主頁 >  其他 > Cesium 模型編輯 Cesium平移, 旋轉 坐標軸旋轉軸

Cesium 模型編輯 Cesium平移, 旋轉 坐標軸旋轉軸

2020-12-31 13:00:43 其他

軸的創建參考的 坐標軸創建 參考的這個, 感謝大哥分享

上圖! 效果

1. 創建軸

  1. 父物件
export default class Axis {
    /**
     * 物體
     * @type {Cesium.Primitive}
     */
    primitive = null

    /**
     * 選中狀態
     * @type {boolean}
     */
    selected = false

    /**
     * 軸的顏色
     * @type {Cesium.Color}
     * @private
     */
    _color = null

    /**
     * 平移
     * @param moveVector{Cesium.Cartesian3} 移動距離
     * @param unit
     * @param moveLength
     */
    translation(moveVector, unit, moveLength){
        Cesium.Matrix4.multiplyByTranslation(
            this.primitive.modelMatrix,
            Cesium.Cartesian3.multiplyByScalar(unit, moveLength, new Cesium.Cartesian3()),
            this.primitive.modelMatrix
        )
    }

    /**
     * 旋轉軸
     * @param {Cesium.Matrix4} rotation
     */
    rotationAxis(rotation){
        Cesium.Matrix4.multiply(
            this.primitive.modelMatrix,
            rotation,
            this.primitive.modelMatrix,
        )
    }

    /**
     * 旋轉
     * @param rotationX{Cesium.Matrix4} 旋轉角度
     */
    rotation (rotationX) {
        this.instance = []
        if (this.primitive.geometryInstances.constructor === Array) {
            this.instance = this.primitive.geometryInstances
        } else {
            this.instance = [this.primitive.geometryInstances]
        }
        for (let i = 0; i < this.instance.length; i++) {
            Cesium.Matrix4.multiply(
                this.instance[i].modelMatrix,
                rotationX,
                this.instance[i].modelMatrix
            )
        }
    }

    // 復位顏色
    rest () {
        this.selected = false
        this.primitive.appearance.material.uniforms.color = this._color
    }

    // 選中
    select () {
        this.selected = true
        this.primitive.appearance.material.uniforms.color = Cesium.Color.WHITE
    }

    /**
     * 是否是當前軸
     * @param id
     * @return {boolean}
     */
    is (id) {
        return !!this.primitive._instanceIds.find(item => item === id)
    }
}

  1. 平移軸
import Axis from './Axis'

export default class ArrowPolyline extends Axis {

    /**
     * 方向
     * @type {Cesium.Cartesian3}
     */
    direction = null

    /**
     * 哪個軸
     * @type {Cartesian3}
     */
    unit = null

    /**
     * 箭頭線
     */
    constructor(option = {}) {
        super()
        this._color = option.color || Cesium.Color.RED;
        this._width = option.width || 3;
        this._headWidth = option.headWidth || 2 * this._width;
        this._length = option.length || 300
        this._headLength = option.headLength || 10
        this._inverse = option.inverse || false
        this.position = option.position
        this.direction = option.direction
        this.unit = option.unit
        const id = option.id
        //這里用的是圓錐幾何物件,當topRadius和bottomRadius相同時,它就是一個圓柱
        const line = Cesium.CylinderGeometry.createGeometry(new Cesium.CylinderGeometry({
            length: this._length,
            topRadius: this._width,
            bottomRadius: this._width
        }));
        const arrow = Cesium.CylinderGeometry.createGeometry(new Cesium.CylinderGeometry({
            length: this._headLength,
            topRadius: 0,
            bottomRadius: this._headWidth
        }));
        let offset = (this._length + this._headLength) / 2
        if (this._inverse) {
            offset = -offset
        }

        this.translate(arrow, [0, 0, offset]);
        const modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(this.position)
        this.primitive = new Cesium.Primitive({
            modelMatrix: modelMatrix,
            geometryInstances: [new Cesium.GeometryInstance(
                {
                    id: id + '-line',
                    geometry: line,
                }
            ),
            new Cesium.GeometryInstance({
                id: id + '-arrow',
                geometry: arrow,
            })],
            appearance: new Cesium.MaterialAppearance({
                material: Cesium.Material.fromType('Color', { color: this._color })
            }),
            asynchronous: false
        });
    }

    /**
     * 按上面的方法畫出的箭頭在線的中間,我們需要把它平移到線的一端
     */
    translate (geometry, offset) {
        const scratchOffset = new Cesium.Cartesian3();
        if (Array.isArray(offset)) {
            scratchOffset.x = offset[0];
            scratchOffset.y = offset[1];
            scratchOffset.z = offset[2];
        } else {
            Cesium.Cartesian3.clone(offset, scratchOffset);
        }

        for (let i = 0; i < geometry.attributes.position.values.length; i += 3) {
            geometry.attributes.position.values[i] += scratchOffset.x;
            geometry.attributes.position.values[i + 1] += scratchOffset.y;
            geometry.attributes.position.values[i + 2] += scratchOffset.z;
        }
    }
}

