fix: 修复3D地球坐标映射多个严重bug

## Bug修复详情

### 1. 致命错误:球面距离计算 (calculateDistance)
- 问题:使用勾股定理计算经纬度距离,在球体表面完全错误
- 修复:改用Haversine公式计算球面大圆距离
- 影响:赤道1度=111km,极地1度=19km,原计算误差巨大

### 2. 经度范围规范化 (vector3ToLatLon)
- 问题:Math.atan2返回[-180°,180°],转换后可能超出标准范围
- 修复:添加while循环规范化到[-180, 180]区间
- 影响:避免本初子午线附近返回360°的异常值

### 3. 屏幕坐标转换支持非全屏 (screenToEarthCoords)
- 问题:假设Canvas永远全屏,非全屏时点击偏移严重
- 修复:新增domElement参数,使用getBoundingClientRect()计算相对坐标
- 影响:嵌入式3D地球组件也能精准拾取

### 4. 地球旋转时经纬度映射错误
- 问题:Raycaster返回世界坐标,未考虑地球自转
- 修复:使用earth.worldToLocal()转换到本地坐标空间
- 影响:地球旋转时经纬度显示正确跟随

## 新增功能

- CelesTrak卫星数据采集器
- Space-Track卫星数据采集器
- 卫星可视化模块(500颗,实时SGP4轨道计算)
- 海底光缆悬停显示info-card
- 统一info-card组件
- 工具栏按钮(Stellarium风格)
- 缩放控制(百分比显示)
- Docker volume映射(代码热更新)

## 文件变更

- utils.js: 坐标转换核心逻辑修复
- satellites.js: 新增卫星可视化
- cables.js: 悬停交互支持
- main.js: 悬停/锁定逻辑
- controls.js: 工具栏UI
- info-card.js: 统一卡片组件
- docker-compose.yml: volume映射
- restart.sh: 简化重启脚本
This commit is contained in:
rayd1o
2026-03-17 04:10:24 +08:00
parent 02991730e5
commit c82e1d5a04
26 changed files with 1770 additions and 248 deletions

View File

@@ -20,7 +20,11 @@ export function latLonToVector3(lat, lon, radius = CONFIG.earthRadius) {
export function vector3ToLatLon(vector) {
const radius = Math.sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
const lat = 90 - (Math.acos(vector.y / radius) * 180 / Math.PI);
const lon = (Math.atan2(vector.z, -vector.x) * 180 / Math.PI) - 180;
let lon = (Math.atan2(vector.z, -vector.x) * 180 / Math.PI) - 180;
while (lon <= -180) lon += 360;
while (lon > 180) lon -= 360;
return {
lat: parseFloat(lat.toFixed(4)),
@@ -30,26 +34,43 @@ export function vector3ToLatLon(vector) {
}
// Convert screen coordinates to Earth surface 3D coordinates
export function screenToEarthCoords(x, y, camera, earth) {
export function screenToEarthCoords(clientX, clientY, camera, earth, domElement = document.body) {
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2(
(x / window.innerWidth) * 2 - 1,
-(y / window.innerHeight) * 2 + 1
);
const mouse = new THREE.Vector2();
if (domElement === document.body) {
mouse.x = (clientX / window.innerWidth) * 2 - 1;
mouse.y = -(clientY / window.innerHeight) * 2 + 1;
} else {
const rect = domElement.getBoundingClientRect();
mouse.x = ((clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((clientY - rect.top) / rect.height) * 2 + 1;
}
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(earth);
if (intersects.length > 0) {
return intersects[0].point;
const localPoint = intersects[0].point.clone();
earth.worldToLocal(localPoint);
return localPoint;
}
return null;
}
// Calculate simplified distance between two points
export function calculateDistance(lat1, lon1, lat2, lon2) {
const dx = lon2 - lon1;
const dy = lat2 - lat1;
return Math.sqrt(dx * dx + dy * dy);
// Calculate accurate spherical distance between two points (Haversine formula)
export function calculateDistance(lat1, lon1, lat2, lon2, radius = CONFIG.earthRadius) {
const toRad = (angle) => (angle * Math.PI) / 180;
const dLat = toRad(lat2 - lat1);
const dLon = toRad(lon2 - lon1);
const a = Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(toRad(lat1)) * Math.cos(toRad(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2);
const c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
return radius * c;
}