mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-05 07:37:31 +00:00
927 lines
36 KiB
HTML
927 lines
36 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=Edge,chrome=1">
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<meta name="viewport"
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content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
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<title></title>
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<script src="../Build/Cesium/Cesium.js"></script>
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<script src="http://libs.baidu.com/jquery/2.1.4/jquery.min.js"></script>
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<!-- <script type="text/javascript" src="CesiumPopup.js"></script> -->
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<link href="https://cdn.bootcdn.net/ajax/libs/video.js/5.15.0/video-js.css" rel="stylesheet">
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<script src="https://cdn.bootcdn.net/ajax/libs/video.js/5.15.0/video.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/videojs-contrib-hls/5.15.0/videojs-contrib-hls.min.js" type="text/javascript"></script>
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<style>
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@import url(../Build/Cesium/Widgets/widgets.css);
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html,
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body,
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#cesiumContainer {
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width: 100%;
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height: 100%;
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margin: 0;
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padding: 0;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<div id="cesiumContainer"></div>
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<script>
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Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiIzNjYzOTI5NC0yM2QyLTQyOTgtYWM5OS1lM2MwNTYwMGEzMjciLCJpZCI6ODQ1MjYsImlhdCI6MTY0NjM1ODM5OX0.BzsVR7Lt9RhsCia-R7E64KunaAME0HGD7Sv2-xF-RIQ';
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var viewer = new Cesium.Viewer('cesiumContainer', {
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imageryProvider : new Cesium.ArcGisMapServerImageryProvider({
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url: "https://services.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer",
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maximumLevel: 18,
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}),
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// terrainProvider: Cesium.createWorldTerrain({
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// requestVertexNormals: true,
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// requestWaterMask: true
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// }),
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shouldAnimate: true,
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selectionIndicator: false,
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infoBox: false,
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geocoder: false, // 位置查找工具
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baseLayerPicker: false,// 图层选择器(地形影像服务)
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timeline: false, // 底部时间线
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homeButton: false,// 视角返回初始位置
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fullscreenButton: false, // 全屏
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animation: false, // 左下角仪表盘(动画器件)
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sceneModePicker: false,// 选择视角的模式(球体、平铺、斜视平铺)
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navigationHelpButton: false, //导航帮助按钮
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});
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//viewer.scene.debugShowFramesPerSecond = true;
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viewer.cesiumWidget.creditContainer.style.display = "none";
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var towerJson;
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// viewer.flyTo(tileset);
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var position = Cesium.Cartesian3.fromDegrees(120.619907115,31.317987368,500);//定义飞行终点的坐标
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console.log(position);
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viewer.camera.flyTo({
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// 设置相机前往的位置
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destination: position,
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// 相机的朝向
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orientation: {
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// 如果围绕y轴旋转,偏航角
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heading: Cesium.Math.toRadians(0),
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// 如果围绕x轴旋转,俯仰角
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pitch: Cesium.Math.toRadians(-90),
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// 如果围绕z轴旋转,翻滚角
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roll: 0.0,
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},
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duration: 1,
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complete: function () {
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// 在相机移动完成后执行
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// console.log("已抵达北京天安门");
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},
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});
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viewer.scene.globe.depthTestAgainstTerrain=true
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let ECEF = (function () {
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var _=function () {
