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Camera
CesiumJS中的Camera控制場景的視圖。有很多方法可以操作Camera,如旋轉(rotate)、縮放(zoom)、平移(pan)和飛到目的地(flyTo)。CesiumJS有鼠標和觸摸事件用來處理與Camrea的交互,還有API來以編程方式操作攝像機。了解如何使用Camera API和自定義相機控制(Camera controls)。
默認Camera行為
打開Sandcastle中的Hello World樣例用來體驗默認的相機控制。默認操作方式如下:
| 鼠標操作 | 3D | 2D | Columbus視角 |
|---|---|---|---|
| Left click + drag | Rotate around the globe | Translate over the map | Translate over the map |
| Right click + drag | Zoom in and out | Zoom in and out | Zoom in and out |
| Middle wheel scrolling | Zoom in and out | Zoom in and out | Zoom in and out |
| Middle click + drag | Tilt the globe | No action | Tilt the map |
| 鼠標操作 | 3D | 2D | Columbus視角 |
|---|---|---|---|
| 左鍵 + 拖拽 | 旋轉地球 | 在地圖上移動 | 在地圖上移動 |
| 右鍵 + 拖拽 | 縮放 | 縮放 | 縮放 |
| 中鍵滾輪 | 縮放 | 縮放 | 縮放 |
| 中鍵 + 拖拽 | 傾斜地球 | 無操作 | 傾斜地球 |
使用setView函數設置Camera的位置和方向。destination可以是Cartesian3或Rectangle,orientation可以是heading/pitch/roll或direction/up。航向角、俯仰角和橫滾角以弧度定義。航向角是從正角度向東增加的局部北向旋轉。俯仰角是指從局部的東北平面開始的旋轉。正俯仰角在平面上方。負俯仰角在平面以下。很滾叫是圍繞局部東軸應用的第一個旋轉。
camera.setView({
destination : new Cesium.Cartesian3(x, y, z),
orientation: {
heading : headingAngle,
pitch : pitchAngle,
roll : rollAngle
}
});
viewer.camera.setView({
destination : Cesium.Rectangle.fromDegrees(west, south, east, north),
orientation: {
heading : headingAngle,
pitch : pitchAngle,
roll : rollAngle
}
});
上述的所有參數都是可選的。如果未指定,參數值將被設為默認值用戶當前Camera的位置和方向。
自定義Camera鼠標或者鍵盤事件
創建我們自己的事件控制,根據鼠標的朝向用於控制Camera的朝向,鍵盤的按鍵控制Camera向前、向左、向右、向上,以及向下。首先從禁用默認事件操作開始。在(javascript var viewe=...)之后添加下列代碼:
var scene = viewer.scene;
var canvas = viewer.canvas;
canvas.setAttribute('tabindex', '0'); // needed to put focus on the canvas
canvas.onclick = function() {
canvas.focus();
};
var ellipsoid = viewer.scene.globe.ellipsoid;
// disable the default event handlers
scene.screenSpaceCameraController.enableRotate = false;
scene.screenSpaceCameraController.enableTranslate = false;
scene.screenSpaceCameraController.enableZoom = false;
scene.screenSpaceCameraController.enableTilt = false;
scene.screenSpaceCameraController.enableLook = false;
創建變量記錄當前鼠標位置,然后標記並跟隨Camera移動軌跡:
var startMousePosition;
var mousePosition;
var flags = {
looking : false,
moveForward : false,
moveBackward : false,
moveUp : false,
moveDown : false,
moveLeft : false,
moveRight : false
};
添加一個事件控制用戶設置標記,當鼠標左鍵被點擊的時候,用於記錄當前鼠標的位置:
var handler = new Cesium.ScreenSpaceEventHandler(canvas);
handler.setInputAction(function(movement) {
flags.looking = true;
mousePosition = startMousePosition = Cesium.Cartesian3.clone(movement.position);
}, Cesium.ScreenSpaceEventType.LEFT_DOWN);
handler.setInputAction(function(movement) {
mousePosition = movement.endPosition;
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(function(position) {
flags.looking = false;
}, Cesium.ScreenSpaceEventType.LEFT_UP);
創建鍵盤事件控制用戶切換Camera移動標記。我們為下列按鍵和行為設置了標記:
- w Camera向前。
- s Camera向后。
- a Camera向左。
- d Camera向右。
- q Camera向上。
- e Camera向下。
function getFlagForKeyCode(keyCode) {
