2025-03-11 08:25:45 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								/ * * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  可视域分析 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 * 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ author  Helsing 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ date  2020 / 08 / 28 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ alias  viewshed 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ class 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Cesium . Viewer }  viewer  Cesium三维视窗 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Object }  options  选项 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Cesium . Cartesian3 }  options . viewPosition  观测点位置 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Cesium . Cartesian3 }  options . viewPositionEnd  最远观测点位置 ( 如果设置了观测距离 , 这个属性可以不设置 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Number }  options . viewDistance  观测距离 ( 单位 ` 米 ` , 默认值100 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Number }  options . viewHeading  航向角 ( 单位 ` 度 ` , 默认值0 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Number }  options . viewPitch  俯仰角 ( 单位 ` 度 ` , 默认值0 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Number }  options . horizontalViewAngle  可视域水平夹角 ( 单位 ` 度 ` , 默认值90 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Number }  options . verticalViewAngle  可视域垂直夹角 ( 单位 ` 度 ` , 默认值60 ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Cesium . Color }  options . visibleAreaColor  可视区域颜色 ( 默认值 ` 绿色 ` ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
										 
									
								 
							
							
								 *  @ param  { Cesium . Color }  options . invisibleAreaColor  不可视区域颜色 ( 默认值 ` 红色 ` ) 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Boolean }  options . enabled  阴影贴图是否可用 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Boolean }  options . softShadows  是否启用柔和阴影 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 *  @ param  { Boolean }  options . size  每个阴影贴图的大小 。 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								 * / 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								class  viewshed  extends  analyser  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    constructor ( viewer ,  options )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        super ( viewer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewer  =  viewer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewPosition  =  options . viewPosition ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewPositionEnd  =  options . viewPositionEnd ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewDistance  =  this . viewPositionEnd  ?  Cesium . Cartesian3 . distance ( this . viewPosition ,  this . viewPositionEnd )  :  ( options . viewDistance  ||  100.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewHeading  =  this . viewPositionEnd  ?  getHeading ( this . viewPosition ,  this . viewPositionEnd )  :  ( options . viewHeading  ||  0.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewPitch  =  this . viewPositionEnd  ?  getPitch ( this . viewPosition ,  this . viewPositionEnd )  :  ( options . viewPitch  ||  0.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . horizontalViewAngle  =  options . horizontalViewAngle  ||  90.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . verticalViewAngle  =  options . verticalViewAngle  ||  60.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . visibleAreaColor  =  options . visibleAreaColor  ||  Cesium . Color . GREEN ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . invisibleAreaColor  =  options . invisibleAreaColor  ||  Cesium . Color . RED ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . enabled  =  ( typeof  options . enabled  ===  "boolean" )  ?  options . enabled  :  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . softShadows  =  ( typeof  options . softShadows  ===  "boolean" )  ?  options . softShadows  :  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . size  =  options . size  ||  2048 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . options  =  options ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . id  =  Cesium . createGuid ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . _resultTip  =  this . viewer . entities . add ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            id :  this . id , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            label :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                fillColor :  Cesium . Color . YELLOW , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                showBackground :  true , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                font :  '14px monospace' , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                horizontalOrigin :  Cesium . HorizontalOrigin . LEFT , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                verticalOrigin :  Cesium . VerticalOrigin . BOTTOM , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                pixelOffset :  new  Cesium . Cartesian2 ( 0 ,  - 10 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . posArray  =  [ ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . _markers  =  [ ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . state  =  this . BEYONANALYSER _STATE . PREPARE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . action ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    action ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        let  _self  =  this ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        var  ellipsoid  =  this . viewer . scene . globe . ellipsoid ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        _self . handler . setInputAction ( function  ( movement )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            var  cartesian  =  latlng . getCurrentMousePosition ( _self . viewer . scene ,  movement . position ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if  ( _self . _markers . length  ==  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  temp1  =  Cesium . Cartographic . fromCartesian (  cartesian  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  h1  ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												if  ( _self . options . qdOffset )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