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this.PI = 3.141592653589793238;
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this.a = 6378137.0;
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this.b = 6356752.3142
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this.f = (this.a - this.b) / this.a;
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this.e_sq = this.f * (2.0 - this.f);
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this.ee = 0.00669437999013;
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this.WGSF = 1 / 298.257223563;
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this.WGSe2 = this.WGSF * (2 - this.WGSF);
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this.WGSa = 6378137.00000;
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this.EPSILON = 1.0e-12;
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}
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_.prototype.CalculateCoordinates = function (point, azimuth, elevation, distance) {
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var vertical_height = distance * Math.sin(2 * this.PI / 360 * elevation);//垂直高度
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var horizontal_distance = distance * Math.cos(2 * this.PI / 360 * elevation);//水平距离
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if (azimuth > 360) azimuth = azimuth % 360;
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if (azimuth < 0) azimuth = 360 + (azimuth % 360);
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var point1 = this.lonLat2WebMercator(point);
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var lnglat = null;
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var x_length , y_length
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if (azimuth <= 90) {//第四象限
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x_length = horizontal_distance * Math.cos(2 * this.PI / 360 * azimuth);
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y_length = horizontal_distance * Math.sin(2 * this.PI / 360 * azimuth);
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lnglat = {
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x: point1.x + x_length,
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y: point1.y - y_length
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}
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} else if (azimuth > 90 && azimuth <= 180) {//第三象限
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x_length = horizontal_distance * Math.sin(2 * this.PI / 360 * (azimuth - 90));
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y_length = horizontal_distance * Math.cos(2 * this.PI / 360 * (azimuth - 90));
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lnglat = {
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x: point1.x - x_length,
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y: point1.y - y_length
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}
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} else if (azimuth > 180 && azimuth <= 270) {//第二象限
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x_length = horizontal_distance * Math.cos(2 * this.PI / 360 * (azimuth - 180));
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y_length = horizontal_distance * Math.sin(2 * this.PI / 360 * (azimuth - 180));
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lnglat = {
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x: point1.x - x_length,
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y: point1.y + y_length
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}
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} else {//第一象限
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x_length = horizontal_distance * Math.sin(2 * this.PI / 360 * (azimuth - 270));
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y_length = horizontal_distance * Math.cos(2 * this.PI / 360 * (azimuth - 270));
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lnglat = {
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x: point1.x + x_length,
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y: point1.y + y_length
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}
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}
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lnglat = this.webMercator2LonLat(lnglat);
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return {
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lng: lnglat.x,
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lat: lnglat.y,
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height: vertical_height
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}
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}
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/*
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*经纬度转Web墨卡托
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*@lonLat 经纬度
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*/
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_.prototype.lonLat2WebMercator = function (lonLat) {
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let x = lonLat.x * this.a / 180;
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let y = Math.log(Math.tan((90 + lonLat.y) * this.PI / 360)) / (this.PI / 180);
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y = y * this.a / 180;
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return {
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x: x,
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y: y
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}
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}
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/*
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*Web墨卡托转经纬度
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*@mercator 平面坐标
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*/
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_.prototype.webMercator2LonLat = function (mercator) {