  1. 旋轉軸
import Axis from './Axis'

export default class AxisSphere extends Axis {

    id = ''

    /**
     * 軸位置
     * @type {[]}
     */
    position = []

    /**
     * 方向
     * @type {Cesium.Cartesian3}
     */
    direction = null

    /**
     * 軸的角度
     * @type {number}
     */
    angle = 0

    /**
     * 構造一個旋轉軸
     * @param id{string} id
     * @param radius{number} 半徑
     * @param position{Cesium.Cartesian3} 位置
     * @param color{Cesium.Color} 顏色
     */
    constructor (id, radius, position, color) {
        super()
        this.id = id
        this._color = color
        this._calculation(radius, position)
        this._createAxisSphere(id, position, color)
    }

    /**
     * 創建圓環軸
     * @param id{string} id
     * @param matrix{Cesium.Cartesian3} 位置
     * @param color{Cesium.Color} 顏色
     * @private
     */
    _createAxisSphere(id, position, color) {
        const matrix = Cesium.Transforms.eastNorthUpToFixedFrame(position)
        const geometry = new Cesium.PolylineGeometry({
            positions: this.position,
            width: 10
        });
        const instance = new Cesium.GeometryInstance({
            geometry: geometry,
            id: id,
            attributes: {
                color: Cesium.ColorGeometryInstanceAttribute.fromColor(color)
            }
        });
        this.primitive = new Cesium.Primitive({
            geometryInstances: instance,
            appearance: new Cesium.PolylineColorAppearance({
                translucent: false
            }),
            modelMatrix: matrix
        });
    }

    /**
     * 計算軸圓弧位置
     * @param radius{number}
     */
    _calculation (radius, position) {
        for (let i = 0; i <= 360; i += 3) {
            const sin = Math.sin(Cesium.Math.toRadians(i));
            const cos = Math.cos(Cesium.Math.toRadians(i));
            const x = radius * cos;
            const y = radius * sin;
            this.position.push(new Cesium.Cartesian3(x, y, 0));
        }
    }

    /**
     * 更新軸的角度
     * @param angle
     */
    updateAngle(angle) {
        this.angle += angle
        if(this.angle >= 360 || this.angle <= 360) {
            this.angle = 0
        }
    }

    /**
     * 選中
     */
    select () {
        this.selected = true
    }

    // 復位顏色
    rest () {
        this.selected = false
    }
}

2. 功能控制

  1. 難點主要是兩個, 旋轉時軸怎么計算角度, 這里采用 向量向平面投影, 然后計算角度, 上代碼塊
export const rayPlaneIntersection = (ray, cameraDirection, pickPoint, result = new Cesium.Cartesian3()) => {
    if (!pickPoint) {
        throw new Error("cuowu")
        return
    }
    // 獲取相機到左鍵按下時的向量長度
    const number = Cesium.Cartesian3.dot(cameraDirection, pickPoint);
    // cameraDirection 在拾取到的位置的投影
    const number1 = Cesium.Cartesian3.dot(cameraDirection, ray.origin);
    const number2 = Cesium.Cartesian3.dot(cameraDirection, ray.direction);
    const t = (number - number1) / number2
    return Cesium.Cartesian3.add(ray.origin, Cesium.Cartesian3.multiplyByScalar(ray.direction, t, result), result)
}
  1. 旋轉以后, 怎么獲得角度方向, 這里采用叉積, 然后計算平面法線的法向量和叉積結果的向量角度
        let cartesian3 = this.viewer.baseViewer.scene.pickPosition(e.message.startPosition)
        Cesium.Cartesian3.subtract(cartesian3, this.position, cartesian3)
        const vtStart = projectOnPlane(cartesian3, axis.direction)

        cartesian3 = this.viewer.baseViewer.scene.pickPosition(e.message.endPosition)
        Cesium.Cartesian3.subtract(cartesian3, this.position, cartesian3)
        const vtEnd = projectOnPlane(cartesian3, axis.direction)

        const cartesian = Cesium.Cartesian3.cross(vtStart, vtEnd, new Cesium.Cartesian3())

        const angle = Cesium.Math.toDegrees(Cesium.Cartesian3.angleBetween(cartesian, axis.direction))
        // 利用叉乘性質判斷方向
        let rotateAngleInRadians = Cesium.Cartesian3.angleBetween(vtEnd, vtStart)
        if (angle > 1) {
            rotateAngleInRadians = -rotateAngleInRadians
        }

