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Camera.ts
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Camera.ts
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import Kernel = require('./Kernel');
import Utils = require('./Utils');
import MathUtils = require('./math/Utils');
import Vertice = require('./math/Vertice');
import Vector = require('./math/Vector');
import Line = require('./math/Line');
import Plan = require('./math/Plan');
import TileGrid,{TileGridPosition} from './TileGrid';
import Matrix = require('./math/Matrix');
import Object3D = require('./Object3D');
export class CameraCore{
constructor(private fov: number, private aspect: number, private near: number, private far: number, private floatLevel: number, private matrix: Matrix){
}
getFov(){
return this.fov;
}
getAspect(){
return this.aspect;
}
getNear(){
return this.near;
}
getFar(){
return this.far;
}
getFloatLevel(){
return this.floatLevel;
}
getMatrix(){
return this.matrix;
}
equals(other: CameraCore): boolean{
if(!other){
return false;
}
return this.fov === other.getFov() &&
this.aspect === other.getAspect() &&
this.near === other.getNear() &&
this.far === other.getFar() &&
this.floatLevel === other.getFloatLevel() &&
this.matrix.equals(other.getMatrix());
}
}
const realResolutionCache:any = {};
(function(){
for(var i = 0; i <= Kernel.MAX_LEVEL; i++){
realResolutionCache[i] = Kernel.MAX_REAL_RESOLUTION / Math.pow(2, i);
}
})();
class Camera extends Object3D {
private readonly initFov: number;
private readonly animationDuration: number = 200;//层级变化的动画周期,毫秒
private readonly nearFactor: number = 0.6;
private readonly maxPitch:number = 40;
private readonly resolutionFactor1: number = Math.pow(2, 0.3752950);
private readonly resolutionFactor2: number = Math.pow(2, 1.3752950);
//旋转的时候,绕着视线与地球交点进行旋转
//定义抬头时,旋转角为正值
private isZeroPitch: boolean = true;//表示当前Camera视线有没有发生倾斜
// private resolution: number = -1;//屏幕1px在空间中的距离
// private resolutionInWorld: number = -1;//屏幕1px在实际世界中的距离
private level: number = -1;//当前渲染等级
private floatLevel: number = -2;//可能是正数,可能是非整数,非整数表示缩放动画过程中的level
private lastFloatLevel: number = -3;//上次render()时所用到的this.realLevel
private lastMatrix: Matrix;//上次render()时的this.matrix
private lastFov: number = -1;
private lastAspect: number = -1;
private lastNear: number = -1;
private lastFar: number = -1;
private viewMatrix: Matrix;//视点矩阵,即Camera模型矩阵的逆矩阵
private projMatrix: Matrix;//当Matrix变化的时候,需要重新计算this.far
private projViewMatrix: Matrix;//获取投影矩阵与视点矩阵的乘积
private matrixForDraw: Matrix;
private viewMatrixForDraw: Matrix;
private projMatrixForDraw: Matrix;
private projViewMatrixForDraw: Matrix;//实际传递给shader的矩阵是projViewMatrixForDraw,而不是projViewMatrix
private lonlatsOfBoundary:number[][] = null;
private animating: boolean = false;
//this.near一旦初始化之后就不应该再修改
//this.far可以动态计算
//this.aspect在Viewport改变后重新计算
//this.fov可以调整以实现缩放效果
constructor(private fov:number = 45, private aspect:number = 1, private near:number = 1, private far:number = 100, level:number = 3, lonlat:number[] = [0, 0]) {
super();
this.lonlatsOfBoundary = [];
this.initFov = this.fov;
this.lastMatrix = new Matrix();
this.lastMatrix.setUniqueValue(0);
this.projMatrix = new Matrix();
this._rawSetPerspectiveMatrix(this.fov, this.aspect, this.near, this.far);
this._initCameraPosition(level, lonlat[0], lonlat[1]);
this.update(true);
}
isEarthFullOverlapScreen(){
return this.lonlatsOfBoundary.length === 8;
}
getTileGridsOfBoundary(level:number, filterRepeat: boolean){
var tileGridsOfBoundary: TileGrid[] = this.lonlatsOfBoundary.map((lonlat)=>{
return TileGrid.getTileGridByGeo(lonlat[0], lonlat[1], level);
});
return filterRepeat ? Utils.filterRepeatArray(tileGridsOfBoundary) : tileGridsOfBoundary;
}
toJson():any{
function matrixToJson(mat: Matrix){
return mat ? mat.toJson() : null;
}
var json = {
matrix: matrixToJson(this.matrix),
isZeroPitch: this.isZeroPitch,
level: this.level,
floatLevel: this.floatLevel,
