
}
|
//>>includeEnd('debug');
|
|
var toCenter = Cartesian3.subtract(this.positionWC, boundingSphere.center, scratchToCenter);
|
var proj = Cartesian3.multiplyByScalar(this.directionWC, Cartesian3.dot(toCenter, this.directionWC), scratchProj);
|
return Math.max(0.0, Cartesian3.magnitude(proj) - boundingSphere.radius);
|
};
|
|
var scratchPixelSize = new Cartesian2();
|
|
/**
|
* Return the pixel size in meters.
|
*
|
* @param {BoundingSphere} boundingSphere The bounding sphere in world coordinates.
|
* @param {Number} drawingBufferWidth The drawing buffer width.
|
* @param {Number} drawingBufferHeight The drawing buffer height.
|
* @returns {Number} The pixel size in meters.
|
*/
|
Camera.prototype.getPixelSize = function(boundingSphere, drawingBufferWidth, drawingBufferHeight) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(boundingSphere)) {
|
throw new DeveloperError('boundingSphere is required.');
|
}
|
if (!defined(drawingBufferWidth)) {
|
throw new DeveloperError('drawingBufferWidth is required.');
|
}
|
if (!defined(drawingBufferHeight)) {
|
throw new DeveloperError('drawingBufferHeight is required.');
|
}
|
//>>includeEnd('debug');
|
|
var distance = this.distanceToBoundingSphere(boundingSphere);
|
var pixelSize = this.frustum.getPixelDimensions(drawingBufferWidth, drawingBufferHeight, distance, this._scene.pixelRatio, scratchPixelSize);
|
return Math.max(pixelSize.x, pixelSize.y);
|
};
|
|
function createAnimationTemplateCV(camera, position, center, maxX, maxY, duration) {
|
var newPosition = Cartesian3.clone(position);
|
|
if (center.y > maxX) {
|
newPosition.y -= center.y - maxX;
|
} else if (center.y < -maxX) {
|
newPosition.y += -maxX - center.y;
|
}
|
|
if (center.z > maxY) {
|
newPosition.z -= center.z - maxY;
|
} else if (center.z < -maxY) {
|
newPosition.z += -maxY - center.z;
|
}
|
|
function updateCV(value) {
|
var interp = Cartesian3.lerp(position, newPosition, value.time, new Cartesian3());
|
camera.worldToCameraCoordinatesPoint(interp, camera.position);
|
}
|
return {
|
easingFunction : EasingFunction.EXPONENTIAL_OUT,
|
startObject : {
|
time : 0.0
|
},
|
stopObject : {
|
time : 1.0
|
},
|
duration : duration,
|
update : updateCV
|
};
|
}
|
|
var normalScratch = new Cartesian3();
|
var centerScratch = new Cartesian3();
|
var posScratch = new Cartesian3();
|
var scratchCartesian3Subtract = new Cartesian3();
|
|
function createAnimationCV(camera, duration) {
|
var position = camera.position;
|
var direction = camera.direction;
|
|
var normal = camera.worldToCameraCoordinatesVector(Cartesian3.UNIT_X, normalScratch);
|
var scalar = -Cartesian3.dot(normal, position) / Cartesian3.dot(normal, direction);
|
var center = Cartesian3.add(position, Cartesian3.multiplyByScalar(direction, scalar, centerScratch), centerScratch);
|
camera.cameraToWorldCoordinatesPoint(center, center);
|
|
position = camera.cameraToWorldCoordinatesPoint(camera.position, posScratch);
|
|
var tanPhi = Math.tan(camera.frustum.fovy * 0.5);
|
var tanTheta = camera.frustum.aspectRatio * tanPhi;
|
var distToC = Cartesian3.magnitude(Cartesian3.subtract(position, center, scratchCartesian3Subtract));
|
var dWidth = tanTheta * distToC;
|
var dHeight = tanPhi * distToC;
|
|
var mapWidth = camera._maxCoord.x;
|
var mapHeight = camera._maxCoord.y;
|
|
var maxX = Math.max(dWidth - mapWidth, mapWidth);
|
var maxY = Math.max(dHeight - mapHeight, mapHeight);
|
|
if (position.z < -maxX || position.z > maxX || position.y < -maxY || position.y > maxY) {
|
var translateX = center.y < -maxX || center.y > maxX;
|
var translateY = center.z < -maxY || center.z > maxY;
|
if (translateX || translateY) {
|
return createAnimationTemplateCV(camera, position, center, maxX, maxY, duration);
|
}
|
}
|
|
return undefined;
|
}
|
|
/**
|
* Create an animation to move the map into view. This method is only valid for 2D and Columbus modes.