上整個控制器代碼 有用的話 點個贊哦 里面的viewer 是我自己封裝的物件, eventManager 你需要自己處理

import ArrowPolyline from '../model/ArrowPolyline'
import EventConstant from '../constant/EventConstant'
import { cartesian3ToQuaternion, normalizingQuaternion, projectOnPlane, rayPlaneIntersection } from './math'
import AxisSphere from '../model/AxisSphere'
import CesiumUtils from '../utils/CesiumUtils'

export default class TranslationController {

    /**
     * 視圖
     * @type {Viewer}
     */
    viewer = null

    /**
     * 模型
     * @type {Cesium.Model}
     */
    model = null

    /**
     * 模型位置
     * @type {Cesium.Cartesian3}
     */
    position = null

    /**
     * z軸
     * @type {ArrowPolyline}
     */
    axisZ = null

    /**
     * x軸
     * @type {ArrowPolyline}
     */
    axisX = null

    /**
     * y軸
     * @type {ArrowPolyline}
     */
    axisY = null

    /**
     * 操作桿集合
     * @type {Cesium.PrimitiveCollection}
     */
    primitives = null

    /**
     * 從攝像頭發出與視窗上一點相交的射線
     */
    pickRay = new Cesium.Ray()

    /**
     * 拾取到的位置
     * @type {Cesium.Cartesian3}
     */
    pickPoint = null

    /**
     * 當前操作軸
     * @type {ArrowPolyline}
     */
    axis = null

    /**
     * Z旋轉軸
     * @type {AxisSphere}
     */
    axisSphereZ = null

    /**
     * X旋轉軸
     * @type {AxisSphere}
     */
    axisSphereX = null

    /**
     * Y旋轉軸
     * @type {AxisSphere}
     */
    axisSphereY = null

    /**
     * 輔助球
     * @type {Cesium.Primitive}
     */
    auxiliaryBall = null

    constructor (viewer, model) {
        this.viewer = viewer
        this.model = model
        this.position = Cesium.Matrix4.getTranslation(
            model.modelMatrix,
            new Cesium.Cartesian3()
        )
        this.primitives = new Cesium.PrimitiveCollection()
        this.viewer.baseViewer.scene.primitives.add(this.primitives)

        // 創建平移軸
        this._createRod()
        // 旋轉平移軸
        this._rotationRod()
        // 添加平移軸
        this._addRod()

        // 創建旋轉軸
        this._createSphereAxis()
        // 旋轉旋轉軸
        this._rotationSphereAxis()
        // 添加旋轉軸
        this._addSphereAxis()
        // 添加輔助球
        this.addAuxiliaryBall(6, Cesium.Color.RED.withAlpha(0.2))

        // 添加監聽器
        this._addListener()
    }

    // 添加監聽器
    _addListener () {
        this.viewer.eventManager.addEventListener(EventConstant.LEFT_DOWN, this._clickListener)
        this.viewer.eventManager.addEventListener(EventConstant.LEFT_UP, this._clickUpListener)
        this.viewer.eventManager.addEventListener(EventConstant.MOUSE_MOVE, this._moveListener)
    }

    // 清除操縱桿, 監聽器
    destroy () {
        this.primitives.removeAll()
        this.viewer.baseViewer.scene.primitives.remove(this.primitives)
        this._removeListener()
    }

    // 移除監聽器
    _removeListener () {
        this.viewer.eventManager.removeEventListener(EventConstant.LEFT_DOWN, this._clickListener)
        this.viewer.eventManager.removeEventListener(EventConstant.LEFT_UP, this._clickUpListener)
        this.viewer.eventManager.removeEventListener(EventConstant.MOUSE_MOVE, this._moveListener)
    }

    // 創建操作桿
    _createRod () {
        const boundingShpere = this.model.boundingSphere
        const radius = boundingShpere.radius
        const options = {
            width: radius / 15,
            headWidth: radius / 6,
            length: radius * 5,//坐標軸的長度應該視模型的直徑而定
            headLength: radius / 3,
            position: this.position
        }
        // 向上的向量
        const vectorNormalUp = new Cesium.Cartesian3()
        const vZ = new Cesium.Cartesian3(0, 0, 1)
        Cesium.Cartesian3.normalize(this.position.clone(), vectorNormalUp)

        // 向右的向量
        const vectorNormalRight = new Cesium.Cartesian3()
        // 由z軸向上 地表向上兩個向量叉乘, 則可以得出, 向右的向量
        Cesium.Cartesian3.cross(vZ, vectorNormalUp, vectorNormalRight)

        // 向前的向量
        const vectorNormalFront = new Cesium.Cartesian3()
        Cesium.Cartesian3.cross(vectorNormalRight, vectorNormalUp, vectorNormalFront)
        Cesium.Cartesian3.multiplyByScalar(vectorNormalFront, -1, vectorNormalFront)

        this.axisX = new ArrowPolyline({
            id: 'axisX',
            color: Cesium.Color.GREEN,
            direction: vectorNormalRight,
            unit: Cesium.Cartesian3.UNIT_X,
            ...options
        })
        this.axisZ = new ArrowPolyline({
            id: 'axisZ',
            color: Cesium.Color.RED,
            direction: vectorNormalUp,
            unit: Cesium.Cartesian3.UNIT_Z,
            ...options
        })
        this.axisY = new ArrowPolyline({
            id: 'axisY',
            color: Cesium.Color.BLUE,
            direction: vectorNormalFront,
            unit: Cesium.Cartesian3.UNIT_Y,
            ...options
        })
    }

