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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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import Cartesian2 from "../Core/Cartesian2.js"; import Cartesian3 from "../Core/Cartesian3.js"; import Cartesian4 from "../Core/Cartesian4.js"; import Cartographic from "../Core/Cartographic.js"; import defaultValue from "../Core/defaultValue.js"; import defined from "../Core/defined.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import Ellipsoid from "../Core/Ellipsoid.js"; import HeadingPitchRoll from "../Core/HeadingPitchRoll.js"; import IntersectionTests from "../Core/IntersectionTests.js"; import KeyboardEventModifier from "../Core/KeyboardEventModifier.js"; import CesiumMath from "../Core/Math.js"; import Matrix3 from "../Core/Matrix3.js"; import Matrix4 from "../Core/Matrix4.js"; import OrthographicFrustum from "../Core/OrthographicFrustum.js"; import Plane from "../Core/Plane.js"; import Quaternion from "../Core/Quaternion.js"; import Ray from "../Core/Ray.js"; import Transforms from "../Core/Transforms.js"; import CameraEventAggregator from "./CameraEventAggregator.js"; import CameraEventType from "./CameraEventType.js"; import MapMode2D from "./MapMode2D.js"; import SceneMode from "./SceneMode.js"; import SceneTransforms from "./SceneTransforms.js"; import TweenCollection from "./TweenCollection.js"; /** * Modifies the camera position and orientation based on mouse input to a canvas. * @alias ScreenSpaceCameraController * @constructor * * @param {Scene} scene The scene. */ function ScreenSpaceCameraController(scene) { //>>includeStart('debug', pragmas.debug); if (!defined(scene)) { throw new DeveloperError("scene is required."); } //>>includeEnd('debug'); /** * If true, inputs are allowed conditionally with the flags enableTranslate, enableZoom, * enableRotate, enableTilt, and enableLook. If false, all inputs are disabled. * * NOTE: This setting is for temporary use cases, such as camera flights and * drag-selection of regions (see Picking demo). It is typically set to false at the * start of such events, and set true on completion. To keep inputs disabled * past the end of camera flights, you must use the other booleans (enableTranslate, * enableZoom, enableRotate, enableTilt, and enableLook). * @type {Boolean} * @default true */ this.enableInputs = true; /** * If true, allows the user to pan around the map. If false, the camera stays locked at the current position. * This flag only applies in 2D and Columbus view modes. * @type {Boolean} * @default true */ this.enableTranslate = true; /** * If true, allows the user to zoom in and out. If false, the camera is locked to the current distance from the ellipsoid. * @type {Boolean} * @default true */ this.enableZoom = true; /** * If true, allows the user to rotate the world which translates the user's position. * This flag only applies in 2D and 3D. * @type {Boolean} * @default true */ this.enableRotate = true; /** * If true, allows the user to tilt the camera. If false, the camera is locked to the current heading. * This flag only applies in 3D and Columbus view. * @type {Boolean} * @default true */ this.enableTilt = true; /** * If true, allows the user to use free-look. If false, the camera view direction can only be changed through translating * or rotating. This flag only applies in 3D and Columbus view modes. * @type {Boolean} * @default true */ this.enableLook = true; /** * A parameter in the range <code>[0, 1)</code> used to determine how long * the camera will continue to spin because of inertia. * With value of zero, the camera will have no inertia. * @type {Number} * @default 0.9 */ this.inertiaSpin = 0.9; /** * A parameter in the range <code>[0, 1)</code> used to determine how long * the camera will continue to translate because of inertia. * With value of zero, the camera will have no inertia. * @type {Number} * @default 0.9 */ this.inertiaTranslate = 0.9; /** * A parameter in the range <code>[0, 1)</code> used to determine how long * the camera will continue to zoom because of inertia. * With value of zero, the camera will have no inertia. * @type {Number} * @default 0.8 */ this.inertiaZoom = 0.8; /** * A parameter in the range <code>[0, 1)</code> used to limit the range * of various user inputs to a percentage of the window width/height per animation frame. * This helps keep the camera under control in low-frame-rate situations. * @type {Number} * @default 0.1 */ this.maximumMovementRatio = 0.1; /** * Sets the duration, in seconds, of the bounce back animations in 2D and Columbus view. * @type {Number} * @default 3.0 */ this.bounceAnimationTime = 3.0; /** * The minimum magnitude, in meters, of the camera position when zooming. Defaults to 1.0. * @type {Number} * @default 1.0 */ this.minimumZoomDistance = 1.0; /** * The maximum magnitude, in meters, of the camera position when zooming. Defaults to positive infinity. * @type {Number} * @default {@link Number.POSITIVE_INFINITY} */ this.maximumZoomDistance = Number.POSITIVE_INFINITY; /** * The input that allows the user to pan around the map. This only applies in 2D and Columbus view modes. * <p> * The type came be a {@link CameraEventType}, <code>undefined</code>, an object with <code>eventType</code> * and <code>modifier</code> properties with types <code>CameraEventType</code> and {@link KeyboardEventModifier}, * or an array of any of the preceding. * </p> * @type {CameraEventType|Array|undefined} * @default {@link CameraEventType.LEFT_DRAG} */ this.translateEventTypes = CameraEventType.LEFT_DRAG; /** * The input that allows the user to zoom in/out. * <p> * The type came be a {@link CameraEventType}, <code>undefined</code>, an object with <code>eventType</code> * and <code>modifier</code> properties with types <code>CameraEventType</code> and {@link KeyboardEventModifier}, * or an array of any of the preceding. * </p> * @type {CameraEventType|Array|undefined} * @default [{@link CameraEventType.RIGHT_DRAG}, {@link CameraEventType.WHEEL}, {@link CameraEventType.PINCH}] */ this.zoomEventTypes = [ CameraEventType.RIGHT_DRAG, CameraEventType.WHEEL, CameraEventType.PINCH, ]; /** * The input that allows the user to rotate around the globe or another object. This only applies in 3D and Columbus view modes. * <p> * The type came be a {@link CameraEventType}, <code>undefined</code>, an object with <code>eventType</code> * and <code>modifier</code> properties with types <code>CameraEventType</code> and {@link KeyboardEventModifier}, * or an array of any of the preceding. * </p> * @type {CameraEventType|Array|undefined} * @default {@link CameraEventType.LEFT_DRAG} */ this.rotateEventTypes = CameraEventType.LEFT_DRAG; /** * The input that allows the user to tilt in 3D and Columbus view or twist in 2D. * <p> * The type came be a {@link CameraEventType}, <code>undefined</code>, an object with <code>eventType</code> * and <code>modifier</code> properties with types <code>CameraEventType</code> and {@link KeyboardEventModifier}, * or an array of any of the preceding. * </p> * @type {CameraEventType|Array|undefined} * @default [{@link CameraEventType.MIDDLE_DRAG}, {@link CameraEventType.PINCH}, { * eventType : {@link CameraEventType.LEFT_DRAG}, * modifier : {@link KeyboardEventModifier.CTRL} * }, { * eventType : {@link CameraEventType.RIGHT_DRAG}, * modifier : {@link KeyboardEventModifier.CTRL} * }] */ this.tiltEventTypes = [ CameraEventType.MIDDLE_DRAG, CameraEventType.PINCH, { eventType: CameraEventType.LEFT_DRAG, modifier: KeyboardEventModifier.CTRL, }, { eventType: CameraEventType.RIGHT_DRAG, modifier: KeyboardEventModifier.CTRL, }, ]; /** * The input that allows the user to change the direction the camera is viewing. This only applies in 3D and Columbus view modes. * <p> * The type came be a {@link CameraEventType}, <code>undefined</code>, an object with <code>eventType</code> * and <code>modifier</code> properties with types <code>CameraEventType</code> and {@link KeyboardEventModifier}, * or an array of any of the preceding. * </p> * @type {CameraEventType|Array|undefined} * @default { eventType : {@link CameraEventType.LEFT_DRAG}, modifier : {@link KeyboardEventModifier.SHIFT} } */ this.lookEventTypes = { eventType: CameraEventType.LEFT_DRAG, modifier: KeyboardEventModifier.SHIFT, }; /** * The minimum height the camera must be before picking the terrain instead of the ellipsoid. * @type {Number} * @default 150000.0 */ this.minimumPickingTerrainHeight = 150000.0; this._minimumPickingTerrainHeight = this.minimumPickingTerrainHeight; /** * The minimum height the camera must be before testing for collision with terrain. * @type {Number} * @default 15000.0 */ this.minimumCollisionTerrainHeight = 15000.0; this._minimumCollisionTerrainHeight = this.minimumCollisionTerrainHeight; /** * The minimum height the camera must be before switching from rotating a track ball to * free look when clicks originate on the sky or in space. * @type {Number} * @default 7500000.0 */ this.minimumTrackBallHeight = 7500000.0; this._minimumTrackBallHeight = this.minimumTrackBallHeight; /** * Enables or disables camera collision detection with terrain. * @type {Boolean} * @default true */ this.enableCollisionDetection = true; this._scene = scene; this._globe = undefined; this._ellipsoid = undefined; this._aggregator = new CameraEventAggregator(scene.canvas); this._lastInertiaSpinMovement = undefined; this._lastInertiaZoomMovement = undefined; this._lastInertiaTranslateMovement = undefined; this._lastInertiaTiltMovement = undefined; // Zoom disables tilt, spin, and translate inertia // Tilt disables spin and translate inertia this._inertiaDisablers = { _lastInertiaZoomMovement: [ "_lastInertiaSpinMovement", "_lastInertiaTranslateMovement", "_lastInertiaTiltMovement", ], _lastInertiaTiltMovement: [ "_lastInertiaSpinMovement", "_lastInertiaTranslateMovement", ], }; this._tweens = new TweenCollection(); this._tween = undefined; this._horizontalRotationAxis = undefined; this._tiltCenterMousePosition = new Cartesian2(-1.0, -1.0); this._tiltCenter = new Cartesian3(); this._rotateMousePosition = new Cartesian2(-1.0, -1.0); this._rotateStartPosition = new Cartesian3(); this._strafeStartPosition = new Cartesian3(); this._strafeMousePosition = new Cartesian2(); this._strafeEndMousePosition = new Cartesian2(); this._zoomMouseStart = new Cartesian2(-1.0, -1.0); this._zoomWorldPosition = new Cartesian3(); this._useZoomWorldPosition = false; this._tiltCVOffMap = false; this._looking = false; this._rotating = false; this._strafing = false; this._zoomingOnVector = false; this._zoomingUnderground = false; this._rotatingZoom = false; this._adjustedHeightForTerrain = false; this._cameraUnderground = false; var projection = scene.mapProjection; this._maxCoord = projection.project( new Cartographic(Math.PI, CesiumMath.PI_OVER_TWO) ); // Constants, Make any of these public? this._zoomFactor = 5.0; this._rotateFactor = undefined; this._rotateRateRangeAdjustment = undefined; this._maximumRotateRate = 1.77; this._minimumRotateRate = 1.0 / 5000.0; this._minimumZoomRate = 20.0; this._maximumZoomRate = 5906376272000.0; // distance from the Sun to Pluto in meters. this._minimumUndergroundPickDistance = 2000.0; this._maximumUndergroundPickDistance = 10000.0; } function decay(time, coefficient) { if (time < 0) { return 0.0; } var tau = (1.0 - coefficient) * 25.0; return Math.exp(-tau * time); } function sameMousePosition(movement) { return Cartesian2.equalsEpsilon( movement.startPosition, movement.endPosition, CesiumMath.EPSILON14 ); } // If the time between mouse down and mouse up is not between // these thresholds, the camera will not move with inertia. // This value is probably dependent on the browser and/or the // hardware. Should be investigated further. var inertiaMaxClickTimeThreshold = 0.4; function maintainInertia( aggregator, type, modifier, decayCoef, action, object, lastMovementName ) { var movementState = object[lastMovementName]; if (!defined(movementState)) { movementState = object[lastMovementName] = { startPosition: new Cartesian2(), endPosition: new Cartesian2(), motion: new Cartesian2(), inertiaEnabled: true, }; } var ts = aggregator.getButtonPressTime(type, modifier); var tr = aggregator.getButtonReleaseTime(type, modifier); var threshold = ts && tr && (tr.getTime() - ts.getTime()) / 1000.0; var now = new Date(); var fromNow = tr && (now.getTime() - tr.getTime()) / 1000.0; if (ts && tr && threshold < inertiaMaxClickTimeThreshold) { var d = decay(fromNow, decayCoef); var lastMovement = aggregator.getLastMovement(type, modifier); if ( !defined(lastMovement) || sameMousePosition(lastMovement) || !movementState.inertiaEnabled ) { return; } movementState.motion.x = (lastMovement.endPosition.x - lastMovement.startPosition.x) * 0.5; movementState.motion.y = (lastMovement.endPosition.y - lastMovement.startPosition.y) * 0.5; movementState.startPosition = Cartesian2.clone( lastMovement.startPosition, movementState.startPosition ); movementState.endPosition = Cartesian2.multiplyByScalar( movementState.motion, d, movementState.endPosition ); movementState.endPosition = Cartesian2.add( movementState.startPosition, movementState.endPosition, movementState.endPosition ); // If value from the decreasing exponential function is close to zero, // the end coordinates may be NaN. if ( isNaN(movementState.endPosition.x) || isNaN(movementState.endPosition.y) || Cartesian2.distance( movementState.startPosition, movementState.endPosition ) < 0.5 ) { return; } if (!aggregator.isButtonDown(type, modifier)) { var startPosition = aggregator.getStartMousePosition(type, modifier); action(object, startPosition, movementState); } } } function activateInertia(controller, inertiaStateName) { if (defined(inertiaStateName)) { // Re-enable inertia if it was disabled var movementState = controller[inertiaStateName]; if (defined(movementState)) { movementState.inertiaEnabled = true; } // Disable inertia on other movements var inertiasToDisable = controller._inertiaDisablers[inertiaStateName]; if (defined(inertiasToDisable)) { var length = inertiasToDisable.length; for (var i = 0; i < length; ++i) { movementState = controller[inertiasToDisable[i]]; if (defined(movementState)) { movementState.inertiaEnabled = false; } } } } } var scratchEventTypeArray = []; function reactToInput( controller, enabled, eventTypes, action, inertiaConstant, inertiaStateName ) { if (!defined(eventTypes)) { return; } var aggregator = controller._aggregator; if (!Array.isArray(eventTypes)) { scratchEventTypeArray[0] = eventTypes; eventTypes = scratchEventTypeArray; } var length = eventTypes.length; for (var i = 0; i < length; ++i) { var eventType = eventTypes[i]; var type = defined(eventType.eventType) ? eventType.eventType : eventType; var modifier = eventType.modifier; var movement = aggregator.isMoving(type, modifier) && aggregator.getMovement(type, modifier); var startPosition = aggregator.getStartMousePosition(type, modifier); if (controller.enableInputs && enabled) { if (movement) { action(controller, startPosition, movement); activateInertia(controller, inertiaStateName); } else if (inertiaConstant < 1.0) { maintainInertia( aggregator, type, modifier, inertiaConstant, action, controller, inertiaStateName ); } } } } var scratchZoomPickRay = new Ray(); var scratchPickCartesian = new Cartesian3(); var scratchZoomOffset = new Cartesian2(); var scratchZoomDirection = new Cartesian3(); var scratchCenterPixel = new Cartesian2(); var scratchCenterPosition = new Cartesian3(); var scratchPositionNormal = new Cartesian3(); var scratchPickNormal = new Cartesian3(); var scratchZoomAxis = new Cartesian3(); var scratchCameraPositionNormal = new Cartesian3(); // Scratch variables used in zooming algorithm var scratchTargetNormal = new Cartesian3(); var scratchCameraPosition = new Cartesian3(); var scratchCameraUpNormal = new Cartesian3(); var scratchCameraRightNormal = new Cartesian3(); var scratchForwardNormal = new Cartesian3(); var scratchPositionToTarget = new Cartesian3(); var scratchPositionToTargetNormal = new Cartesian3(); var scratchPan = new Cartesian3(); var scratchCenterMovement = new Cartesian3(); var scratchCenter = new Cartesian3(); var scratchCartesian = new Cartesian3(); var scratchCartesianTwo = new Cartesian3(); var scratchCartesianThree = new Cartesian3(); var scratchZoomViewOptions = { orientation: new HeadingPitchRoll(), }; function handleZoom( object, startPosition, movement, zoomFactor, distanceMeasure, unitPositionDotDirection ) { var percentage = 1.0; if (defined(unitPositionDotDirection)) { percentage = CesiumMath.clamp( Math.abs(unitPositionDotDirection), 0.25, 1.0 ); } // distanceMeasure should be the height above the ellipsoid. // The zoomRate slows as it approaches the surface and stops minimumZoomDistance above it. var minHeight = object.minimumZoomDistance * percentage; var maxHeight = object.maximumZoomDistance; var minDistance = distanceMeasure - minHeight; var zoomRate = zoomFactor * minDistance; zoomRate = CesiumMath.clamp( zoomRate, object._minimumZoomRate, object._maximumZoomRate ); var diff = movement.endPosition.y - movement.startPosition.y; var rangeWindowRatio = diff / object._scene.canvas.clientHeight; rangeWindowRatio = Math.min(rangeWindowRatio, object.maximumMovementRatio); var distance = zoomRate * rangeWindowRatio; if ( object.enableCollisionDetection || object.minimumZoomDistance === 0.0 || !defined(object._globe) // look-at mode ) { if (distance > 0.0 && Math.abs(distanceMeasure - minHeight) < 1.0) { return; } if (distance < 0.0 && Math.abs(distanceMeasure - maxHeight) < 1.0) { return; } if (distanceMeasure - distance < minHeight) { distance = distanceMeasure - minHeight - 1.0; } else if (distanceMeasure - distance > maxHeight) { distance = distanceMeasure - maxHeight; } } var scene = object._scene; var camera = scene.camera; var mode = scene.mode; var orientation = scratchZoomViewOptions.orientation; orientation.heading = camera.heading; orientation.pitch = camera.pitch; orientation.roll = camera.roll; if (camera.frustum instanceof OrthographicFrustum) { if (Math.abs(distance) > 0.0) { camera.zoomIn(distance); camera._adjustOrthographicFrustum(); } return; } var sameStartPosition = Cartesian2.equals( startPosition, object._zoomMouseStart ); var zoomingOnVector = object._zoomingOnVector; var rotatingZoom = object._rotatingZoom; var pickedPosition; if (!sameStartPosition) { object._zoomMouseStart = Cartesian2.clone( startPosition, object._zoomMouseStart ); if (defined(object._globe)) { if (mode === SceneMode.SCENE2D) { pickedPosition = camera.getPickRay(startPosition, scratchZoomPickRay) .origin; pickedPosition = Cartesian3.fromElements( pickedPosition.y, pickedPosition.z, pickedPosition.x ); } else { pickedPosition = pickGlobe(object, startPosition, scratchPickCartesian); } } if (defined(pickedPosition)) { object._useZoomWorldPosition = true; object._zoomWorldPosition = Cartesian3.clone( pickedPosition, object._zoomWorldPosition ); } else { object._useZoomWorldPosition = false; } zoomingOnVector = object._zoomingOnVector = false; rotatingZoom = object._rotatingZoom = false; object._zoomingUnderground = object._cameraUnderground; } if (!object._useZoomWorldPosition) { camera.zoomIn(distance); return; } var zoomOnVector = mode === SceneMode.COLUMBUS_VIEW; if (camera.positionCartographic.height < 2000000) { rotatingZoom = true; } if (!sameStartPosition || rotatingZoom) { if (mode === SceneMode.SCENE2D) { var worldPosition = object._zoomWorldPosition; var endPosition = camera.position; if ( !Cartesian3.equals(worldPosition, endPosition) && camera.positionCartographic.height < object._maxCoord.x * 2.0 ) { var savedX = camera.position.x; var direction = Cartesian3.subtract( worldPosition, endPosition, scratchZoomDirection ); Cartesian3.normalize(direction, direction); var d = (Cartesian3.distance(worldPosition, endPosition) * distance) / (camera.getMagnitude() * 0.5); camera.move(direction, d * 0.5); if ( (camera.position.x < 0.0 && savedX > 0.0) || (camera.position.x > 0.0 && savedX < 0.0) ) { pickedPosition = camera.getPickRay(startPosition, scratchZoomPickRay) .origin; pickedPosition = Cartesian3.fromElements( pickedPosition.y, pickedPosition.z, pickedPosition.x ); object._zoomWorldPosition = Cartesian3.clone( pickedPosition, object._zoomWorldPosition ); } } } else if (mode === SceneMode.SCENE3D) { var cameraPositionNormal = Cartesian3.normalize( camera.position, scratchCameraPositionNormal ); if ( object._cameraUnderground || object._zoomingUnderground || (camera.positionCartographic.height < 3000.0 && Math.abs(Cartesian3.dot(camera.direction, cameraPositionNormal)) < 0.6) ) { zoomOnVector = true; } else { var canvas = scene.canvas; var centerPixel = scratchCenterPixel; centerPixel.x = canvas.clientWidth / 2; centerPixel.y = canvas.clientHeight / 2; var centerPosition = pickGlobe( object, centerPixel, scratchCenterPosition ); // If centerPosition is not defined, it means the globe does not cover the center position of screen if (!defined(centerPosition)) { zoomOnVector = true; } else if (camera.positionCartographic.height < 1000000) { // The math in the else block assumes the camera // points toward the earth surface, so we check it here. // Theoretically, we should check for 90 degree, but it doesn't behave well when parallel // to the earth surface if (Cartesian3.dot(camera.direction, cameraPositionNormal) >= -0.5) { zoomOnVector = true; } else { var cameraPosition = scratchCameraPosition; Cartesian3.clone(camera.position, cameraPosition); var target = object._zoomWorldPosition; var targetNormal = scratchTargetNormal; targetNormal = Cartesian3.normalize(target, targetNormal); if (Cartesian3.dot(targetNormal, cameraPositionNormal) < 0.0) { return; } var center = scratchCenter; var forward = scratchForwardNormal; Cartesian3.clone(camera.direction, forward); Cartesian3.add( cameraPosition, Cartesian3.multiplyByScalar(forward, 1000, scratchCartesian), center ); var positionToTarget = scratchPositionToTarget; var positionToTargetNormal = scratchPositionToTargetNormal; Cartesian3.subtract(target, cameraPosition, positionToTarget); Cartesian3.normalize(positionToTarget, positionToTargetNormal); var alphaDot = Cartesian3.dot( cameraPositionNormal, positionToTargetNormal ); if (alphaDot >= 0.0) { // We zoomed past the target, and this zoom is not valid anymore. // This line causes the next zoom movement to pick a new starting point. object._zoomMouseStart.x = -1; return; } var alpha = Math.acos(-alphaDot); var cameraDistance = Cartesian3.magnitude(cameraPosition); var targetDistance = Cartesian3.magnitude(target); var remainingDistance = cameraDistance - distance; var positionToTargetDistance = Cartesian3.magnitude( positionToTarget ); var gamma = Math.asin( CesiumMath.clamp( (positionToTargetDistance / targetDistance) * Math.sin(alpha), -1.0, 1.0 ) ); var delta = Math.asin( CesiumMath.clamp( (remainingDistance / targetDistance) * Math.sin(alpha), -1.0, 1.0 ) ); var beta = gamma - delta + alpha; var up = scratchCameraUpNormal; Cartesian3.normalize(cameraPosition, up); var right = scratchCameraRightNormal; right = Cartesian3.cross(positionToTargetNormal, up, right); right = Cartesian3.normalize(right, right); Cartesian3.normalize( Cartesian3.cross(up, right, scratchCartesian), forward ); // Calculate new position to move to Cartesian3.multiplyByScalar( Cartesian3.normalize(center, scratchCartesian), Cartesian3.magnitude(center) - distance, center ); Cartesian3.normalize(cameraPosition, cameraPosition); Cartesian3.multiplyByScalar( cameraPosition, remainingDistance, cameraPosition ); // Pan var pMid = scratchPan; Cartesian3.multiplyByScalar( Cartesian3.add( Cartesian3.multiplyByScalar( up, Math.cos(beta) - 1, scratchCartesianTwo ), Cartesian3.multiplyByScalar( forward, Math.sin(beta), scratchCartesianThree ), scratchCartesian ), remainingDistance, pMid ); Cartesian3.add(cameraPosition, pMid, cameraPosition); Cartesian3.normalize(center, up); Cartesian3.normalize( Cartesian3.cross(up, right, scratchCartesian), forward ); var cMid = scratchCenterMovement; Cartesian3.multiplyByScalar( Cartesian3.add( Cartesian3.multiplyByScalar( up, Math.cos(beta) - 1, scratchCartesianTwo ), Cartesian3.multiplyByScalar( forward, Math.sin(beta), scratchCartesianThree ), scratchCartesian ), Cartesian3.magnitude(center), cMid ); Cartesian3.add(center, cMid, center); // Update camera // Set new position Cartesian3.clone(cameraPosition, camera.position); // Set new direction Cartesian3.normalize( Cartesian3.subtract(center, cameraPosition, scratchCartesian), camera.direction ); Cartesian3.clone(camera.direction, camera.direction); // Set new right & up vectors Cartesian3.cross(camera.direction, camera.up, camera.right); Cartesian3.cross(camera.right, camera.direction, camera.up); camera.setView(scratchZoomViewOptions); return; } } else { var positionNormal = Cartesian3.normalize( centerPosition, scratchPositionNormal ); var pickedNormal = Cartesian3.normalize( object._zoomWorldPosition, scratchPickNormal ); var dotProduct = Cartesian3.dot(pickedNormal, positionNormal); if (dotProduct > 0.0 && dotProduct < 1.0) { var angle = CesiumMath.acosClamped(dotProduct); var axis = Cartesian3.cross( pickedNormal, positionNormal, scratchZoomAxis ); var denom = Math.abs(angle) > CesiumMath.toRadians(20.0) ? camera.positionCartographic.height * 0.75 : camera.positionCartographic.height - distance; var scalar = distance / denom; camera.rotate(axis, angle * scalar); } } } } object._rotatingZoom = !zoomOnVector; } if ((!sameStartPosition && zoomOnVector) || zoomingOnVector) { var ray; var zoomMouseStart = SceneTransforms.wgs84ToWindowCoordinates( scene, object._zoomWorldPosition, scratchZoomOffset ); if ( mode !== SceneMode.COLUMBUS_VIEW && Cartesian2.equals(startPosition, object._zoomMouseStart) && defined(zoomMouseStart) ) { ray = camera.getPickRay(zoomMouseStart, scratchZoomPickRay); } else { ray = camera.getPickRay(startPosition, scratchZoomPickRay); } var rayDirection = ray.direction; if (mode === SceneMode.COLUMBUS_VIEW || mode === SceneMode.SCENE2D) { Cartesian3.fromElements( rayDirection.y, rayDirection.z, rayDirection.x, rayDirection ); } camera.move(rayDirection, distance); object._zoomingOnVector = true; } else { camera.zoomIn(distance); } if (!object._cameraUnderground) { camera.setView(scratchZoomViewOptions); } } var translate2DStart = new Ray(); var translate2DEnd = new Ray(); var scratchTranslateP0 = new Cartesian3(); function translate2D(controller, startPosition, movement) { var scene = controller._scene; var camera = scene.camera; var start = camera.getPickRay(movement.startPosition, translate2DStart) .origin; var end = camera.getPickRay(movement.endPosition, translate2DEnd).origin; start = Cartesian3.fromElements(start.y, start.z, start.x, start); end = Cartesian3.fromElements(end.y, end.z, end.x, end); var direction = Cartesian3.subtract(start, end, scratchTranslateP0); var distance = Cartesian3.magnitude(direction); if (distance > 0.0) { Cartesian3.normalize(direction, direction); camera.move(direction, distance); } } function zoom2D(controller, startPosition, movement) { if (defined(movement.distance)) { movement = movement.distance; } var scene = controller._scene; var camera = scene.camera; handleZoom( controller, startPosition, movement, controller._zoomFactor, camera.getMagnitude() ); } var twist2DStart = new Cartesian2(); var twist2DEnd = new Cartesian2(); function twist2D(controller, startPosition, movement) { if (defined(movement.angleAndHeight)) { singleAxisTwist2D(controller, startPosition, movement.angleAndHeight); return; } var scene = controller._scene; var camera = scene.camera; var canvas = scene.canvas; var width = canvas.clientWidth; var height = canvas.clientHeight; var start = twist2DStart; start.x = (2.0 / width) * movement.startPosition.x - 1.0; start.y = (2.0 / height) * (height - movement.startPosition.y) - 1.0; start = Cartesian2.normalize(start, start); var end = twist2DEnd; end.x = (2.0 / width) * movement.endPosition.x - 1.0; end.y = (2.0 / height) * (height - movement.endPosition.y) - 1.0; end = Cartesian2.normalize(end, end); var startTheta = CesiumMath.acosClamped(start.x); if (start.y < 0) { startTheta = CesiumMath.TWO_PI - startTheta; } var endTheta = CesiumMath.acosClamped(end.x); if (end.y < 0) { endTheta = CesiumMath.TWO_PI - endTheta; } var theta = endTheta - startTheta; camera.twistRight(theta); } function singleAxisTwist2D(controller, startPosition, movement) { var rotateRate = controller._rotateFactor * controller._rotateRateRangeAdjustment; if (rotateRate > controller._maximumRotateRate) { rotateRate = controller._maximumRotateRate; } if (rotateRate < controller._minimumRotateRate) { rotateRate = controller._minimumRotateRate; } var scene = controller._scene; var camera = scene.camera; var canvas = scene.canvas; var phiWindowRatio = (movement.endPosition.x - movement.startPosition.x) / canvas.clientWidth; phiWindowRatio = Math.min(phiWindowRatio, controller.maximumMovementRatio); var deltaPhi = rotateRate * phiWindowRatio * Math.PI * 4.0; camera.twistRight(deltaPhi); } function update2D(controller) { var rotatable2D = controller._scene.mapMode2D === MapMode2D.ROTATE; if (!Matrix4.equals(Matrix4.IDENTITY, controller._scene.camera.transform)) { reactToInput( controller, controller.enableZoom, controller.zoomEventTypes, zoom2D, controller.inertiaZoom, "_lastInertiaZoomMovement" ); if (rotatable2D) { reactToInput( controller, controller.enableRotate, controller.translateEventTypes, twist2D, controller.inertiaSpin, "_lastInertiaSpinMovement" ); } } else { reactToInput( controller, controller.enableTranslate, controller.translateEventTypes, translate2D, controller.inertiaTranslate, "_lastInertiaTranslateMovement" ); reactToInput( controller, controller.enableZoom, controller.zoomEventTypes, zoom2D, controller.inertiaZoom, "_lastInertiaZoomMovement" ); if (rotatable2D) { reactToInput( controller, controller.enableRotate, controller.tiltEventTypes, twist2D, controller.inertiaSpin, "_lastInertiaTiltMovement" ); } } } var pickGlobeScratchRay = new Ray(); var scratchDepthIntersection = new Cartesian3(); var scratchRayIntersection = new Cartesian3(); function pickGlobe(controller, mousePosition, result) { var scene = controller._scene; var globe = controller._globe; var camera = scene.camera; if (!defined(globe)) { return undefined; } var cullBackFaces = !controller._cameraUnderground; var depthIntersection; if (scene.pickPositionSupported) { depthIntersection = scene.pickPositionWorldCoordinates( mousePosition, scratchDepthIntersection ); } var ray = camera.getPickRay(mousePosition, pickGlobeScratchRay); var rayIntersection = globe.pickWorldCoordinates( ray, scene, cullBackFaces, scratchRayIntersection ); var pickDistance = defined(depthIntersection) ? Cartesian3.distance(depthIntersection, camera.positionWC) : Number.POSITIVE_INFINITY; var rayDistance = defined(rayIntersection) ? Cartesian3.distance(rayIntersection, camera.positionWC) : Number.POSITIVE_INFINITY; if (pickDistance < rayDistance) { return Cartesian3.clone(depthIntersection, result); } return Cartesian3.clone(rayIntersection, result); } var scratchDistanceCartographic = new Cartographic(); function getDistanceFromSurface(controller) { var ellipsoid = controller._ellipsoid; var scene = controller._scene; var camera = scene.camera; var mode = scene.mode; var height = 0.0; if (mode === SceneMode.SCENE3D) { var cartographic = ellipsoid.cartesianToCartographic( camera.position, scratchDistanceCartographic ); if (defined(cartographic)) { height = cartographic.height; } } else { height = camera.position.z; } var globeHeight = defaultValue(controller._scene.globeHeight, 0.0); var distanceFromSurface = Math.abs(globeHeight - height); return distanceFromSurface; } var scratchSurfaceNormal = new Cartesian3(); function getZoomDistanceUnderground(controller, ray) { var origin = ray.origin; var direction = ray.direction; var distanceFromSurface = getDistanceFromSurface(controller); // Weight zoom distance based on how strongly the pick ray is pointing inward. // Geocentric normal is accurate enough for these purposes var surfaceNormal = Cartesian3.normalize(origin, scratchSurfaceNormal); var strength = Math.abs(Cartesian3.dot(surfaceNormal, direction)); strength = Math.max(strength, 0.5) * 2.0; return distanceFromSurface * strength; } function getTiltCenterUnderground(controller, ray, pickedPosition, result) { var distance = Cartesian3.distance(ray.origin, pickedPosition); var distanceFromSurface = getDistanceFromSurface(controller); var maximumDistance = CesiumMath.clamp( distanceFromSurface * 5.0, controller._minimumUndergroundPickDistance, controller._maximumUndergroundPickDistance ); if (distance > maximumDistance) { // Simulate look-at behavior by tilting around a small invisible sphere distance = Math.min(distance, distanceFromSurface / 5.0); distance = Math.max(distance, 100.0); } return Ray.getPoint(ray, distance, result); } function getStrafeStartPositionUnderground( controller, ray, pickedPosition, result ) { var distance; if (!defined(pickedPosition)) { distance = getDistanceFromSurface(controller); } else { distance = Cartesian3.distance(ray.origin, pickedPosition); if (distance > controller._maximumUndergroundPickDistance) { // If the picked position is too far away set the strafe speed based on the // camera's height from the globe surface distance = getDistanceFromSurface(controller); } } return Ray.getPoint(ray, distance, result); } var scratchInertialDelta = new Cartesian2(); function continueStrafing(controller, movement) { // Update the end position continually based on the inertial delta var originalEndPosition = movement.endPosition; var inertialDelta = Cartesian2.subtract( movement.endPosition, movement.startPosition, scratchInertialDelta ); var endPosition = controller._strafeEndMousePosition; Cartesian2.add(endPosition, inertialDelta, endPosition); movement.endPosition = endPosition; strafe(controller, movement, controller._strafeStartPosition); movement.endPosition = originalEndPosition; } var translateCVStartRay = new Ray(); var translateCVEndRay = new Ray(); var translateCVStartPos = new Cartesian3(); var translateCVEndPos = new Cartesian3(); var translateCVDifference = new Cartesian3(); var translateCVOrigin = new Cartesian3(); var translateCVPlane = new Plane(Cartesian3.UNIT_X, 0.0); var translateCVStartMouse = new Cartesian2(); var translateCVEndMouse = new Cartesian2(); function translateCV(controller, startPosition, movement) { if (!Cartesian3.equals(startPosition, controller._translateMousePosition)) { controller._looking = false; } if (!Cartesian3.equals(startPosition, controller._strafeMousePosition)) { controller._strafing = false; } if (controller._looking) { look3D(controller, startPosition, movement); return; } if (controller._strafing) { continueStrafing(controller, movement); return; } var scene = controller._scene; var camera = scene.camera; var cameraUnderground = controller._cameraUnderground; var startMouse = Cartesian2.clone( movement.startPosition, translateCVStartMouse ); var endMouse = Cartesian2.clone(movement.endPosition, translateCVEndMouse); var startRay = camera.getPickRay(startMouse, translateCVStartRay); var origin = Cartesian3.clone(Cartesian3.ZERO, translateCVOrigin); var normal = Cartesian3.UNIT_X; var globePos; if (camera.position.z < controller._minimumPickingTerrainHeight) { globePos = pickGlobe(controller, startMouse, translateCVStartPos); if (defined(globePos)) { origin.x = globePos.x; } } if ( cameraUnderground || (origin.x > camera.position.z && defined(globePos)) ) { var pickPosition = globePos; if (cameraUnderground) { pickPosition = getStrafeStartPositionUnderground( controller, startRay, globePos, translateCVStartPos ); } Cartesian2.clone(startPosition, controller._strafeMousePosition); Cartesian2.clone(startPosition, controller._strafeEndMousePosition); Cartesian3.clone(pickPosition, controller._strafeStartPosition); controller._strafing = true; strafe(controller, movement, controller._strafeStartPosition); return; } var plane = Plane.fromPointNormal(origin, normal, translateCVPlane); startRay = camera.getPickRay(startMouse, translateCVStartRay); var startPlanePos = IntersectionTests.rayPlane( startRay, plane, translateCVStartPos ); var endRay = camera.getPickRay(endMouse, translateCVEndRay); var endPlanePos = IntersectionTests.rayPlane( endRay, plane, translateCVEndPos ); if (!defined(startPlanePos) || !defined(endPlanePos)) { controller._looking = true; look3D(controller, startPosition, movement); Cartesian2.clone(startPosition, controller._translateMousePosition); return; } var diff = Cartesian3.subtract( startPlanePos, endPlanePos, translateCVDifference ); var temp = diff.x; diff.x = diff.y; diff.y = diff.z; diff.z = temp; var mag = Cartesian3.magnitude(diff); if (mag > CesiumMath.EPSILON6) { Cartesian3.normalize(diff, diff); camera.move(diff, mag); } } var rotateCVWindowPos = new Cartesian2(); var rotateCVWindowRay = new Ray(); var rotateCVCenter = new Cartesian3(); var rotateCVVerticalCenter = new Cartesian3(); var rotateCVTransform = new Matrix4(); var rotateCVVerticalTransform = new Matrix4(); var rotateCVOrigin = new Cartesian3(); var rotateCVPlane = new Plane(Cartesian3.UNIT_X, 0.0); var rotateCVCartesian3 = new Cartesian3(); var rotateCVCart = new Cartographic(); var rotateCVOldTransform = new Matrix4(); var rotateCVQuaternion = new Quaternion(); var rotateCVMatrix = new Matrix3(); var tilt3DCartesian3 = new Cartesian3(); function rotateCV(controller, startPosition, movement) { if (defined(movement.angleAndHeight)) { movement = movement.angleAndHeight; } if (!Cartesian2.equals(startPosition, controller._tiltCenterMousePosition)) { controller._tiltCVOffMap = false; controller._looking = false; } if (controller._looking) { look3D(controller, startPosition, movement); return; } var scene = controller._scene; var camera = scene.camera; if ( controller._tiltCVOffMap || !controller.onMap() || Math.abs(camera.position.z) > controller._minimumPickingTerrainHeight ) { controller._tiltCVOffMap = true; rotateCVOnPlane(controller, startPosition, movement); } else { rotateCVOnTerrain(controller, startPosition, movement); } } function rotateCVOnPlane(controller, startPosition, movement) { var scene = controller._scene; var camera = scene.camera; var canvas = scene.canvas; var windowPosition = rotateCVWindowPos; windowPosition.x = canvas.clientWidth / 2; windowPosition.y = canvas.clientHeight / 2; var ray = camera.getPickRay(windowPosition, rotateCVWindowRay); var normal = Cartesian3.UNIT_X; var position = ray.origin; var direction = ray.direction; var scalar; var normalDotDirection = Cartesian3.dot(normal, direction); if (Math.abs(normalDotDirection) > CesiumMath.EPSILON6) { scalar = -Cartesian3.dot(normal, position) / normalDotDirection; } if (!defined(scalar) || scalar <= 0.0) { controller._looking = true; look3D(controller, startPosition, movement); Cartesian2.clone(startPosition, controller._tiltCenterMousePosition); return; } var center = Cartesian3.multiplyByScalar(direction, scalar, rotateCVCenter); Cartesian3.add(position, center, center); var projection = scene.mapProjection; var ellipsoid = projection.ellipsoid; Cartesian3.fromElements(center.y, center.z, center.x, center); var cart = projection.unproject(center, rotateCVCart); ellipsoid.cartographicToCartesian(cart, center); var transform = Transforms.eastNorthUpToFixedFrame( center, ellipsoid, rotateCVTransform ); var oldGlobe = controller._globe; var oldEllipsoid = controller._ellipsoid; controller._globe = undefined; controller._ellipsoid = Ellipsoid.UNIT_SPHERE; controller._rotateFactor = 1.0; controller._rotateRateRangeAdjustment = 1.0; var oldTransform = Matrix4.clone(camera.transform, rotateCVOldTransform); camera._setTransform(transform); rotate3D(controller, startPosition, movement, Cartesian3.UNIT_Z); camera._setTransform(oldTransform); controller._globe = oldGlobe; controller._ellipsoid = oldEllipsoid; var radius = oldEllipsoid.maximumRadius; controller._rotateFactor = 1.0 / radius; controller._rotateRateRangeAdjustment = radius; } function rotateCVOnTerrain(controller, startPosition, movement) { var scene = controller._scene; var camera = scene.camera; var cameraUnderground = controller._cameraUnderground; var center; var ray; var normal = Cartesian3.UNIT_X; if (Cartesian2.equals(startPosition, controller._tiltCenterMousePosition)) { center = Cartesian3.clone(controller._tiltCenter, rotateCVCenter); } else { if (camera.position.z < controller._minimumPickingTerrainHeight) { center = pickGlobe(controller, startPosition, rotateCVCenter); } if (!defined(center)) { ray = camera.getPickRay(startPosition, rotateCVWindowRay); var position = ray.origin; var direction = ray.direction; var scalar; var normalDotDirection = Cartesian3.dot(normal, direction); if (Math.abs(normalDotDirection) > CesiumMath.EPSILON6) { scalar = -Cartesian3.dot(normal, position) / normalDotDirection; } if (!defined(scalar) || scalar <= 0.0) { controller._looking = true; look3D(controller, startPosition, movement); Cartesian2.clone(startPosition, controller._tiltCenterMousePosition); return; } center = Cartesian3.multiplyByScalar(direction, scalar, rotateCVCenter); Cartesian3.add(position, center, center); } if (cameraUnderground) { if (!defined(ray)) { ray = camera.getPickRay(startPosition, rotateCVWindowRay); } getTiltCenterUnderground(controller, ray, center, center); } Cartesian2.clone(startPosition, controller._tiltCenterMousePosition); Cartesian3.clone(center, controller._tiltCenter); } var canvas = scene.canvas; var windowPosition = rotateCVWindowPos; windowPosition.x = canvas.clientWidth / 2; windowPosition.y = controller._tiltCenterMousePosition.y; ray = camera.getPickRay(windowPosition, rotateCVWindowRay); var origin = Cartesian3.clone(Cartesian3.ZERO, rotateCVOrigin); origin.x = center.x; var plane = Plane.fromPointNormal(origin, normal, rotateCVPlane); var verticalCenter = IntersectionTests.rayPlane( ray, plane, rotateCVVerticalCenter ); var projection = camera._projection; var ellipsoid = projection.ellipsoid; Cartesian3.fromElements(center.y, center.z, center.x, center); var cart = projection.unproject(center, rotateCVCart); ellipsoid.cartographicToCartesian(cart, center); var transform = Transforms.eastNorthUpToFixedFrame( center, ellipsoid, rotateCVTransform ); var verticalTransform; if (defined(verticalCenter)) { Cartesian3.fromElements( verticalCenter.y, verticalCenter.z, verticalCenter.x, verticalCenter ); cart = projection.unproject(verticalCenter, rotateCVCart); ellipsoid.cartographicToCartesian(cart, verticalCenter); verticalTransform = Transforms.eastNorthUpToFixedFrame( verticalCenter, ellipsoid, rotateCVVerticalTransform ); } else { verticalTransform = transform; } var oldGlobe = controller._globe; var oldEllipsoid = controller._ellipsoid; controller._globe = undefined; controller._ellipsoid = Ellipsoid.UNIT_SPHERE; controller._rotateFactor = 1.0; controller._rotateRateRangeAdjustment = 1.0; var constrainedAxis = Cartesian3.UNIT_Z; var oldTransform = Matrix4.clone(camera.transform, rotateCVOldTransform); camera._setTransform(transform); var tangent = Cartesian3.cross( Cartesian3.UNIT_Z, Cartesian3.normalize(camera.position, rotateCVCartesian3), rotateCVCartesian3 ); var dot = Cartesian3.dot(camera.right, tangent); rotate3D(controller, startPosition, movement, constrainedAxis, false, true); camera._setTransform(verticalTransform); if (dot < 0.0) { var movementDelta = movement.startPosition.y - movement.endPosition.y; if ( (cameraUnd