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let x = mercator.x / this.a * 180;
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let y = mercator.y / this.a * 180;
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y = 180 / this.PI * (2 * (Math.exp(y * this.PI / 180)) - this.PI / 2);
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return {
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x: x,
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y: y
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}
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}
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_.prototype.get_atan = function (z, y) {
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let x;
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if (z == 0) {
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x = this.PI / 2;
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} else {
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if (y == 0) {
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x = this.PI;
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} else {
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x = Math.atan(Math.abs(y / z));
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if ((y > 0) && (z < 0)) {
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x = this.PI - x;
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} else if ((y < 0) && (z < 0)) {
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x = this.PI + x;
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} else if ((y < 0) && (z > 0)) {
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x = 2 * this.M_PI - x;
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}
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}
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}
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return x;
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}
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//WGS84转ECEF坐标系
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_.prototype.ConvertLLAToXYZ = function (LLACoor) {
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let lon = this.PI / 180 * LLACoor.longitude;
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let lat = this.PI / 180 * LLACoor.latitude;
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let H = LLACoor.altitude;
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let N0 = this.a / Math.sqrt(1.0 - this.ee * Math.sin(lat) * Math.sin(lat));
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let x = (N0 + H) * Math.cos(lat) * Math.cos(lon);
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let y = (N0 + H) * Math.cos(lat) * Math.sin(lon);
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let z = (N0 * (1.0 - this.ee) + H) * Math.sin(lat);
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return {
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x: x,
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y: y,
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z: z
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}
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}
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//ECEF坐标系转WGS84
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_.prototype.ConvertXYZToLLA = function (XYZCoor) {
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let longitude = this.get_atan(XYZCoor.x, XYZCoor.y);
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if (longitude < 0) {
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longitude = longitude + this.PI;
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}
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let latitude = this.get_atan(Math.sqrt(XYZCoor.x * XYZCoor.x + XYZCoor.y * XYZCoor.y), XYZCoor.z);
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let W = Math.sqrt(1 - this.WGSe2 * Math.sin(latitude) * Math.sin(latitude));
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let N = this.WGSa / W;
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let B1;
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do {
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B1 = latitude;
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W = Math.sqrt(1 - this.WGSe2 * Math.sin(B1) * Math.sin(B1));
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N = this.WGSa / W;
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latitude = this.get_atan(Math.sqrt(XYZCoor.x * XYZCoor.x + XYZCoor.y * XYZCoor.y), (XYZCoor.z + N * this.WGSe2 * Math.sin(B1)));
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}
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while (Math.abs(latitude - B1) > this.EPSILON);
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var altitude = Math.sqrt(XYZCoor.x * XYZCoor.x + XYZCoor.y * XYZCoor.y) / Math.cos(latitude) - this.WGSa / Math.sqrt(1 - this.WGSe2 * Math.sin(latitude) * Math.sin(latitude));
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return {
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longitude: longitude * 180 / this.PI,
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latitude: latitude * 180 / this.PI,
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altitude: altitude
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}
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}
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/*北东天坐标系转WGS84
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@ a A点坐标
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@ p 相对参数,距离、方位角、仰角
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*/
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// 俯视角pitch -elevation
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//航向角heading(yaw) -azimuth
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_.prototype.enu_to_ecef = function (a, p) {
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//距离
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let distance = p.distance;