    // 添加操作桿
    _addRod () {
        this.primitives.add(this.axisZ.primitive)
        this.primitives.add(this.axisX.primitive)
        this.primitives.add(this.axisY.primitive)
    }

    // 初始化操作桿
    _rotationRod () {
        const mx = Cesium.Matrix3.fromRotationY(Cesium.Math.toRadians(90))
        const rotationX = Cesium.Matrix4.fromRotationTranslation(mx)
        this.axisX.rotation(rotationX)
        const my = Cesium.Matrix3.fromRotationX(Cesium.Math.toRadians(90))
        const rotationY = Cesium.Matrix4.fromRotationTranslation(my)
        this.axisY.rotation(rotationY)
    }

    // 點擊監聽
    _clickListener = (e) => {
        if (this.translationAxisIsSelected() || this.rotationAxisIsSelected()) {
            this.viewer.baseViewer.scene.screenSpaceCameraController.enableRotate = false
            this.pickPoint = this.viewer.baseViewer.scene.pickPosition(e.message.position)
        }
    }

    /**
     * 平移軸被選中
     * @return {boolean}
     */
    translationAxisIsSelected () {
        return this.axisX.selected || this.axisY.selected || this.axisZ.selected
    }

    /**
     * 旋轉軸被選中
     * @return {boolean}
     */
    rotationAxisIsSelected () {
        return this.axisSphereZ.selected || this.axisSphereX.selected || this.axisSphereY.selected
    }

    _clickUpListener = () => {
        this.pickPoint = null
        this.axis = null
        this.viewer.baseViewer.scene.screenSpaceCameraController.enableRotate = true
        this.auxiliaryBall.show = false
    }
    // 移動監聽
    _moveListener = (e) => {
        const pick = this.viewer.baseViewer.scene.pick(e.message.endPosition)
        if (!this.viewer.eventManager.press) {
            this._resetMaterial()
        } else if (this.axis && this.viewer.eventManager.press) {
            this.translationAxisIsSelected() && this._precessTranslation(e, this.axis)
            this.rotationAxisIsSelected() && this._precessRotation(e, this.axis)
            return
        }
        if (pick && pick.id) {
            this._resetMaterial()
            let axis = null
            if (this.axisX.is(pick.id)) {
                axis = this.axisX
            } else if (this.axisY.is(pick.id)) {
                axis = this.axisY
            } else if (this.axisZ.is(pick.id)) {
                axis = this.axisZ
            } else if (this.axisSphereX.is(pick.id)){
                axis = this.axisSphereX
            } else if (this.axisSphereY.is(pick.id)){
                axis = this.axisSphereY
            } else if(this.axisSphereZ.is(pick.id)) {
                axis = this.axisSphereZ
            }
            if (axis) {
                this.axis = axis
                this.axis.select()
                if(this.rotationAxisIsSelected()) {
                    this.auxiliaryBall.show = true
                }
            }
        }
    }

    /**
     * 處理平移
     * @param e
     * @param axis{AxisSphere}
     * @private
     */
    _precessRotation (e, axis) {
        this.auxiliaryBall.show = true
        if (!this.pickPoint) return

        let cartesian3 = this.viewer.baseViewer.scene.pickPosition(e.message.startPosition)
        Cesium.Cartesian3.subtract(cartesian3, this.position, cartesian3)
        const vtStart = projectOnPlane(cartesian3, axis.direction)

        cartesian3 = this.viewer.baseViewer.scene.pickPosition(e.message.endPosition)
        Cesium.Cartesian3.subtract(cartesian3, this.position, cartesian3)
        const vtEnd = projectOnPlane(cartesian3, axis.direction)

        const cartesian = Cesium.Cartesian3.cross(vtStart, vtEnd, new Cesium.Cartesian3())

        const angle = Cesium.Math.toDegrees(Cesium.Cartesian3.angleBetween(cartesian, axis.direction))
        // 利用叉乘性質判斷方向
        let rotateAngleInRadians = Cesium.Cartesian3.angleBetween(vtEnd, vtStart)
        if (angle > 1) {
            rotateAngleInRadians = -rotateAngleInRadians
        }


        let mx = null
        if (axis.id === 'axisSphereX') {
            mx = Cesium.Matrix3.fromRotationX(rotateAngleInRadians)
        } else if (axis.id === 'axisSphereY') {
            mx = Cesium.Matrix3.fromRotationY(rotateAngleInRadians)
        }else if (axis.id === 'axisSphereZ') {
            mx = Cesium.Matrix3.fromRotationZ(rotateAngleInRadians)
        }
        const rotationX = Cesium.Matrix4.fromRotationTranslation(mx)
        this.rotation(rotationX, axis, rotateAngleInRadians)
    }

