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添加雷达扫描线代码封装,通过PostProcessStage实现:
/*
添加雷达扫描线
viewer
cartographicCenter 扫描中心
radius 半径 米
scanColor 扫描颜色
duration 持续时间 毫秒
*/
function addRadarScanPostStage(viewer, cartographicCenter, radius, scanColor, duration) {
var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
var _CartographicCenter2 = new Cesium.Cartographic(cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
var _RotateQ = new Cesium.Quaternion();
var _RotateM = new Cesium.Matrix3();
var _time = (new Date()).getTime();
var _scratchCartesian4Center = new Cesium.Cartesian4();
var _scratchCartesian4Center1 = new Cesium.Cartesian4();
var _scratchCartesian4Center2 = new Cesium.Cartesian4();
var _scratchCartesian3Normal = new Cesium.Cartesian3();
var _scratchCartesian3Normal1 = new Cesium.Cartesian3();
var ScanPostStage = new Cesium.PostProcessStage({
// fragmentShader: getRadarScanShader(), //有外圈的
fragmentShader: getRadarScan(), // 无外圈
uniforms: {
u_scanCenterEC: function () {
return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
},
u_scanPlaneNormalEC: function () {
var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
_scratchCartesian3Normal.x = temp1.x - temp.x;
_scratchCartesian3Normal.y = temp1.y - temp.y;
_scratchCartesian3Normal.z = temp1.z - temp.z;
Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
return _scratchCartesian3Normal;
},
u_radius: radius,
u_scanLineNormalEC: function () {
var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
var temp2 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center2, _scratchCartesian4Center2);
_scratchCartesian3Normal.x = temp1.x - temp.x;
_scratchCartesian3Normal.y = temp1.y - temp.y;
_scratchCartesian3Normal.z = temp1.z - temp.z;
Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
_scratchCartesian3Normal1.x = temp2.x - temp.x;
_scratchCartesian3Normal1.y = temp2.y - temp.y;
_scratchCartesian3Normal1.z = temp2.z - temp.z;
var tempTime = (((new Date()).getTime() - _time) % duration) / duration;
Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
return _scratchCartesian3Normal1;
},
u_scanColor: scanColor
}
});
viewer.scene.postProcessStages.add(ScanPostStage);
return ScanPostStage;
}
//雷达扫描线效果Shader
function getRadarScanShader() {
var scanSegmentShader =
"uniform sampler2D colorTexture;\n" +
"uniform sampler2D depthTexture;\n" +
"varying vec2 v_textureCoordinates;\n" +
"uniform vec4 u_scanCenterEC;\n" +
"uniform vec3 u_scanPlaneNormalEC;\n" +
"uniform vec3 u_scanLineNormalEC;\n" +
"uniform float u_radius;\n" +
"uniform vec4 u_scanColor;\n" +
"vec4 toEye(in vec2 uv, in float depth)\n" +
" {\n" +
" vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
" vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
" posInCamera =posInCamera / posInCamera.w;\n" +
" return posInCamera;\n" +
" }\n" +
"bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
"{\n" +
"vec3 v01 = testPt - ptOnLine;\n" +
"normalize(v01);\n" +
"vec3 temp = cross(v01, lineNormal);\n" +
"float d = dot(temp, u_scanPlaneNormalEC);\n" +
"return d > 0.5;\n" +
"}\n" +
"vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
"{\n" +
"vec3 v01 = point -planeOrigin;\n" +
"float d = dot(planeNormal, v01) ;\n" +
"return (point - planeNormal * d);\n" +
"}\n" +
"float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
"{\n" +
"vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n" +