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//方位角
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let azimuth = p.azimuth;
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//仰角
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let elevation = p.elevation;
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let zUp = elevation >= 0 ? distance * Math.sin(this.PI / 180 * elevation) : (-1) * distance * Math.sin(this.PI / 180 * Math.abs(elevation));
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let d = distance * Math.cos(this.PI / 180 * Math.abs(elevation));
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let xEast;
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let yNorth;
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if (azimuth <= 90) {
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xEast = d * Math.sin(this.PI / 180 * azimuth);
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yNorth = d * Math.cos(this.PI / 180 * azimuth);
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} else if (azimuth > 90 && azimuth < 180) {
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xEast = d * Math.cos(this.PI / 180 * (azimuth - 90));
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yNorth = (-1) * d * Math.sin(this.PI / 180 * (azimuth - 90));
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} else if (azimuth > 180 && azimuth < 270) {
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xEast = (-1) * d * Math.sin(this.PI / 180 * (azimuth - 180));
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yNorth = (-1) * d * Math.cos(this.PI / 180 * (azimuth - 180));
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} else {
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xEast = (-1) * d * Math.sin(this.PI / 180 * (360 - azimuth));
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yNorth = d * Math.cos(this.PI / 180 * (360 - azimuth));
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}
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let lamb = this.radians(a.latitude);
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let phi = this.radians(a.longitude);
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let h0 = a.altitude;
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let s = Math.sin(lamb);
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let N = this.a / Math.sqrt(1.0 - this.e_sq * s * s);
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let sin_lambda = Math.sin(lamb);
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let cos_lambda = Math.cos(lamb);
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let sin_phi = Math.sin(phi);
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let cos_phi = Math.cos(phi);
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let x0 = (h0 + N) * cos_lambda * cos_phi;
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let y0 = (h0 + N) * cos_lambda * sin_phi;
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let z0 = (h0 + (1 - this.e_sq) * N) * sin_lambda;
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let t = cos_lambda * zUp - sin_lambda * yNorth;
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let zd = sin_lambda * zUp + cos_lambda * yNorth;
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let xd = cos_phi * t - sin_phi * xEast;
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let yd = sin_phi * t + cos_phi * xEast;
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return this.ConvertXYZToLLA({
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x: xd + x0,
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y: yd + y0,
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z: zd + z0
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})
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}
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_.prototype.radians = function (degree) {
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return this.PI / 180 * degree;
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}
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return _
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})()
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let CesiumVideo3d = (function () {
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|||
|
var videoShed3dShader = "\r\n\r\n\r\n\r\nuniform float mixNum;\r\nuniform sampler2D colorTexture;\r\nuniform sampler2D stcshadow; \r\nuniform sampler2D videoTexture;\r\nuniform sampler2D depthTexture;\r\nuniform mat4 _shadowMap_matrix; \r\nuniform vec4 shadowMap_lightPositionEC; \r\nuniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness; \r\nuniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth; \r\nvarying vec2 v_textureCoordinates;\r\nvec4 toEye(in vec2 uv, in float depth){\r\n vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\r\n vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\r\n posInCamera =posInCamera / posInCamera.w;\r\n return posInCamera;\r\n}\r\nfloat getDepth(in vec4 depth){\r\n float z_window = czm_unpackDepth(depth);\r\n z_window = czm_reverseLogDepth(z_window);\r\n float n_range = czm_depthRange.near;\r\n float f_range = czm_depthRange.far;\r\n return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\r\n}\r\nfloat _czm_sampleShadowMap(sampler2D shadowMap, vec2 uv){\r\n return texture2D(shadowMap, uv).r;\r\n}\r\nfloat _czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth){\r\n return step(depth, _czm_sampleShadowMap(shadowMap, uv));\r\n}\r\nfloat _czm_shadowVisibility(sampler2D shadowMap, czm_shadowParameters shadowParameters){\r\n float depthBias = shadowParameters.depthBias;\r\n float depth = shadowParameters.depth;\r\n float nDotL = shadowParameters.nDotL;\r\n float normalShadingSmooth = shadowParameters.normalShadingSmooth;\r\n float darkness = shadowParameters.darkness;\r\n vec2 uv = shadowParameters.texCoords;\r\n depth -= depthBias;\r\n vec2 texelStepSize = shadowParameters.texelStepSize;\r\n float radius = 1.0;\r\n float dx0 = -texelStepSize.x * radius;\r\n float dy0 = -texelStepSize.y * radius;\r\n float dx1 = texelStepSize.x * radius;\r\n float dy1 = texelStepSize.y * radius;\r\n float visibility = \r\n (\r\n _czm_shadowDepthCompare(shadowMap, uv, depth)\r\n +_czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy0), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy0), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy0), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, 0.0), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, 0.0), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy1), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy1), depth) +\r\n _czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy1), depth)\r\n ) * (1.0 / 9.0)\r\n ;\r\n return visibility;\r\n}\r\nvec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){\r\n vec3 v01 = point -planeOrigin;\r\n float d = dot(planeNormal, v01) ;\r\n return (point - planeNormal * d);\r\n}\r\nfloat ptm(vec3 pt){\r\n return sqrt(pt.x*pt.x + pt.y*pt.y + pt.z*pt.z);\r\n}\r\nvoid main() \r\n{ \r\n const float PI = 3.141592653589793;\r\n vec4 color = texture2D(colorTexture, v_textureCoordinates);\r\n vec4 currD = texture2D(depthTexture, v_textureCoordinates);\r\n if(currD.r>=1.0){\r\n gl_FragColor = color;\r\n return;\r\n }\r\n \r\n float depth = getDepth(currD);\r\n vec4 positionEC = toEye(v_textureCoordinates, depth);\r\n vec3 normalEC = vec3(1.0);\r\n czm_shadowParameters shadowParameters; \r\n shadowParameters.texelStepSize = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy; \r\n shadowParameters.depthBias = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z; \r\n shadowParameters.normalShadingSmooth = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w; \r\n shadowParameters.darkness = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w; \r\n shadowParameters.depthBias *= max(depth * 0.01, 1.0); \r\n vec3 directionEC = normalize(positionEC.xyz - shadowMap_lightPositionEC.xyz); \r\n float nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0); \r\n vec4 shadowPosition =
|
|||
|
// var Cesium=null
|
|||
|
|
|||
|
var videoShed3d=function(viewer, param) {
|
|||
|
|
|||
|
// Cesium=cesium
|
|||
|
this.ECEF = new ECEF();
|
|||
|
this.param = param;
|
|||
|
|
|||
|
var option = this._initCameraParam();
|
|||
|
this.optionType = {
|
|||
|
Color: 1,
|
|||
|
Image: 2,
|
|||
|
Video: 3
|
|||
|
}
|
|||
|
console.log(option)
|
|||
|
this.near = option.near ? option.near : 0.1;
|
|||
|
if (option || (option = {}), this.viewer = viewer, this._cameraPosition = option.cameraPosition, this._position = option.position,
|
|||
|
this.type = option.type, this._alpha = option.alpha || 1, this.url = option.url, this.color = option.color,
|
|||
|
this._debugFrustum = Cesium.defaultValue(option.debugFrustum, !0), this._aspectRatio = option.aspectRatio || this._getWinWidHei(),
|
|||
|
this._camerafov = option.fov || Cesium.Math.toDegrees(this.viewer.scene.camera.frustum.fov), this.texture = option.texture || new Cesium.Texture({
|
|||
|
context: this.viewer.scene.context,
|
|||
|
source: {
|
|||
|
width: 1,
|
|||
|
height: 1,
|
|||
|
arrayBufferView: new Uint8Array([255, 255, 255, 255])
|
|||
|
},
|
|||
|
flipY: !1
|
|||
|
}), this._videoPlay = Cesium.defaultValue(option.videoPlay, !0), this.defaultShow = Cesium.defaultValue(option.show, !0), !this.cameraPosition || !this.position) return void console.log('初始化失败:请确认相机位置与视点位置正确!');
|
|||
|
switch (this.type) {
|
|||
|
default:
|
|||
|
case this.optionType.Video:
|
|||
|
this.activeVideo(this.url);
|
|||
|
break;
|
|||
|
case this.optionType.Image:
|
|||
|
this.activePicture(this.url);
|
|||
|
this.deActiveVideo();
|
|||
|
break;
|
|||
|
case this.optionType.Color:
|
|||
|
this.activeColor(this.color),
|
|||
|
this.deActiveVideo();
|
|||
|
}
|
|||
|
this._createShadowMap(),
|
|||
|
this._getOrientation(),
|
|||
|
this._addCameraFrustum()
|
|||
|
this._addPostProcess()
|
|||
|
this.viewer.scene.primitives.add(this)
|
|||
|
}
|
|||
|
Object.defineProperties(videoShed3d.prototype, {
|
|||
|
alpha: {
|
|||
|
get: function () {
|
|||
|
return this._alpha
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
return this._alpha = e
|
|||
|
}
|
|||
|
},
|
|||
|
aspectRatio: {
|
|||
|
get: function () {
|
|||
|
return this._aspectRatio
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
this._aspectRatio = e,
|
|||
|
this._changeVideoWidHei()
|
|||
|
}
|
|||
|
},
|
|||
|
debugFrustum: {
|
|||
|
get: function () {
|
|||
|
return this._debugFrustum
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
this._debugFrustum = e,
|
|||
|
this.cameraFrustum.show = e
|
|||
|
}
|
|||
|
},
|
|||
|
fov: {
|
|||
|
get: function () {
|
|||
|
return this._camerafov
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
this._camerafov = e,
|
|||
|
this._changeCameraFov()
|
|||
|
}
|
|||
|
},
|
|||
|
cameraPosition: {
|
|||
|
get: function () {
|
|||
|
return this._cameraPosition
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
e && (this._cameraPosition = e, this._changeCameraPos())
|
|||
|
}
|
|||
|
},
|
|||
|
position: {
|
|||
|
get: function () {
|
|||
|
return this._position
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
e && (this._position = e, this._changeViewPos())
|
|||
|
}
|
|||
|
},
|
|||
|
videoPlay: {
|
|||
|
get: function () {
|
|||
|
return this._videoPlay
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
this._videoPlay = Boolean(e),
|
|||
|
this._videoEle && (this.videoPlay ? this._videoEle.paly() : this._videoEle.pause())
|
|||
|
}
|
|||
|
},
|
|||
|
params: {
|
|||
|
get: function () {
|
|||
|
var t = {}
|
|||
|
return t.type = this.type,
|
|||
|
this.type == this.optionType.Color ? t.color = this.color : t.url = this.url,
|
|||
|
t.position = this.position,
|
|||
|
t.cameraPosition = this.cameraPosition,
|
|||
|
t.fov = this.fov,
|
|||
|
t.aspectRatio = this.aspectRatio,
|
|||
|
t.alpha = this.alpha,
|
|||
|
t.debugFrustum = this.debugFrustum,
|
|||
|
t
|
|||
|
}
|
|||
|
},
|
|||
|
show: {
|
|||
|
get: function () {
|
|||
|
return this.defaultShow
|
|||
|
},
|
|||
|
set: function (e) {
|
|||
|
this.defaultShow = Boolean(e),