|
*
|
* @param {Number} duration The duration, in seconds, of the animation.
|
* @returns {Object} The animation or undefined if the scene mode is 3D or the map is already ion view.
|
*
|
* @private
|
*/
|
Camera.prototype.createCorrectPositionTween = function(duration) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(duration)) {
|
throw new DeveloperError('duration is required.');
|
}
|
//>>includeEnd('debug');
|
|
if (this._mode === SceneMode.COLUMBUS_VIEW) {
|
return createAnimationCV(this, duration);
|
}
|
|
return undefined;
|
};
|
|
var scratchFlyToDestination = new Cartesian3();
|
var newOptions = {
|
destination : undefined,
|
heading : undefined,
|
pitch : undefined,
|
roll : undefined,
|
duration : undefined,
|
complete : undefined,
|
cancel : undefined,
|
endTransform : undefined,
|
maximumHeight : undefined,
|
easingFunction : undefined
|
};
|
|
/**
|
* Cancels the current camera flight if one is in progress.
|
* The camera is left at it's current location.
|
*/
|
Camera.prototype.cancelFlight = function () {
|
if (defined(this._currentFlight)) {
|
this._currentFlight.cancelTween();
|
this._currentFlight = undefined;
|
}
|
};
|
|
/**
|
* Flies the camera from its current position to a new position.
|
*
|
* @param {Object} options Object with the following properties:
|
* @param {Cartesian3|Rectangle} options.destination The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view.
|
* @param {Object} [options.orientation] An object that contains either direction and up properties or heading, pitch and roll properties. By default, the direction will point
|
* towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive
|
* y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode.
|
* @param {Number} [options.duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight.
|
* @param {Camera~FlightCompleteCallback} [options.complete] The function to execute when the flight is complete.
|
* @param {Camera~FlightCancelledCallback} [options.cancel] The function to execute if the flight is cancelled.
|
* @param {Matrix4} [options.endTransform] Transform matrix representing the reference frame the camera will be in when the flight is completed.
|
* @param {Number} [options.maximumHeight] The maximum height at the peak of the flight.
|
* @param {Number} [options.pitchAdjustHeight] If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
|
* @param {Number} [options.flyOverLongitude] There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
|
* @param {Number} [options.flyOverLongitudeWeight] Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
|
* @param {Boolean} [options.convert] Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to <code>true</code>.
|
* @param {EasingFunction|EasingFunction~Callback} [options.easingFunction] Controls how the time is interpolated over the duration of the flight.
|
*
|
* @exception {DeveloperError} If either direction or up is given, then both are required.
|
*
|
* @example
|
* // 1. Fly to a position with a top-down view
|
* viewer.camera.flyTo({
|
* destination : Cesium.Cartesian3.fromDegrees(-117.16, 32.71, 15000.0)
|
* });
|
*
|
* // 2. Fly to a Rectangle with a top-down view
|
* viewer.camera.flyTo({
|
* destination : Cesium.Rectangle.fromDegrees(west, south, east, north)
|
* });
|
*
|
* // 3. Fly to a position with an orientation using unit vectors.
|
* viewer.camera.flyTo({
|
* destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
|
* orientation : {
|
* direction : new Cesium.Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734),
|
* up : new Cesium.Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339)
|
* }
|
* });
|
*
|
* // 4. Fly to a position with an orientation using heading, pitch and roll.
