import Cartesian3 from '../Core/Cartesian3.js'; import Check from '../Core/Check.js'; import defaultValue from '../Core/defaultValue.js'; import defined from '../Core/defined.js'; import defineProperties from '../Core/defineProperties.js'; import Ellipsoid from '../Core/Ellipsoid.js'; import HeadingPitchRange from '../Core/HeadingPitchRange.js'; import JulianDate from '../Core/JulianDate.js'; import CesiumMath from '../Core/Math.js'; import Matrix3 from '../Core/Matrix3.js'; import Matrix4 from '../Core/Matrix4.js'; import Transforms from '../Core/Transforms.js'; import SceneMode from '../Scene/SceneMode.js'; var updateTransformMatrix3Scratch1 = new Matrix3(); var updateTransformMatrix3Scratch2 = new Matrix3(); var updateTransformMatrix3Scratch3 = new Matrix3(); var updateTransformMatrix4Scratch = new Matrix4(); var updateTransformCartesian3Scratch1 = new Cartesian3(); var updateTransformCartesian3Scratch2 = new Cartesian3(); var updateTransformCartesian3Scratch3 = new Cartesian3(); var updateTransformCartesian3Scratch4 = new Cartesian3(); var updateTransformCartesian3Scratch5 = new Cartesian3(); var updateTransformCartesian3Scratch6 = new Cartesian3(); var deltaTime = new JulianDate(); var northUpAxisFactor = 1.25; // times ellipsoid's maximum radius function updateTransform(that, camera, updateLookAt, saveCamera, positionProperty, time, ellipsoid) { var mode = that.scene.mode; var cartesian = positionProperty.getValue(time, that._lastCartesian); if (defined(cartesian)) { var hasBasis = false; var invertVelocity = false; var xBasis; var yBasis; var zBasis; if (mode === SceneMode.SCENE3D) { // The time delta was determined based on how fast satellites move compared to vehicles near the surface. // Slower moving vehicles will most likely default to east-north-up, while faster ones will be VVLH. JulianDate.addSeconds(time, 0.001, deltaTime); var deltaCartesian = positionProperty.getValue(deltaTime, updateTransformCartesian3Scratch1); // If no valid position at (time + 0.001), sample at (time - 0.001) and invert the vector if (!defined(deltaCartesian)) { JulianDate.addSeconds(time, -0.001, deltaTime); deltaCartesian = positionProperty.getValue(deltaTime, updateTransformCartesian3Scratch1); invertVelocity = true; } if (defined(deltaCartesian)) { var toInertial = Transforms.computeFixedToIcrfMatrix(time, updateTransformMatrix3Scratch1); var toInertialDelta = Transforms.computeFixedToIcrfMatrix(deltaTime, updateTransformMatrix3Scratch2); var toFixed; if (!defined(toInertial) || !defined(toInertialDelta)) { toFixed = Transforms.computeTemeToPseudoFixedMatrix(time, updateTransformMatrix3Scratch3); toInertial = Matrix3.transpose(toFixed, updateTransformMatrix3Scratch1); toInertialDelta = Transforms.computeTemeToPseudoFixedMatrix(deltaTime, updateTransformMatrix3Scratch2); Matrix3.transpose(toInertialDelta, toInertialDelta); } else { toFixed = Matrix3.transpose(toInertial, updateTransformMatrix3Scratch3); } var inertialCartesian = Matrix3.multiplyByVector(toInertial, cartesian, updateTransformCartesian3Scratch5); var inertialDeltaCartesian = Matrix3.multiplyByVector(toInertialDelta, deltaCartesian, updateTransformCartesian3Scratch6); Cartesian3.subtract(inertialCartesian, inertialDeltaCartesian, updateTransformCartesian3Scratch4); var inertialVelocity = Cartesian3.magnitude(updateTransformCartesian3Scratch4) * 1000.0; // meters/sec var mu = CesiumMath.GRAVITATIONALPARAMETER; // m^3 / sec^2 var semiMajorAxis = -mu / (inertialVelocity * inertialVelocity - (2 * mu / Cartesian3.magnitude(inertialCartesian))); if (semiMajorAxis < 0 || semiMajorAxis > northUpAxisFactor * ellipsoid.maximumRadius) { // North-up viewing from deep space. // X along the nadir xBasis = updateTransformCartesian3Scratch2; Cartesian3.normalize(cartesian, xBasis); Cartesian3.negate(xBasis, xBasis); // Z is North zBasis = Cartesian3.clone(Cartesian3.UNIT_Z, updateTransformCartesian3Scratch3); // Y is along the cross of z and x (right handed basis / in the direction of motion) yBasis = Cartesian3.cross(zBasis, xBasis, updateTransformCartesian3Scratch1); if (Cartesian3.magnitude(yBasis) > CesiumMath.EPSILON7) { Cartesian3.normalize(xBasis, xBasis); Cartesian3.normalize(yBasis, yBasis); zBasis = Cartesian3.cross(xBasis, yBasis, updateTransformCartesian3Scratch3); Cartesian3.normalize(zBasis, zBasis); hasBasis = true; } } else if (!Cartesian3.equalsEpsilon(cartesian, deltaCartesian, CesiumMath.EPSILON7)) { // Approximation of VVLH (Vehicle Velocity Local Horizontal) with the Z-axis flipped. // Z along the position zBasis = updateTransformCartesian3Scratch2; Cartesian3.normalize(inertialCartesian, zBasis); Cartesian3.normalize(inertialDeltaCartesian, inertialDeltaCartesian); // Y is along the angular momentum vector (e.g. "orbit normal") yBasis = Cartesian3.cross(zBasis, inertialDeltaCartesian, updateTransformCartesian3Scratch3); if(invertVelocity) { yBasis = Cartesian3.multiplyByScalar(yBasis, -1, yBasis); } if (!Cartesian3.equalsEpsilon(yBasis, Cartesian3.ZERO, CesiumMath.EPSILON7)) { // X is along the cross of y and z (right handed basis / in the direction of motion) xBasis = Cartesian3.cross(yBasis, zBasis, updateTransformCartesian3Scratch1); Matrix3.multiplyByVector(toFixed, xBasis, xBasis); Matrix3.multiplyByVector(toFixed, yBasis, yBasis); Matrix3.multiplyByVector(toFixed, zBasis, zBasis); Cartesian3.normalize(xBasis, xBasis); Cartesian3.normalize(yBasis, yBasis); Cartesian3.normalize(zBasis, zBasis); hasBasis = true; } } } } if (defined(that.boundingSphere)) { cartesian = that.boundingSphere.center; } var position; var direction; var up; if (saveCamera) { position = Cartesian3.clone(camera.position, updateTransformCartesian3Scratch4); direction = Cartesian3.clone(camera.direction, updateTransformCartesian3Scratch5); up = Cartesian3.clone(camera.up, updateTransformCartesian3Scratch6); } var transform = updateTransformMatrix4Scratch; if (hasBasis) { transform[0] = xBasis.x; transform[1] = xBasis.y; transform[2] = xBasis.z; transform[3] = 0.0; transform[4] = yBasis.x; transform[5] = yBasis.y; transform[6] = yBasis.z; transform[7] = 0.0; transform[8] = zBasis.x; transform[9] = zBasis.y; transform[10] = zBasis.z; transform[11] = 0.0; transform[12] = cartesian.x; transform[13] = cartesian.y; transform[14] = cartesian.z; transform[15] = 0.0; } else { // Stationary or slow-moving, low-altitude objects use East-North-Up. Transforms.eastNorthUpToFixedFrame(cartesian, ellipsoid, transform); } camera._setTransform(transform); if (saveCamera) { Cartesian3.clone(position, camera.position); Cartesian3.clone(direction, camera.direction); Cartesian3.clone(up, camera.up); Cartesian3.cross(direction, up, camera.right); } } if (updateLookAt) { var offset = (mode === SceneMode.SCENE2D || Cartesian3.equals(that._offset3D, Cartesian3.ZERO)) ? undefined : that._offset3D; camera.lookAtTransform(camera.transform, offset); } } /** * A utility object for tracking an entity with the camera. * @alias EntityView * @constructor * * @param {Entity} entity The entity to track with the camera. * @param {Scene} scene The scene to use. * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid to use for orienting the camera. */ function EntityView(entity, scene, ellipsoid) { //>>includeStart('debug', pragmas.debug); Check.defined('entity', entity); Check.defined('scene', scene); //>>includeEnd('debug'); /** * The entity to track with the camera. * @type {Entity} */ this.entity = entity; /** * The scene in which to track the object. * @type {Scene} */ this.scene = scene; /** * The ellipsoid to use for orienting the camera. * @type {Ellipsoid} */ this.ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84); /** * The bounding sphere of the object. * @type {BoundingSphere} */ this.boundingSphere = undefined; // Shadow copies of the objects so we can detect changes. this._lastEntity = undefined; this._mode = undefined; this._lastCartesian = new Cartesian3(); this._defaultOffset3D = undefined; this._offset3D = new Cartesian3(); } // STATIC properties defined here, not per-instance. defineProperties(EntityView, { /** * Gets or sets a camera offset that will be used to * initialize subsequent EntityViews. * @memberof EntityView * @type {Cartesian3} */ defaultOffset3D : { get : function() { return this._defaultOffset3D; }, set : function(vector) { this._defaultOffset3D = Cartesian3.clone(vector, new Cartesian3()); } } }); // Initialize the static property. EntityView.defaultOffset3D = new Cartesian3(-14000, 3500, 3500); var scratchHeadingPitchRange = new HeadingPitchRange(); var scratchCartesian = new Cartesian3(); /** * Should be called each animation frame to update the camera * to the latest settings. * @param {JulianDate} time The current animation time. * @param {BoundingSphere} [boundingSphere] bounding sphere of the object. */ EntityView.prototype.update = function(time, boundingSphere) { //>>includeStart('debug', pragmas.debug); Check.defined('time', time); //>>includeEnd('debug'); var scene = this.scene; var ellipsoid = this.ellipsoid; var sceneMode = scene.mode; if (sceneMode === SceneMode.MORPHING) { return; } var entity = this.entity; var positionProperty = entity.position; if (!defined(positionProperty)) { return; } var objectChanged = entity !== this._lastEntity; var sceneModeChanged = sceneMode !== this._mode; var camera = scene.camera; var updateLookAt = objectChanged || sceneModeChanged; var saveCamera = true; if (objectChanged) { var viewFromProperty = entity.viewFrom; var hasViewFrom = defined(viewFromProperty); if (!hasViewFrom && defined(boundingSphere)) { // The default HPR is not ideal for high altitude objects so // we scale the pitch as we get further from the earth for a more // downward view. scratchHeadingPitchRange.pitch = -CesiumMath.PI_OVER_FOUR; scratchHeadingPitchRange.range = 0; var position = positionProperty.getValue(time, scratchCartesian); if (defined(position)) { var factor = 2 - 1 / Math.max(1, Cartesian3.magnitude(position) / ellipsoid.maximumRadius); scratchHeadingPitchRange.pitch *= factor; } camera.viewBoundingSphere(boundingSphere, scratchHeadingPitchRange); this.boundingSphere = boundingSphere; updateLookAt = false; saveCamera = false; } else if (!hasViewFrom || !defined(viewFromProperty.getValue(time, this._offset3D))) { Cartesian3.clone(EntityView._defaultOffset3D, this._offset3D); } } else if (!sceneModeChanged && this._mode !== SceneMode.SCENE2D) { Cartesian3.clone(camera.position, this._offset3D); } this._lastEntity = entity; this._mode = sceneMode; updateTransform(this, camera, updateLookAt, saveCamera, positionProperty, time, ellipsoid); }; export default EntityView;