mirror of
https://github.com/jiawanlong/Cesium-Examples.git
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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);
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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();
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var _scratchCartesian4Center1 = new Cesium.Cartesian4();
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var _scratchCartesian4Center2 = new Cesium.Cartesian4();
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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);
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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 radius * 1;
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} ,
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u_scanLineNormalEC: 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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var temp2 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center2, _scratchCartesian4Center2);
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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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_scratchCartesian3Normal1.x = temp2.x - temp.x;
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_scratchCartesian3Normal1.y = temp2.y - temp.y;
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_scratchCartesian3Normal1.z = temp2.z - temp.z;
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var tempTime = (((new Date()).getTime() - _time) % duration) / duration;
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Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
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Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
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Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
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Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
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return _scratchCartesian3Normal1;
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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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*添加区域雷达扫描
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返回当前雷达扫描对象
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* */
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function addRadarScan(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 AddRadarScanPostStage(viewer, CartographicCenter, data.radius, data.scanColor, data.interval);
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}
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