2023-01-12
1.sampleTerrainMostDetailed
根据提供的terrainPrivider和点的弧度坐标计算出当前点的高度信息。
- var p = new Cesium.Cartographic.fromCartesian(new Cesium.Cartesian3.fromDegrees(103.8603, 30.704));
- let promise = Cesium.sampleTerrainMostDetailed(this.viewer.terrainProvider, [p])
- Promise.resolve(promise).then(function(updatedPositions) {
- console.log(`updatedPositions为:${updatedPositions}`);
- });
复制代码 updatePositions为:(1.8127041971090665, 0.535885893532339, 495.32088938674565)
获得了高度就可以去调整模型的位置了
2.heightReference属性
- var entity6 = this.viewer.entities.add({
- id:6,
- position:new Cesium.Cartesian3.fromDegrees(103.8603, 30.704,0),
- //设置朝向和翻滚角度
- orientation:orientation,
- model:{
- uri:"../../../static/3DModel/higokumaru__honkai_impact_3rd/scene.gltf",
- show:true,
- scale: 5.0 ,
- silhouetteColor : Cesium.Color.YELLOW,
- silhouetteSize : 0,
- colorBlendMode:Cesium.ColorBlendMode.MIX,
- colorBlendAmount: 0,
- heightReference: Cesium.HeightReference.CLAMP_TO_GROUND
- }
- })
复制代码 这样的前提是需要地形先加载好,不然的话模型会出现在地心
这种情况就是模型加载好了地形没加载好,找不到椭球就没法计算高度
3.3dtile矩阵变换
- var tileset = new Cesium.Cesium3DTileset({
- url: "../../../static/3DModel/sicauOSM/tileset.json",
- });
- this.viewer.scene.primitives.add(tileset);
- console.log(tileset);
- //3dtile加载完成后执行,进行位置变化
- tileset.readyPromise.then(function(tileset) {
-
- //高度偏差,向上是正数,向下是负数
- var heightOffset = 500.0;
- //计算tileset的绑定范围
- var boundingSphere = tileset.boundingSphere;
- //计算中心点位置
- /**
- * fromCartesian 方法是用经纬度和高度定义一个位置
- * A position defined by longitude, latitude, and height.
- */
- var cartographic = Cesium.Cartographic.fromCartesian(boundingSphere.center);
-
- //计算中心点位置的地表坐标
- /**
- * Cartesian3 是一个3D点 笛卡尔坐标
- * Cartesian2 是屏幕坐标
- * cartographic 是椭球坐标
- * fromRadians 方法 Returns a Cartesian3 position from longitude and latitude values given in radians(弧度).
- * @param longitude
- * @param latitude
- * @param height
- * 因为建筑模型没他所在高度信息,所以填0
- */
- var surface = Cesium.Cartesian3.fromRadians(cartographic.longitude, cartographic.latitude, 0.0);
- //偏移后的坐标,也就是中心点本应在的高度(海拔)
- var offset = Cesium.Cartesian3.fromRadians(cartographic.longitude, cartographic.latitude, heightOffset);
- /**
- * subtract 方法 Computes the componentwise difference of two Cartesians.
- * 计算两个笛卡尔坐标的成分差异
- * @param 就是两个要计算的坐标
- * @param 第三个参数是要保存的结果
- */
- var translation = Cesium.Cartesian3.subtract(offset, surface, new Cesium.Cartesian3());
- //tileset.modelMatrix转换
- /**
- * Creates a Matrix4 instance from a Cartesian3 representing the translation.
- * @param {Cartesian3} translation - The upper right portion of the matrix representing the translation.
- * @param { Matrix4} result - The object in which the result will be stored, if undefined a new instance will be created.
- * Cesium中使用Matrix4作为处理线性变换和位移变换的仿射矩阵
- * 三维空间的转换矩阵通常是3x3的就可以
- * 但是为了同时满足位移的需要增加了一个维度使用4x4的矩阵
- */
- tileset.modelMatrix = Cesium.Matrix4.fromTranslation(translation);
- /**
- * 定位到3dtiles的位置,也就是让摄像头对准这个区域
- * viewBoundingSphere 方法
- * Sets the camera so that the current view contains the provided bounding sphere.
- * @param boundingSphere - The bounding sphere to view, in world coordinates.
- * @param offset - The offset from the target in the local east-north-up reference frame centered at the target.
- */
- this.viewer.camera.viewBoundingSphere(tileset.boundingSphere, new Cesium.HeadingPitchRange(0, -20, 0));
- });
复制代码 cesium中经常用到矩阵变换,基础要打好
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