|
|||
|
this._switchShow()
|
|||
|
}
|
|||
|
}
|
|||
|
})
|
|||
|
videoShed3d.prototype._initCameraParam = function () {
|
|||
|
var viewPoint = this.ECEF.enu_to_ecef({ longitude: this.param.position.x * 1, latitude: this.param.position.y * 1, altitude: this.param.position.z * 1 },
|
|||
|
{ distance: this.param.far, azimuth: this.param.rotation.y * 1, elevation: this.param.rotation.x * 1 });
|
|||
|
var position = Cesium.Cartesian3.fromDegrees(120.619907115,31.317987368,200);
|
|||
|
var cameraPosition = Cesium.Cartesian3.fromDegrees(this.param.position.x * 1, this.param.position.y * 1, this.param.position.z * 1);
|
|||
|
return {
|
|||
|
type: 3,
|
|||
|
url: this.param.url,
|
|||
|
cameraPosition: cameraPosition,
|
|||
|
position: position,
|
|||
|
alpha: this.param.alpha,
|
|||
|
near: this.param.near,
|
|||
|
fov: this.param.fov,
|
|||
|
debugFrustum: this.param.debugFrustum
|
|||
|
}
|
|||
|
}
|
|||
|
/**
|
|||
|
* 旋转
|
|||
|
*/
|
|||
|
videoShed3d.prototype._changeRotation = function (e) {
|
|||
|
if (e) {
|
|||
|
this.param.rotation = e;
|
|||
|
var option = this._initCameraParam();
|
|||
|
this.position = option.position;
|
|||
|
}
|
|||
|
}
|
|||
|
/**
|
|||
|
* 相机位置
|
|||
|
*/
|
|||
|
videoShed3d.prototype._changeCameraPosition = function (e) {
|
|||
|
if (e) {
|
|||
|
this.param.position = e;
|
|||
|
var option = this._initCameraParam();
|
|||
|
this.cameraPosition = option.cameraPosition;
|
|||
|
}
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeFar = function (e) {
|
|||
|
if (e) {
|
|||
|
this.param.far = e;
|
|||
|
var option = this._initCameraParam();
|
|||
|
this.position = option.position;
|
|||
|
}
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeNear = function (e) {
|
|||
|
if (e) {
|
|||
|
this.param.near = e;
|
|||
|
this.near = this.param.near;
|
|||
|
this._changeCameraPos();
|
|||
|
}
|
|||
|
}
|
|||
|
/**获取三维地图容器像素大小
|
|||
|
*/
|
|||
|
videoShed3d.prototype._getWinWidHei = function () {
|
|||
|
var viewer = this.viewer.scene;
|
|||
|
return viewer.canvas.clientWidth / viewer.canvas.clientHeight;
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeCameraFov = function () {
|
|||
|
this.viewer.scene.postProcessStages.remove(this.postProcess)
|
|||
|
this.viewer.scene.primitives.remove(this.cameraFrustum),
|
|||
|
this._createShadowMap(this.cameraPosition, this.position),
|
|||
|
this._getOrientation(),
|
|||
|
this._addCameraFrustum(),
|
|||
|
this._addPostProcess()
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeVideoWidHei = function () {
|
|||
|
this.viewer.scene.postProcessStages.remove(this.postProcess),
|
|||
|
this.viewer.scene.primitives.remove(this.cameraFrustum)
|
|||
|
this._createShadowMap(this.cameraPosition, this.position),
|
|||
|
this._getOrientation(),
|
|||
|
this._addCameraFrustum(),
|
|||
|
this._addPostProcess()
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeCameraPos = function () {
|
|||
|
this.viewer.scene.postProcessStages.remove(this.postProcess),
|
|||
|
this.viewer.scene.primitives.remove(this.cameraFrustum),
|
|||
|
this.viewShadowMap.destroy(),
|
|||
|
this.cameraFrustum.destroy(),
|
|||
|
this._createShadowMap(this.cameraPosition, this.position),
|
|||
|
this._getOrientation(),
|
|||
|
this._addCameraFrustum(),
|
|||
|
this._addPostProcess()
|
|||
|
}
|
|||
|
videoShed3d.prototype._changeViewPos = function () {
|
|||
|
this.viewer.scene.postProcessStages.remove(this.postProcess),
|
|||
|
this.viewer.scene.primitives.remove(this.cameraFrustum),
|
|||
|
this.viewShadowMap.destroy(),
|
|||
|
this.cameraFrustum.destroy(),
|
|||
|
this._createShadowMap(this.cameraPosition, this.position),
|
|||
|
this._getOrientation(),
|
|||
|
this._addCameraFrustum(),
|
|||
|
this._addPostProcess()
|
|||
|
}
|
|||
|
videoShed3d.prototype._switchShow = function () {
|
|||
|
this.show ? !this.postProcess && this._addPostProcess() : (this.viewer.scene.postProcessStages.remove(this.postProcess), delete this.postProcess, this.postProcess = null),
|
|||
|
this.cameraFrustum.show = this.show
|
|||
|
}
|
|||
|
/** 创建视频Element
|
|||
|
* @param {String} url 视频地址
|
|||
|
**/
|
|||
|
videoShed3d.prototype._createVideoEle = function (url) {
|
|||
|
this.videoId = "visualDomId";
|
|||
|
var t = document.createElement("SOURCE");
|
|||
|
t.type = "video/mp4",
|
|||
|
t.src = url;
|
|||
|
var i = document.createElement("SOURCE");
|
|||
|
i.type = "video/quicktime",
|
|||
|
i.src = url;
|
|||
|
var a = document.createElement("VIDEO");
|
|||
|
return a.setAttribute("autoplay", !0),
|
|||
|
a.setAttribute("loop", !0),
|
|||
|
a.setAttribute("crossorigin", !0),
|
|||
|
a.appendChild(t),
|
|||
|
a.appendChild(i),
|
|||
|
//document.body.appendChild(a),
|
|||
|
this._videoEle = a,
|
|||
|
a
|
|||
|
}
|
|||
|
/** 视频投射
|
|||
|
* @param {String} url 视频地址
|
|||
|
*/
|
|||
|
videoShed3d.prototype.activeVideo = function (url) {
|
|||
|
var video = this._createVideoEle(url),
|
|||
|
that = this;
|
|||
|
if (video) {
|
|||
|
this.type = that.optionType.Video;
|
|||
|
var viewer = this.viewer;
|
|||
|
this.activeVideoListener || (this.activeVideoListener = function () {
|
|||
|
that.videoTexture && that.videoTexture.destroy(),
|
|||
|
that.videoTexture = new Cesium.Texture({
|
|||
|
context: viewer.scene.context,
|
|||
|
source: video,
|
|||
|
width: 1,
|
|||
|
height: 1,
|
|||
|
pixelFormat: Cesium.PixelFormat.RGBA,
|
|||
|
pixelDatatype: Cesium.PixelDatatype.UNSIGNED_BYTE
|
|||
|
})
|
|||
|
}),
|
|||
|
viewer.clock.onTick.addEventListener(this.activeVideoListener)
|
|||
|
}
|
|||
|
}
|
|||
|
videoShed3d.prototype.deActiveVideo = function () {
|
|||
|
if (this.activeVideoListener) {
|
|||
|
this.viewer.clock.onTick.removeEventListener(this.activeVideoListener),
|
|||
|
delete this.activeVideoListener
|
|||
|
}
|
|||
|
}
|
|||
|
/** 图片投放
|
|||
|
* @param {String} url 图片地址
|
|||
|
**/
|
|||
|
videoShed3d.prototype.activePicture = function (url) {
|
|||
|
this.videoTexture = this.texture;
|
|||
|
var that = this,
|
|||
|
img = new Image;
|
|||
|
img.onload = function () {
|
|||
|
that.type = that.optionType.Image,
|
|||
|