|
* viewer.camera.flyTo({
|
* destination : Cesium.Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
|
* orientation : {
|
* heading : Cesium.Math.toRadians(175.0),
|
* pitch : Cesium.Math.toRadians(-35.0),
|
* roll : 0.0
|
* }
|
* });
|
*/
|
Camera.prototype.flyTo = function(options) {
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
var destination = options.destination;
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(destination)) {
|
throw new DeveloperError('destination is required.');
|
}
|
//>>includeEnd('debug');
|
|
var mode = this._mode;
|
if (mode === SceneMode.MORPHING) {
|
return;
|
}
|
|
this.cancelFlight();
|
|
var orientation = defaultValue(options.orientation, defaultValue.EMPTY_OBJECT);
|
if (defined(orientation.direction)) {
|
orientation = directionUpToHeadingPitchRoll(this, destination, orientation, scratchSetViewOptions.orientation);
|
}
|
|
if (defined(options.duration) && options.duration <= 0.0) {
|
var setViewOptions = scratchSetViewOptions;
|
setViewOptions.destination = options.destination;
|
setViewOptions.orientation.heading = orientation.heading;
|
setViewOptions.orientation.pitch = orientation.pitch;
|
setViewOptions.orientation.roll = orientation.roll;
|
setViewOptions.convert = options.convert;
|
setViewOptions.endTransform = options.endTransform;
|
this.setView(setViewOptions);
|
if (typeof options.complete === 'function') {
|
options.complete();
|
}
|
return;
|
}
|
|
var isRectangle = defined(destination.west);
|
if (isRectangle) {
|
destination = this.getRectangleCameraCoordinates(destination, scratchFlyToDestination);
|
}
|
|
var that = this;
|
var flightTween;
|
|
newOptions.destination = destination;
|
newOptions.heading = orientation.heading;
|
newOptions.pitch = orientation.pitch;
|
newOptions.roll = orientation.roll;
|
newOptions.duration = options.duration;
|
newOptions.complete = function () {
|
if(flightTween === that._currentFlight){
|
that._currentFlight = undefined;
|
}
|
if (defined(options.complete)) {
|
options.complete();
|
}
|
};
|
newOptions.cancel = options.cancel;
|
newOptions.endTransform = options.endTransform;
|
newOptions.convert = isRectangle ? false : options.convert;
|
newOptions.maximumHeight = options.maximumHeight;
|
newOptions.pitchAdjustHeight = options.pitchAdjustHeight;
|
newOptions.flyOverLongitude = options.flyOverLongitude;
|
newOptions.flyOverLongitudeWeight = options.flyOverLongitudeWeight;
|
newOptions.easingFunction = options.easingFunction;
|
|
var scene = this._scene;
|
var tweenOptions = CameraFlightPath.createTween(scene, newOptions);
|
// If the camera doesn't actually need to go anywhere, duration
|
// will be 0 and we can just complete the current flight.
|
if (tweenOptions.duration === 0) {
|
if (typeof tweenOptions.complete === 'function') {
|
tweenOptions.complete();
|
}
|
return;
|
}
|
flightTween = scene.tweens.add(tweenOptions);
|
this._currentFlight = flightTween;
|
|
// Save the final destination view information for the PRELOAD_FLIGHT pass.
|
var preloadFlightCamera = this._scene.preloadFlightCamera;
|
if (this._mode !== SceneMode.SCENE2D) {
|
if (!defined(preloadFlightCamera)) {
|
preloadFlightCamera = Camera.clone(this);
|
}
|
preloadFlightCamera.setView({ destination: destination, orientation: orientation });
|
|
this._scene.preloadFlightCullingVolume = preloadFlightCamera.frustum.computeCullingVolume(preloadFlightCamera.positionWC, preloadFlightCamera.directionWC, preloadFlightCamera.upWC);
|
}
|
};
|
|
function distanceToBoundingSphere3D(camera, radius) {
|
var frustum = camera.frustum;
|
var tanPhi = Math.tan(frustum.fovy * 0.5);
|
var tanTheta = frustum.aspectRatio * tanPhi;
|
return Math.max(radius / tanTheta, radius / tanPhi);
|
}
|
|
function distanceToBoundingSphere2D(camera, radius) {
|
var frustum = camera.frustum;
|
if (defined(frustum._offCenterFrustum)) {
|
frustum = frustum._offCenterFrustum;
|
}
|
|
var right, top;
|
var ratio = frustum.right / frustum.top;
|
var heightRatio = radius * ratio;
|
if (radius > heightRatio) {
|
right = radius;
|
top = right / ratio;
|
} else {
|
top = radius;
|
right = heightRatio;
|
}
|
|
return Math.max(right, top) * 1.50;
|
}
|
|
var MINIMUM_ZOOM = 100.0;
|
|
function adjustBoundingSphereOffset(camera, boundingSphere, offset) {
|
offset = HeadingPitchRange.clone(defined(offset) ? offset : Camera.DEFAULT_OFFSET);
|
|
var minimumZoom = camera._scene.screenSpaceCameraController.minimumZoomDistance;
|
var maximumZoom = camera._scene.screenSpaceCameraController.maximumZoomDistance;
|
var range = offset.range;
|
if (!defined(range) || range === 0.0) {
|
var radius = boundingSphere.radius;
|
if (radius === 0.0) {
|
offset.range = MINIMUM_ZOOM;
|
} else if (camera.frustum instanceof OrthographicFrustum || camera._mode === SceneMode.SCENE2D) {
|
offset.range = distanceToBoundingSphere2D(camera, radius);
|
} else {
|
offset.range = distanceToBoundingSphere3D(camera, radius);
|
}
|
offset.range = CesiumMath.clamp(offset.range, minimumZoom, maximumZoom);
|
}
|
|
return offset;
|
}
|
|
/**
|
* Sets the camera so that the current view contains the provided bounding sphere.
