網(wǎng)上cesiumjs使用兩行tle繪制衛(wèi)星和軌道的代碼很多,但是很少有軌道六根數(shù)繪制衛(wèi)星和軌道的
一、完整代碼
省流直接上代碼:https://github.com/klren0312/cesium-sat
demo地址:https://klren0312.github.io/cesium-sat/
二、軌道六根數(shù)

基本就是先算出當(dāng)前軌道六根數(shù)描述的那個(gè)點(diǎn),就是衛(wèi)星的位置,隨后通過(guò)循環(huán)修改真近點(diǎn)角0-360度,繪制出軌道
三、根據(jù)軌道六根數(shù)計(jì)算坐標(biāo)
先計(jì)算半通徑,過(guò)橢圓焦點(diǎn)作焦線的垂線,交橢圓于一點(diǎn),該點(diǎn)與最近焦點(diǎn)的距離為半通徑

const p = semiMajorAxis * (1 - eccentricity * eccentricity)
通過(guò)半通經(jīng)計(jì)算徑向距離

const r = p / (1 + eccentricity * Math.cos(trueAnomalyRadians))
計(jì)算軌道平面上的位置
const positionInOrbitalPlane = new Cesium.Cartesian3(
r * Math.cos(trueAnomalyRadians),
r * Math.sin(trueAnomalyRadians),
0
)
計(jì)算組合旋轉(zhuǎn)鉅陣
let rotationMatrix = new Cesium.Matrix3()
rotationMatrix = Cesium.Matrix3.multiply(Cesium.Matrix3.fromRotationZ(rightAscensionRadians), Cesium.Matrix3.fromRotationX(inclinationRadians), rotationMatrix)
rotationMatrix = Cesium.Matrix3.multiply(rotationMatrix, Cesium.Matrix3.fromRotationZ(argumentOfPeriapsisRadians), rotationMatrix)
最后應(yīng)用旋轉(zhuǎn)矩陣到軌道平面上的位置向量
const position = Cesium.Matrix3.multiplyByVector(rotationMatrix, positionInOrbitalPlane, new Cesium.Cartesian3())
方法完整代碼
/**
* 根據(jù)軌道六根數(shù)計(jì)算坐標(biāo)
* @param {number} semiMajorAxis 軌道半長(zhǎng)軸
* @param {number} eccentricity 軌道離心率
* @param {number} inclination 軌道傾角
* @param {number} rightAscensionOfAscendingNode 右上升角
* @param {number} argumentOfPeriapsis 近地點(diǎn)角距
* @param {number} trueAnomaly 平近點(diǎn)角
*/
function calcPosition (semiMajorAxis, eccentricity, inclinationRadians, rightAscensionRadians, argumentOfPeriapsisRadians, trueAnomalyRadians) {
const p = semiMajorAxis * (1 - eccentricity * eccentricity)
const r = p / (1 + eccentricity * Math.cos(trueAnomalyRadians))
const positionInOrbitalPlane = new Cesium.Cartesian3(
r * Math.cos(trueAnomalyRadians),
r * Math.sin(trueAnomalyRadians),
0
)
let rotationMatrix = new Cesium.Matrix3()
rotationMatrix = Cesium.Matrix3.multiply(Cesium.Matrix3.fromRotationZ(rightAscensionRadians), Cesium.Matrix3.fromRotationX(inclinationRadians), rotationMatrix)
rotationMatrix = Cesium.Matrix3.multiply(rotationMatrix, Cesium.Matrix3.fromRotationZ(argumentOfPeriapsisRadians), rotationMatrix)
const position = Cesium.Matrix3.multiplyByVector(rotationMatrix, positionInOrbitalPlane, new Cesium.Cartesian3())
return position
}
四、計(jì)算衛(wèi)星坐標(biāo)和軌道
轉(zhuǎn)換角度為弧度,因?yàn)镃esium使用的是弧度
const inclinationRadians = Cesium.Math.toRadians(inclination); // 軌道傾角
const rightAscensionRadians = Cesium.Math.toRadians(rightAscensionOfAscendingNode); // 右上升弧度
const argumentOfPeriapsisRadians = Cesium.Math.toRadians(argumentOfPeriapsis); // 近地點(diǎn)角距
const trueAnomalyRadians = Cesium.Math.toRadians(trueAnomaly); // 平近點(diǎn)角
計(jì)算軌道位置,0-360循環(huán)賦值給真近點(diǎn)角,獲取軌道位置數(shù)組,然后渲染實(shí)體, 使用loop: true閉合線條
const orbitPositions = [];
for (let angle = 0; angle <= 360; angle++) {
const angleRadians = Cesium.Math.toRadians(angle);
// 使用開普勒方程計(jì)算衛(wèi)星在軌道上的位置
const position = calcPosition(semiMajorAxis, eccentricity, inclinationRadians, rightAscensionRadians, argumentOfPeriapsisRadians, angleRadians)
orbitPositions.push(position);
}
// 添加實(shí)體以表示軌道
viewer.entities.add({
name: '軌道',
polyline: {
positions: orbitPositions,
width: 1,
material: Cesium.Color.BLUE, // 這里可以設(shè)置不同的顏色或材質(zhì)
loop: true // 閉合線條以創(chuàng)建完整軌道
}
})
衛(wèi)星也一樣,直接計(jì)算坐標(biāo),繪制實(shí)體即可
const satPosition = calcPosition(semiMajorAxis, eccentricity, inclinationRadians, rightAscensionRadians, argumentOfPeriapsisRadians, trueAnomalyRadians)
// 添加衛(wèi)星
viewer.entities.add({
position: satPosition,
point: {
color: Cesium.Color.BLUE,
pixelSize: 10
}
})
五、效果