lastFloatLevel: this.lastFloatLevel,
lastMatrix: matrixToJson(this.lastMatrix),
lastFov: this.lastFov,
lastAspect: this.lastAspect,
lastNear: this.lastNear,
lastFar: this.lastFar,
viewMatrix: matrixToJson(this.viewMatrix),
projMatrix: matrixToJson(this.projMatrix),
projViewMatrix: matrixToJson(this.projViewMatrix),
matrixForDraw: matrixToJson(this.matrixForDraw),
viewMatrixForDraw: matrixToJson(this.viewMatrixForDraw),
projMatrixForDraw: matrixToJson(this.projMatrixForDraw),
projViewMatrixForDraw: matrixToJson(this.projViewMatrixForDraw),
animating: this.animating
};
return json;
}
toJsonString(){
return JSON.stringify(this.toJson());
}
fromJson(json: any){
this.matrix = Matrix.fromJson(json.matrix);
this.isZeroPitch = json.isZeroPitch;
this.level = json.level;
this.floatLevel = json.floatLevel;
this.lastFloatLevel = json.lastFloatLevel;
this.lastMatrix = Matrix.fromJson(json.lastMatrix);
this.lastFov = json.lastFov;
this.lastAspect = json.lastAspect;
this.lastNear = json.lastNear;
this.lastFar = json.lastFar;
this.viewMatrix = Matrix.fromJson(json.viewMatrix);
this.projMatrix = Matrix.fromJson(json.projMatrix);
this.projViewMatrix = Matrix.fromJson(json.projViewMatrix);
this.matrixForDraw = Matrix.fromJson(json.matrixForDraw);
this.viewMatrixForDraw = Matrix.fromJson(json.viewMatrixForDraw);
this.projMatrixForDraw = Matrix.fromJson(json.projMatrixForDraw);
this.projViewMatrixForDraw = Matrix.fromJson(json.projViewMatrixForDraw);
this.animating = json.animating;
this.update(true);
// Kernel.globe.refresh(true);
}
fromJsonString(jsonStr: string){
this.fromJson(JSON.parse(jsonStr));
}
private _setPerspectiveMatrix(fov: number, aspect: number, near: number, far: number): void {
this._rawSetPerspectiveMatrix(fov, aspect, near, far);
this._updateFar();
}
private _rawSetPerspectiveMatrix(fov: number, aspect: number, near: number, far: number, projMatrix: Matrix = this.projMatrix): void {
//https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/mat4.js#L1788
if (this.projMatrix === projMatrix) {
this.fov = fov;
this.aspect = aspect;
this.near = near;
this.far = far;
}
var mat = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
var halfFov = fov * Math.PI / 180 / 2;
var f = 1 / Math.tan(halfFov);
var nf = 1 / (near - far);
mat[0] = f / aspect;
mat[5] = f;
mat[10] = (far + near) * nf;
mat[11] = -1;
mat[14] = 2 * near * far * nf;
mat[15] = 0;
//by comparision with matrixProjection.exe and glMatrix, the 11th element is always -1
projMatrix.setElements(
mat[0], mat[1], mat[2], mat[3],
mat[4], mat[5], mat[6], mat[7],
mat[8], mat[9], mat[10], mat[11],
mat[12], mat[13], mat[14], mat[15]
);
}
private _setFov(fov: number): void {
if (!(fov > 0)) {
throw "invalid fov:" + fov;
}
this._setPerspectiveMatrix(fov, this.aspect, this.near, this.far);
}
setAspect(aspect: number): void {
if (!(aspect > 0)) {
throw "invalid aspect:" + aspect;
}
this._setPerspectiveMatrix(this.fov, aspect, this.near, this.far);
//Canvas的尺寸发生变化时,我们需要调用方法setLevel()更新Camera的位置,
//因为setLevel方法依赖Canvas的高度进行计算
this.setLevel(this.level, true);
}
private _updateFar(): void {
// var far = this._getMinimalFar(this.matrix.getPosition());
// this._rawSetPerspectiveMatrix(this.fov, this.aspect, this.near, far);
}
private _getMinimalFar(cameraPosition: Vertice): number {
//重新计算far,保持far在满足正常需求情况下的最小值
//far值:视点与地球切面的距离
var distance2EarthOrigin = Vector.fromVertice(cameraPosition).getLength();
var far = Math.sqrt(distance2EarthOrigin * distance2EarthOrigin - Kernel.EARTH_RADIUS * Kernel.EARTH_RADIUS);
far *= 1.05;
return far;
}
update(force: boolean = false): boolean{
var shouldUpdate = this._updateCore(force);
if(shouldUpdate){
this._updateTileGridsOfBoundary();
}
return shouldUpdate;
}
//更新各种矩阵,理论上只在用户交互的时候调用就可以
private _updateCore(force: boolean = false): boolean {
var shouldUpdate = force || this._isNeedUpdate();
if(shouldUpdate){
this._normalUpdate();
this._updateProjViewMatrixForDraw();
