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			268 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			268 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
 /***
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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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    } |