    /**
     *
     * @param rotationX{Cesium.Matrix4} 旋轉角度
     * @param axis{AxisSphere}
     * @param rotateAngleInRadians
     */
    rotation (rotationX, axis, rotateAngleInRadians) {
        this.axisSphereX.rotationAxis(rotationX)
        this.axisSphereY.rotationAxis(rotationX)
        this.axisSphereZ.rotationAxis(rotationX)
        this.axisX.rotationAxis(rotationX)
        this.axisY.rotationAxis(rotationX)
        this.axisZ.rotationAxis(rotationX)
        this.rotateVectorByAxisForAngle(this.axisX.direction, axis.direction, rotateAngleInRadians)
        this.rotateVectorByAxisForAngle(this.axisY.direction, axis.direction, rotateAngleInRadians)
        this.rotateVectorByAxisForAngle(this.axisZ.direction, axis.direction, rotateAngleInRadians)
        Cesium.Matrix4.multiply(
            this.model.modelMatrix,
            rotationX,
            this.model.modelMatrix
        )
        const number = Cesium.Math.toDegrees(rotateAngleInRadians)
        axis.updateAngle(number)
    }

    /**
     * 處理選中
     * @param e{{message: {startPosition: Cesium.Cartesian2, endPosition: Cesium.Cartesian2}}}
     * @param axis{ArrowPolyline}
     * @private
     */
    _precessTranslation (e, axis) {
        this.auxiliaryBall.show = false
        if (!this.pickPoint) return
        this.viewer.baseViewer.camera.getPickRay(e.message.startPosition, this.pickRay)
        const startPosition = rayPlaneIntersection(this.pickRay, this.viewer.baseViewer.camera.direction, this.pickPoint)
        this.viewer.baseViewer.camera.getPickRay(e.message.endPosition, this.pickRay)
        const endPosition = rayPlaneIntersection(this.pickRay, this.viewer.baseViewer.camera.direction, this.pickPoint)
        const moveVector = new Cesium.Cartesian3()
        Cesium.Cartesian3.subtract(endPosition, startPosition, moveVector)
        const moveLength = Cesium.Cartesian3.dot(axis.direction, moveVector)
        this.translation(moveVector, axis.unit, moveLength)
    }

    /**
     * 平移
     * @param moveVector
     * @param unit
     * @param moveLength
     */
    translation (moveVector, unit, moveLength) {
        this.axisX.translation(moveVector, unit, moveLength)
        this.axisY.translation(moveVector, unit, moveLength)
        this.axisZ.translation(moveVector, unit, moveLength)
        this.axisSphereX.translation(moveVector, unit, moveLength)
        this.axisSphereY.translation(moveVector, unit, moveLength)
        this.axisSphereZ.translation(moveVector, unit, moveLength)

        const matrix4 = this.model.modelMatrix.clone(new Cesium.Matrix4())
        Cesium.Matrix4.multiplyByTranslation(
            this.model.modelMatrix,
            Cesium.Cartesian3.multiplyByScalar(unit, moveLength, new Cesium.Cartesian3()),
            this.model.modelMatrix
        )
        Cesium.Matrix4.getTranslation(this.model.modelMatrix, this.position)

        Cesium.Matrix4.subtract(this.model.modelMatrix, matrix4, matrix4)
        const cartesian3 = Cesium.Matrix4.getTranslation(matrix4, new Cesium.Cartesian3())
        Cesium.Matrix4.multiplyByTranslation(
            this.auxiliaryBall.modelMatrix,
            cartesian3,
            this.auxiliaryBall.modelMatrix
        )
    }

    // 復位所有的材質
    _resetMaterial () {
        this.axisX.rest()
        this.axisY.rest()
        this.axisZ.rest()
        this.axisSphereY.rest()
        this.axisSphereZ.rest()
        this.axisSphereX.rest()
        this.auxiliaryBall.show = false
    }

    // 創建 旋轉軸
    _createSphereAxis () {
        const radius = this.model.boundingSphere.radius * 2
        this.axisSphereZ = new AxisSphere('axisSphereZ', radius, this.position, Cesium.Color.RED)
        this.axisSphereX = new AxisSphere('axisSphereX', radius, this.position, Cesium.Color.GREEN)
        this.axisSphereY = new AxisSphere('axisSphereY', radius, this.position, Cesium.Color.BLUE)
        this.axisSphereZ.direction = this.axisZ.direction
        this.axisSphereX.direction = this.axisX.direction
        this.axisSphereY.direction = this.axisY.direction
    }

    // 旋轉 旋轉軸
    _rotationSphereAxis () {
        const mx = Cesium.Matrix3.fromRotationY(Cesium.Math.toRadians(90))
        const rotationX = Cesium.Matrix4.fromRotationTranslation(mx)
        this.axisSphereX.rotation(rotationX)
        const my = Cesium.Matrix3.fromRotationX(Cesium.Math.toRadians(90))
        const rotationY = Cesium.Matrix4.fromRotationTranslation(my)
        this.axisSphereY.rotation(rotationY)
    }

    // 添加旋轉軸
    _addSphereAxis () {
        this.primitives.add(this.axisSphereZ.primitive)
        this.primitives.add(this.axisSphereY.primitive)
        this.primitives.add(this.axisSphereX.primitive)
    }