}
this.lastFov = this.fov;
this.lastAspect = this.aspect;
this.lastNear = this.near;
this.lastFar = this.far;
this.lastFloatLevel = this.floatLevel;
this.lastMatrix.setMatrixByOther(this.matrix);
return shouldUpdate;
}
private _updateTileGridsOfBoundary(){
var lonlatsOfBoundary:number[][] = [];
var ndcs:number[][] = [
[-1, 1],//left top
[-1, 0],//left middle
[-1, -1],//left bottom
[1, 1],//right top
[1, 0],//right middle
[1, -1],//right bottom
[0, 1],//middle top
[0, -1]//middle bottom
];
ndcs.forEach((ndcXY:number[]) => {
var lonlat = this._getPickLonLatByNDC(ndcXY[0], ndcXY[1]);
if(lonlat && lonlat.length > 0){
lonlatsOfBoundary.push(lonlat);
}
});
this.lonlatsOfBoundary = lonlatsOfBoundary;
}
getCameraCore(){
return new CameraCore(this.fov, this.aspect, this.near, this.far, this.floatLevel, this.matrix.clone());
}
private _isNeedUpdate(): boolean{
return (this.fov !== this.lastFov) ||
(this.aspect !== this.lastAspect) ||
(this.near !== this.lastNear) ||
(this.far !== this.lastFar) ||
(this.floatLevel !== this.lastFloatLevel) ||
(!this.matrix.equals(this.lastMatrix));
}
getProjViewMatrixForDraw(): Matrix {
return this.projViewMatrixForDraw;
}
_normalUpdate() {
//视点矩阵是camera的模型矩阵的逆矩阵
this.viewMatrix = this.matrix.getInverseMatrix();
//通过修改far值更新projMatrix
this._updateFar();
//更新projViewMatrix
this.projViewMatrix = this.projMatrix.multiplyMatrix(this.viewMatrix);
}
_updateProjViewMatrixForDraw() {
this.matrixForDraw = this.matrix.clone();
//通过修改position以更新matrix
var newFov = this._updatePositionAndFov(this.matrixForDraw);
var aspect = this.aspect;
var near = this.near;
//计算newFar
var newPosition = this.matrixForDraw.getPosition();
var newFar = this.far; //this._getMinimalFar(newPosition);
//根据newFov和newFar重新计算
this.projMatrixForDraw = new Matrix();
this._rawSetPerspectiveMatrix(newFov, aspect, near, newFar, this.projMatrixForDraw);
//在_updatePositionAndFov()方法调用之后再计算newViewMatrix
this.viewMatrixForDraw = this.matrixForDraw.getInverseMatrix();
//最后计算projViewMatrixForDraw
this.projViewMatrixForDraw = this.projMatrixForDraw.multiplyMatrix(this.viewMatrixForDraw);
}
//返回更新后的fov值,如果返回结果 < 0,说明无需更新fov
private _updatePositionAndFov(cameraMatrix: Matrix): number {
//是否满足near值,和fov没有关系,和position有关,但是改变position的话,fov也要相应变动以满足对应的缩放效果
const currentLevel = this.animating ? this.floatLevel : this.level;
//safeLevel不是整数
var safeLevel = this._getSafeThresholdLevelForNear();
if (currentLevel > safeLevel) {
//摄像机距离地球太近,导致不满足视景体的near值,
//我们需要将摄像机的位置拉远,以满足near值
this._updatePositionByLevel(safeLevel, cameraMatrix);
//比如safeLevel是10,而currentLevel是11,则deltaLevel为1
var deltaLevel = currentLevel - safeLevel;
//摄像机位置与地球表面距离变大之后,我们看到的地球变小,为此,我们需要把fov值变小,以抵消摄像机位置距离增大导致的变化
//deltaLevel应该为正正数,计算出的newFov应该比this.initFov要小
var newFov = this._calculateFovByDeltaLevel(this.initFov, deltaLevel);
return newFov;
} else {
this._updatePositionByLevel(currentLevel, cameraMatrix);
return this.initFov;
}
}
//计算从第几级level开始不满足视景体的near值
//比如第10级满足near,第11级不满足near,那么返回10
private _getSafeThresholdLevelForNear() {
var thresholdNear = this.near * this.nearFactor;
var result = this._calculateResolutionAndBestDisplayLevelByDistance2EarthSurface(thresholdNear);
var level = result[1];
return level;
}
//fov从oldFov变成了newFov,计算相当于缩放了几级level
//比如从10级缩放到了第11级,fov从30变成了15,即oldFov为30,newFov为15,deltaLevel为1
//通过Math.log2()计算出结果,所以返回的是小数,可能是正数也可能是负数
private _calculateDeltaLevelByFov(oldFov: number, newFov: number): number {
//tan(halfFov) = h / distance,level不同的情况下h不变
//h1 = l1*tanθ1
//h2 = l2*tanθ2
//l2 = l1 * Math.pow(2, deltaLevel)
//deltaLevel = Math.log2(tanθ1 / tanθ2)
var radianOldFov = MathUtils.degreeToRadian(oldFov);
var halfRadianOldFov = radianOldFov / 2;
var tanOld = Math.tan(halfRadianOldFov);
var radianNewFov = MathUtils.degreeToRadian(newFov);
var halfRadianNewFov = radianNewFov / 2;
var tanNew = Math.tan(halfRadianNewFov);
var deltaLevel = MathUtils.log2(tanOld / tanNew);
return deltaLevel;
