[英]Cesium WebGL Camera Rotate, How to Stop the Rotation
OK, first time using Cesium. 好的,第一次使用Cesium。 I have a simple, non-advanced question that I posted a couple times on their forms but no one is responding.
我有一个简单的,非高级的问题,我在他们的表单上发布了几次,但没有人回应。 So I thought I'd try here.
所以我想我会在这里试试。
All I need to do is figure out how to stop an event before invoking another. 我需要做的就是弄清楚如何在调用另一个事件之前停止一个事件。 Here's an example of what's happening.
这是一个正在发生的事情的例子。 The globe spins on user-connect, but I need it to stop if they then click on "fly me home", etc.
地球在用户连接上旋转,但如果他们点击“飞回家”等我需要它停止。
Code below. 代码如下。
So the arg in spinGlobe is the spinRate. 所以spinGlobe中的arg是spinRate。 If I pass in 0.0 on the inital connect, it won't rotate.
如果我在初始连接上传入0.0,它将不会旋转。 Perfect.
完善。 So I though that if a click event ( user clicks fly me home ) then invoked spinGlobe(0.0) that the globe would stop rotating.
所以我觉得如果点击事件(用户点击飞回家),则调用spinGlobe(0.0)表示地球将停止旋转。 But it doesn't.
但事实并非如此。 Can I not dynamically change the spinRate?
我可以不动态更改spinRate吗? Or am I going about this all wrong?
或者我这样做是错的?
spinGlobe( 0.5 )
function spinGlobe( dynamicRate )
var previousTime = Date.now();
viewer.clock.onTick.addEventListener(function( clock ) {
var spinRate = dynamicRate;
var currentTime = Date.now();
var delta = ( currentTime - previousTime ) / 1000;
previousTime = currentTime;
viewer.scene.camera.rotate(Cesium.Cartesian3.UNIT_Z, -spinRate * delta);
});
}
spinGlobe( dynamicRate ){
var previousTime = Date.now();
this.viewer.scene.postRender.addEventListener(function (scene, time){
var spinRate = dynamicRate;
var currentTime = Date.now();
var delta = ( currentTime - previousTime ) / 1000;
previousTime = currentTime;
this.viewer.scene.camera.rotate(Cesium.Cartesian3.UNIT_Z, -spinRate * delta);
});
}
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