"return length(tempPt - ptOnLine);\n" +
"}\n" +
"float getDepth(in vec4 depth)\n" +
"{\n" +
"float z_window = czm_unpackDepth(depth);\n" +
"z_window = czm_reverseLogDepth(z_window);\n" +
"float n_range = czm_depthRange.near;\n" +
"float f_range = czm_depthRange.far;\n" +
"return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
"}\n" +
"void main()\n" +
"{\n" +
"gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n" +
"float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n" +
"vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
"vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
"float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
"float twou_radius = u_radius * 2.0;\n" +
"if(dis < u_radius)\n" +
"{\n" +
"float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n" +
"f0 = pow(f0, 64.0);\n" +
"vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n" +
"float f = 0.0;\n" +
"if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n" +
"{\n" +
"float dis1= length(prjOnPlane.xyz - lineEndPt);\n" +
"f = abs(twou_radius -dis1) / twou_radius;\n" +
"f = pow(f, 3.0);\n" +
"}\n" +
"gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n" +
"}\n" +
"}\n";
return scanSegmentShader;
}
//无外圈
function getRadarScan(){
var radarScan = "uniform sampler2D colorTexture;\n\
uniform sampler2D depthTexture;\n\
varying vec2 v_textureCoordinates;\n\
uniform vec4 u_scanCenterEC;\n\
uniform vec3 u_scanPlaneNormalEC;\n\
uniform vec3 u_scanLineNormalEC;\n\
uniform float u_radius;\n\
uniform vec4 u_scanColor;\n\
\n\
vec4 toEye(in vec2 uv, in float depth){\n\
vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n\
vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n\
posInCamera =posInCamera / posInCamera.w;\n\
return posInCamera;\n\
}\n\
\n\
bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\n\
vec3 v01 = testPt - ptOnLine;\n\
normalize(v01);\n\
vec3 temp = cross(v01, lineNormal);\n\
float d = dot(temp, u_scanPlaneNormalEC);\n\
return d > 0.5;\n\
}\n\
\n\
vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){\n\
vec3 v01 = point -planeOrigin;\n\
float d = dot(planeNormal, v01) ;\n\
return (point - planeNormal * d);\n\
}\n\
\n\
float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\n\
vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n\
return length(tempPt - ptOnLine);\n\
}\n\
\n\
float getDepth(in vec4 depth){\n\
float z_window = czm_unpackDepth(depth);\n\
z_window = czm_reverseLogDepth(z_window);\n\
float n_range = czm_depthRange.near;\n\
float f_range = czm_depthRange.far;\n\
return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n\
}\n\
\n\
void main(){\n\
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n\
float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n\
vec4 viewPos = toEye(v_textureCoordinates, depth);\n\
vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n\
float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n\
float twou_radius = u_radius * 2.0;\n\
if(dis < u_radius){\n\
float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n\
f0 = pow(f0, 64.0);\n\
vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n\
float f = 0.0;\n\
if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz)){\n\
float dis1= length(prjOnPlane.xyz - lineEndPt);\n\
f = abs(twou_radius -dis1) / twou_radius;\n\
f = pow(f, 5.0);\n\
}\n\
gl_FragColor = mix(gl_FragColor, u_scanColor, f);\n\
}\n\
}\n\