}
//通过调整fov的值造成层级缩放的效果,比如在第10级的时候,oldFov为正常的30度,当放大到11级的时候,deltaLevel为1,计算出的新的newFov为15度多
private _calculateFovByDeltaLevel(oldFov: number, deltaLevel: number): number {
//tan(halfFov) = h / distance,level不同的情况下h不变
//h1 = l1*tanθ1
//h2 = l2*tanθ2
//l2 = l1 * Math.pow(2, deltaLevel)
var radianOldFov = MathUtils.degreeToRadian(oldFov);
var halfRadianOldFov = radianOldFov / 2;
var tanOld = Math.tan(halfRadianOldFov);
var tanNew = tanOld / Math.pow(2, deltaLevel);
var halfRadianNewFov = Math.atan(tanNew);
var radianNewFov = halfRadianNewFov * 2;
var newFov = MathUtils.radianToDegree(radianNewFov);
return newFov;
}
//resolution,level
measureXYResolutionAndBestDisplayLevel(): any{
//计算resolution
var p = this.matrix.getPosition();
var dir = Vector.fromVertice(p);
var line = new Line(p, dir);
var pickResult1 = this._getPickCartesianCoordInEarthByLine(line);
var p1 = pickResult1[0];
var ndc1 = this._convertVerticeFromWorldToNDC(p1);
var canvasXY1 = MathUtils.convertPointFromNdcToCanvas(ndc1.x, ndc1.y);
var centerX = canvasXY1[0];
var centerY = canvasXY1[1];
var offsetPixel = 10;
var leftPickResult = this.getPickCartesianCoordInEarthByCanvas(centerX - offsetPixel, centerY);
var vLeft = Vector.fromVertice(leftPickResult[0]);
var rightPickResult = this.getPickCartesianCoordInEarthByCanvas(centerX + offsetPixel, centerY);
var vRight = Vector.fromVertice(rightPickResult[0]);
var α = Vector.getRadianOfTwoVectors(vLeft, vRight);
var resolutionX = α * Kernel.EARTH_RADIUS / (2 * offsetPixel) * this.resolutionFactor1;
var bestDisplayLevelFloatX = this._calculateLevelByResolution(resolutionX);
var topPickResult = this.getPickCartesianCoordInEarthByCanvas(centerX, centerY + offsetPixel);
var vTop = Vector.fromVertice(topPickResult[0]);
var bottomPickResult = this.getPickCartesianCoordInEarthByCanvas(centerX, centerY - offsetPixel);
var vBottom = Vector.fromVertice(bottomPickResult[0]);
var β = Vector.getRadianOfTwoVectors(vTop, vBottom);
var resolutionY = β * Kernel.EARTH_RADIUS / (2 * offsetPixel) * this.resolutionFactor1;
var bestDisplayLevelFloatY = this._calculateLevelByResolution(resolutionY);
return {
resolutionX: resolutionX,
bestDisplayLevelFloatX: bestDisplayLevelFloatX,
resolutionY: resolutionY,
bestDisplayLevelFloatY: bestDisplayLevelFloatY
};
}
//[resolution,level]
calculateCurrentResolutionAndBestDisplayLevel(){
var distance2EarthOrigin = this.getDistance2EarthOrigin();
return this._calculateResolutionAndBestDisplayLevelByDistance2EarthOrigin(distance2EarthOrigin);
}
//L=>[resolution,level]
private _calculateResolutionAndBestDisplayLevelByDistance2EarthOrigin(distance2EarthOrigin: number){
var α2 = MathUtils.degreeToRadian(this.fov / 2);
var α1 = Math.atan(2 / Kernel.canvas.height * Math.tan(α2));
var δ = Math.asin(distance2EarthOrigin * Math.sin(α1) / Kernel.EARTH_RADIUS);
var β = δ - α1;
var resolution = β * Kernel.EARTH_RADIUS * this.resolutionFactor2;
var bestDisplayLevelFloat = this._calculateLevelByResolution(resolution);
return [resolution, bestDisplayLevelFloat];
}
//D=>[resolution,level]
private _calculateResolutionAndBestDisplayLevelByDistance2EarthSurface(distance2EarthSurface: number){
var distance2EarthOrigin = distance2EarthSurface + Kernel.EARTH_RADIUS;
return this._calculateResolutionAndBestDisplayLevelByDistance2EarthOrigin(distance2EarthOrigin);
}
//level=>D
private _calculateDistance2EarthSurfaceByBestDisplayLevel(level: number){
return this._calculateDistance2EarthOriginByBestDisplayLevel(level) - Kernel.EARTH_RADIUS;
}
//level=>L
private _calculateDistance2EarthOriginByBestDisplayLevel(level: number){
var resolution = this._calculateResolutionByLevel(level);
return this._calculateDistance2EarthOriginByResolution(resolution);
}
//resolution=>L
private _calculateDistance2EarthOriginByResolution(resolution: number){
resolution /= this.resolutionFactor2;
var α2 = MathUtils.degreeToRadian(this.fov / 2);
