1.Scene.prototype.pickPositionWorldCoordinates 根據(jù)屏幕坐標(biāo)獲取世界坐標(biāo)
2妇拯,Scene.prototype.pickPosition? 根據(jù)屏幕坐標(biāo)獲取世界坐標(biāo)
3蔚润,Scene.prototype.drillPick 通過屏幕坐標(biāo)拾取多個(gè)對象
4谐岁,Scene.prototype.pickFromRay 通過射線拾取第一個(gè)3d對象
5狮斗,Scene.prototype.drillPickFromRay 通過射線拾取多個(gè)3d對象
6牧抵,Scene.prototype.pickFromRayMostDetailed 異步拾取3d對象
7灭袁, Scene.prototype.drillPickFromRayMostDetailed? 異步拾取多個(gè)3d對象
8实昨,Scene.prototype.sampleHeight 根據(jù)當(dāng)前弧度坐標(biāo)獲取3d高度
9洞豁,Scene.prototype.clampToHeight 根據(jù)當(dāng)前世界坐標(biāo)位置獲取3d對象
10,Scene.prototype.sampleHeightMostDetailed異步獲取當(dāng)前位置的高度
11,Scene.prototype.clampToHeightMostDetailed 異步獲取當(dāng)前位置的3d對象
12丈挟,Scene.prototype.cartesianToCanvasCoordinates 世界坐標(biāo)轉(zhuǎn)canvas坐標(biāo)
13刁卜,Camera.prototype.pickEllipsoid 根據(jù)屏幕坐標(biāo)返回橢球體坐標(biāo)或者2維地圖上的坐標(biāo)
14,Camera.prototype.getPickRay 以相機(jī)位置為起點(diǎn)曙咽,屏幕坐標(biāo)位置為終點(diǎn)做一條射線
15,Scene.prototype.requestRender 手動(dòng)場景渲染蛔趴,每調(diào)一次手動(dòng)觸發(fā)一次渲染
16,Scene.prototype.forceRender 強(qiáng)制場景進(jìn)行渲染
17例朱,Scene.prototype.pick 通過屏幕坐標(biāo)拾取3d對象
18夺脾,Camera.prototype.distanceToBoundingSphere 相機(jī)到橢球體的距離
19,Camera.prototype.viewBoundingSphere 將相機(jī)看向球體中心
20茉继,Camera.prototype.flyToBoundingSphere 飛向球體中心
21咧叭,getRectangleCameraCoordinates 通過視圖矩形獲取相機(jī)位置
21,Camera.prototype.computeViewRectangle 返回相機(jī)在球體上的可視范圍矩形
22烁竭,Cesium.Cartesian3.lerp 根據(jù)兩個(gè)點(diǎn)和插值數(shù)量進(jìn)行插值
23.Quaternion.fromAxisAngle 沿某個(gè)軸旋轉(zhuǎn)角度之后菲茬,返回新的位置,是一個(gè)四元數(shù)
24派撕,獲取視圖范圍?varRectangle =this.viewer.camera.computeViewRectangle();
25婉弹,獲取Zoom?this.viewer.camera.moveEnd.addEventListener(this.onMoveendMap);//監(jiān)聽地圖移動(dòng)完成事件onMoveendMap = () => {
const me =this;//獲取當(dāng)前相機(jī)高度let height = Math.ceil(me.viewer.camera.positionCartographic.height);
let zoom = me.heightToZoom(height);
26,Globe.prototype.pick 返回地球上相交的點(diǎn)
27终吼,Globe.prototype.pickWorldCoordinates 返回地球上相交點(diǎn)的坐標(biāo)
28镀赌,Cesium.sampleTerrainMostDetailed(terrainProvider, positions);根據(jù)地形求地形上點(diǎn)的高度
29,Globe.prototype.getHeight(cartographic)根據(jù)經(jīng)緯度獲取地球上的高度
30,new?Cesium.HeadingPitchRoll(Math.PI,?Math.PI,?Math.PI);設(shè)置歐拉角 弧度
31际跪,HeadingPitchRoll.fromQuaternion?=?function?(quaternion,?result) 從四元數(shù)轉(zhuǎn)成歐拉角
32商佛,HeadingPitchRoll.fromDegrees?=?function?(heading,?pitch,?roll,?result) 用經(jīng)緯度生成歐拉角
33.Plane.projectPointOntoPlane?=?function?(plane,?point,?result)點(diǎn)到平面的投影
34.Plane.getPointDistance?=?function?(plane,?point)點(diǎn)到平面的距離
35.Transforms.eastNorthUpToFixedFrame?傳入一個(gè)世界坐標(biāo),以地球東-北-上方向?yàn)閰⒖枷瞪梢粋€(gè)矩陣
36.Transforms.northEastDownToFixedFrame?傳入一個(gè)世界坐標(biāo)姆打,以地球北-東-下方向?yàn)閰⒖枷瞪梢粋€(gè)矩陣
37.Transforms.headingPitchRollToFixedFrame(origin,headingPitchRoll) 傳入一個(gè)坐標(biāo)和歐拉角得到一個(gè)矩陣
38.Transforms.headingPitchRollQuaternion(origin,headingPitchRoll) 傳入一個(gè)坐標(biāo)和歐拉角得到一個(gè)四元數(shù)
39.Transforms.fixedFrameToHeadingPitchRoll 傳入一個(gè)矩陣得到歐拉角
40.SceneTransforms.wgs84ToWindowCoordinates (scene,?position,?result) 將場景里的某個(gè)世界坐標(biāo)位置轉(zhuǎn)成屏幕坐標(biāo)
41.SceneTransforms.wgs84ToDrawingBufferCoordinates(scene,?position,?result)?將場景里的某個(gè)世界坐標(biāo)位置轉(zhuǎn)成換圖形緩沖區(qū)坐標(biāo)
42.SceneTransforms.transformWindowToDrawingBuffer(scene,windowPosition,result)將屏幕坐標(biāo)轉(zhuǎn)換成圖形緩沖區(qū)坐標(biāo)
43.SceneTransforms.clipToGLWindowCoordinates(viewport,position,result)將裁剪坐標(biāo)轉(zhuǎn)成窗口坐標(biāo)
44.SceneTransforms.drawingBufferToWgs84Coordinates(scene,drawingBufferPosition,depth,result)將緩沖區(qū)坐標(biāo)轉(zhuǎn)成世界坐標(biāo)