Fantastic tool btw! I am building an experience in Unity where you can pan / zoom / rotate earth on screen with the camera position remaining static. Before switching to Cesium, I had issues with floating point precision for Unity rotations when the globe was zoomed in at near-human scale height. Cesium solves this issue beautifully with high precision Lat / Long or ECEF coordinates represented as doubles instead of unity’s not so accurate float based Quaternions!
My issue is I already built a bunch of custom interaction logic for translating on-screen input into rotations and zooms on the map in 3D - all using quaternions. If I rotate / scale the entire Cesium Georeference gameObject I will run into the same floating point precision issues I did before.
What I’d like to do is convert all my interaction logic to be use a custom quaternion type that is a double instead of a float. Then convert the double Quaternion into the Cesium Georeference Latitude / Longitude or ECEF coordinates to rotate the globe properly.
Is there a way to convert a quaternion or direction vectors (like a forward and up vector) into Cesium Lat/Long or ECEF?
Thanks so much!