|
*
|
* <p>The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere.
|
* The heading and the pitch angles are defined in the local east-north-up reference frame.
|
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
|
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is
|
* zero, a range will be computed such that the whole bounding sphere is visible.</p>
|
*
|
* <p>In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the
|
* target will be the range. The heading will be determined from the offset. If the heading cannot be
|
* determined from the offset, the heading will be north.</p>
|
*
|
* @param {BoundingSphere} boundingSphere The bounding sphere to view, in world coordinates.
|
* @param {HeadingPitchRange} [offset] The offset from the target in the local east-north-up reference frame centered at the target.
|
*
|
* @exception {DeveloperError} viewBoundingSphere is not supported while morphing.
|
*/
|
Camera.prototype.viewBoundingSphere = function(boundingSphere, offset) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(boundingSphere)) {
|
throw new DeveloperError('boundingSphere is required.');
|
}
|
|
if (this._mode === SceneMode.MORPHING) {
|
throw new DeveloperError('viewBoundingSphere is not supported while morphing.');
|
}
|
//>>includeEnd('debug');
|
|
offset = adjustBoundingSphereOffset(this, boundingSphere, offset);
|
this.lookAt(boundingSphere.center, offset);
|
};
|
|
var scratchflyToBoundingSphereTransform = new Matrix4();
|
var scratchflyToBoundingSphereDestination = new Cartesian3();
|
var scratchflyToBoundingSphereDirection = new Cartesian3();
|
var scratchflyToBoundingSphereUp = new Cartesian3();
|
var scratchflyToBoundingSphereRight = new Cartesian3();
|
var scratchFlyToBoundingSphereCart4 = new Cartesian4();
|
var scratchFlyToBoundingSphereQuaternion = new Quaternion();
|
var scratchFlyToBoundingSphereMatrix3 = new Matrix3();
|
|
/**
|
* Flies the camera to a location where the current view contains the provided bounding sphere.
|
*
|
* <p> The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere.
|
* The heading and the pitch angles are defined in the local east-north-up reference frame.
|
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
|
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is
|
* zero, a range will be computed such that the whole bounding sphere is visible.</p>
|
*
|
* <p>In 2D and Columbus View, there must be a top down view. The camera will be placed above the target looking down. The height above the
|
* target will be the range. The heading will be aligned to local north.</p>
|
*
|
* @param {BoundingSphere} boundingSphere The bounding sphere to view, in world coordinates.
|
* @param {Object} [options] Object with the following properties:
|
* @param {Number} [options.duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight.
|
* @param {HeadingPitchRange} [options.offset] The offset from the target in the local east-north-up reference frame centered at the target.
|
* @param {Camera~FlightCompleteCallback} [options.complete] The function to execute when the flight is complete.
|
* @param {Camera~FlightCancelledCallback} [options.cancel] The function to execute if the flight is cancelled.
|
* @param {Matrix4} [options.endTransform] Transform matrix representing the reference frame the camera will be in when the flight is completed.