that.videoTexture = new Cesium.Texture({
|
|||
|
context: that.viewer.scene.context,
|
|||
|
source: img
|
|||
|
})
|
|||
|
},
|
|||
|
img.onerror = function () {
|
|||
|
console.log('图片加载失败:' + url)
|
|||
|
},
|
|||
|
img.src = url
|
|||
|
}
|
|||
|
videoShed3d.prototype.locate = function () {
|
|||
|
var cameraPosition = Cesium.clone(this.cameraPosition),
|
|||
|
position = Cesium.clone(this.position);
|
|||
|
this.viewer.Camera.position = cameraPosition,
|
|||
|
this.viewer.camera.direction = Cesium.Cartesian3.subtract(position, cameraPosition, new Cesium.Cartesian3(0, 0, 0)),
|
|||
|
this.viewer.camera.up = Cesium.Cartesian3.normalize(cameraPosition, new Cesium.Cartesian3(0, 0, 0))
|
|||
|
}
|
|||
|
videoShed3d.prototype.update = function (e) {
|
|||
|
this.viewShadowMap && this.viewer.scene.frameState.shadowMaps.push(this.viewShadowMap) // *重点* 多投影
|
|||
|
}
|
|||
|
videoShed3d.prototype.destroy = function () {
|
|||
|
this.viewer.scene.postProcessStages.remove(this.postProcess),
|
|||
|
this.viewer.scene.primitives.remove(this.cameraFrustum),
|
|||
|
//this._videoEle && this._videoEle.parentNode.removeChild(this._videoEle),
|
|||
|
this.activeVideoListener && this.viewer.clock.onTick.removeEventListener(this.activeVideoListener),
|
|||
|
this.activeVideoListener && delete this.activeVideoListener,
|
|||
|
delete this.postProcess,
|
|||
|
delete this.viewShadowMap,
|
|||
|
delete this.color,
|
|||
|
delete this.viewDis,
|
|||
|
delete this.cameraPosition,
|
|||
|
delete this.position,
|
|||
|
delete this.alpha,
|
|||
|
delete this._camerafov,
|
|||
|
delete this._cameraPosition,
|
|||
|
delete this.videoTexture,
|
|||
|
delete this.cameraFrustum,
|
|||
|
delete this._videoEle,
|
|||
|
delete this._debugFrustum,
|
|||
|
delete this._position,
|
|||
|
delete this._aspectRatio,
|
|||
|
delete this.url,
|
|||
|
delete this.orientation,
|
|||
|
delete this.texture,
|
|||
|
delete this.videoId,
|
|||
|
delete this.type,
|
|||
|
this.viewer.scene.primitives.remove(this),
|
|||
|
delete this.viewer
|
|||
|
}
|
|||
|
// 创建shadowmap
|
|||
|
videoShed3d.prototype._createShadowMap = function () {
|
|||
|
var e = this.cameraPosition,
|
|||
|
t = this.position,
|
|||
|
i = this.viewer.scene,
|
|||
|
a = new Cesium.Camera(i);
|
|||
|
a.position = e,
|
|||
|
a.direction = Cesium.Cartesian3.subtract(t, e, new Cesium.Cartesian3(0, 0, 0)), //计算两个笛卡尔的组分差异。
|
|||
|
a.up = Cesium.Cartesian3.normalize(e, new Cesium.Cartesian3(0, 0, 0)); // 归一化
|
|||
|
var n = Cesium.Cartesian3.distance(t, e);
|
|||
|
this.viewDis = n,
|
|||
|
a.frustum = new Cesium.PerspectiveFrustum({
|
|||
|
fov: Cesium.Math.toRadians(this.fov),
|
|||
|
aspectRatio: this.aspectRatio,
|
|||
|
near: this.near,
|
|||
|
far: 1000
|
|||
|
});
|
|||
|
this.viewShadowMap = new Cesium.ShadowMap({
|
|||
|
lightCamera: a,
|
|||
|
enable: !1,
|
|||
|
isPointLight: !1,
|
|||
|
isSpotLight: !0,
|
|||
|
cascadesEnabled: !1,
|
|||
|
context: i.context,
|
|||
|
pointLightRadius: n
|
|||
|
})
|
|||
|
}
|
|||
|
// 获取shadowmap位置
|
|||
|
videoShed3d.prototype._getOrientation = function () {
|
|||
|
var e = this.cameraPosition,
|
|||
|
t = this.position,
|
|||
|
i = Cesium.Cartesian3.normalize(Cesium.Cartesian3.subtract(t, e, new Cesium.Cartesian3), new Cesium.Cartesian3),
|
|||
|
a = Cesium.Cartesian3.normalize(e, new Cesium.Cartesian3),
|
|||
|
n = new Cesium.Camera(this.viewer.scene);
|
|||
|
n.position = e,
|
|||
|
n.direction = i,
|
|||
|
n.up = a,
|
|||
|
i = n.directionWC,
|
|||
|
a = n.upWC;
|
|||
|
var r = n.rightWC,
|
|||
|
o = new Cesium.Cartesian3,
|
|||
|
l = new Cesium.Matrix3,
|
|||
|
u = new Cesium.Quaternion;
|
|||
|
r = Cesium.Cartesian3.negate(r, o);
|
|||
|
var d = l;
|
|||
|
Cesium.Matrix3.setColumn(d, 0, r, d),
|
|||
|
Cesium.Matrix3.setColumn(d, 1, a, d),
|
|||
|
Cesium.Matrix3.setColumn(d, 2, i, d);
|
|||
|
var c = Cesium.Quaternion.fromRotationMatrix(d, u);
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
/*var viewMatrix=n.viewMatrix;
|
|||
|
var inverseViewMatrix=n.inverseViewMatrix;
|
|||
|
console.log("视图矩阵=",viewMatrix);
|
|||
|
console.log("逆视图矩阵=",inverseViewMatrix);
|
|||
|
|
|||
|
var frustum = new Cesium.PerspectiveFrustum({
|
|||
|
fov :20,
|
|||
|
aspectRatio : 0.75,
|
|||
|
near : 1.0,
|
|||
|
far : 10.0
|
|||
|
});
|
|||
|
|
|||
|
var projectionMatrix=frustum.projectionMatrix;
|
|||
|
var infiniteProjectionMatrix=frustum.infiniteProjectionMatrix;
|
|||
|
console.log("投影矩阵=",projectionMatrix);
|
|||
|
console.log("透视投影矩阵=",infiniteProjectionMatrix);
|
|||
|
|
|||
|
//透视投 影矩阵反转
|
|||
|
var inverseInfiniteProjectionMatrix=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.inverse(infiniteProjectionMatrix,inverseInfiniteProjectionMatrix);
|
|||
|
console.log("透视投 影矩阵反转=",inverseInfiniteProjectionMatrix);
|
|||
|
|
|||
|
//逆视图投影矩阵
|
|||
|
var inverseViewProjectionMatrix=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.multiply(inverseInfiniteProjectionMatrix,inverseViewMatrix,inverseViewProjectionMatrix)
|
|||
|
console.log("逆视图投影矩阵=",inverseViewProjectionMatrix);
|
|||
|
|
|||
|
//视图投影矩阵
|
|||
|
var viewProjectionMatrix=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.inverse(inverseViewProjectionMatrix,viewProjectionMatrix);
|
|||
|
console.log("视图投影矩阵=",viewProjectionMatrix);
|
|||
|
|
|||
|
//远平面标准模型矩阵
|
|||
|
var matrix4 = Cesium.Matrix4.fromUniformScale(10);
|
|||
|
console.log("远平面标准模型矩阵=",matrix4);
|
|||
|
|
|||
|
//模型矩阵
|
|||
|
var modelMatrix=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.multiply(inverseViewMatrix,matrix4,modelMatrix)
|
|||
|
console.log("模型矩阵=",modelMatrix);
|
|||
|
|
|||
|
//视图矩阵与逆视图投影矩阵相乘得到立方体模型视图
|
|||
|
var uBoxMV=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.multiply(viewMatrix,inverseViewProjectionMatrix,uBoxMV)
|
|||
|
console.log("立方体模型视图=",uBoxMV);
|
|||
|
|
|||
|
//逆立方体模型视图
|
|||
|
var uInverseBoxMV=new Cesium.Matrix4();
|
|||
|
Cesium.Matrix4.multiply(viewMatrix,viewProjectionMatrix,uInverseBoxMV)
|
|||
|
console.log("立方体模型视图=",uInverseBoxMV);
|
|||
|
|
|||
|
//将这两个模型视图赋予分类基元类的一致性映射 参数便可以最终实现视频监控图像与实景三维场景的融 合
|
|||
|
|
|||
|
