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			268 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			268 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								 /***
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								     * @category  场景
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								     * @classdesc 场景特效-扩散及扫描特效
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								     * @param {Object} options - 参数。
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								     * @param {String} options.type - 扫描类型  Circle:圆形扩大扫描圈 Radar:区域雷达扫描。
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								     * @param {Boolean} options.lon - 经度 。
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								     * @param {Boolean} options.lat -纬度 。
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								     * @param {String} options.radius - 扫描半径 (默认 1000).
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								     * @param {String} options.scanColor - 颜色  注意颜色必须是 new Cesium.Color(1.0, 0.0, 0.0, 1);rgba形式的‘red’和‘#fff’都不行(默认  new Cesium.Color(1.0, 0.0, 0.0, 1).
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								     * @param {String} options.interval - 时间 (默认 3000).
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								    */
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								    class CircleScanSystem {
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								    constructor(viewer,options){
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								      this.viewer = viewer;
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								      var data = {
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								        radius: options.radius || '100',
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								        scanColor: new Cesium.Color(1.0, 0.0, 0.0, 1),
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								        interval:'3000'
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								      }
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								      this.data= Object.assign(data,options);
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								      this.primitives = null;
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								      if(options.type == 'Circle'){
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								        this.primitives = addCircleScan(this.viewer,this.data);
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								      }else if(options.type == 'Radar'){
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								        this.primitives = addRadarScan(this.viewer,this.data);
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								      }
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								    }
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								    /**
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								     *清除
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								    * */
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								    remove(){
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								      this.viewer.scene.postProcessStages.remove(this.primitives);
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								    }
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								  }
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								  /**
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								    *圆形扩大扫描圈
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								    * */
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								    function AddCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
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								        var ScanSegmentShader =
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								            "uniform sampler2D colorTexture;\n" +
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								            "uniform sampler2D depthTexture;\n" +
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								            "in vec2 v_textureCoordinates;\n" +
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								            "uniform vec4 u_scanCenterEC;\n" +
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								            "uniform vec3 u_scanPlaneNormalEC;\n" +
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								            "uniform float u_radius;\n" +
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								            "uniform vec4 u_scanColor;\n" +
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								            "out vec4 fragColor;\n" +
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								            "vec4 toEye(in vec2 uv, in float depth)\n" +
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								            " {\n" +
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								            " vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
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								            " vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
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								            " posInCamera =posInCamera / posInCamera.w;\n" +
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								            " return posInCamera;\n" +
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								            " }\n" +
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								            "vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
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								            "{\n" +
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								            "vec3 v01 = point -planeOrigin;\n" +
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								            "float d = dot(planeNormal, v01) ;\n" +
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								            "return (point - planeNormal * d);\n" +
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								            "}\n" +
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								            "float getDepth(in vec4 depth)\n" +
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								            "{\n" +
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								            "float z_window = czm_unpackDepth(depth);\n" +
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								            "z_window = czm_reverseLogDepth(z_window);\n" +
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								            "float n_range = czm_depthRange.near;\n" +
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								            "float f_range = czm_depthRange.far;\n" +
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								            "return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
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								            "}\n" +
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								            "void main()\n" +
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								            "{\n" +
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								            "fragColor = texture(colorTexture, v_textureCoordinates);\n" +
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								            "float depth = getDepth( texture(depthTexture, v_textureCoordinates));\n" +
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								            "vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
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								            "vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
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								            "float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
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								            "if(dis < u_radius)\n" +
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								            "{\n" +
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								            "float f = 1.0 -abs(u_radius - dis) / u_radius;\n" +
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								            "f = pow(f, 4.0);\n" +
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								            "fragColor = mix(fragColor, u_scanColor, f);\n" +
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								            "}\n" +
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								            "}\n";
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								        var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
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								        var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
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								        var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
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								        var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
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								        var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
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								        var _time = (new Date()).getTime();
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								        var _scratchCartesian4Center = new Cesium.Cartesian4();
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								        var _scratchCartesian4Center1 = new Cesium.Cartesian4();
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								        var _scratchCartesian3Normal = new Cesium.Cartesian3();
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								        var ScanPostStage = new Cesium.PostProcessStage({
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								            fragmentShader: ScanSegmentShader,
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								            uniforms: {
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								                u_scanCenterEC: function () {
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								                    return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
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								                },
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								                u_scanPlaneNormalEC: function () {
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								                    var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
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								                    var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
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								                    _scratchCartesian3Normal.x = temp1.x - temp.x;