";
return radarScan ;
}
代码调用
var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(117.270739), Cesium.Math.toRadians(31.84309), 32);
var scanColor = new Cesium.Color(1.0, 0.0, 0.0, 1);
lastStage = addRadarScanPostStage(viewer, cartographicCenter, 1000, scanColor, 3000);
通过修改color属性来进行高亮
倾斜摄影模型不贴地问题处理
tileset.readyPromise.then(function (tileset,h) {
var cartographic = Cesium.Cartographic.fromCartesian(
tileset.boundingSphere.center
);
var surface = Cesium.Cartesian3.fromRadians(
cartographic.longitude,
cartographic.latitude,
0.0
);
var offset = Cesium.Cartesian3.fromRadians(
cartographic.longitude,
cartographic.latitude,
h //填高度差值,如未知,可通过点击获取位置信息中的高度
);
var translation = Cesium.Cartesian3.subtract(
offset,
surface,
new Cesium.Cartesian3()
);
tileset.modelMatrix = Cesium.Matrix4.fromTranslation(translation);
viewer.scene.primitives.add(tileset);
viewer.flyTo(tileset)
}).otherwise(function (error) {
console.log(error);
})
const tileset=viewer.scene.groundPrimitives.add(new Cesium.Cesium3DTileset({
url: url,//此处填写tileset url地址
}));
tileset.readyPromise.then(function (tileset) {
const boundingSphere = tileset.boundingSphere;
const cartographic = Cesium.Cartographic.fromCartesian(boundingSphere.center);//获取到倾斜数据中心点的经纬度坐标(弧度)
const surface = Cesium.Cartesian3.fromRadians(cartographic.longitude, cartographic.latitude, 0.0);//倾斜数据中心点的笛卡尔坐标
const positions = [Cesium.Cartographic.fromDegrees(cartographic.longitude,cartographic.latitude)];
const promise = Cesium.sampleTerrainMostDetailed(terrainProvider, positions);//其中terrainProvider是当前场景使用的高程Provider
promise.then((updatedPositions) => {
const terrainHeight = updatedPositions[0].height;//高程
const offset=Cesium.Cartesian3.fromRadians(cartographic.longitude, cartographic.latitude, terrainHeight);//带高程的新笛卡尔坐标
const translation = Cesium.Cartesian3.subtract(offset, surface, new Cesium.Cartesian3());//做差得到变换矩阵
tileset.modelMatrix = Cesium.Matrix4.fromTranslation(translation);
})
})
var primitive = new Cesium.GroundPrimitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: polygon
}),
appearance: new Cesium.EllipsoidSurfaceAppearance({
aboveGround: true
}),
classificationType : Cesium.ClassificationType.BOTH, // 支持类型: 地形、3DTile、或者在地面上
show: true
});
classificationType 参数:
Cesium.ClassificationType.BOTH 贴于所有地物上
Cesium.ClassificationType.TERRAIN 只贴于地形上
Cesium.ClassificationType.CESIUM_3D_TILE 只贴于3dtile上
<!DOCTYPE html>
<html lang="ch-en">
<head>
<meta charset="UTF-8">
<title></title>
<link rel="stylesheet" href="./js/Cesium-1.72/Build/Cesium/Widgets/widgets.css">
<style>
#map3d {
height: 1000px;
width: 1000px;
margin: 0 auto;
}
</style>
</head>
<body>
<div id="map3d"></div>
</body>
<script src="./js/Cesium-1.72/Build/Cesium/Cesium.js"></script>
<script src="./js/jQuery.js"></script>
<script>
viewer = new Cesium.Viewer('map3d', {
selectionIndicator: false,
animation: false,
baseLayerPicker: false,
timeline: false,
sceneModePicker: false,
navigationHelpButton: false,
fullscreenButton: false,
imageryProvider: new Cesium.WebMapTileServiceImageryProvider({
url: 'http://t0.tianditu.gov.cn/img_w/wmts?tk=7fdca056b488529020b96dd0a6891579',
layer: 'img',
style: 'default',
tileMatrixSetID: 'w',
format: 'tiles',
tileHeight: 0,
maximumLevel: 18
}),
});
const json = {
"type": "Polygon",