var α1 = Math.atan(2 / Kernel.canvas.height * Math.tan(α2));
var β = resolution / Kernel.EARTH_RADIUS;
var δ = α1 + β;
var distance2EarthOrigin = Kernel.EARTH_RADIUS * Math.sin(δ) / Math.sin(α1);
return distance2EarthOrigin;
}
private _calculateLevelByResolution(resolution: number){
var pow2value = Kernel.MAX_RESOLUTION / resolution;
var bestDisplayLevelFloat = MathUtils.log2(pow2value);
return bestDisplayLevelFloat;
}
private _calculateResolutionByLevel(level: number){
return Kernel.MAX_RESOLUTION / Math.pow(2, level);
}
//屏幕1px在实际世界中的距离
getResolutionInWorld(): number{
if(realResolutionCache.hasOwnProperty(this.level)){
return realResolutionCache[this.level];
}else{
return Kernel.MAX_REAL_RESOLUTION / Math.pow(2, this.level);
}
}
getLevel(): number {
return this.level;
}
setLevel(level: number, force: boolean = false): void {
if (!(Utils.isNonNegativeInteger(level))) {
throw "invalid level:" + level;
}
if(level < Kernel.MIN_LEVEL){
level = Kernel.MIN_LEVEL;
}
if(level > Kernel.MAX_LEVEL){
level = Kernel.MAX_LEVEL;
}
if (level !== this.level || force) {
//不要在this._updatePositionByLevel()方法中更新this.level,因为这会影响animateToLevel()方法
var isLevelChanged = this._updatePositionByLevel(level, this.matrix);
this.level = level;
this.floatLevel = level;
}
}
// calculateInitDistanceToOrigin(factor:number = 1){
// var size = Math.min(Kernel.canvas.width, Kernel.canvas.height) * factor;
// var α = MathUtils.degreeToRadian(this.fov / 2);
// var initDistanceToOrigin = Kernel.EARTH_RADIUS / Math.sin(α);
// return initDistanceToOrigin;
// }
private _initCameraPosition(level: number, lon:number, lat:number) {
var initDistanceToOrigin = this._calculateDistance2EarthOriginByBestDisplayLevel(level);
var initPosition = MathUtils.geographicToCartesianCoord(lon, lat, initDistanceToOrigin);
var origin = new Vertice(0, 0, 0);
var vector = this.getLightDirection().getOpposite();
vector.setLength(initDistanceToOrigin);
this._look(initPosition, origin);
this.setLevel(level);
}
//设置观察到的层级,不要在该方法中修改this.level的值
private _updatePositionByLevel(level: number, cameraMatrix: Matrix) {
var globe = Kernel.globe;
var intersects = this._getDirectionIntersectPointWithEarth(cameraMatrix);
if (intersects.length === 0) {
throw "no intersect";
}
var intersect = intersects[0];
var theoryDistance2Interscet = this._calculateDistance2EarthSurfaceByBestDisplayLevel(level);
var vector = cameraMatrix.getVectorZ();
vector.setLength(theoryDistance2Interscet);
var newCameraPosition = Vector.verticePlusVector(intersect, vector);
cameraMatrix.setPosition(newCameraPosition);
}
setDeltaPitch(deltaPitch: number) {
var currentPitch = this.getPitch();
var newPitch = currentPitch + deltaPitch;
if (newPitch > this.maxPitch) {
return;
}
if (newPitch < 0) {
newPitch = 0;
}
//计算最终的deltaPitch
deltaPitch = newPitch - currentPitch;
if (deltaPitch === 0) {
return;
}
var intersects = this._getDirectionIntersectPointWithEarth(this.matrix);
if (intersects.length === 0) {
throw "no intersects";
}
var intersect = intersects[0];
var deltaRadian = MathUtils.degreeToRadian(deltaPitch);
//先不对this.matrix进行更新,对其拷贝进行更新
var matrix = this.matrix.clone();
//将matrix移动到交点位置
matrix.setPosition(intersect);
//旋转
matrix.localRotateX(deltaRadian);
//更新matrix的position
this._updatePositionByLevel(this.level, matrix);
//刷新
this.isZeroPitch = newPitch === 0;
this.matrix = matrix;
// Kernel.globe.refresh();
}
//pitch表示Camera视线的倾斜角度,初始值为0,表示视线经过球心,单位为角度,范围是[0, this.maxPitch]
getPitch(): number {
if (this.isZeroPitch) {
return 0;
}
var intersects = this._getDirectionIntersectPointWithEarth(this.matrix);
if (intersects.length === 0) {
throw "no intersects";
}
var intersect = intersects[0];
//计算夹角
var vectorOrigin2Intersect = Vector.fromVertice(intersect);
var length1 = vectorOrigin2Intersect.getLength();
var vectorIntersect2Camera = Vector.verticeMinusVertice(this.getPosition(), intersect);
var length2 = vectorIntersect2Camera.getLength();