|
* @param {Number} [options.maximumHeight] The maximum height at the peak of the flight.
|
* @param {Number} [options.pitchAdjustHeight] If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
|
* @param {Number} [options.flyOverLongitude] There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
|
* @param {Number} [options.flyOverLongitudeWeight] Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
|
* @param {EasingFunction|EasingFunction~Callback} [options.easingFunction] Controls how the time is interpolated over the duration of the flight.
|
*/
|
Camera.prototype.flyToBoundingSphere = function(boundingSphere, options) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(boundingSphere)) {
|
throw new DeveloperError('boundingSphere is required.');
|
}
|
//>>includeEnd('debug');
|
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
var scene2D = this._mode === SceneMode.SCENE2D || this._mode === SceneMode.COLUMBUS_VIEW;
|
this._setTransform(Matrix4.IDENTITY);
|
var offset = adjustBoundingSphereOffset(this, boundingSphere, options.offset);
|
|
var position;
|
if (scene2D) {
|
position = Cartesian3.multiplyByScalar(Cartesian3.UNIT_Z, offset.range, scratchflyToBoundingSphereDestination);
|
} else {
|
position = offsetFromHeadingPitchRange(offset.heading, offset.pitch, offset.range);
|
}
|
|
var transform = Transforms.eastNorthUpToFixedFrame(boundingSphere.center, Ellipsoid.WGS84, scratchflyToBoundingSphereTransform);
|
Matrix4.multiplyByPoint(transform, position, position);
|
|
var direction;
|
var up;
|
|
if (!scene2D) {
|
direction = Cartesian3.subtract(boundingSphere.center, position, scratchflyToBoundingSphereDirection);
|
Cartesian3.normalize(direction, direction);
|
|
up = Matrix4.multiplyByPointAsVector(transform, Cartesian3.UNIT_Z, scratchflyToBoundingSphereUp);
|
if (1.0 - Math.abs(Cartesian3.dot(direction, up)) < CesiumMath.EPSILON6) {
|
var rotateQuat = Quaternion.fromAxisAngle(direction, offset.heading, scratchFlyToBoundingSphereQuaternion);
|
var rotation = Matrix3.fromQuaternion(rotateQuat, scratchFlyToBoundingSphereMatrix3);
|
|
Cartesian3.fromCartesian4(Matrix4.getColumn(transform, 1, scratchFlyToBoundingSphereCart4), up);
|
Matrix3.multiplyByVector(rotation, up, up);
|
}
|
|
var right = Cartesian3.cross(direction, up, scratchflyToBoundingSphereRight);
|
Cartesian3.cross(right, direction, up);
|
Cartesian3.normalize(up, up);
|
}
|
|
this.flyTo({
|
destination : position,
|
orientation : {
|
direction : direction,
|
up : up
|
},
|
duration : options.duration,
|
complete : options.complete,
|
cancel : options.cancel,
|
endTransform : options.endTransform,
|
maximumHeight : options.maximumHeight,
|
easingFunction : options.easingFunction,
|
flyOverLongitude : options.flyOverLongitude,
|
flyOverLongitudeWeight : options.flyOverLongitudeWeight,
|
pitchAdjustHeight : options.pitchAdjustHeight
|
});
|
};
|
|
var scratchCartesian3_1 = new Cartesian3();
|
var scratchCartesian3_2 = new Cartesian3();
|
var scratchCartesian3_3 = new Cartesian3();
|
var scratchCartesian3_4 = new Cartesian3();
|
var horizonPoints = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()];
|
|
function computeHorizonQuad(camera, ellipsoid) {
|
var radii = ellipsoid.radii;
|
var p = camera.positionWC;
|
|
// Find the corresponding position in the scaled space of the ellipsoid.
|
var q = Cartesian3.multiplyComponents(ellipsoid.oneOverRadii, p, scratchCartesian3_1);
|
|
var qMagnitude = Cartesian3.magnitude(q);
|
var qUnit = Cartesian3.normalize(q, scratchCartesian3_2);
|
|
// Determine the east and north directions at q.