var geometry =this.creacteGeometry(5,5);
|
|||
|
var instance = new Cesium.GeometryInstance({
|
|||
|
// geometry: //new Cesium.Geometry({}),
|
|||
|
// geometry: new Cesium.GeometryInstance({
|
|||
|
// geometry:new Cesium.FrustumOutlineGeometry ({
|
|||
|
// origin: Cesium.Cartesian3.fromDegrees(cameraLong,cameraLat, cameraHeight),
|
|||
|
// orientation:orientation,
|
|||
|
// frustum: perspectiveFrustum,
|
|||
|
// _drawNearPlane: true
|
|||
|
// }),
|
|||
|
geometry:geometry,
|
|||
|
classificationType:Cesium.ClassificationType.BOTH,
|
|||
|
// modelMatrix: modelMatrix,
|
|||
|
attributes : {
|
|||
|
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.fromCssColorString('#ff0000').withAlpha(1.0)),
|
|||
|
show : new Cesium.ShowGeometryInstanceAttribute(true)
|
|||
|
}
|
|||
|
});
|
|||
|
var videoElement = this._createVideoEle("http://localhost:7070/video/北京路与天马路交叉口高点枪机.mkv");
|
|||
|
var material = Cesium.Material.fromType('Image');
|
|||
|
material.uniforms.image = videoElement;
|
|||
|
var _uniformMap ={
|
|||
|
u_boxMV:uBoxMV,
|
|||
|
u_inverseBoxMV:uInverseBoxMV
|
|||
|
};
|
|||
|
this.viewer.scene.primitives.add(new Cesium.Primitive({
|
|||
|
geometryInstances: instance,
|
|||
|
appearance: new Cesium.MaterialAppearance ({
|
|||
|
material: material,
|
|||
|
close:false,
|
|||
|
}),
|
|||
|
modelMatrix: modelMatrix,
|
|||
|
_uniformMap:_uniformMap,
|
|||
|
asynchronous:false,
|
|||
|
compressVertices:false,
|
|||
|
allowPicking:false
|
|||
|
}));*/
|
|||
|
|
|||
|
//ClassificationPrimitive
|
|||
|
return this.orientation = c,
|
|||
|
c
|
|||
|
}
|
|||
|
videoShed3d.prototype.creacteGeometry = function (width, height) {
|
|||
|
var hwidth = width / 2.0;
|
|||
|
var hheigt = height / 2.0;
|
|||
|
var positions = new Float64Array([hwidth, 0.0, hheigt, -hwidth, 0.0, hheigt, -hwidth, 0.0, -hheigt, hwidth, 0.0, -hheigt]);
|
|||
|
var sts = new Float32Array([1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0]);
|
|||
|
var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
|
|||
|
var ge = this._createGeometry(positions, sts, indices);
|
|||
|
return ge;
|
|||
|
},
|
|||
|
videoShed3d.prototype._createGeometry = function (positions, sts, indices) {
|
|||
|
/* var Cesium = this.Cesium;*/
|
|||
|
return new Cesium.Geometry({
|
|||
|
attributes: {
|
|||
|
position: new Cesium.GeometryAttribute({
|
|||
|
componentDatatype: Cesium.ComponentDatatype.DOUBLE,
|
|||
|
componentsPerAttribute: 3,
|
|||
|
values: positions
|
|||
|
}),
|
|||
|
normal: new Cesium.GeometryAttribute({
|
|||
|
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
|||
|
componentsPerAttribute: 3,
|
|||
|
values: new Float32Array([255.0, 0.0, 0.0, 255.0, 0.0, 0.0, 255.0, 0.0, 0.0, 255.0, 0.0, 0.0])
|
|||
|
// values: new Float32Array([0.0, 0.0, 0.0,0.0, 0.0, 0.0,0.0, 0.0, 0.0,0.0, 0.0, 0.0])
|
|||
|
}),
|
|||
|
st: new Cesium.GeometryAttribute({
|
|||
|
componentDatatype: Cesium.ComponentDatatype.FLOAT,
|
|||
|
componentsPerAttribute: 2,
|
|||
|
values: sts
|
|||
|
})
|
|||
|
},
|
|||
|
indices: indices,
|
|||
|
primitiveType: Cesium.PrimitiveType.TRIANGLES,
|
|||
|
vertexFormat: new Cesium.VertexFormat({
|
|||
|
position: true,
|
|||
|
color: true
|
|||
|
}),
|
|||
|
boundingSphere: Cesium.BoundingSphere.fromVertices(positions)
|
|||
|
});
|
|||
|
},
|
|||
|
//创建视锥
|
|||
|
videoShed3d.prototype._addCameraFrustum = function () {
|
|||
|
var e = this;
|
|||
|
this.cameraFrustum = new Cesium.Primitive({
|
|||
|
geometryInstances: new Cesium.GeometryInstance({
|
|||
|
geometry: new Cesium.FrustumOutlineGeometry({
|
|||
|
origin: e.cameraPosition,
|
|||
|
orientation: e.orientation,
|
|||
|
frustum: this.viewShadowMap._lightCamera.frustum,
|
|||
|
_drawNearPlane: !0
|
|||
|
}),
|
|||
|
attributes: {
|
|||
|
color: Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(0, 0.5, 0.5))
|
|||
|
}
|
|||
|
}),
|
|||
|
appearance: new Cesium.PerInstanceColorAppearance({
|
|||
|
translucent: !1,
|
|||
|
flat: !0
|
|||
|
}),
|
|||
|
asynchronous: !1,
|
|||
|
show: this.debugFrustum && this.show
|
|||
|
}),
|
|||
|
this.viewer.scene.primitives.add(this.cameraFrustum)
|
|||
|
}
|
|||
|
videoShed3d.prototype._addPostProcess = function () {
|
|||
|
var e = this,
|
|||
|
t = videoShed3dShader,
|
|||
|
i = e.viewShadowMap._isPointLight ? e.viewShadowMap._pointBias : e.viewShadowMap._primitiveBias;
|
|||
|
this.postProcess = new Cesium.PostProcessStage({
|
|||
|
fragmentShader: t,
|
|||
|
uniforms: {
|
|||
|
mixNum: function () {
|
|||
|
return e.alpha
|
|||
|
},
|
|||
|
stcshadow: function () {
|
|||
|
return e.viewShadowMap._shadowMapTexture
|
|||
|
},
|
|||
|
videoTexture: function () {
|
|||
|
return e.videoTexture
|
|||
|
},
|
|||
|
_shadowMap_matrix: function () {
|
|||
|
return e.viewShadowMap._shadowMapMatrix
|
|||
|
},
|
|||
|
shadowMap_lightPositionEC: function () {
|
|||
|
return e.viewShadowMap._lightPositionEC
|
|||
|
},
|
|||
|
shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: function () {
|
|||
|
var t = new Cesium.Cartesian2;
|
|||
|
return t.x = 1 / e.viewShadowMap._textureSize.x,
|
|||
|
t.y = 1 / e.viewShadowMap._textureSize.y,
|
|||
|
Cesium.Cartesian4.fromElements(t.x, t.y, i.depthBias, i.normalShadingSmooth, this.combinedUniforms1)
|
|||
|
},
|
|||
|
shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: function () {
|
|||
|
return Cesium.Cartesian4.fromElements(i.normalOffsetScale, e.viewShadowMap._distance, e.viewShadowMap.maximumDistance, e.viewShadowMap._darkness, this.combinedUniforms2)
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}),
|
|||
|
this.viewer.scene.postProcessStages.add(this.postProcess);
|
|||
|
}
|
|||
|
return videoShed3d;
|
|||
|
})()
|
|||
|
|
|||
|
new CesiumVideo3d(viewer,
|
|||
|
{
|
|||
|
position:{
|
|||
|
|
|||
|
x:120.61990711,
|
|||
|
y: 31.317987368,
|
|||
|
z:300
|
|||
|
},
|
|||
|
far:12000,
|
|||
|
|
|||
|
rotation:{
|
|||
|
y:0,
|
|||
|
x:-60
|
|||
|
},
|
|||
|
url:'/Apps/jiankong.mp4',
|
|||
|
alpha:1,
|
|||
|
near:0.5,
|
|||
|
fov:200,
|
|||
|
debugFrustum:true
|
|||
|
})
|
|||
|
</script>
|
|||
|
</body>
|
|||
|
|
|||
|
</html>
|