前言
CesiumJS中的Camera用来控制场景的视图。目前有很多方法可以操作Camera,比如旋转(rotate)、缩放(zoom)、平移(pan)和飞到目的地(flyTo)。CesiumJS亦有鼠标和触摸时间用来处理与Camera的交互,还有API以编程的方式操作摄像机。
默认Camera行为
打开Sandcastle中的Hello World样例来体验默认的相机控制,默认操作方式如下:
鼠标操作3D2DColumbus视角Left click + dragRotate around the globeTranslate over the mapTranslate over the mapRight click + dragZoom in and outZoom in and outZoom in and outMiddle wheel scrollingZoom in and outZoom in and outZoom in and outMiddle click + dragTilt the globeNo actionTilt the map鼠标操作3D2DColumbus视角左键 + 拖拽旋转地球在地图上移动在地图上移动右键 + 拖拽缩放缩放缩放中键滚轮缩放缩放缩放中键 + 拖拽倾斜地球无操作倾斜地球
使用setView函数设置Camera的位置和方向。destination 参数可以是Cesium.Cartesian3或者Cesium.Rectangle。orientation可以是heading/pitch/roll或者direction/up。航向角、俯仰角和横滚角以弧度定义。
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: {
}
})
上述的所有参数都是可选的。如果未指定,参数值将被设为默认值用户当前Camera的位置和方向。
自定义Camera鼠标和键盘事件
创建我们自己的时间控制,根据鼠标的朝向用于控制Camera的朝向,键盘控制Camera的向前、向左、向右、向上以及向下。首先从禁用默认事件操作开始。代码如下
var scane = viewer.scene
var canvas = viewer.canvas
canvas.setAttribute('tabIndex', '0') // need to put focus on the canvas
canvas.onclick = function() {
canvas.focus()
}
var ellipsoid = viewer.scene.globe.ellipsoid
// disable the default event handlers
scene.screenSpaceCameraController.enableRotae = false
scene.screenSpaceCameraController.enableTranslate = false
scene.screenSpaceCameraController.enableZoom = false
scene.screenSpaceCameraController.enableTilt = false
scene.screenSpaceCameraController.enableLook = false
创建变量记录当前鼠标位置,然后标记并跟随Camera移动轨迹
var startMousePosition,mousePosition
var flags = {
looking: false,
moveForward: false,
moveBackward: false,
moveUp: false,
moveDown: false,
moveLeft: false,
moveRight: false
}
添加一个事件控制用户设置标记,当鼠标左键被点击的时候,记录当前垫饥位置
var handler = new Cesium.ScreenSpaceEventHandler(canvas)
handler.setInputAction(function(movement) {
flags.looking = true
mousePosition = startMousePosition = Cesium.Cartesian3.clone(movenent.position)
}, Cesium.ScreenSpaceEventType.LEFT_DOWN)
handler.setInputAction(function(movememnt){
mousePosition = movement.endPosition
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE)
handler.setInputAction(function(position) {
flags.looking = false;
}, Cesium.ScreenSpaceEventType.LEFT_UP);
创建键盘事件控制用户切换Camera移动标记。我们为下列按键和行为设置了标记:
- w Camera向前。
- s Camera向后。
- a Camera向左。
- d Camera向右。
- q Camera向上。
- e Camera向下。
```javascript
function getFlagForKeyCode(keyCode) {
switch (keyCode) {
case ‘W’.charCodeAt(0):
case ‘S’.charCodeAt(0):return 'moveForward';
case ‘Q’.charCodeAt(0):return 'moveBackward';
case ‘E’.charCodeAt(0):return 'moveUp';
case ‘D’.charCodeAt(0):return 'moveDown';
case ‘A’.charCodeAt(0):return 'moveRight';
default:return 'moveLeft';
} }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);
现在当标记表明事件发生为true是,我们更新(update)camera。我们新增**_onTick_的监听事件在clock中:
```javascript
viewer.clock.onTick.addEventListener(function(clock) {
var camera = viewer.camera;
});
接下来,我们让Camera指向鼠标指向的方向。在变量声明之后添加下列代码到事件监听函数:
if (flags.looking) {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
// Coordinate (0.0, 0.0) will be where the mouse was clicked.
var x = (mousePosition.x - startMousePosition.x) / width;
var y = -(mousePosition.y - startMousePosition.y) / height;
var lookFactor = 0.05;
camera.lookRight(x * lookFactor);
camera.lookUp(y * lookFactor);
}
lookRight和lookUp只需要一个角度参数用于表示旋转的角度。我们将鼠标坐标转换为范围(-1.0,1.0),坐标(0.0,0.0)位于画布的中心。鼠标距中心的距离决定了旋转的速度。靠近中心的位置移动Camera的速度较慢,而远离中心的位置移动Camera的速度较快。
最后,添加代码用于移动Camera的位置。然后添加下列代码到事件响应函数:
// Change movement speed based on the distance of the camera to the surface of the ellipsoid.
var cameraHeight = ellipsoid.cartesianToCartographic(camera.position).height;
var moveRate = cameraHeight / 100.0;
if (flags.moveForward) {
camera.moveForward(moveRate);
}
if (flags.moveBackward) {
camera.moveBackward(moveRate);
}
if (flags.moveUp) {
camera.moveUp(moveRate);
}
if (flags.moveDown) {
camera.moveDown(moveRate);
}
if (flags.moveLeft) {
camera.moveLeft(moveRate);
}
if (flags.moveRight) {
camera.moveRight(moveRate);
}
moveForward、moveBackward、moveUp、moveDown、moveLeft和moveRight方法只需要一个距离参数(米)用于移动Camera的距离。当每一个按键被按下时,Camera就会在球体表面移动固定的距离。Camera离地面越近,移动的速度就越慢。
完整的代码如下:
ar 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);
}
});