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130 lines
4.7 KiB
HTML
130 lines
4.7 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<meta
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name="viewport"
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content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"
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/>
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<meta
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name="description"
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content="Multiple views synced across time and space."
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/>
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<meta name="cesium-sandcastle-labels" content="Beginner, Showcases" />
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<title>Cesium Demo</title>
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<script type="text/javascript" src="../Sandcastle-header.js"></script>
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<script
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type="text/javascript"
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src="../../../Build/CesiumUnminified/Cesium.js"
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nomodule
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></script>
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<script type="module" src="../load-cesium-es6.js"></script>
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</head>
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<body
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class="sandcastle-loading"
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data-sandcastle-bucket="bucket-requirejs.html"
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>
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<style>
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@import url(../templates/bucket.css);
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#cesiumContainer {
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display: flex;
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width: 100%;
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height: 100%;
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}
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#view3D {
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display: inline-block;
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width: 100%;
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}
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#view2D {
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display: inline-block;
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width: 100%;
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}
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</style>
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<div id="cesiumContainer" class="fullSize">
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<div id="view3D"></div>
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<div id="view2D"></div>
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</div>
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<div id="loadingOverlay"><h1>Loading...</h1></div>
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<div id="toolbar"></div>
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<script id="cesium_sandcastle_script">
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function startup(Cesium) {
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"use strict";
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//Sandcastle_Begin
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// We want our two views to be synced across time, so we create
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// a shared clock object that both views share
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var clockViewModel = new Cesium.ClockViewModel();
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var options3D = {
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fullscreenButton: false,
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sceneModePicker: false,
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clockViewModel: clockViewModel,
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};
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var options2D = {
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homeButton: false,
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fullscreenButton: false,
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sceneModePicker: false,
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clockViewModel: clockViewModel,
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infoBox: false,
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geocoder: false,
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sceneMode: Cesium.SceneMode.SCENE2D,
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navigationHelpButton: false,
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animation: false,
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};
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// We create two viewers, a 2D and a 3D one
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// The CSS is set up to place them side by side
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var view3D = new Cesium.Viewer("view3D", options3D);
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var view2D = new Cesium.Viewer("view2D", options2D);
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var worldPosition;
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var distance;
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function sync2DView() {
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// The center of the view is the point that the 3D camera is focusing on
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var viewCenter = new Cesium.Cartesian2(
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Math.floor(view3D.canvas.clientWidth / 2),
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Math.floor(view3D.canvas.clientHeight / 2)
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);
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// Given the pixel in the center, get the world position
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var newWorldPosition = view3D.scene.camera.pickEllipsoid(viewCenter);
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if (Cesium.defined(newWorldPosition)) {
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// Guard against the case where the center of the screen
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// does not fall on a position on the globe
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worldPosition = newWorldPosition;
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}
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// Get the distance between the world position of the point the camera is focusing on, and the camera's world position
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distance = Cesium.Cartesian3.distance(
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worldPosition,
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view3D.scene.camera.positionWC
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);
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// Tell the 2D camera to look at the point of focus. The distance controls how zoomed in the 2D view is
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// (try replacing `distance` in the line below with `1e7`. The view will still sync, but will have a constant zoom)
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view2D.scene.camera.lookAt(
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worldPosition,
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new Cesium.Cartesian3(0.0, 0.0, distance)
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);
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}
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// Apply our sync function every time the 3D camera view changes
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view3D.camera.changed.addEventListener(sync2DView);
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// By default, the `camera.changed` event will trigger when the camera has changed by 50%
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// To make it more sensitive, we can bring down this sensitivity
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view3D.camera.percentageChanged = 0.01;
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// Since the 2D view follows the 3D view, we disable any
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// camera movement on the 2D view
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view2D.scene.screenSpaceCameraController.enableRotate = false;
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view2D.scene.screenSpaceCameraController.enableTranslate = false;
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view2D.scene.screenSpaceCameraController.enableZoom = false;
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view2D.scene.screenSpaceCameraController.enableTilt = false;
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view2D.scene.screenSpaceCameraController.enableLook = false;
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//Sandcastle_End
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Sandcastle.finishedLoading();
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}
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if (typeof Cesium !== "undefined") {
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window.startupCalled = true;
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startup(Cesium);
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}
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</script>
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</body>
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</html>
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