													h1  =  temp1 . height  +  _self . options . qdOffset 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												} else { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
													h1  =  temp1 . height  +  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  cartographictemp  =  Cesium . Cartographic . fromDegrees (  temp1 . longitude  /  Math . PI  *  180 ,  temp1 . latitude  /  Math . PI  *  180 ,  h1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												cartesian  =  ellipsoid . cartographicToCartesian ( cartographictemp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
											}  else  if  ( _self . _markers . length  ==  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  temp1  =  Cesium . Cartographic . fromCartesian (  cartesian  ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  h1  ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												if  ( _self . options . zdOffset )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
													h1  =  temp1 . height  +  _self . options . qdOffset 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												} else { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
													h1  =  temp1 . height  +  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												var  cartographictemp  =  Cesium . Cartographic . fromDegrees (  temp1 . longitude  /  Math . PI  *  180 ,  temp1 . latitude  /  Math . PI  *  180 ,  h1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
												cartesian  =  ellipsoid . cartographicToCartesian ( cartographictemp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if  ( ! cartesian )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            _self . posArray . push ( cartesian ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if  ( _self . _markers . length  ==  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                var  startSphere  =  _self . viewer . entities . add ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    position :  cartesian , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    ellipsoid :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        radii :  new  Cesium . Cartesian3 ( 1.0 ,  1.0 ,  1.0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        material :  Cesium . Color . BLUE 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    label :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        text :  "视线起点" , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        fillColor :  Cesium . Color . YELLOW , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        pixelOffset :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                            x :  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                            y :  - 20 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        scale :  0.5 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . _markers . push ( startSphere ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . state  =  _self . BEYONANALYSER _STATE . OPERATING ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            }  else  if  ( _self . _markers . length  ==  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                var  redSphere  =  _self . viewer . entities . add ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    position :  cartesian , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    ellipsoid :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        radii :  new  Cesium . Cartesian3 ( 1.0 ,  1.0 ,  1.0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        material :  Cesium . Color . RED 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    label :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        text :  "视线终点" , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        fillColor :  Cesium . Color . YELLOW , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        pixelOffset :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                            x :  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                            y :  - 20 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        scale :  0.5 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . _markers . push ( redSphere ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . viewPosition  =  _self . posArray [ 0 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . viewPositionEnd  =  cartesian ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . viewDistance  =  _self . viewPositionEnd  ?  Cesium . Cartesian3 . distance ( _self . viewPosition ,  _self . viewPositionEnd )  :  ( _self . options . viewDistance  ||  100.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . viewHeading  =  _self . viewPositionEnd  ?  getHeading ( _self . viewPosition ,  _self . viewPositionEnd )  :  ( _self . options . viewHeading  ||  0.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . viewPitch  =  _self . viewPositionEnd  ?  getPitch ( _self . viewPosition ,  _self . viewPositionEnd )  :  ( _self . options . viewPitch  ||  0.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . state  =  _self . BEYONANALYSER _STATE . END ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . handler . destroy ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . handler  =  null ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . remove ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . update ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ,  Cesium . ScreenSpaceEventType . LEFT _CLICK ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        //移动