switch (keyCode) {
case 'W'.charCodeAt(0):
return 'moveForward';
case 'S'.charCodeAt(0):
return 'moveBackward';
case 'Q'.charCodeAt(0):
return 'moveUp';
case 'E'.charCodeAt(0):
return 'moveDown';
case 'D'.charCodeAt(0):
return 'moveRight';
case 'A'.charCodeAt(0):
return 'moveLeft';
default:
return undefined;
}
}
document.addEventListener('keydown', function(e) {
var flagName = getFlagForKeyCode(e.keyCode);
if (typeof flagName !== 'undefined') {
flags[flagName] = true;
}
}, false);
document.addEventListener('keyup', function(e) {
var flagName = getFlagForKeyCode(e.keyCode);
if (typeof flagName !== 'undefined') {
flags[flagName] = false;
}
}, false);
現在當標記表明事件發生為true是,我們更新(update)camera。我們新增**onTick的監聽事件在clock中:
viewer.clock.onTick.addEventListener(function(clock) {
var camera = viewer.camera;
});
接下來,我們讓Camera指向鼠標指向的方向。在變量聲明之后添加下列代碼到事件監聽函數:
if (flags.looking) {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
// Coordinate (0.0, 0.0) will be where the mouse was clicked.
var x = (mousePosition.x - startMousePosition.x) / width;
var y = -(mousePosition.y - startMousePosition.y) / height;
var lookFactor = 0.05;
camera.lookRight(x * lookFactor);
camera.lookUp(y * lookFactor);
}
lookRight和lookUp只需要一個角度參數用於表示旋轉的角度。我們將鼠標坐標轉換為范圍(-1.0,1.0),坐標(0.0,0.0)位於畫布的中心。鼠標距中心的距離決定了旋轉的速度。靠近中心的位置移動Camera的速度較慢,而遠離中心的位置移動Camera的速度較快。
最后,添加代碼用於移動Camera的位置。然后添加下列代碼到事件響應函數:
// Change movement speed based on the distance of the camera to the surface of the ellipsoid.
var cameraHeight = ellipsoid.cartesianToCartographic(camera.position).height;
var moveRate = cameraHeight / 100.0;
if (flags.moveForward) {
camera.moveForward(moveRate);
}
if (flags.moveBackward) {
camera.moveBackward(moveRate);
}
if (flags.moveUp) {
camera.moveUp(moveRate);
}
if (flags.moveDown) {
camera.moveDown(moveRate);
}
if (flags.moveLeft) {
camera.moveLeft(moveRate);
}
if (flags.moveRight) {
camera.moveRight(moveRate);
}
moveForward、moveBackward、moveUp、moveDown、moveLeft和moveRight方法只需要一個距離參數(米)用於移動Camera的距離。當每一個按鍵被按下時,Camera就會在球體表面移動固定的距離。Camera離地面越近,移動的速度就越慢。
完整的代碼如下:
var viewer = new Cesium.Viewer('cesiumContainer');
var scene = viewer.scene;
var canvas = viewer.canvas;
canvas.setAttribute('tabindex', '0'); // needed to put focus on the canvas
canvas.onclick = function() {
canvas.focus();
};
var ellipsoid = viewer.scene.globe.ellipsoid;
// disable the default event handlers
scene.screenSpaceCameraController.enableRotate = false;
scene.screenSpaceCameraController.enableTranslate = false;
scene.screenSpaceCameraController.enableZoom = false;
scene.screenSpaceCameraController.enableTilt = false;
scene.screenSpaceCameraController.enableLook = false;
var startMousePosition;
var mousePosition;
var flags = {
looking : false,
moveForward : false,
moveBackward : false,
moveUp : false,
moveDown : false,
moveLeft : false,
moveRight : false
};
var handler = new Cesium.ScreenSpaceEventHandler(canvas);
handler.setInputAction(function(movement) {
flags.looking = true;