var cosθ = vectorOrigin2Intersect.dot(vectorIntersect2Camera) / (length1 * length2);
var radian = MathUtils.acosSafely(cosθ);
//计算夹角的正负
var crossVector = vectorOrigin2Intersect.cross(vectorIntersect2Camera);
var xAxisDirection = this.matrix.getVectorX()
if (crossVector.dot(xAxisDirection)) {
//正值
radian = Math.abs(radian);
} else {
//负值
radian = - Math.abs(radian);
}
var pitch = MathUtils.radianToDegree(radian);
if(pitch >= 90){
throw `Invalid pitch: ${pitch}`;
}
return pitch;
}
//计算拾取射线与地球的交点,以笛卡尔空间直角坐标系坐标数组的形式返回
//该方法需要projViewMatrixForDraw系列矩阵进行计算
getPickCartesianCoordInEarthByCanvas(canvasX: number, canvasY: number): Vertice[] {
this._updateCore();
//暂存projViewMatrix系列矩阵
var matrix = this.matrix;
var viewMatrix = this.viewMatrix;
var projMatrix = this.projMatrix;
var projViewMatrix = this.projViewMatrix;
//将projViewMatrix系列矩阵赋值为projViewMatrixForDraw系列矩阵
this.matrix = this.matrixForDraw;
this.viewMatrix = this.viewMatrixForDraw;
this.projMatrix = this.projMatrixForDraw;
this.projViewMatrix = this.projViewMatrixForDraw;
//基于projViewMatrixForDraw系列矩阵进行计算,应该没有误差
var pickDirection = this._getPickDirectionByCanvas(canvasX, canvasY);
var p = this.getPosition();
var line = new Line(p, pickDirection);
var result = this._getPickCartesianCoordInEarthByLine(line);
//还原projViewMatrix系列矩阵
this.matrix = matrix;
this.viewMatrix = viewMatrix;
this.projMatrix = projMatrix;
this.projViewMatrix = projViewMatrix;
return result;
}
getLightDirection(): Vector {
var dirVertice = this.matrix.getVectorZ();
var direction = new Vector(-dirVertice.x, -dirVertice.y, -dirVertice.z);
direction.normalize();
return direction;
}
getDistance2EarthSurface(): number {
var position = this.getPosition();
var length2EarthSurface = Vector.fromVertice(position).getLength() - Kernel.EARTH_RADIUS;
return length2EarthSurface;
}
getDistance2EarthOrigin(): number{
var position = this.getPosition();
return Vector.fromVertice(position).getLength();
}
isAnimating(): boolean {
return this.animating;
}
animateToLevel(newLevel: number, cb?: ()=>void): void {
if (this.isAnimating()) {
return;
}
if (!(Utils.isNonNegativeInteger(newLevel))) {
throw "invalid level:" + newLevel;
}
var newCameraMatrix = this.matrix.clone();
this._updatePositionByLevel(newLevel, newCameraMatrix);
var newPosition = newCameraMatrix.getPosition();
var oldPosition = this.getPosition();
var span = this.animationDuration;
var singleSpan = 1000 / 60;
var count = Math.floor(span / singleSpan);
var deltaX = (newPosition.x - oldPosition.x) / count;
var deltaY = (newPosition.y - oldPosition.y) / count;
var deltaZ = (newPosition.z - oldPosition.z) / count;
var deltaLevel = (newLevel - this.level) / count;
var start: number = -1;
this.floatLevel = this.level;
this.animating = true;
var callback = (timestap: number) => {
if (start < 0) {
start = timestap;
}
var a = timestap - start;
if (a >= span) {
this.animating = false;
this.floatLevel = newLevel;
this.setLevel(newLevel);
if(cb){
cb();
}
} else {
this.floatLevel += deltaLevel;
var p = this.getPosition();
this.setPosition(new Vertice(p.x + deltaX, p.y + deltaY, p.z + deltaZ));
requestAnimationFrame(callback);
}
};
requestAnimationFrame(callback);
}
private _look(cameraPnt: Vertice, targetPnt: Vertice, upDirection: Vector = new Vector(0, 1, 0)): void {
var cameraPntCopy = cameraPnt.clone();
var targetPntCopy = targetPnt.clone();
var up = upDirection.clone();
var zAxis = new Vector(
cameraPntCopy.x - targetPntCopy.x,
cameraPntCopy.y - targetPntCopy.y,
cameraPntCopy.z - targetPntCopy.z
);
zAxis.normalize();
var xAxis = up.cross(zAxis).normalize();
var yAxis = zAxis.cross(xAxis).normalize();
this.matrix.setVectorX(xAxis); //此处相当于对Camera的模型矩阵(不是视点矩阵)设置X轴方向
this.matrix.setVectorY(yAxis); //此处相当于对Camera的模型矩阵(不是视点矩阵)设置Y轴方向
this.matrix.setVectorZ(zAxis); //此处相当于对Camera的模型矩阵(不是视点矩阵)设置Z轴方向
this.matrix.setPosition(cameraPntCopy); //此处相当于对Camera的模型矩阵(不是视点矩阵)设置偏移量
this.matrix.setLastRowDefault();
this._updateFar();
}