    /**
     * 添加輔助球, 用于輔助位置拾取
     * @param {number} radius
     * @param {Cesium.Color} color
     */
    addAuxiliaryBall (radius, color){
        const cartesian3 = CesiumUtils.extended(this.position, - radius)
        const modelMatrix = Cesium.Matrix4.multiplyByTranslation(
            Cesium.Transforms.eastNorthUpToFixedFrame(cartesian3),
            new Cesium.Cartesian3(0.0, 0.0, radius),
            new Cesium.Matrix4()
        );

        const sphereGeometry = new Cesium.SphereGeometry({
            vertexFormat: Cesium.PerInstanceColorAppearance.VERTEX_FORMAT,
            radius: radius,
        });
        const sphereInstance = new Cesium.GeometryInstance({
            id: 'auxiliaryBall',
            geometry: sphereGeometry,
            modelMatrix: modelMatrix,
            attributes: {
                color: Cesium.ColorGeometryInstanceAttribute.fromColor(
                    color
                ),
            },
        });

        this.auxiliaryBall = this.primitives.add(
            new Cesium.Primitive({
                geometryInstances: sphereInstance,
                appearance: new Cesium.PerInstanceColorAppearance({
                    translucent: true,
                    closed: true,
                }),
            })
        )
        this.auxiliaryBall.show = false
    }

    /**
     * 通過軸旋轉角度
     * @param vector
     * @param axis
     * @param angle
     */
    rotateVectorByAxisForAngle(vector, axis, angle){
        const rotateQuaternion = normalizingQuaternion(Cesium.Quaternion.fromAxisAngle(axis, angle, new Cesium.Quaternion()))
        const quaternion = cartesian3ToQuaternion(vector)
        Cesium.Quaternion.multiply(
            Cesium.Quaternion.multiply(
                rotateQuaternion,
                quaternion,
                quaternion
            ),
            Cesium.Quaternion.inverse(rotateQuaternion, new Cesium.Quaternion()),
            quaternion
        )
        vector.x = quaternion.x
        vector.y = quaternion.y
        vector.z = quaternion.z
        return quaternion
    }
}

最后幾個用到的數學函式

export const projectOnPlane = (vp, vn) => {
    const vt = new Cesium.Cartesian3()
    const multi = new Cesium.Cartesian3()
    const divide = new Cesium.Cartesian3()
    const cartesian3 = Cesium.Cartesian3.multiplyByScalar(vn, Cesium.Cartesian3.dot(vp, vn), multi);
    Cesium.Cartesian3.divideByScalar(
        cartesian3,
        Cesium.Cartesian3.dot(vn, vn),
        divide
    )
    Cesium.Cartesian3.subtract(vp, divide, vt)
    return vt
}

export const rayPlaneIntersection = (ray, cameraDirection, pickPoint, result = new Cesium.Cartesian3()) => {
    if (!pickPoint) {
        throw new Error("cuowu")
        return
    }
    const number = Cesium.Cartesian3.dot(cameraDirection, pickPoint);
    const number1 = Cesium.Cartesian3.dot(cameraDirection, ray.origin);
    const number2 = Cesium.Cartesian3.dot(cameraDirection, ray.direction);
    const t = (number - number1) / number2
    return Cesium.Cartesian3.add(ray.origin, Cesium.Cartesian3.multiplyByScalar(ray.direction, t, result), result)
}
export const cartesian3ToQuaternion = (cartesian3) => {
    return new Cesium.Quaternion(
        cartesian3.x,
        cartesian3.y,
        cartesian3.z,
        0
    )
}

export const normalizingQuaternion = (quaternion) => {
    // Normalize( q ) = q/ |q| = q / (x*x + y*y + z*z + w*w)
    return Cesium.Quaternion.divideByScalar(
        quaternion,
        moduloQuaternion(quaternion),
        quaternion
    )
}

轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/242940.html

標籤:其他

上一篇:C語言編程>第八周 ⑧ 撰寫程式,實作矩陣(3行3列)的轉置(即行列互換)。

下一篇:完全背包問題1

標籤雲
其他(157675) Python(38076) JavaScript(25376) Java(17977) C(15215) 區塊鏈(8255) C#(7972) AI(7469) 爪哇(7425) MySQL(7132) html(6777) 基礎類(6313) sql(6102) 熊猫(6058) PHP(5869) 数组(5741) R(5409) Linux(5327) 反应(5209) 腳本語言(PerlPython)(5129) 非技術區(4971) Android(4554) 数据框(4311) css(4259) 节点.js(4032) C語言(3288) json(3245) 列表(3129) 扑(3119) C++語言(3117) 安卓(2998) 打字稿(2995) VBA(2789) Java相關(2746) 疑難問題(2699) 细绳(2522) 單片機工控(2479) iOS(2429) ASP.NET(2402) MongoDB(2323) 麻木的(2285) 正则表达式(2254) 字典(2211) 循环(2198) 迅速(2185) 擅长(2169) 镖(2155) 功能(1967) .NET技术(1958) Web開發(1951) python-3.x(1918) HtmlCss(1915) 弹簧靴(1913) C++(1909) xml(1889) PostgreSQL(1872) .NETCore(1853) 谷歌表格(1846) Unity3D(1843) for循环(1842)

