计算a点和b点的角度(偏行角:逆时针) function courseAngle(lng_a, lat_a, lng_b, lat_b) { //以a点为原点建立局部坐标系(东方向为x轴,北方向为y轴,垂直于地面为z轴),得到一个局部坐标到世界坐标转换的变换矩阵 var localToWorld_Matrix = Cesium.Transforms.eastNorthUpToFixedFrame(new Cesium.Cartesian3.fromDegrees(lng_a, lat_a)); //求世界坐标到局部坐标的变换矩阵 var worldToLocal_Matrix = Cesium.Matrix4.inverse(localToWorld_Matrix, new Cesium.Matrix4()); //a点在局部坐标的位置,其实就是局部坐标原点 var localPosition_A = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, new Cesium.Cartesian3.fromDegrees(lng_a, lat_a), new Cesium.Cartesian3()); //B点在以A点为原点的局部的坐标位置 var localPosition_B = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, new Cesium.Cartesian3.fromDegrees(lng_b, lat_b), new Cesium.Cartesian3()); //弧度 var angle = Math.atan2((localPosition_B.y-localPosition_A.y), (localPosition_B.x-localPosition_A.x)) //角度 var theta = angle*(180/Math.PI); if (theta < 0) { theta = theta + 360; } return theta; } 计算a点和b点的角度(俯仰角:逆时针) function coursePitchAngle(lng_a, lat_a, alt_a, lng_b, lat_b, alt_b) { //以a点为原点建立局部坐标系(东方向为x轴,北方向为y轴,垂直于地面为z轴),得到一个局部坐标到世界坐标转换的变换矩阵 var localToWorld_Matrix = Cesium.Transforms.eastNorthUpToFixedFrame(new Cesium.Cartesian3.fromDegrees(lng_a, lat_a, alt_a)); //求世界坐标到局部坐标的变换矩阵 var worldToLocal_Matrix = Cesium.Matrix4.inverse(localToWorld_Matrix, new Cesium.Matrix4()); //a点在局部坐标的位置,其实就是局部坐标原点 var localPosition_A = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, new Cesium.Cartesian3.fromDegrees(lng_a, lat_a, alt_a), new Cesium.Cartesian3()); //B点在以A点为原点的局部的坐标位置 var localPosition_B = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, new Cesium.Cartesian3.fromDegrees(lng_b, lat_b, alt_b), new Cesium.Cartesian3()); //弧度 var angle = Math.atan2((localPosition_B.z-localPosition_A.z), (localPosition_B.x-localPosition_A.x)) //角度 var theta = angle*(180/Math.PI); if (theta < 0) { theta = theta + 360; } return theta; } 实例:根据实时目标运行坐标点计算目标的位置及方位(pathPosition:自定义参数,记录目标实时运行的坐标点集合) function updateOrientation(targetEntity){ var pathPosition = targetEntity.pathPosition; // 前一个坐标点 var preIndex = 0; if(pathPosition.length > 1){ preIndex = pathPosition.length-2; } var prevPosition = Cesium.Cartesian3.fromDegrees(pathPosition[preIndex][0], pathPosition[preIndex][1], pathPosition[preIndex][2]); // 当前坐标点 var currentIndex = pathPosition.length-1; var currentPosition = Cesium.Cartesian3.fromDegrees(pathPosition[currentIndex][0], pathPosition[currentIndex][1], pathPosition[currentIndex][2]); // 计算a点和b点的角度(偏行角) var angle = courseAngle(pathPosition[preIndex][0], pathPosition[preIndex][1],pathPosition[currentIndex][0], pathPosition[currentIndex][1]); angle = 360 - Number(angle.toFixed(0)); // 计算a点和b点的角度(俯仰角) var pitchAngle = coursePitchAngle(pathPosition[currentIndex][0], pathPosition[currentIndex][1], pathPosition[currentIndex][2], pathPosition[preIndex][0], pathPosition[preIndex][1], pathPosition[preIndex][2]); pitchAngle = Number(pitchAngle.toFixed(0)); if(pitchAngle > 180){ pitchAngle = 360 - pitchAngle; }else{ pitchAngle = 180 + pitchAngle; } // 根据“俯仰角、偏行角、滚转角”得到目标方位 var gheading = Cesium.Math.toRadians(angle); var gpitch = Cesium.Math.toRadians(pitchAngle); var groll = Cesium.Math.toRadians(0); var hpr = new Cesium.HeadingPitchRoll(gheading, gpitch, groll); var orientation = Cesium.Transforms.headingPitchRollQuaternion(prevPosition, hpr); targetEntity.orientation = orientation; } 根据实体方位计算角度 // 计算四元数 var _angle = targetEntity.orientation.getValue(viewer.clock.currentTime); // 计算旋转角(弧度) var hpr = Cesium.HeadingPitchRoll.fromQuaternion(_angle); // 得到角度 var heading = Cesium.Math.toDegrees(hpr.heading); var pitch = Cesium.Math.toDegrees(hpr.pitch); var roll = Cesium.Math.toDegrees(hpr.roll); console.log('heading : ' + heading, 'pitch : ' + pitch, 'roll : ' + roll); pitch是围绕X轴旋转,也叫做俯仰角 heading(yaw)是围绕Y轴旋转,也叫偏航角,(平行于z轴,就是水平旋转的,其他同理) roll是围绕Z轴旋转,也叫翻滚角