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基于webGL的三维api

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/** * circleDiffusion:圆扩散 * 参考gitee上的ts代码 */ // 圆扩散 class CircleDiffusion { constructor(viewer,lastStageList=[]) { this.viewer = viewer this.lastStageList = lastStageList // js语法的每行结尾的“分号”可写可不写 } add( position, scanColor, maxRadius, duration ) { this.lastStageList.push( this.showCircleScan(position, scanColor, maxRadius, duration) ) } clear() { this.lastStageList.forEach((ele) => { this.clearScanEffects(ele) }) this.lastStageList = [] } /** * 圆扩散 * @param {*} position 扫描中心 如[117.270739,31.84309,32] * @param {*} scanColor 扫描颜色 如"rgba(0,255,0,1)" * @param {*} maxRadius 扫描半径,单位米 如1000米 * @param {*} duration 持续时间,单位毫秒 如4000 */ showCircleScan( position, scanColor, maxRadius, duration ) { const cartographicCenter = new Cesium.Cartographic( Cesium.Math.toRadians(position[0]), Cesium.Math.toRadians(position[1]), position[2] ) scanColor = new Cesium.Color.fromCssColorString(scanColor) const lastStage = this._addCircleScanPostStage( cartographicCenter, maxRadius, scanColor, duration ) return lastStage } /** * 添加扩散效果扫描线 * @param {*} cartographicCenter 扫描中心 * @param {*} maxRadius 扫描半径 * @param {*} scanColor 扫描颜色 * @param {*} duration 持续时间 */ _addCircleScanPostStage( cartographicCenter, maxRadius, scanColor, duration ) { const _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter) const _Cartesian4Center = new Cesium.Cartesian4( _Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1 ) const _CartograhpicCenter1 = new Cesium.Cartographic( cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500 ) const _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartograhpicCenter1) const _Cartesian4Center1 = new Cesium.Cartesian4( _Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1 ) const _time = new Date().getTime() const _scratchCartesian4Center = new Cesium.Cartesian4() const _scratchCartesian4Center1 = new Cesium.Cartesian4() const _scratchCartesian3Normal = new Cesium.Cartesian3() const _this = this const ScanPostStage = new Cesium.PostProcessStage({ fragmentShader: _this._getScanSegmentShader(), uniforms: { u_scanCenterEC: function() { const temp = Cesium.Matrix4.multiplyByVector( _this.viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center ) return temp }, u_scanPlaneNormalEC: function() { const temp = Cesium.Matrix4.multiplyByVector( _this.viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center ) const temp1 = Cesium.Matrix4.multiplyByVector( _this.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 ( (maxRadius * ((new Date().getTime() - _time) % duration)) / duration ) }, u_scanColor: scanColor, }, }) this.viewer.scene.postProcessStages.add(ScanPostStage) return ScanPostStage } /** * 扩散效果Shader */ _getScanSegmentShader() { const inpram = 18 const scanSegmentShader = ` uniform sampler2D colorTexture; uniform sampler2D depthTexture; varying vec2 v_textureCoordinates; uniform vec4 u_scanCenterEC; uniform vec3 u_scanPlaneNormalEC; uniform float u_radius; uniform vec4 u_scanColor; vec4 toEye(in vec2 uv, in float depth){ vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0)); vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0); posInCamera =posInCamera / posInCamera.w; return posInCamera; } vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){ vec3 v01 = point - planeOrigin; float d = dot(planeNormal, v01) ; return (point - planeNormal * d); } float getDepth(in vec4 depth){ float z_window = czm_unpackDepth(depth); z_window = czm_reverseLogDepth(z_window); float n_range = czm_depthRange.near; float f_range = czm_depthRange.far; return (2.0 * z_window - n_range - f_range) / (f_range - n_range); } void main(){ gl_FragColor = texture2D(colorTexture, v_textureCoordinates); float depth = getDepth(texture2D(depthTexture, v_textureCoordinates)); vec4 viewPos = toEye(v_textureCoordinates, depth); vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz); float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz); if(dis < u_radius){ float f = 1.0 - abs(u_radius - dis) / u_radius; f = pow(f, float(` + inpram + `)); gl_FragColor = mix(gl_FragColor,u_scanColor,f); } gl_FragColor.a = gl_FragColor.a / 2.0; } ` return scanSegmentShader } /** * 清除特效对象 * @param {*} lastStage 特效对象 */ clearScanEffects(lastStage) { this.viewer.scene.postProcessStages.remove(lastStage) } } export default CircleDiffusion