计算pt1{Cartesian3}指向pt2{Cartesian3}向量的方向角
//建立以点A为原点,X轴为east,Y轴为north,Z轴朝上的坐标系
const transform = Cesium.Transforms.eastNorthUpToFixedFrame(pt1);
//向量AB
const positionvector = Cesium.Cartesian3.subtract(pt2, pt1, new Cesium.Cartesian3());
//因transform是将A为原点的eastNorthUp坐标系中的点转换到世界坐标系的矩阵
//AB为世界坐标中的向量
//因此将AB向量转换为A原点坐标系中的向量,需乘以transform的逆矩阵。
const vector = Cesium.Matrix4.multiplyByPointAsVector(Cesium.Matrix4.inverse(transform, new Cesium.Matrix4()), positionvector, new Cesium.Cartesian3());
//归一化
const direction = Cesium.Cartesian3.normalize(vector, new Cesium.Cartesian3());
//heading
const heading = Math.atan2(direction.y, direction.x);
return Cesium.Math.zeroToTwoPi(heading);