// 计算前一个点位与第二个点位的偏航角
heading = this.getHeading(Cesium.Cartesian3.fromDegrees(123.0, 30.0), Cesium.Cartesian3.fromDegrees(120.0, 80.0)));
const pitch = CesiumMath.toRadians(-20.0);
const range = 50.0;
this.viewer.camera.lookAt(position, new HeadingPitchRange(heading, pitch, range));
// 根据两个坐标点,获取Heading(朝向)
getHeading(pointA: Cartesian3, pointB: Cartesian3) {
//建立以点A为原点,X轴为east,Y轴为north,Z轴朝上的坐标系
const transform = Transforms.eastNorthUpToFixedFrame(pointA);
//向量AB
const positionvector = Cartesian3.subtract(pointB, pointA, new Cartesian3());
//因transform是将A为原点的eastNorthUp坐标系中的点转换到世界坐标系的矩阵
//AB为世界坐标中的向量
//因此将AB向量转换为A原点坐标系中的向量,需乘以transform的逆矩阵。
const vector = Matrix4.multiplyByPointAsVector(
Matrix4.inverse(transform, new Matrix4()),
positionvector,
new Cartesian3()
);
//归一化
const direction = Cartesian3.normalize(vector, new Cartesian3());
//heading
const heading = Math.atan2(direction.y, direction.x) - CesiumMath.PI_OVER_TWO;
return CesiumMath.TWO_PI - CesiumMath.zeroToTwoPi(heading);
}
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