"coordinates": [[[106.818340748, 35.345186594], [106.912227457, 35.857950428], [107.235357796, 35.9277981500001], [107.730486478, 36.022622105], [107.85655614, 35.8806908460001], [107.822121228, 35.5285600620001], [107.584770259, 35.2284864530001], [107.376631529, 35.1572428380001], [107.022823644, 35.1807053140001], [106.988349662, 35.2733902210001], [106.818340748, 35.345186594]]]
}
let data = []
json.coordinates[0].forEach(item => {
data.push(Cesium.Cartesian3.fromDegrees(item[0], item[1]))
})
let entity = new Cesium.Entity({
id: `${new Date().getTime()}面`,
name: "线几何对象",
show: true,
polygon: {
hierarchy: new Cesium.PolygonHierarchy(data),
material: Cesium.Color.RED.withAlpha(0.65),
perPositionHeight: true,
}
});
viewer.entities.add(entity);
</script>
</html>
实现思路部分:
(1)cesium 的点击事件 Cesium.ScreenSpaceEventType.LEFT_CLICK 监听左键单击鼠标事件获取当前位置坐标,然后根据当前笛卡尔坐标去确认气泡窗口div的显示位置;
(2)监听 cesium 的 postRender 每一帧变化的监听事件,该事件就是为了确认你在转动球体时,气泡只定位到当前位置,不会出现偏差,该事件每帧的移动时,重新对气泡进行重新定位,屏幕坐标到笛卡尔坐标的转换。
//获取当前点击的位置坐标
var handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas);
handler.setInputAction(function(movement) {
/* var windowPosition = viewer.camera.getPickRay(movement.position);
var cartesianCoordinates = viewer.scene.globe.pick(windowPosition, viewer.scene);
var cartoCoordinates = viewer.scene.globe.ellipsoid.cartesianToCartographic(cartesianCoordinates); */
var cartesian2 = viewer.camera.pickEllipsoid(movement.position, viewer.scene.globe.ellipsoid);
var carto2 = viewer.scene.globe.ellipsoid.cartesianToCartographic(cartesian2);
latitude = carto2.latitude * 180 / Math.PI;
longitude = carto2.longitude * 180 / Math.PI;
//alert("纬度:"+latitude+","+"经度:"+longitude);
var cartesian = viewer.scene.pickPosition(movement.position);
//弹窗 参数
var paramObj = {
id: 'trackPopUpContent',
HTMLdiv: '<div class="leaflet-popup-content-wrapper" style="background:#FFF;">' +
'<div id="trackPopUpLink" class="leaflet-popup-content" style="max-width:300px;max-height:500px"><h5>纬度:' +
latitude + ',<br>经度:' + longitude + '</h5></div>' +
'</div>',
Offset: {
x: 0,
y: 0
},
coordinate: cartesian, //笛卡尔坐标参数
lineStyle: {
Linewidth: 3,
Lineheight: 25,
Linebackground: '#409EFF'
},
CircleStyle: {
Circleradius: 8,
Circlecolor: '#409EFF'
},
heighthidenum: 1000, //高度隐藏值
}
//固定弹窗 位置
PopupCoordinatePositioning(paramObj);
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
viewer.scene.postRender.addEventListener(function() { // 每一帧都去计算气泡的正确位置
if (Popups.length > 0) {
for (var i = 0; i < Popups.length; i++) {
var infoboxContainer = document.getElementById(Popups[i].PopupsID); //morphComplete
if (infoboxContainer != null) {
//var infoboxContainer = document.getElementById("bubble");//morphComplete
if (Popups[i].scenePosition) {
var canvasHeight = viewer.scene.canvas.height;
var windowPosition = new Cesium.Cartesian2();
Cesium.SceneTransforms.wgs84ToWindowCoordinates(viewer.scene, Popups[i].scenePosition, windowPosition);
infoboxContainer.style.bottom = (canvasHeight - windowPosition.y + Popups[i].paramObj.Offset.y) + 'px';
infoboxContainer.style.left = (windowPosition.x + -(infoboxContainer.scrollWidth / 2)) + 'px';
}
}
}
}
});
getQuaternion(positionEcf, velocityEcf) {
// 1、计算站心到模型坐标系的旋转平移矩阵
// 速度归一化
let normal = Cartesian3.normalize(velocityEcf, new Cartesian3());
// 计算模型坐标系的旋转矩阵
let satRotationMatrix = Transforms.rotationMatrixFromPositionVelocity(positionEcf, normal, Ellipsoid.WGS84);
// 模型坐标系到地固坐标系旋转平移矩阵
let m = Matrix4.fromRotationTranslation(satRotationMatrix, positionEcf);