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								                    _scratchCartesian3Normal.y = temp1.y - temp.y;
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								                    _scratchCartesian3Normal.z = temp1.z - temp.z;
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								                    Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
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								                    return _scratchCartesian3Normal;
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								                },
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								                u_radius: function () {
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								                    return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
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								                },
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								                u_scanColor: scanColor
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								            }
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								        });
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								        viewer.scene.postProcessStages.add(ScanPostStage);
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								        return (ScanPostStage);
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								    }
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								    /**
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								     *添加圆形扩大扫描圈
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								     返回当前圆形扩大扫描圈对象
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								    * */
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								    function addCircleScan(viewer,data){
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								      viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后,标绘将位于地形的顶部;如果设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引发标绘消失的bug。
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								        var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子
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								        return  AddCircleScanPostStage(viewer, CartographicCenter, data.radius, data.scanColor, data.interval);
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								    }
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								    /**
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								     *区域雷达扫描
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								    * */
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								    function AddRadarScanPostStage(viewer, cartographicCenter, radius, scanColor, duration) {
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								        var ScanSegmentShader =
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								            "uniform sampler2D colorTexture;\n" +
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								            "uniform sampler2D depthTexture;\n" +
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								            "in vec2 v_textureCoordinates;\n" +
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								            "uniform vec4 u_scanCenterEC;\n" +
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								            "uniform vec3 u_scanPlaneNormalEC;\n" +
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								            "uniform vec3 u_scanLineNormalEC;\n" +
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								            "uniform float u_radius;\n" +
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								            "uniform vec4 u_scanColor;\n" +
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								            "out vec4 fragColor;\n" +
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								            "vec4 toEye(in vec2 uv, in float depth)\n" +
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								            " {\n" +
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								            " vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
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								            " vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
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								            " posInCamera =posInCamera / posInCamera.w;\n" +
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								            " return posInCamera;\n" +
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								            " }\n" +
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								            "bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
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								            "{\n" +
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								            "vec3 v01 = testPt - ptOnLine;\n" +
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								            "normalize(v01);\n" +
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								            "vec3 temp = cross(v01, lineNormal);\n" +
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								            "float d = dot(temp, u_scanPlaneNormalEC);\n" +
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								            "return d > 0.5;\n" +
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								            "}\n" +
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								            "vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
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								            "{\n" +
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								            "vec3 v01 = point -planeOrigin;\n" +
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								            "float d = dot(planeNormal, v01) ;\n" +
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								            "return (point - planeNormal * d);\n" +
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								            "}\n" +
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								            "float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
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								            "{\n" +
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								            "vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n" +
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								            "return length(tempPt - ptOnLine);\n" +
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								            "}\n" +
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								            "float getDepth(in vec4 depth)\n" +
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								            "{\n" +
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								            "float z_window = czm_unpackDepth(depth);\n" +
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								            "z_window = czm_reverseLogDepth(z_window);\n" +
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								            "float n_range = czm_depthRange.near;\n" +
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								            "float f_range = czm_depthRange.far;\n" +
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								            "return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
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								            "}\n" +
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								            "void main()\n" +
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								            "{\n" +
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								            "fragColor = texture(colorTexture, v_textureCoordinates);\n" +
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								            "float depth = getDepth( texture(depthTexture, v_textureCoordinates));\n" +
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								            "vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
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								            "vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
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								            "float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
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								            "float twou_radius = u_radius * 2.0;\n" +
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								            "if(dis < u_radius)\n" +
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								            "{\n" +
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								            "float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n" +
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								            "f0 = pow(f0, 64.0);\n" +
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								            "vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n" +
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								            "float f = 0.0;\n" +
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								            "if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n" +
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								            "{\n" +
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								            "float dis1= length(prjOnPlane.xyz - lineEndPt);\n" +
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								            "f = abs(twou_radius -dis1) / twou_radius;\n" +
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								            "f = pow(f, 3.0);\n" +
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								            "}\n" +
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								            "fragColor = mix(fragColor, u_scanColor, f + f0);\n" +
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								            "}\n" +
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								            "}\n";
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								        var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
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								        var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
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								        var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
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								        var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
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								        var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
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								        var _CartographicCenter2 = new Cesium.Cartographic(cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
							 | 
						|||
| 
								 | 
							