|
var eUnit;
|
var nUnit;
|
if (Cartesian3.equalsEpsilon(qUnit, Cartesian3.UNIT_Z, CesiumMath.EPSILON10)) {
|
eUnit = new Cartesian3(0, 1, 0);
|
nUnit = new Cartesian3(0, 0, 1);
|
} else {
|
eUnit = Cartesian3.normalize(Cartesian3.cross(Cartesian3.UNIT_Z, qUnit, scratchCartesian3_3), scratchCartesian3_3);
|
nUnit = Cartesian3.normalize(Cartesian3.cross(qUnit, eUnit, scratchCartesian3_4), scratchCartesian3_4);
|
}
|
|
// Determine the radius of the 'limb' of the ellipsoid.
|
var wMagnitude = Math.sqrt(Cartesian3.magnitudeSquared(q) - 1.0);
|
|
// Compute the center and offsets.
|
var center = Cartesian3.multiplyByScalar(qUnit, 1.0 / qMagnitude, scratchCartesian3_1);
|
var scalar = wMagnitude / qMagnitude;
|
var eastOffset = Cartesian3.multiplyByScalar(eUnit, scalar, scratchCartesian3_2);
|
var northOffset = Cartesian3.multiplyByScalar(nUnit, scalar, scratchCartesian3_3);
|
|
// A conservative measure for the longitudes would be to use the min/max longitudes of the bounding frustum.
|
var upperLeft = Cartesian3.add(center, northOffset, horizonPoints[0]);
|
Cartesian3.subtract(upperLeft, eastOffset, upperLeft);
|
Cartesian3.multiplyComponents(radii, upperLeft, upperLeft);
|
|
var lowerLeft = Cartesian3.subtract(center, northOffset, horizonPoints[1]);
|
Cartesian3.subtract(lowerLeft, eastOffset, lowerLeft);
|
Cartesian3.multiplyComponents(radii, lowerLeft, lowerLeft);
|
|
var lowerRight = Cartesian3.subtract(center, northOffset, horizonPoints[2]);
|
Cartesian3.add(lowerRight, eastOffset, lowerRight);
|
Cartesian3.multiplyComponents(radii, lowerRight, lowerRight);
|
|
var upperRight = Cartesian3.add(center, northOffset, horizonPoints[3]);
|
Cartesian3.add(upperRight, eastOffset, upperRight);
|
Cartesian3.multiplyComponents(radii, upperRight, upperRight);
|
|
return horizonPoints;
|
}
|
|
var scratchPickCartesian2 = new Cartesian2();
|
var scratchRectCartesian = new Cartesian3();
|
var cartoArray = [new Cartographic(), new Cartographic(), new Cartographic(), new Cartographic()];
|
function addToResult(x, y, index, camera, ellipsoid, computedHorizonQuad) {
|
scratchPickCartesian2.x = x;
|
scratchPickCartesian2.y = y;
|
var r = camera.pickEllipsoid(scratchPickCartesian2, ellipsoid, scratchRectCartesian);
|
if (defined(r)) {
|
cartoArray[index] = ellipsoid.cartesianToCartographic(r, cartoArray[index]);
|
return 1;
|
}
|
cartoArray[index] = ellipsoid.cartesianToCartographic(computedHorizonQuad[index], cartoArray[index]);
|
return 0;
|
}
|
/**
|
* Computes the approximate visible rectangle on the ellipsoid.
|
*
|
* @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid that you want to know the visible region.
|
* @param {Rectangle} [result] The rectangle in which to store the result
|
*
|
* @returns {Rectangle|undefined} The visible rectangle or undefined if the ellipsoid isn't visible at all.
