114 lines
4.1 KiB
HTML
114 lines
4.1 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 name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
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<meta name="description" content="Multiple views synced across time and space.">
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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 type="text/javascript" src="../../../ThirdParty/requirejs-2.1.20/require.js"></script>
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<script type="text/javascript">
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require.config({
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baseUrl : '../../../Source',
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waitSeconds : 60
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});
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</script>
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</head>
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<body class="sandcastle-loading" data-sandcastle-bucket="bucket-requirejs.html">
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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(Math.floor(view3D.canvas.clientWidth / 2), Math.floor(view3D.canvas.clientHeight / 2));
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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(worldPosition, view3D.scene.camera.positionWC);
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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(worldPosition, new Cesium.Cartesian3(0.0, 0.0, distance));
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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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startup(Cesium);
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} else if (typeof require === 'function') {
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require(['Cesium'], startup);
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}
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</script>
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</body>
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</html>
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