TL;DR:此答案末尾包含用于概念证明的 JavaScript 代码。
全景图像的航向和俯仰参数h0和p0对应一个方向。通过使用相机的焦距f缩放这个方向向量,可以得到视口中心(x0, y0, z0)(u0, v0)的3D坐标:
x0 = f * cos( p0 ) * sin( h0 )
y0 = f * cos( p0 ) * cos( h0 )
z0 = f * sin( p0 )
现在的目标是找到图像中某个给定像素坐标(u, v) 的点的3D 坐标。首先,将这些像素坐标映射到视口中心的像素偏移(du, dv)(向右和顶部):
du = u - u0 = u - w / 2
dv = v0 - v = h / 2 - v
然后必须找到 3D 视口的局部正交 2D 基础。单位向量(ux, uy, uz) 支持图像的x 轴(沿着增加航向的方向向右),向量(vx, vy, vz) 支持图像的y 轴(沿着增加间距的方向向上)。一旦确定了这两个向量,与视口中(du, dv) 像素偏移量匹配的视口上的点的 3D 坐标就是:
x = x0 + du * ux + dv * vx
y = y0 + du * uy + dv * vy
z = z0 + du * uz + dv * vz
那么此时的航向和俯仰参数h 和p 是:
R = sqrt( x * x + y * y + z * z )
h = atan2( x, y )
p = asin( z / R )
最后得到(ux, uy, uz)和(vx, vy, vz)这两个单位向量,通过(p0, h0)处的航向和俯仰参数计算球坐标的导数,应该得到:
vx = -sin( p0 ) * sin ( h0 )
vy = -sin( p0 ) * cos ( h0 )
vz = cos( p0 )
ux = sgn( cos ( p0 ) ) * cos( h0 )
uy = -sgn( cos ( p0 ) ) * sin( h0 )
uz = 0
如果a >= 0 则sgn( a ) 是+1 否则-1。
补充:
-
焦距来源于水平视野和图像宽度:
f = (w / 2) / Math.tan(fov / 2)
-
从航向和俯仰参数到像素坐标的反向映射可以类似地完成:
- 找到指定航向和俯仰参数对应的射线方向的3D坐标
(x, y, z),
- 找到与视口中心相对应的射线方向的 3D 坐标
(x0, y0, z0)(关联的图像平面位于 (x0, y0, z0),法线为 (x0, y0, z0)),
- 将指定航向和俯仰参数的射线与图像平面相交,这给出了与视口中心的 3D 偏移,
- 在本地投影这个 3D 偏移,得到 2D 偏移
du 和 dv
- 将
du 和dv 映射到绝对像素坐标。
在实践中,这种方法似乎在方形和矩形视口上都同样适用。
概念证明代码(在包含具有“全景”id 的大小画布元素的网页上调用 onLoad() 函数)
'use strict';
var viewer;
function onClick(e) {
viewer.click(e);
}
function onLoad() {
var element = document.getElementById("panorama");
viewer = new PanoramaViewer(element);
viewer.update();
}
function PanoramaViewer(element) {
this.element = element;
this.width = element.width;
this.height = element.height;
this.pitch = 0;
this.heading = 0;
element.addEventListener("click", onClick, false);
}
PanoramaViewer.FOV = 90;
PanoramaViewer.prototype.makeUrl = function() {
var fov = PanoramaViewer.FOV;
return "https://maps.googleapis.com/maps/api/streetview?location=40.457375,-80.009353&size=" + this.width + "x" + this.height + "&fov=" + fov + "&heading=" + this.heading + "&pitch=" + this.pitch;
}
PanoramaViewer.prototype.update = function() {
var element = this.element;
element.style.backgroundImage = "url(" + this.makeUrl() + ")";
var width = this.width;
var height = this.height;
var context = element.getContext('2d');
context.strokeStyle = '#FFFF00';
context.beginPath();
context.moveTo(0, height / 2);
context.lineTo(width, height / 2);
context.stroke();
context.beginPath();
context.moveTo(width / 2, 0);
context.lineTo(width / 2, height);
context.stroke();
}
function sgn(x) {
return x >= 0 ? 1 : -1;
}
PanoramaViewer.prototype.unmap = function(heading, pitch) {
var PI = Math.PI
var cos = Math.cos;
var sin = Math.sin;
var tan = Math.tan;
var fov = PanoramaViewer.FOV * PI / 180.0;
var width = this.width;