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        var  info ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        _self . handler . setInputAction ( function  ( movement )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            var  cartesian  =  _self . viewer . scene . pickPosition ( movement . endPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if  ( _self . state  ===  _self . BEYONANALYSER _STATE . PREPARE )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                info  =  '点击设定起点' ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . showTip ( _self . _resultTip ,  true ,  cartesian ,  info ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            }  else  if  ( _self . state  ===  _self . BEYONANALYSER _STATE . OPERATING )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                info  =  '点击设定终点' ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                _self . showTip ( _self . _resultTip ,  true ,  cartesian ,  info ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ,  Cesium . ScreenSpaceEventType . MOUSE _MOVE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    remove ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        if  ( this . _markers . length  ==  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        for  ( let  index  =  0 ;  index  <  this . _markers . length ;  index ++ )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            var  element  =  this . _markers [ index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . viewer . entities . remove ( element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . _markers . length  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewer . entities . remove ( this . _resultTip ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . _resultTip  =  undefined ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    add ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . createLightCamera ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . createShadowMap ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . createPostStage ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . drawFrustumOutline ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . drawSketch ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    update ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . add ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    clear ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        if  ( this . sketch )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . viewer . entities . removeById ( this . sketch . id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . sketch  =  null ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        if  ( this . frustumOutline )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . frustumOutline . destroy ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . frustumOutline  =  null ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        if  ( this . postStage )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . viewer . scene . postProcessStages . remove ( this . postStage ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . postStage  =  null ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    //创建相机
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    createLightCamera ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera  =  new  Cesium . Camera ( this . viewer . scene ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera . position  =  this . viewPosition ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        // if (this.viewPositionEnd) {
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        //     let direction = Cesium.Cartesian3.normalize(Cesium.Cartesian3.subtract(this.viewPositionEnd, this.viewPosition, new Cesium.Cartesian3()), new Cesium.Cartesian3());
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        //     this.lightCamera.direction = direction; // direction是相机面向的方向
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        // }
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera . frustum . near  =  this . viewDistance  *  0.001 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera . frustum . far  =  this . viewDistance ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  hr  =  Cesium . Math . toRadians ( this . horizontalViewAngle ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  vr  =  Cesium . Math . toRadians ( this . verticalViewAngle ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  aspectRatio  = 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            ( this . viewDistance  *  Math . tan ( hr  /  2 )  *  2 )  / 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            ( this . viewDistance  *  Math . tan ( vr  /  2 )  *  2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera . frustum . aspectRatio  =  aspectRatio ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        if  ( hr  >  vr )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . lightCamera . frustum . fov  =  hr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        }  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            this . lightCamera . frustum . fov  =  vr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . lightCamera . setView ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            destination :  this . viewPosition , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            orientation :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                heading :  Cesium . Math . toRadians ( this . viewHeading  ||  0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                pitch :  Cesium . Math . toRadians ( this . viewPitch  ||  0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                roll :  0 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    //创建阴影贴图
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    createShadowMap ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . shadowMap  =  new  Cesium . ShadowMap ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            context :  ( this . viewer . scene ) . context , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            lightCamera :  this . lightCamera , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            enabled :  this . enabled , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            isPointLight :  true , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            pointLightRadius :  this . viewDistance , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            cascadesEnabled :  false , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            size :  this . size , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            softShadows :  this . softShadows , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            normalOffset :  false , 
							 
