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May 4, 2018 08:57
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var viewer = new Cesium.Viewer('cesiumContainer'); | |
var scene = viewer.scene; | |
var camera = viewer.camera; | |
var destination = new Cesium.Cartesian3(); | |
function flyToLocation() { | |
// Create callback for browser's geolocation | |
viewer.camera.flyTo({ | |
destination : Cesium.Cartesian3.fromDegrees(9.38680366,47.66823984, 20.0) | |
}); | |
} | |
flyToLocation(); | |
var currentScreenOrientation = window.orientation || 0; // active default | |
// THIS ALLOWS YOU TO USE THE PHONE TO CONTROL THE CESIUM CAMERA VIEW | |
if (window.DeviceOrientationEvent) { | |
window.addEventListener('deviceorientation', onDeviceOrientationChanged, false); | |
} | |
/** | |
* Rotation Matrix functions | |
* Convert Yaw/alpha/Z, Pitch/beta/X, Roll/gamma/Y to and from rotation matrix, apply transformations | |
* | |
* @author Rich Tibbett <https://dev.opera.com/articles/w3c-device-orientation-usage/>, Nghia Ho <http://nghiaho.com/?page_id=846>, Derek Wee | |
* @copyright | |
* @version 0.1 | |
* @license | |
*/ | |
window.addEventListener('orientationchange', function() { | |
currentScreenOrientation = window.orientation; | |
}, false); | |
var degtorad = Math.PI / 180; // Degree-to-Radian conversion | |
//R.1: Converting deviceorientation angles to a Rotation Matrix representation | |
function getBaseRotationMatrix( alpha, beta, gamma ) { | |
var _x = beta ? beta * degtorad : 0; // beta value | |
var _y = gamma ? gamma * degtorad : 0; // gamma value | |
var _z = alpha ? alpha * degtorad : 0; // alpha value | |
var cX = Math.cos( _x ); | |
var cY = Math.cos( _y ); | |
var cZ = Math.cos( _z ); | |
var sX = Math.sin( _x ); | |
var sY = Math.sin( _y ); | |
var sZ = Math.sin( _z ); | |
// | |
// ZXY-ordered rotation matrix construction. | |
// | |
var m11 = cZ * cY - sZ * sX * sY; | |
var m12 = - cX * sZ; | |
var m13 = cY * sZ * sX + cZ * sY; | |
var m21 = cY * sZ + cZ * sX * sY; | |
var m22 = cZ * cX; | |
var m23 = sZ * sY - cZ * cY * sX; | |
var m31 = - cX * sY; | |
var m32 = sX; | |
var m33 = cX * cY; | |
return [ | |
m11, m12, m13, | |
m21, m22, m23, | |
m31, m32, m33 | |
]; | |
} | |
//R.2: Fixing our rotation matrix frame relative to the current screen orientation | |
function getScreenTransformationMatrix( screenOrientation ) { | |
var orientationAngle = screenOrientation ? screenOrientation * degtorad : 0; | |
var cA = Math.cos( orientationAngle ); | |
var sA = Math.sin( orientationAngle ); | |
// Construct our screen transformation matrix | |
var r_s = [ | |
cA, -sA, 0, | |
sA, cA, 0, | |
0, 0, 1 | |
]; | |
return r_s; | |
} | |
//R.3: Fix our rotation matrix frame relative to our application’s world orientation (rotation around x-axis) | |
function getWorldTransformationMatrix() { | |
var x = -90 * degtorad; | |
var cA = Math.cos( x ); | |
var sA = Math.sin( x ); | |
// Construct our world transformation matrix | |
var r_w = [ | |
1, 0, 0, | |
0, cA, -sA, | |
0, sA, cA | |
]; | |
return r_w; | |
} | |
//R.4: Computing our final rotation matrix representation | |
function matrixMultiply( a, b ) { | |
var final = []; | |
final[0] = a[0] * b[0] + a[1] * b[3] + a[2] * b[6]; | |
final[1] = a[0] * b[1] + a[1] * b[4] + a[2] * b[7]; | |
final[2] = a[0] * b[2] + a[1] * b[5] + a[2] * b[8]; | |
final[3] = a[3] * b[0] + a[4] * b[3] + a[5] * b[6]; | |
final[4] = a[3] * b[1] + a[4] * b[4] + a[5] * b[7]; | |
final[5] = a[3] * b[2] + a[4] * b[5] + a[5] * b[8]; | |
final[6] = a[6] * b[0] + a[7] * b[3] + a[8] * b[6]; | |
final[7] = a[6] * b[1] + a[7] * b[4] + a[8] * b[7]; | |
final[8] = a[6] * b[2] + a[7] * b[5] + a[8] * b[8]; | |
return final; | |
} | |
//Returns a 3 x 3 rotation matrix as an array | |
function computeMatrix(alpha, beta, gamma, currentScreenOrientation) { | |
var rotationMatrix = getBaseRotationMatrix( | |
alpha, | |
beta, | |
gamma | |
); // R | |
var screenTransform = getScreenTransformationMatrix( currentScreenOrientation ); // r_s | |
var screenAdjustedMatrix = matrixMultiply( rotationMatrix, screenTransform ); // R_s | |
var worldTransform = getWorldTransformationMatrix(); // r_w | |
var finalMatrix = matrixMultiply( screenAdjustedMatrix, worldTransform ); // R_w | |
return finalMatrix; // [ m11, m12, m13, m21, m22, m23, m31, m32, m33 ] | |
} | |
function getYawPitchRoll(rotationMatrix) { | |
var rm11 = rotationMatrix[0]; var rm12 = rotationMatrix[1]; var rm13 = rotationMatrix[2]; | |
var rm21 = rotationMatrix[3]; var rm22 = rotationMatrix[4]; var rm23 = rotationMatrix[5]; | |
var rm31 = rotationMatrix[6]; var rm32 = rotationMatrix[7]; var rm33 = rotationMatrix[8]; | |
var yaw = Math.atan2(rm21, rm11); | |
var pitch = Math.atan2(rm32, rm33); | |
var roll = Math.atan2(rm31, Math.sqrt(Math.pow(rm32,2) + Math.pow(rm33,2))); | |
return [yaw, pitch, roll]; //[yaw, pitch, roll] | |
} | |
function onDeviceOrientationChanged(eventData) { | |
var beta = eventData.beta; | |
var gamma = eventData.gamma; | |
var alpha = eventData.alpha; | |
var matrix = computeMatrix(alpha, beta, gamma, currentScreenOrientation); | |
var YawPitchRoll = getYawPitchRoll(matrix); | |
console.log(YawPitchRoll); | |
viewer.camera.setView({ | |
orientation : { | |
heading : -YawPitchRoll[0], | |
pitch : YawPitchRoll[1], | |
roll: -YawPitchRoll[2] | |
} | |
}); | |
} |
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