## 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
77 lines
2.4 KiB
JavaScript
77 lines
2.4 KiB
JavaScript
// utils.js - Utility functions for coordinate conversion
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import * as THREE from 'three';
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import { CONFIG } from './constants.js';
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// Convert latitude/longitude to 3D vector
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export function latLonToVector3(lat, lon, radius = CONFIG.earthRadius) {
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const phi = (90 - lat) * (Math.PI / 180);
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const theta = (lon + 180) * (Math.PI / 180);
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const x = -(radius * Math.sin(phi) * Math.cos(theta));
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const z = radius * Math.sin(phi) * Math.sin(theta);
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const y = radius * Math.cos(phi);
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return new THREE.Vector3(x, y, z);
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}
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// Convert 3D vector to latitude/longitude
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export function vector3ToLatLon(vector) {
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const radius = Math.sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
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const lat = 90 - (Math.acos(vector.y / radius) * 180 / Math.PI);
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let lon = (Math.atan2(vector.z, -vector.x) * 180 / Math.PI) - 180;
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while (lon <= -180) lon += 360;
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while (lon > 180) lon -= 360;
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return {
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lat: parseFloat(lat.toFixed(4)),
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lon: parseFloat(lon.toFixed(4)),
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alt: radius - CONFIG.earthRadius
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};
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}
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// Convert screen coordinates to Earth surface 3D coordinates
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export function screenToEarthCoords(clientX, clientY, camera, earth, domElement = document.body) {
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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if (domElement === document.body) {
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mouse.x = (clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(clientY / window.innerHeight) * 2 + 1;
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} else {
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const rect = domElement.getBoundingClientRect();
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mouse.x = ((clientX - rect.left) / rect.width) * 2 - 1;
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mouse.y = -((clientY - rect.top) / rect.height) * 2 + 1;
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}
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObject(earth);
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if (intersects.length > 0) {
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const localPoint = intersects[0].point.clone();
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earth.worldToLocal(localPoint);
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return localPoint;
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}
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return null;
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}
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// Calculate accurate spherical distance between two points (Haversine formula)
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export function calculateDistance(lat1, lon1, lat2, lon2, radius = CONFIG.earthRadius) {
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const toRad = (angle) => (angle * Math.PI) / 180;
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const dLat = toRad(lat2 - lat1);
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const dLon = toRad(lon2 - lon1);
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const a = Math.sin(dLat / 2) * Math.sin(dLat / 2) +
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Math.cos(toRad(lat1)) * Math.cos(toRad(lat2)) *
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Math.sin(dLon / 2) * Math.sin(dLon / 2);
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const c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
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return radius * c;
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}
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