mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-04 15:17:36 +00:00
217 lines
7.7 KiB
JavaScript
217 lines
7.7 KiB
JavaScript
/**
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* @class
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* @description 3dtiles模型压平
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*/
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class Flat {
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/**
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*
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* @param {Cesium.Cesium3DTileset} tileset 三维模型
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* @param {Object} opt
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* @param {Number} opt.flatHeight 压平高度
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*/
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constructor(tileset, opt) {
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if (!tileset) return;
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this.tileset = tileset;
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this.opt = opt || {};
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this.flatHeight = this.opt.flatHeight || 0;
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this.center = tileset.boundingSphere.center.clone();
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this.matrix = Cesium.Transforms.eastNorthUpToFixedFrame(this.center.clone());
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this.localMatrix = Cesium.Matrix4.inverse(this.matrix, new Cesium.Matrix4());
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// 多面的坐标数组
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this.regionList = [];
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// 多个面坐标转为局部模型坐标
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this.localPositionsArr = [];
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}
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/**
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* 添加压平面
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* @param {Object} attr 参数
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* @param {Cesium.Cartesian3[]} attr.positions 压平面坐标
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* @param {Number} attr.height 压平深度,当前不支持单独设置
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* @param {Number} attr.id 唯一标识
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*/
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addRegion(attr) {
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let { positions, height, id } = attr || {};
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// this.flatHeight = height;
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if (!id) id = (new Date()).getTime() + "" + Number(Math.random() * 1000).toFixed(0);
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this.regionList.push(attr);
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for (let i = 0; i < this.regionList.length; i++) {
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let item = this.regionList[i];
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const positions = item.positions;
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let localCoor = this.cartesiansToLocal(positions);
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this.localPositionsArr.push(localCoor);
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}
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const funstr = this.getIsinPolygonFun(this.localPositionsArr);
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let str = ``;
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for (let i = 0; i < this.localPositionsArr.length; i++) {
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const coors = this.localPositionsArr[i];
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const n = coors.length;
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let instr = ``;
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coors.forEach((coordinate, index) => {
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instr += `points_${n}[${index}] = vec2(${coordinate[0]}, ${coordinate[1]});\n`;
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})
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str += `
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${instr}
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if(isPointInPolygon_${n}(position2D)){
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vec4 tileset_local_position_transformed = vec4(tileset_local_position.x, tileset_local_position.y, ground_z, 1.0);
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vec4 model_local_position_transformed = czm_inverseModel * u_tileset_localToWorldMatrix * tileset_local_position_transformed;
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vsOutput.positionMC.xy = model_local_position_transformed.xy;
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vsOutput.positionMC.z = model_local_position_transformed.z+ modelMC.z*0.002;
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return;
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}`;
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}
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this.updateShader(funstr, str);
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}
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/**
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* 根据id删除压平的面
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* @param {String} id 唯一标识
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*/
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removeRegionById(id) {
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if (!id) return;
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this.regionList = this.regionList.filter((attr) => {
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return attr.id != id;
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})
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this.localPositionsArr = [];
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for (let i = 0; i < this.regionList.length; i++) {
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let item = this.regionList[i];
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const positions = item.positions;
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let localCoor = this.cartesiansToLocal(positions);
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this.localPositionsArr.push(localCoor);
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}
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const funstr = this.getIsinPolygonFun(this.localPositionsArr);
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let str = ``;
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for (let i = 0; i < this.localPositionsArr.length; i++) {
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const coors = this.localPositionsArr[i];
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const n = coors.length;
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let instr = ``;
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coors.forEach((coordinate, index) => {
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instr += `points_${n}[${index}] = vec2(${coordinate[0]}, ${coordinate[1]});\n`;
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})
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str += `
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${instr}
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if(isPointInPolygon_${n}(position2D)){
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vec4 tileset_local_position_transformed = vec4(tileset_local_position.x, tileset_local_position.y, ground_z, 1.0);
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vec4 model_local_position_transformed = czm_inverseModel * u_tileset_localToWorldMatrix * tileset_local_position_transformed;
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vsOutput.positionMC.xy = model_local_position_transformed.xy;
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vsOutput.positionMC.z = model_local_position_transformed.z+ modelMC.z*0.002;
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return;
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}`;
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}
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this.updateShader(funstr, str);
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}
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/**
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* 销毁
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*/
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destroy() {
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this.tileset.customShader = undefined;
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}
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/**
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* 根据数组长度,构建 判断点是否在面内 的压平函数
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*/
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getIsinPolygonFun(polygons) {
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let pmap = polygons.map((polygon) => polygon.length);
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let uniqueArray = this.getUniqueArray(pmap);
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let str = ``;
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uniqueArray.forEach(length => {
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str += `
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vec2 points_${length}[${length}];
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bool isPointInPolygon_${length}(vec2 point){
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int nCross = 0; // 交点数
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const int n = ${length};
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for(int i = 0; i < n; i++){
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vec2 p1 = points_${length}[i];
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vec2 p2 = points_${length}[int(mod(float(i+1),float(n)))];
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if(p1[1] == p2[1]){
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continue;
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}
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if(point[1] < min(p1[1], p2[1])){
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continue;
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}
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if(point[1] >= max(p1[1], p2[1])){
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continue;
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}
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float x = p1[0] + ((point[1] - p1[1]) * (p2[0] - p1[0])) / (p2[1] - p1[1]);
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if(x > point[0]){
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nCross++;
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}
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}
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return int(mod(float(nCross), float(2))) == 1;
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}
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`
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})
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return str
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}
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updateShader(vtx1, vtx2) {
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let flatCustomShader = new Cesium.CustomShader({
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uniforms: {
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u_tileset_localToWorldMatrix: {
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type: Cesium.UniformType.MAT4,
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value: this.matrix,
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},
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u_tileset_worldToLocalMatrix: {
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type: Cesium.UniformType.MAT4,
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value: this.localMatrix,
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},
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u_flatHeight: {
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type: Cesium.UniformType.FLOAT,
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value: this.flatHeight,
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},
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},
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vertexShaderText: `
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// 所有isPointInPolygon函数
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${vtx1}
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput){
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vec3 modelMC = vsInput.attributes.positionMC;
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vec4 model_local_position = vec4(modelMC.x, modelMC.y, modelMC.z, 1.0);
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vec4 tileset_local_position = u_tileset_worldToLocalMatrix * czm_model * model_local_position;
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vec2 position2D = vec2(tileset_local_position.x,tileset_local_position.y);
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float ground_z = 0.0 + u_flatHeight;
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// 多个多边形区域
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${vtx2}
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}`,
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});
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this.tileset.customShader = flatCustomShader;
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}
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// 数组去重,不能处理嵌套的数组
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getUniqueArray = (arr) => {
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return arr.filter(function (item, index, arr) {
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//当前元素,在原始数组中的第一个索引==当前索引值,否则返回当前元素
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return arr.indexOf(item, 0) === index;
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});
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}
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// 世界坐标转数组局部坐标
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cartesiansToLocal(positions) {
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let arr = [];
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for (let i = 0; i < positions.length; i++) {
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let position = positions[i];
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let localp = Cesium.Matrix4.multiplyByPoint(
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this.localMatrix,
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position.clone(),
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new Cesium.Cartesian3()
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)
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arr.push([localp.x, localp.y]);
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}
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return arr;
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}
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}
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