|
*/
|
Camera.prototype.computeViewRectangle = function(ellipsoid, result) {
|
ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
|
var cullingVolume = this.frustum.computeCullingVolume(this.positionWC, this.directionWC, this.upWC);
|
var boundingSphere = new BoundingSphere(Cartesian3.ZERO, ellipsoid.maximumRadius);
|
var visibility = cullingVolume.computeVisibility(boundingSphere);
|
if (visibility === Intersect.OUTSIDE) {
|
return undefined;
|
}
|
|
var canvas = this._scene.canvas;
|
var width = canvas.clientWidth;
|
var height = canvas.clientHeight;
|
|
var successfulPickCount = 0;
|
|
var computedHorizonQuad = computeHorizonQuad(this, ellipsoid);
|
|
successfulPickCount += addToResult(0, 0, 0, this, ellipsoid, computedHorizonQuad);
|
successfulPickCount += addToResult(0, height, 1, this, ellipsoid, computedHorizonQuad);
|
successfulPickCount += addToResult(width, height, 2, this, ellipsoid, computedHorizonQuad);
|
successfulPickCount += addToResult(width, 0, 3, this, ellipsoid, computedHorizonQuad);
|
|
if (successfulPickCount < 2) {
|
// If we have space non-globe in 3 or 4 corners then return the whole globe
|
return Rectangle.MAX_VALUE;
|
}
|
|
result = Rectangle.fromCartographicArray(cartoArray, result);
|
|
// Detect if we go over the poles
|
var distance = 0;
|
var lastLon = cartoArray[3].longitude;
|
for (var i = 0; i < 4; ++i) {
|
var lon = cartoArray[i].longitude;
|
var diff = Math.abs(lon - lastLon);
|
if (diff > CesiumMath.PI) {
|
// Crossed the dateline
|
distance += CesiumMath.TWO_PI - diff;
|
} else {
|
distance += diff;
|
}
|
|
lastLon = lon;
|
}
|
|
// We are over one of the poles so adjust the rectangle accordingly
|
if (CesiumMath.equalsEpsilon(Math.abs(distance), CesiumMath.TWO_PI, CesiumMath.EPSILON9)) {
|
result.west = -CesiumMath.PI;
|
result.east = CesiumMath.PI;
|
if (cartoArray[0].latitude >= 0.0) {
|
result.north = CesiumMath.PI_OVER_TWO;
|
} else {
|
result.south = -CesiumMath.PI_OVER_TWO;
|
}
|
}
|
|
return result;
|
};
|
|
/**
|
* Switches the frustum/projection to perspective.
|
*
|
* This function is a no-op in 2D which must always be orthographic.
|
*/
|
Camera.prototype.switchToPerspectiveFrustum = function() {
|
if (this._mode === SceneMode.SCENE2D || this.frustum instanceof PerspectiveFrustum) {
|
return;
|
}
|
|
var scene = this._scene;
|
this.frustum = new PerspectiveFrustum();
|
this.frustum.aspectRatio = scene.drawingBufferWidth / scene.drawingBufferHeight;
|
this.frustum.fov = CesiumMath.toRadians(60.0);
|
};
|
|
/**
|
* Switches the frustum/projection to orthographic.
|
*
|
* This function is a no-op in 2D which will always be orthographic.
|
*/
|
Camera.prototype.switchToOrthographicFrustum = function() {
|
if (this._mode === SceneMode.SCENE2D || this.frustum instanceof OrthographicFrustum) {
|
return;
|
}
|
|
var scene = this._scene;
|
this.frustum = new OrthographicFrustum();
|
this.frustum.aspectRatio = scene.drawingBufferWidth / scene.drawingBufferHeight;
|
|
// It doesn't matter what we set this to. The adjust below will correct the width based on the camera position.
|
this.frustum.width = Cartesian3.magnitude(this.position);
|
|
// Check the projection matrix. It will always be defined, but we need to force an off-center update.
|
var projectionMatrix = this.frustum.projectionMatrix;
|
if (defined(projectionMatrix)) {
|
this._adjustOrthographicFrustum(true);
|
}
|
};
|
|
/**
|
* @private
|
*/
|
Camera.clone = function(camera, result) {
|
if (!defined(result)) {
|
result = new Camera(camera._scene);
|
}
|
|
Cartesian3.clone(camera.position, result.position);
|
Cartesian3.clone(camera.direction, result.direction);
|
Cartesian3.clone(camera.up, result.up);
|
Cartesian3.clone(camera.right, result.right);
|
Matrix4.clone(camera._transform, result.transform);
|
result._transformChanged = true;
|
result.frustum = camera.frustum.clone();
|
|
return result;
|
};
|
|
/**
|
* A function that will execute when a flight completes.
|
* @callback Camera~FlightCompleteCallback
|
*/
|
|
/**
|
* A function that will execute when a flight is cancelled.
|
* @callback Camera~FlightCancelledCallback
|
*/
|
export default Camera;
|