						 
					
						
							
								
									
										
										
										
											2025-06-22 07:06:26 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
								
									
								 
							
							
								            fromLightSource :  false , 
							 
						 
					
						
							
								
									
										
										
										
											2025-03-11 08:25:45 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewer . scene . shadowMap  =  this . shadowMap ; 
							 
						 
					
						
							
								
									
										
										
										
											2025-06-22 07:06:26 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
								
									
								 
							
							
								        // 启用地形阴影
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . viewer . scene . globe . shadows  =  Cesium . ShadowMode . ENABLED ; 
							 
						 
					
						
							
								
									
										
										
										
											2025-03-11 08:25:45 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    //创建PostStage
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    createPostStage ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  fs  =  ` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        # define  USE _CUBE _MAP _SHADOW  true 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  sampler2D  colorTexture ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  sampler2D  depthTexture ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        varying  vec2  v _textureCoordinates ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  mat4  camera _projection _matrix ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  mat4  camera _view _matrix ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  samplerCube  shadowMap _textureCube ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  mat4  shadowMap _matrix ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  vec4  shadowMap _lightPositionEC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  vec4  shadowMap _normalOffsetScaleDistanceMaxDistanceAndDarkness ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  vec4  shadowMap _texelSizeDepthBiasAndNormalShadingSmooth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  float  helsing _viewDistance ;  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  vec4  helsing _visibleAreaColor ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        uniform  vec4  helsing _invisibleAreaColor ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        struct  zx _shadowParameters 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  texCoords ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  depthBias ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  depth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  nDotL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec2  texelStepSize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  normalShadingSmooth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  darkness ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        float  czm _shadowVisibility ( samplerCube  shadowMap ,  zx _shadowParameters  shadowParameters ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  depthBias  =  shadowParameters . depthBias ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  depth  =  shadowParameters . depth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  nDotL  =  shadowParameters . nDotL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  normalShadingSmooth  =  shadowParameters . normalShadingSmooth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  darkness  =  shadowParameters . darkness ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  uvw  =  shadowParameters . texCoords ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            depth  -=  depthBias ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  visibility  =  czm _shadowDepthCompare ( shadowMap ,  uvw ,  depth ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  czm _private _shadowVisibility ( visibility ,  nDotL ,  normalShadingSmooth ,  darkness ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        vec4  getPositionEC ( ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  czm _windowToEyeCoordinates ( gl _FragCoord ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        vec3  getNormalEC ( ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  vec3 ( 1. ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        vec4  toEye (  vec2  uv ,  float  depth ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec2  xy = vec2 ( ( uv . x * 2. - 1. ) , ( uv . y * 2. - 1. ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec4  posInCamera = czm _inverseProjection * vec4 ( xy , depth , 1. ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            posInCamera = posInCamera / posInCamera . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  posInCamera ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        vec3  pointProjectOnPlane (  vec3  planeNormal ,  vec3  planeOrigin ,  vec3  point ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  v01 = point - planeOrigin ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  d = dot ( planeNormal , v01 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return ( point - planeNormal * d ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        float  getDepth (  vec4  depth ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  z _window = czm _unpackDepth ( depth ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            z _window = czm _reverseLogDepth ( z _window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  n _range = czm _depthRange . near ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  f _range = czm _depthRange . far ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return ( 2. * z _window - n _range - f _range ) / ( f _range - n _range ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        float  shadow (  vec4  positionEC ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  normalEC = getNormalEC ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            zx _shadowParameters  shadowParameters ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . texelStepSize = shadowMap _texelSizeDepthBiasAndNormalShadingSmooth . xy ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . depthBias = shadowMap _texelSizeDepthBiasAndNormalShadingSmooth . z ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . normalShadingSmooth = shadowMap _texelSizeDepthBiasAndNormalShadingSmooth . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . darkness = shadowMap _normalOffsetScaleDistanceMaxDistanceAndDarkness . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  directionEC = positionEC . xyz - shadowMap _lightPositionEC . xyz ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  distance = length ( directionEC ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            directionEC = normalize ( directionEC ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  radius = shadowMap _lightPositionEC . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if ( distance > radius ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                return  2.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec3  directionWC = czm _inverseViewRotation * directionEC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . depth = distance / radius - 0.0003 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . nDotL = clamp ( dot ( normalEC , - directionEC ) , 0. , 1. ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            shadowParameters . texCoords = directionWC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  visibility = czm _shadowVisibility ( shadowMap _textureCube , shadowParameters ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  visibility ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        bool  visible (  vec4  result ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            result . x /= result . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            result . y /= result . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            result . z /= result . w ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            return  result . x >= - 1. && result . x <= 1. 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            && result . y >= - 1. && result . y <= 1. 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            && result . z >= - 1. && result . z <= 1. ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        void  main ( ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            // 釉色 = 结构二维(颜色纹理, 纹理坐标)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            gl _FragColor  =  texture2D ( colorTexture ,  v _textureCoordinates ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            // 深度 = 获取深度(结构二维(深度纹理, 纹理坐标))
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  depth  =  getDepth ( texture2D ( depthTexture ,  v _textureCoordinates ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            // 视角 = (纹理坐标, 深度)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec4  viewPos  =  toEye ( v _textureCoordinates ,  depth ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            // 世界坐标
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec4  wordPos  =  czm _inverseView  *  viewPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            // 虚拟相机中坐标
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            vec4  vcPos  =  camera _view _matrix  *  wordPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  near  =  . 001  *  helsing _viewDistance ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            float  dis  =  length ( vcPos . xyz ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            if ( dis  >  near  &&  dis  <  helsing _viewDistance ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                // 透视投影
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                vec4  posInEye  =  camera _projection _matrix  *  vcPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                // 可视区颜色
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                // vec4 helsing_visibleAreaColor=vec4(0.,1.,0.,.5);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                // vec4 helsing_invisibleAreaColor=vec4(1.,0.,0.,.5);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                if ( visible ( posInEye ) ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    float  vis  =  shadow ( viewPos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    if ( vis  >  0.3 ) { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        gl _FragColor  =  mix ( gl _FragColor , helsing _visibleAreaColor , . 5 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    }  else { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        gl _FragColor  =  mix ( gl _FragColor , helsing _invisibleAreaColor , . 5 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ` ;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  postStage  =  new  Cesium . PostProcessStage ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            fragmentShader :  fs , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            uniforms :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                shadowMap _textureCube :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . shadowMap . update ( Reflect . get ( this . viewer . scene ,  "_frameState" ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  Reflect . get ( this . shadowMap ,  "_shadowMapTexture" ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                shadowMap _matrix :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . shadowMap . update ( Reflect . get ( this . viewer . scene ,  "_frameState" ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  Reflect . get ( this . shadowMap ,  "_shadowMapMatrix" ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                shadowMap _lightPositionEC :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . shadowMap . update ( Reflect . get ( this . viewer . scene ,  "_frameState" ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  Reflect . get ( this . shadowMap ,  "_lightPositionEC" ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                shadowMap _normalOffsetScaleDistanceMaxDistanceAndDarkness :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . shadowMap . update ( Reflect . get ( this . viewer . scene ,  "_frameState" ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    const  bias  =  this . shadowMap . _pointBias ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  Cesium . Cartesian4 . fromElements ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        bias . normalOffsetScale , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        this . shadowMap . _distance , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        this . shadowMap . maximumDistance , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        0.0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        new  Cesium . Cartesian4 ( ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                shadowMap _texelSizeDepthBiasAndNormalShadingSmooth :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . shadowMap . update ( Reflect . get ( this . viewer . scene ,  "_frameState" ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    const  bias  =  this . shadowMap . _pointBias ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    const  scratchTexelStepSize  =  new  Cesium . Cartesian2 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    const  texelStepSize  =  scratchTexelStepSize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    texelStepSize . x  =  1.0  /  this . shadowMap . _textureSize . x ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    texelStepSize . y  =  1.0  /  this . shadowMap . _textureSize . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  Cesium . Cartesian4 . fromElements ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        texelStepSize . x , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        texelStepSize . y , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        bias . depthBias , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        bias . normalShadingSmooth , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                        new  Cesium . Cartesian4 ( ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                camera _projection _matrix :  this . lightCamera . frustum . projectionMatrix , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                camera _view _matrix :  this . lightCamera . viewMatrix , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                helsing _viewDistance :  ( )  =>  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    return  this . viewDistance ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                helsing _visibleAreaColor :  this . visibleAreaColor , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                helsing _invisibleAreaColor :  this . invisibleAreaColor , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . postStage  =  this . viewer . scene . postProcessStages . add ( postStage ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    //创建视锥线