熱門瀏覽
  • 網閘典型架構簡述

    網閘架構一般分為兩種:三主機的三系統架構網閘和雙主機的2+1架構網閘。 三主機架構分別為內端機、外端機和仲裁機。三機無論從軟體和硬體上均各自獨立。首先從硬體上來看,三機都用各自獨立的主板、記憶體及存盤設備。從軟體上來看,三機有各自獨立的作業系統。這樣能達到完全的三機獨立。對于“2+1”系統,“2”分為 ......

    uj5u.com 2020-09-10 02:00:44 more
  • 如何從xshell上傳檔案到centos linux虛擬機里

    如何從xshell上傳檔案到centos linux虛擬機里及:虛擬機CentOs下執行 yum -y install lrzsz命令,出現錯誤:鏡像無法找到軟體包 前言 一、安裝lrzsz步驟 二、上傳檔案 三、遇到的問題及解決方案 總結 前言 提示:其實很簡單,往虛擬機上安裝一個上傳檔案的工具 ......

    uj5u.com 2020-09-10 02:00:47 more
  • 一、SQLMAP入門

    一、SQLMAP入門 1、判斷是否存在注入 sqlmap.py -u 網址/id=1 id=1不可缺少。當注入點后面的引數大于兩個時。需要加雙引號, sqlmap.py -u "網址/id=1&uid=1" 2、判斷文本中的請求是否存在注入 從文本中加載http請求,SQLMAP可以從一個文本檔案中 ......

    uj5u.com 2020-09-10 02:00:50 more
  • Metasploit 簡單使用教程

    metasploit 簡單使用教程 浩先生, 2020-08-28 16:18:25 分類專欄: kail 網路安全 linux 文章標簽: linux資訊安全 編輯 著作權 metasploit 使用教程 前言 一、Metasploit是什么? 二、準備作業 三、具體步驟 前言 Msfconsole ......

    uj5u.com 2020-09-10 02:00:53 more
  • 游戲逆向之驅動層與用戶層通訊

    驅動層代碼: #pragma once #include <ntifs.h> #define add_code CTL_CODE(FILE_DEVICE_UNKNOWN,0x800,METHOD_BUFFERED,FILE_ANY_ACCESS) /* 更多游戲逆向視頻www.yxfzedu.com ......

    uj5u.com 2020-09-10 02:00:56 more
  • 北斗電力時鐘(北斗授時服務器)讓網路資料更精準

    北斗電力時鐘(北斗授時服務器)讓網路資料更精準 北斗電力時鐘(北斗授時服務器)讓網路資料更精準 京準電子科技官微——ahjzsz 近幾年,資訊技術的得了快速發展,互聯網在逐漸普及,其在人們生活和生產中都得到了廣泛應用,并且取得了不錯的應用效果。計算機網路資訊在電力系統中的應用,一方面使電力系統的運行 ......

    uj5u.com 2020-09-10 02:01:03 more
  • 【CTF】CTFHub 技能樹 彩蛋 writeup

    ?碎碎念 CTFHub:https://www.ctfhub.com/ 筆者入門CTF時時剛開始刷的是bugku的舊平臺,后來才有了CTFHub。 感覺不論是網頁UI設計,還是題目質量,賽事跟蹤,工具軟體都做得很不錯。 而且因為獨到的金幣制度的確讓人有一種想去刷題賺金幣的感覺。 個人還是非常喜歡這個 ......

    uj5u.com 2020-09-10 02:04:05 more
  • 02windows基礎操作

    我學到了一下幾點 Windows系統目錄結構與滲透的作用 常見Windows的服務詳解 Windows埠詳解 常用的Windows注冊表詳解 hacker DOS命令詳解(net user / type /md /rd/ dir /cd /net use copy、批處理 等) 利用dos命令制作 ......

    uj5u.com 2020-09-10 02:04:18 more
  • 03.Linux基礎操作

    我學到了以下幾點 01Linux系統介紹02系統安裝,密碼啊破解03Linux常用命令04LAMP 01LINUX windows: win03 8 12 16 19 配置不繁瑣 Linux:redhat,centos(紅帽社區版),Ubuntu server,suse unix:金融機構,證券,銀 ......

    uj5u.com 2020-09-10 02:04:30 more
  • 05HTML

    01HTML介紹 02頭部標簽講解03基礎標簽講解04表單標簽講解 HTML前段語言 js1.了解代碼2.根據代碼 懂得挖掘漏洞 (POST注入/XSS漏洞上傳)3.黑帽seo 白帽seo 客戶網站被黑帽植入劫持代碼如何處理4.熟悉html表單 <html><head><title>TDK標題,描述 ......