// 站心坐标系(东北天坐标系)到地固坐标系旋转平移矩阵
var m1 = Transforms.eastNorthUpToFixedFrame(positionEcf, Ellipsoid.WGS84, new Matrix4());
// 站心到模型坐标系的旋转平移矩阵
let m3 = Matrix4.multiply( Matrix4.inverse(m1, new Matrix4()), m, new Matrix4());
// 2、模型姿态旋转矩阵(根据实际需要)
let h1 = 0, p1 = 0, r1 = 0;
let postureHpr = new HeadingPitchRoll( Math.toRadians(h1), Math.toRadians(p1), Math.toRadians(r1));
let postureMatrix = Matrix3.fromHeadingPitchRoll(postureHpr);
// 3、模型朝向旋转矩阵
let h2 = 0, p2 = -180, r2 = 0;
let sHpr = new HeadingPitchRoll( Math.toRadians(h2), Math.toRadians(p2), Math.toRadians(r2));
let sMatrix = Matrix3.fromHeadingPitchRoll(sensorHpr);
// 4、最终的旋转矩阵
let mat3 = Matrix4.getMatrix3(m3, new Matrix3());
let finalMatrix = Matrix3.multiply(mat3,postureMatrix,new Matrix3());
let finalMatrix1 = Matrix3.multiply(finalMatrix, sMatrix, new Matrix3())
let quaternion1 = Quaternion.fromRotationMatrix(finalMatrix1);
let hpr = HeadingPitchRoll.fromQuaternion(quaternion1);
let q2 = Transforms.headingPitchRollQuaternion(positionEcf,hpr);
return q2;
}
//添加圆锥体
addSpaceFollow() {
this.viewer.entities.add({
orientation: new Cesium.CallbackProperty(e => {
let m = this.getModelMatrix(this.originPosition, this.targetPosition);
let hpr = this.getHeadingPitchRoll(m);
hpr.pitch = hpr.pitch + 3.14 / 2 + 3.14;
return Cesium.Transforms.headingPitchRollQuaternion(this.originPosition, hpr);
}, false),
position: new Cesium.CallbackProperty(e => {
return Cesium.Cartesian3.midpoint(this.originPosition, this.targetPosition, new Cesium.Cartesian3())
}, false),
cylinder: {
length: new Cesium.CallbackProperty(e => {
return Cesium.Cartesian3.distance(this.originPosition, this.targetPosition)
}, false),
topRadius: 15.0,
bottomRadius: 0.0,
material: Cesium.Color.RED.withAlpha(0.4),
},
});
}
Cesium.Color.BLUE; // 蓝色
Cesium.Color.RED; // 红色
Cesium.Color.BLUE.withAlpha(0.5)// 添加透明度
new Cesium.Color(0,0,255,1); // 蓝色
new Cesium.Color(255,0,0,1); // 红色
Cesium.Color.fromBytes(0, 0, 255, 255); // 蓝色
Cesium.Color.fromBytes(255, 0, 0, 255); // 红色
Cesium.Color.fromCssColorString('#0000ff'); // 蓝色
Cesium.Color.fromCssColorString("rgba(0, 0, 255, 1)") // 蓝色
Cesium.Color.fromCssColorString('#ff0000'); // 红色
Cesium.Color.fromCssColorString("rgba(255, 0, 0, 1)"); // 红色
Cesium.Color.fromRandom()
通过改变modelMatrix来实现primitive旋转== (ts写法)==
/**
* primitive旋转,primitive实体
* angle:旋转角度,number
* rotateP:绕哪点旋转,cartesian3
* type:旋转哪个轴,string类型,X,Y,Z
*/
export const rotatePrimitive = (datas:any) {
const {primitive, angle, rotateP, type} = datas
const baseMatrix = primitive.modelMatrix.clone(new Epgis3D.Matrix4());
const enu = Epgis3D.Transforms.eastNorthUpToFixedFrame(rotateP);
const inverseEnu = Epgis3D.Matrix4.inverse(enu, new Epgis3D.Matrix4());
let rotation = undefined;
if(type ==='X'){
rotation = Epgis3D.Matrix3.fromRotationX(Epgis3D.Math.toRadians(angle));
}else if(type ==='Y'){
rotation = Epgis3D.Matrix3.fromRotationY(Epgis3D.Math.toRadians(angle));
}else{
rotation = Epgis3D.Matrix3.fromRotationZ(Epgis3D.Math.toRadians(angle));
}
const matrix = Epgis3D.Matrix4.fromRotationTranslation(rotation);
const scrach = new Epgis3D.Matrix4();
let result = Epgis3D.Matrix4.multiply(inverseEnu, baseMatrix, scrach);
result = Epgis3D.Matrix4.multiply(matrix, result, scrach);
result = Epgis3D.Matrix4.multiply(enu, result, scrach);
primitive.modelMatrix = result;
}
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