var height = this.height;
var f = 0.5 * width / tan(0.5 * fov);
var h = heading * PI / 180.0;
var p = pitch * PI / 180.0;
var x = f * cos(p) * sin(h);
var y = f * cos(p) * cos(h);
var z = f * sin(p);
var h0 = this.heading * PI / 180.0;
var p0 = this.pitch * PI / 180.0;
var x0 = f * cos(p0) * sin(h0);
var y0 = f * cos(p0) * cos(h0);
var z0 = f * sin(p0);
//
// Intersect the ray O, v = (x, y, z)
// with the plane at M0 of normal n = (x0, y0, z0)
//
// n . (O + t v - M0) = 0
// t n . v = n . M0 = f^2
//
var t = f * f / (x0 * x + y0 * y + z0 * z);
var ux = sgn(cos(p0)) * cos(h0);
var uy = -sgn(cos(p0)) * sin(h0);
var uz = 0;
var vx = -sin(p0) * sin(h0);
var vy = -sin(p0) * cos(h0);
var vz = cos(p0);
var x1 = t * x;
var y1 = t * y;
var z1 = t * z;
var dx10 = x1 - x0;
var dy10 = y1 - y0;
var dz10 = z1 - z0;
// Project on the local basis (u, v) at M0
var du = ux * dx10 + uy * dy10 + uz * dz10;
var dv = vx * dx10 + vy * dy10 + vz * dz10;
return {
u: du + width / 2,
v: height / 2 - dv,
};
}
PanoramaViewer.prototype.map = function(u, v) {
var PI = Math.PI;
var cos = Math.cos;
var sin = Math.sin;
var tan = Math.tan;
var sqrt = Math.sqrt;
var atan2 = Math.atan2;
var asin = Math.asin;
var fov = PanoramaViewer.FOV * PI / 180.0;
var width = this.width;
var height = this.height;
var h0 = this.heading * PI / 180.0;
var p0 = this.pitch * PI / 180.0;
var f = 0.5 * width / tan(0.5 * fov);
var x0 = f * cos(p0) * sin(h0);
var y0 = f * cos(p0) * cos(h0);
var z0 = f * sin(p0);
var du = u - width / 2;
var dv = height / 2 - v;
var ux = sgn(cos(p0)) * cos(h0);
var uy = -sgn(cos(p0)) * sin(h0);
var uz = 0;
var vx = -sin(p0) * sin(h0);
var vy = -sin(p0) * cos(h0);
var vz = cos(p0);
var x = x0 + du * ux + dv * vx;
var y = y0 + du * uy + dv * vy;
var z = z0 + du * uz + dv * vz;
var R = sqrt(x * x + y * y + z * z);
var h = atan2(x, y);
var p = asin(z / R);
return {
heading: h * 180.0 / PI,
pitch: p * 180.0 / PI
};
}
PanoramaViewer.prototype.click = function(e) {
var rect = e.target.getBoundingClientRect();
var u = e.clientX - rect.left;
var v = e.clientY - rect.top;
var uvCoords = this.unmap(this.heading, this.pitch);
console.log("current viewport center");
console.log(" heading: " + this.heading);
console.log(" pitch: " + this.pitch);
console.log(" u: " + uvCoords.u)
console.log(" v: " + uvCoords.v);
var hpCoords = this.map(u, v);
uvCoords = this.unmap(hpCoords.heading, hpCoords.pitch);
console.log("click at (" + u + "," + v + ")");
console.log(" heading: " + hpCoords.heading);
console.log(" pitch: " + hpCoords.pitch);
console.log(" u: " + uvCoords.u);
console.log(" v: " + uvCoords.v);
this.heading = hpCoords.heading;
this.pitch = hpCoords.pitch;
this.update();
}