    uj5u.com 2020-09-10 02:04:36 more
最新发布
  • 2023年最新微信小程式抓包教程

    01 開門見山 隔一個月發一篇文章,不過分。 首先回顧一下《微信系結手機號資料庫被脫庫事件》,我也是第一時間得知了這個訊息,然后跟蹤了整件事情的經過。下面是這起事件的相關截圖以及近日流出的一萬條資料樣本: 個人認為這件事也沒什么,還不如關注一下之前45億快遞資料查詢渠道疑似在近日復活的訊息。 訊息是 ......

    uj5u.com 2023-04-20 08:48:24 more
  • web3 產品介紹:metamask 錢包 使用最多的瀏覽器插件錢包

    Metamask錢包是一種基于區塊鏈技術的數字貨幣錢包,它允許用戶在安全、便捷的環境下管理自己的加密資產。Metamask錢包是以太坊生態系統中最流行的錢包之一,它具有易于使用、安全性高和功能強大等優點。 本文將詳細介紹Metamask錢包的功能和使用方法。 一、 Metamask錢包的功能 數字資 ......

    uj5u.com 2023-04-20 08:47:46 more
  • vulnhub_Earth

    前言 靶機地址->>>vulnhub_Earth 攻擊機ip:192.168.20.121 靶機ip:192.168.20.122 參考文章 https://www.cnblogs.com/Jing-X/archive/2022/04/03/16097695.html https://www.cnb ......

    uj5u.com 2023-04-20 07:46:20 more
  • 從4k到42k,軟體測驗工程師的漲薪史,給我看哭了

    清明節一過,盲猜大家已經無心上班,在數著日子準備過五一,但一想到銀行卡里的余額……瞬間心情就不美麗了。最近,2023年高校畢業生就業調查顯示,本科畢業月平均起薪為5825元。調查一出,便有很多同學表示自己又被平均了。看著這一資料,不免讓人想到前不久中國青年報的一項調查:近六成大學生認為畢業10年內會 ......

    uj5u.com 2023-04-20 07:44:00 more
  • 最新版本 Stable Diffusion 開源 AI 繪畫工具之中文自動提詞篇

    🎈 標簽生成器 由于輸入正向提示詞 prompt 和反向提示詞 negative prompt 都是使用英文,所以對學習母語的我們非常不友好 使用網址:https://tinygeeker.github.io/p/ai-prompt-generator 這個網址是為了讓大家在使用 AI 繪畫的時候 ......

    uj5u.com 2023-04-20 07:43:36 more
  • 漫談前端自動化測驗演進之路及測驗工具分析

    隨著前端技術的不斷發展和應用程式的日益復雜,前端自動化測驗也在不斷演進。隨著 Web 應用程式變得越來越復雜,自動化測驗的需求也越來越高。如今,自動化測驗已經成為 Web 應用程式開發程序中不可或缺的一部分,它們可以幫助開發人員更快地發現和修復錯誤,提高應用程式的性能和可靠性。 ......

    uj5u.com 2023-04-20 07:43:16 more
  • CANN開發實踐:4個DVPP記憶體問題的典型案例解讀

    摘要:由于DVPP媒體資料處理功能對存放輸入、輸出資料的記憶體有更高的要求(例如,記憶體首地址128位元組對齊),因此需呼叫專用的記憶體申請介面,那么本期就分享幾個關于DVPP記憶體問題的典型案例,并給出原因分析及解決方法。 本文分享自華為云社區《FAQ_DVPP記憶體問題案例》,作者:昇騰CANN。 DVPP ......

    uj5u.com 2023-04-20 07:43:03 more
  • msf學習

    msf學習 以kali自帶的msf為例 一、msf核心模塊與功能 msf模塊都放在/usr/share/metasploit-framework/modules目錄下 1、auxiliary 輔助模塊,輔助滲透(埠掃描、登錄密碼爆破、漏洞驗證等) 2、encoders 編碼器模塊,主要包含各種編碼 ......

    uj5u.com 2023-04-20 07:42:59 more
  • Halcon軟體安裝與界面簡介

    1. 下載Halcon17版本到到本地 2. 雙擊安裝包后 3. 步驟如下 1.2 Halcon軟體安裝 界面分為四大塊 1. Halcon的五個助手 1) 影像采集助手:與相機連接,設定相機引數,采集影像 2) 標定助手:九點標定或是其它的標定,生成標定檔案及內參外參,可以將像素單位轉換為長度單位 ......

    uj5u.com 2023-04-20 07:42:17 more
  • 在MacOS下使用Unity3D開發游戲

    第一次發博客,先發一下我的游戲開發環境吧。 去年2月份買了一臺MacBookPro2021 M1pro(以下簡稱mbp),這一年來一直在用mbp開發游戲。我大致分享一下我的開發工具以及使用體驗。 1、Unity 官網鏈接: https://unity.cn/releases 我一般使用的Apple ......

    uj5u.com 2023-04-20 07:40:19 more