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HTML

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