private _lookAt(targetPnt: Vertice, upDirection?: Vector): void {
var targetPntCopy = targetPnt.clone();
var position = this.getPosition();
this._look(position, targetPntCopy, upDirection);
}
//根据canvasX和canvasY获取拾取向量
private _getPickDirectionByCanvas(canvasX: number, canvasY: number): Vector {
var ndcXY = MathUtils.convertPointFromCanvasToNDC(canvasX, canvasY);
var pickDirection = this._getPickDirectionByNDC(ndcXY[0], ndcXY[1]);
return pickDirection;
}
//获取cameraMatrix视线与地球的交点
private _getDirectionIntersectPointWithEarth(cameraMatrix: Matrix): Vertice[] {
var dir = cameraMatrix.getVectorZ().getOpposite();
var p = cameraMatrix.getPosition();
var line = new Line(p, dir);
var result = this._getPickCartesianCoordInEarthByLine(line);
return result;
}
//根据ndcX和ndcY获取拾取向量
private _getPickDirectionByNDC(ndcX: number, ndcY: number): Vector {
var verticeInNDC = new Vertice(ndcX, ndcY, 0.499);
var verticeInWorld = this._convertVerticeFromNdcToWorld(verticeInNDC);
var cameraPositon = this.getPosition(); //摄像机的世界坐标
var pickDirection = Vector.verticeMinusVertice(verticeInWorld, cameraPositon);
pickDirection.normalize();
return pickDirection;
}
//获取直线与地球的交点,该方法与MathUtils.getLineIntersectPointWithEarth功能基本一样,只不过该方法对相交点进行了远近排序
private _getPickCartesianCoordInEarthByLine(line: Line): Vertice[] {
var result: Vertice[] = [];
//pickVertice是笛卡尔空间直角坐标系中的坐标
var pickVertices = MathUtils.getLineIntersectPointWithEarth(line);
if (pickVertices.length === 0) {
//没有交点
result = [];
} else if (pickVertices.length == 1) {
//一个交点
result = pickVertices;
} else if (pickVertices.length == 2) {
//两个交点
var pickVerticeA = pickVertices[0];
var pickVerticeB = pickVertices[1];
var cameraVertice = this.getPosition();
var lengthA = MathUtils.getLengthFromVerticeToVertice(cameraVertice, pickVerticeA);
var lengthB = MathUtils.getLengthFromVerticeToVertice(cameraVertice, pickVerticeB);
//将距离人眼更近的那个点放到前面
result = lengthA <= lengthB ? [pickVerticeA, pickVerticeB] : [pickVerticeB, pickVerticeA];
}
return result;
}
private _getPickLonLatByNDC(ndcX: number, ndcY: number): number[]{
var result:number[] = null;
var vertices = this._getPickCartesianCoordInEarthByNDC(ndcX, ndcY);
if(vertices.length > 0){
result = MathUtils.cartesianCoordToGeographic(vertices[0]);
}
return result;
}
private _getPickCartesianCoordInEarthByNDC(ndcX: number, ndcY: number): Vertice[] {
var pickDirection = this._getPickDirectionByNDC(ndcX, ndcY);
var p = this.getPosition();
var line = new Line(p, pickDirection);
var result = this._getPickCartesianCoordInEarthByLine(line);
return result;
}
//得到摄像机的XOZ平面的方程
private _getPlanXOZ(): Plan {
var position = this.getPosition();
var direction = this.getLightDirection();
var plan = MathUtils.getCrossPlaneByLine(position, direction);
return plan;
}
//点变换: World->NDC
private _convertVerticeFromWorldToNDC(verticeInWorld: Vertice): Vertice {
var columnWorld = [verticeInWorld.x, verticeInWorld.y, verticeInWorld.z, 1];
var columnProject = this.projViewMatrix.multiplyColumn(columnWorld);
var w = columnProject[3];
var columnNDC: number[] = [];
columnNDC[0] = columnProject[0] / w;
columnNDC[1] = columnProject[1] / w;
columnNDC[2] = columnProject[2] / w;
columnNDC[3] = 1;
var verticeInNDC = new Vertice(columnNDC[0], columnNDC[1], columnNDC[2]);
return verticeInNDC;
}
//点变换: NDC->World
private _convertVerticeFromNdcToWorld(verticeInNDC: Vertice): Vertice {
var columnNDC: number[] = [verticeInNDC.x, verticeInNDC.y, verticeInNDC.z, 1]; //NDC归一化坐标
var inverseProj = this.projMatrix.getInverseMatrix(); //投影矩阵的逆矩阵
var columnCameraTemp = inverseProj.multiplyColumn(columnNDC); //带引号的“视坐标”
var cameraX = columnCameraTemp[0] / columnCameraTemp[3];
var cameraY = columnCameraTemp[1] / columnCameraTemp[3];
var cameraZ = columnCameraTemp[2] / columnCameraTemp[3];
var cameraW = 1;
var columnCamera = [cameraX, cameraY, cameraZ, cameraW]; //真实的视坐标
var columnWorld = this.matrix.multiplyColumn(columnCamera); //单击点的世界坐标
