我试图从它的顶点而不是它的中心旋转一个圆锥体,以便顶点保持在相同的位置。
我在以下链接中找到了以下示例: https://groups.google.com/forum/#!topic/cesium-dev/f9ZiSWPMgus
但它只显示了如何将圆锥体旋转90度,如果选择不同的滚动值,如45度或30度,它会变形,顶点会在错误的位置结束。
我知道它与偏移有关,但无法从那里取得任何进展。有没有办法计算任何滚动值的正确偏移量?
我还希望在旋转锥体时延长锥体的长度,以便当它旋转30度时,锥体的底部仍然会在那个方向上到达地面,而顶点仍然保持不变在原来的地方,我不知道那是多么可行。
这是以下代码示例的故障: https://glitch.com/edit/#!/cesium-cone-rotation
var viewer = new Cesium.Viewer('cesiumContainer');
var position = Cesium.Cartesian3.fromDegrees(-75, 40, 90);
//Original, non-rotated cone for comparison.
viewer.entities.add(new Cesium.Entity({
position: position,
point: {
color: Cesium.Color.YELLOW,
show: true,
pixelSize: 20
},
cylinder: {
topRadius: 0,
bottomRadius: 45,
length: 180,
material: Cesium.Color.YELLOW.withAlpha(0.5)
}
}));
var heading = Cesium.Math.toRadians(0.0);
var pitch = Cesium.Math.toRadians(0.0);
var roll = Cesium.Math.toRadians(90.0);
var hpr = new Cesium.HeadingPitchRoll(heading, pitch, roll);
//Create a rotation
var orientation = Cesium.Transforms.headingPitchRollQuaternion(position, hpr);
// offset the rotation so it's rotating from the apex of the cone, instead of the centre
var offset = new Cesium.Cartesian3(0, 90, 90);
//Create a transform for the offset.
var enuTransform = Cesium.Transforms.eastNorthUpToFixedFrame(position);
//Transform the offset
Cesium.Matrix4.multiplyByPointAsVector(enuTransform, offset, offset);
//Add the offset to the original position to get the final value.
Cesium.Cartesian3.add(position, offset, position);
viewer.entities.add(new Cesium.Entity({
position: position,
orientation: orientation,
point: {
color: Cesium.Color.YELLOW,
show: true,
pixelSize: 20
},
cylinder: {
topRadius: 0,
bottomRadius: 45,
length: 180,
material: Cesium.Color.YELLOW.withAlpha(0.5)
}
}));
viewer.zoomTo(viewer.entities);
答案 0 :(得分:1)
当您想将圆柱体指向由方位角和仰角指定的特定方向时,我想到了旋转和平移圆柱体。
/**
* Calculate the position and orientation needed for the beam entity.
* @param {Cesium.Cartesian3} position - The position of the desired origin.
* @param {Number} az - The azimuth of the beam center in radians.
* @param {Number} el - The elevation of the beam center in radians.
* @param {Number} range - The range of the beam in meters.
*
* @returns {[Cesium.Cartesian3, Cesium.Quaternion]} Array of the position and
* orientation to use for the beam.
*/
calculateBeam(position, az, el, range) {
// The origin of Cesium Cylinder entities is the center of the cylinder.
// They are also pointed straight down towards the local East-North plane. The
// math below rotates and translates the cylinder so that its origin is the tip
// of the cylinder and its orientation is pointed in the direction specified by
// the az/el.
let heading = az - Cesium.Math.toRadians(90);
let pitch = Cesium.Math.toRadians(90) + el;
let hpr = new Cesium.HeadingPitchRoll(heading, pitch, 0.0);
let x = range/2.0 * Math.sin(pitch) * Math.cos(heading);
let y = -range/2.0 * Math.sin(heading) * Math.sin(pitch);
let z = -range/2.0 * Math.cos(pitch);
var offset = new Cesium.Cartesian3(x, y, z);
let enuTransform = Cesium.Transforms.eastNorthUpToFixedFrame(position);
Cesium.Matrix4.multiplyByPointAsVector(enuTransform, offset, offset);
let newPosition = Cesium.Cartesian3.add(position, offset, new Cesium.Cartesian3());
let orientation = Cesium.Transforms.headingPitchRollQuaternion(position, hpr);
return [newPosition, orientation];
}
这将为您提供创建圆柱实体时要使用的位置/方向。它将放置圆柱体,使圆柱体的尖端位于“位置”,并指向由方位角和仰角指定的方向。方位角相对于北方,与东方成正角。仰角是相对于东北平面的,向上呈正角。范围是圆柱体的长度。
这并不能让您获得想要的行为,只要旋转圆柱体就可以延长圆柱体,但希望能对您有所帮助。
答案 1 :(得分:0)
我和你有同样的问题。这是我的参考代码。这是计算任意角度的圆锥矩阵的功能。
Enum