								        var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
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								 | 
							
								        var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
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								 | 
							
								        var _RotateQ = new Cesium.Quaternion();
							 | 
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| 
								 | 
							
								        var _RotateM = new Cesium.Matrix3();
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| 
								 | 
							
								        var _time = (new Date()).getTime();
							 | 
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| 
								 | 
							
								        var _scratchCartesian4Center = new Cesium.Cartesian4();
							 | 
						|||
| 
								 | 
							
								        var _scratchCartesian4Center1 = new Cesium.Cartesian4();
							 | 
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| 
								 | 
							
								        var _scratchCartesian4Center2 = new Cesium.Cartesian4();
							 | 
						|||
| 
								 | 
							
								        var _scratchCartesian3Normal = new Cesium.Cartesian3();
							 | 
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| 
								 | 
							
								        var _scratchCartesian3Normal1 = new Cesium.Cartesian3();
							 | 
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| 
								 | 
							
								        var ScanPostStage = new Cesium.PostProcessStage({
							 | 
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								 | 
							
								            fragmentShader: ScanSegmentShader,
							 | 
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| 
								 | 
							
								            uniforms: {
							 | 
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| 
								 | 
							
								                u_scanCenterEC: function () {
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| 
								 | 
							
								                    return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
							 | 
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| 
								 | 
							
								                },
							 | 
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| 
								 | 
							
								                u_scanPlaneNormalEC: function () {
							 | 
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| 
								 | 
							
								                    var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
							 | 
						|||
| 
								 | 
							
								                    var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.x = temp1.x - temp.x;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.y = temp1.y - temp.y;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.z = temp1.z - temp.z;
							 | 
						|||
| 
								 | 
							
								                    Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
							 | 
						|||
| 
								 | 
							
								                    return _scratchCartesian3Normal;
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								                },
							 | 
						|||
| 
								 | 
							
								                u_radius:function () {
							 | 
						|||
| 
								 | 
							
								                    return radius * 1;
							 | 
						|||
| 
								 | 
							
								                } ,
							 | 
						|||
| 
								 | 
							
								                u_scanLineNormalEC: function () {
							 | 
						|||
| 
								 | 
							
								                    var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
							 | 
						|||
| 
								 | 
							
								                    var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
							 | 
						|||
| 
								 | 
							
								                    var temp2 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center2, _scratchCartesian4Center2);
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.x = temp1.x - temp.x;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.y = temp1.y - temp.y;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal.z = temp1.z - temp.z;
							 | 
						|||
| 
								 | 
							
								                    Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal1.x = temp2.x - temp.x;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal1.y = temp2.y - temp.y;
							 | 
						|||
| 
								 | 
							
								                    _scratchCartesian3Normal1.z = temp2.z - temp.z;
							 | 
						|||
| 
								 | 
							
								                    var tempTime = (((new Date()).getTime() - _time) % duration) / duration;
							 | 
						|||
| 
								 | 
							
								                    Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
							 | 
						|||
| 
								 | 
							
								                    Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
							 | 
						|||
| 
								 | 
							
								                    Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
							 | 
						|||
| 
								 | 
							
								                    Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
							 | 
						|||
| 
								 | 
							
								                    return _scratchCartesian3Normal1;
							 | 
						|||
| 
								 | 
							
								                },
							 | 
						|||
| 
								 | 
							
								                u_scanColor: scanColor
							 | 
						|||
| 
								 | 
							
								            }
							 | 
						|||
| 
								 | 
							
								        });
							 | 
						|||
| 
								 | 
							
								        viewer.scene.postProcessStages.add(ScanPostStage);
							 | 
						|||
| 
								 | 
							
								        return (ScanPostStage);
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								    }
							 | 
						|||
| 
								 | 
							
								    /**
							 | 
						|||
| 
								 | 
							
								     *添加区域雷达扫描
							 | 
						|||
| 
								 | 
							
								     返回当前雷达扫描对象
							 | 
						|||
| 
								 | 
							
								    * */
							 | 
						|||
| 
								 | 
							
								    function addRadarScan(viewer,data){
							 | 
						|||
| 
								 | 
							
								      viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后,标绘将位于地形的顶部;如果设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引发标绘消失的bug。
							 | 
						|||
| 
								 | 
							
								        var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat),0); //中心位子
							 | 
						|||
| 
								 | 
							
								        return  AddRadarScanPostStage(viewer, CartographicCenter, data.radius, data.scanColor, data.interval);
							 | 
						|||
| 
								 | 
							
								    }
							 |