var verticeInWorld = new Vertice(columnWorld[0], columnWorld[1], columnWorld[2]);
return verticeInWorld;
}
//点变换: Camera->World
private _convertVerticeFromCameraToWorld(verticeInCamera: Vertice): Vertice {
var verticeInCameraCopy = verticeInCamera.clone();
var column = [verticeInCameraCopy.x, verticeInCameraCopy.y, verticeInCameraCopy.z, 1];
var column2 = this.matrix.multiplyColumn(column);
var verticeInWorld = new Vertice(column2[0], column2[1], column2[2]);
return verticeInWorld;
}
//向量变换: Camera->World
private _convertVectorFromCameraToWorld(vectorInCamera: Vector): Vector {
var vectorInCameraCopy = vectorInCamera.clone();
var verticeInCamera = vectorInCameraCopy.getVertice();
var verticeInWorld = this._convertVerticeFromCameraToWorld(verticeInCamera);
var originInWorld = this.getPosition();
var vectorInWorld = Vector.verticeMinusVertice(verticeInWorld, originInWorld);
vectorInWorld.normalize();
return vectorInWorld;
}
//判断世界坐标系中的点是否在Canvas中可见
//options: verticeInNDC,threshold
private _isWorldVerticeVisibleInCanvas(verticeInWorld: Vertice, options: any = {}): boolean {
var threshold = typeof options.threshold == "number" ? Math.abs(options.threshold) : 1;
var cameraP = this.getPosition();
var dir = Vector.verticeMinusVertice(verticeInWorld, cameraP);
var line = new Line(cameraP, dir);
var pickResult = this._getPickCartesianCoordInEarthByLine(line);
if (pickResult.length > 0) {
var pickVertice = pickResult[0];
var length2Vertice = MathUtils.getLengthFromVerticeToVertice(cameraP, verticeInWorld);
var length2Pick = MathUtils.getLengthFromVerticeToVertice(cameraP, pickVertice);
if (length2Vertice < length2Pick + 5) {
if (!(options.verticeInNDC instanceof Vertice)) {
options.verticeInNDC = this._convertVerticeFromWorldToNDC(verticeInWorld);
}
var result = options.verticeInNDC.x >= -1 && options.verticeInNDC.x <= 1 && options.verticeInNDC.y >= -threshold && options.verticeInNDC.y <= 1;
return result;
}
}
return false;
}
//判断地球表面的某个经纬度在Canvas中是否应该可见
//options: verticeInNDC
private _isGeoVisibleInCanvas(lon: number, lat: number, options?: any): boolean {
var verticeInWorld = MathUtils.geographicToCartesianCoord(lon, lat);
var result = this._isWorldVerticeVisibleInCanvas(verticeInWorld, options);
return result;
}
/**
* 算法,一个切片需要渲染需要满足如下三个条件:
* 1.至少要有一个点在Canvas中可见
* 2.NDC面积足够大
* 3.形成的NDC四边形是顺时针方向
*/
//获取level层级下的可见切片
//options: threshold
getVisibleTilesByLevel(level: number, options: any = {}): TileGrid[] {
if (!(level >= 0)) {
throw "invalid level";
}
// console.time("getVisibleTilesByLevel");
var result: TileGrid[] = [];
//向左、向右、向上、向下最大的循环次数
var LOOP_LIMIT = Math.min(10, Math.pow(2, level) - 1);
var mathOptions = {
maxSize: Math.pow(2, level)
};
function checkVisible(visibleInfo: any) {
if (visibleInfo.area >= 5000 && visibleInfo.clockwise) {
if (visibleInfo.visibleCount >= 1) {
return true;
}
}
return false;
}
//处理一整行
function handleRow(centerRow: number, centerColumn: number): TileGrid[] {
var result: TileGrid[] = [];
var grid = new TileGrid(level, centerRow, centerColumn); // {level:level,row:centerRow,column:centerColumn};
var visibleInfo = this._getTileVisibleInfo(grid.level, grid.row, grid.column, options);
var isRowCenterVisible = checkVisible(visibleInfo);
if (isRowCenterVisible) {
(grid as any).visibleInfo = visibleInfo;
result.push(grid);
//向左遍历至不可见
var leftLoopTime = 0; //向左循环的次数
var leftColumn = centerColumn;
var visible: boolean;
while (leftLoopTime < LOOP_LIMIT) {
leftLoopTime++;
grid = TileGrid.getTileGridByBrother(level, centerRow, leftColumn, TileGridPosition.LEFT, mathOptions);
leftColumn = grid.column;
visibleInfo = this._getTileVisibleInfo(grid.level, grid.row, grid.column, options);
visible = checkVisible(visibleInfo);
if (visible) {
(<any>grid).visibleInfo = visibleInfo;
result.push(grid);
} else {
break;
}
}
//向右遍历至不可见
var rightLoopTime = 0; //向右循环的次数
var rightColumn = centerColumn;
while (rightLoopTime < LOOP_LIMIT) {