mousePosition = startMousePosition = Cesium.Cartesian3.clone(movement.position);
}, Cesium.ScreenSpaceEventType.LEFT_DOWN);
handler.setInputAction(function(movement) {
mousePosition = movement.endPosition;
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
handler.setInputAction(function(position) {
flags.looking = false;
}, Cesium.ScreenSpaceEventType.LEFT_UP);
function getFlagForKeyCode(keyCode) {
switch (keyCode) {
case 'W'.charCodeAt(0):
return 'moveForward';
case 'S'.charCodeAt(0):
return 'moveBackward';
case 'Q'.charCodeAt(0):
return 'moveUp';
case 'E'.charCodeAt(0):
return 'moveDown';
case 'D'.charCodeAt(0):
return 'moveRight';
case 'A'.charCodeAt(0):
return 'moveLeft';
default:
return undefined;
}
}
document.addEventListener('keydown', function(e) {
var flagName = getFlagForKeyCode(e.keyCode);
if (typeof flagName !== 'undefined') {
flags[flagName] = true;
}
}, false);
document.addEventListener('keyup', function(e) {
var flagName = getFlagForKeyCode(e.keyCode);
if (typeof flagName !== 'undefined') {
flags[flagName] = false;
}
}, false);
viewer.clock.onTick.addEventListener(function(clock) {
var camera = viewer.camera;
if (flags.looking) {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
// Coordinate (0.0, 0.0) will be where the mouse was clicked.
var x = (mousePosition.x - startMousePosition.x) / width;
var y = -(mousePosition.y - startMousePosition.y) / height;
var lookFactor = 0.05;
camera.lookRight(x * lookFactor);
camera.lookUp(y * lookFactor);
}
// Change movement speed based on the distance of the camera to the surface of the ellipsoid.
var cameraHeight = ellipsoid.cartesianToCartographic(camera.position).height;
var moveRate = cameraHeight / 100.0;
if (flags.moveForward) {
camera.moveForward(moveRate);
}
if (flags.moveBackward) {
camera.moveBackward(moveRate);
}
if (flags.moveUp) {
camera.moveUp(moveRate);
}
if (flags.moveDown) {
camera.moveDown(moveRate);
}
if (flags.moveLeft) {
camera.moveLeft(moveRate);
}
if (flags.moveRight) {
camera.moveRight(moveRate);
}
});
Camera
Camera表示Camera當前位置、方向、參考幀和視圖截錐的狀態。上面的Camera向量在每幀中都是正交的。
move**和zoom**函數平移Camera的位置按照它的方向或指定的方向矢量。方向保持固定不變。

look**和twist**函數旋轉Camera的方向比如向上、或向右矢量。位置保持固定不變。

*rotate**函數玄幻位置和方向基於給定矢量。

函數設置Camera給定范圍或位置和目標的Camera位置和方向。例如:
var west = Cesium.Math.toRadians(-77.0);
var south = Cesium.Math.toRadians(38.0);
var east = Cesium.Math.toRadians(-72.0);
var north = Cesium.Math.toRadians(42.0);
var extent = new Cesium.Extent(west, south, east, north);
camera.viewExtent(extent, Cesium.Ellipsoid.WGS84);
創建變量ray,通過像素拾取Camera的位置。該方法可用於拾取,例如:
// find intersection of the pixel picked and an ellipsoid
var ray = camera.getPickRay(mousePosition);
var intersection = Cesium.IntersectionTests.rayEllipsoid(ray, Cesium.Ellipsoid.WGS84);
Screen space camera controller
ScreenSpaceCameraController將用戶輸入(如鼠標和觸摸)從窗口坐標轉換為Camera運動。它包含用於啟用和禁用不同類型輸入、修改慣性量以及最小和最大縮放距離的屬性。
資源
可在Sandcastle中查看camera樣例代碼:
API文檔:
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