cesium中的视锥体如何移动
时间: 2024-02-20 13:01:14 浏览: 313
在Cesium中,可以通过修改相机的位置和方向来移动视锥体。以下是一个简单的示例代码,演示如何在Cesium中移动一个视锥体:
```javascript
var viewer = new Cesium.Viewer('cesiumContainer');
//创建视锥体
var frustum = new Cesium.PerspectiveFrustum({
fov : Cesium.Math.PI_OVER_THREE,
aspectRatio : viewer.canvas.clientWidth / viewer.canvas.clientHeight,
near : 1.0,
far : 1000.0
});
var cameraPosition = new Cesium.Cartesian3(-2275637.879546224, 5009377.085697311, 3211428.4418059286);
var cameraDirection = new Cesium.Cartesian3(-0.3347522433899313, 0.6567759537293052, -0.6758204380859216);
var cameraUp = new Cesium.Cartesian3(0.6567759537293052, 0.7534987645965692, 0.01608423270374519);
var cameraRight = new Cesium.Cartesian3(0.6758204380859216, -0.01608423270374519, -0.7376365223584079);
frustum.setTransform(Cesium.Matrix4.computeView(cameraPosition, cameraDirection, cameraUp, cameraRight));
//创建视锥体边框
var vertices = frustum.computeCullingVolume().getPlanes()[0].getRectangle().vertices;
var positions = new Cesium.Cartesian3.fromArray(vertices);
var indices = [0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7];
var geometry = new Cesium.Geometry({
attributes : {
position : new Cesium.GeometryAttribute({
componentDatatype : Cesium.ComponentDatatype.DOUBLE,
componentsPerAttribute : 3,
values : Cesium.Cartesian3.packArray(positions)
})
},
indices : indices
});
var geometryInstance = new Cesium.GeometryInstance({
geometry : geometry,
attributes : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.YELLOW)
}
});
var primitive = new Cesium.Primitive({
geometryInstances : [geometryInstance],
appearance : new Cesium.PerInstanceColorAppearance({
flat : true,
translucent : false
})
});
viewer.scene.primitives.add(primitive);
//移动相机
var camera = viewer.camera;
var scratchCartesian1 = new Cesium.Cartesian3();
var scratchCartesian2 = new Cesium.Cartesian3();
var scratchCartesian3 = new Cesium.Cartesian3();
var scratchMatrix = new Cesium.Matrix4();
var scratchFrustum = new Cesium.PerspectiveFrustum();
viewer.clock.onTick.addEventListener(function(clock) {
var time = clock.currentTime.secondsOfDay;
var distance = 100000.0;
var angle = Cesium.Math.toRadians(time * 10);
var direction = new Cesium.Cartesian3(Math.cos(angle), Math.sin(angle), 0.0);
var position = Cesium.Cartesian3.add(camera.position, Cesium.Cartesian3.multiplyByScalar(direction, distance, scratchCartesian1), scratchCartesian2);
var target = Cesium.Cartesian3.add(position, Cesium.Cartesian3.negate(camera.direction, scratchCartesian3), new Cesium.Cartesian3());
var up = new Cesium.Cartesian3(0.0, 0.0, 1.0);
var right = Cesium.Cartesian3.cross(camera.direction, up, new Cesium.Cartesian3());
var transform = Cesium.Matrix4.computeView(position, target, up, right, scratchMatrix);
camera.setView({ transform : transform });
frustum.setTransform(transform);
positions = new Cesium.Cartesian3.fromArray(frustum.computeCullingVolume().getPlanes()[0].getRectangle().vertices);
var attributes = geometry.attributes;
attributes.position.values = Cesium.Cartesian3.packArray(positions);
geometry = new Cesium.Geometry({
attributes : attributes,
indices : indices
});
geometryInstance = new Cesium.GeometryInstance({
geometry : geometry,
attributes : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.YELLOW)
}
});
primitive = new Cesium.Primitive({
geometryInstances : [geometryInstance],
appearance : new Cesium.PerInstanceColorAppearance({
flat : true,
translucent : false
})
});
viewer.scene.primitives.remove(primitive);
viewer.scene.primitives.add(primitive);
});
```
在这个示例中,我们首先创建了一个PerspectiveFrustum对象,并将其应用于相机的位置、方向和上向量,从而得到相机的视野范围。然后,我们使用相机的setView方法,将相机的位置和方向设置为一个新的值,以实现相机的移动。接下来,我们使用新的相机位置和方向,重新计算视锥体的顶点位置,并更新视锥体的线框模型。最后,我们将该模型从场景中移除,并再次添加到场景中,以更新视锥体的显示。
注意:视锥体的顶点位置是根据相机的位置和方向计算得出的,因此当相机移动时,视锥体的顶点位置也会发生变化。
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