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    drawFrustumOutline ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  scratchRight  =  new  Cesium . Cartesian3 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  scratchRotation  =  new  Cesium . Matrix3 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  scratchOrientation  =  new  Cesium . Quaternion ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  position  =  this . lightCamera . positionWC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  direction  =  this . lightCamera . directionWC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        const  up  =  this . lightCamera . upWC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        let  right  =  this . lightCamera . rightWC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        right  =  Cesium . Cartesian3 . negate ( right ,  scratchRight ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        let  rotation  =  scratchRotation ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        Cesium . Matrix3 . setColumn ( rotation ,  0 ,  right ,  rotation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        Cesium . Matrix3 . setColumn ( rotation ,  1 ,  up ,  rotation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        Cesium . Matrix3 . setColumn ( rotation ,  2 ,  direction ,  rotation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        let  orientation  =  Cesium . Quaternion . fromRotationMatrix ( rotation ,  scratchOrientation ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        let  instance  =  new  Cesium . GeometryInstance ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            geometry :  new  Cesium . FrustumOutlineGeometry ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                frustum :  this . lightCamera . frustum , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                origin :  this . viewPosition , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                orientation :  orientation 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            id :  Math . random ( ) . toString ( 36 ) . substr ( 2 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            attributes :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                color :  Cesium . ColorGeometryInstanceAttribute . fromColor ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    Cesium . Color . YELLOWGREEN  //new Cesium.Color(0.0, 1.0, 0.0, 1.0)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                show :  new  Cesium . ShowGeometryInstanceAttribute ( true ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . frustumOutline  =  this . viewer . scene . primitives . add ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            new  Cesium . Primitive ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                geometryInstances :  [ instance ] , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                appearance :  new  Cesium . PerInstanceColorAppearance ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    flat :  true , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    translucent :  false 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                } ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    //创建视网
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    drawSketch ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        this . sketch  =  this . viewer . entities . add ( { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            name :  'sketch' , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            position :  this . viewPosition , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            orientation :  Cesium . Transforms . headingPitchRollQuaternion ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                this . viewPosition , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                Cesium . HeadingPitchRoll . fromDegrees ( this . viewHeading  -  this . horizontalViewAngle ,  this . viewPitch ,  0.0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            ellipsoid :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                radii :  new  Cesium . Cartesian3 ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . viewDistance , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . viewDistance , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                    this . viewDistance 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                // innerRadii: new Cesium.Cartesian3(2.0, 2.0, 2.0),
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                minimumClock :  Cesium . Math . toRadians ( - this . horizontalViewAngle  /  2 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                maximumClock :  Cesium . Math . toRadians ( this . horizontalViewAngle  /  2 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                minimumCone :  Cesium . Math . toRadians ( this . verticalViewAngle  +  7.75 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                maximumCone :  Cesium . Math . toRadians ( 180  -  this . verticalViewAngle  -  7.75 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                fill :  false , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                outline :  true , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                subdivisions :  256 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                stackPartitions :  64 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                slicePartitions :  64 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								                outlineColor :  Cesium . Color . YELLOWGREEN 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								        } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								//获取偏航角
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								function  getHeading ( fromPosition ,  toPosition )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    let  finalPosition  =  new  Cesium . Cartesian3 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    let  matrix4  =  Cesium . Transforms . eastNorthUpToFixedFrame ( fromPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Matrix4 . inverse ( matrix4 ,  matrix4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Matrix4 . multiplyByPoint ( matrix4 ,  toPosition ,  finalPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Cartesian3 . normalize ( finalPosition ,  finalPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    return  Cesium . Math . toDegrees ( Math . atan2 ( finalPosition . x ,  finalPosition . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								//获取俯仰角
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								function  getPitch ( fromPosition ,  toPosition )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    let  finalPosition  =  new  Cesium . Cartesian3 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    let  matrix4  =  Cesium . Transforms . eastNorthUpToFixedFrame ( fromPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Matrix4 . inverse ( matrix4 ,  matrix4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Matrix4 . multiplyByPoint ( matrix4 ,  toPosition ,  finalPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    Cesium . Cartesian3 . normalize ( finalPosition ,  finalPosition ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								    return  Cesium . Math . toDegrees ( Math . asin ( finalPosition . z ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
								
									
								 
							
							
								}