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基于webGL的三维api

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/** * 雷达圆扫 * 参考gitee开源ts代码 */ // 雷达圆扫 class CircleScan { constructor(viewer,lastStageList = []) { this.viewer = viewer this.lastStageList = lastStageList } add( position, scanColor, maxRadius, duration ) { this.lastStageList.push( this.showRadarScan(position, scanColor, maxRadius, duration) ) } clear() { this.lastStageList.forEach((ele) => { this.clearScanEffects(ele) }) this.lastStageList = [] } /** * 雷达扫描 * @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 */ showRadarScan( 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._addRadarScanPostStage( cartographicCenter, maxRadius, scanColor, duration ) return lastStage } /** * 添加雷达扫描线 * @param {*} cartographicCenter 扫描中心 * @param {*} maxRadius 扫描半径 * @param {*} scanColor 扫描颜色 * @param {*} duration 持续时间 */ _addRadarScanPostStage( cartographicCenter, radius, scanColor, duration ) { const _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter) const _Cartesian4Center = new Cesium.Cartesian4( _Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1 ) const _CartographicCenter1 = new Cesium.Cartographic( cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500 ) const _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1) const _Cartesian4Center1 = new Cesium.Cartesian4( _Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1 ) const _CartographicCenter2 = new Cesium.Cartographic( cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height ) const _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2) const _Cartesian4Center2 = new Cesium.Cartesian4( _Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1 ) const _RotateQ = new Cesium.Quaternion() const _RotateM = new Cesium.Matrix3() const _time = new Date().getTime() const _scratchCartesian4Center = new Cesium.Cartesian4() const _scratchCartesian4Center1 = new Cesium.Cartesian4() const _scratchCartesian4Center2 = new Cesium.Cartesian4() const _scratchCartesian3Normal = new Cesium.Cartesian3() const _scratchCartesian3Normal1 = new Cesium.Cartesian3() const _this = this const ScanPostStage = new Cesium.PostProcessStage({ fragmentShader: this._getRadarScanShader(), uniforms: { u_scanCenterEC: function() { return Cesium.Matrix4.multiplyByVector( _this.viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center ) }, 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: radius, u_scanLineNormalEC: function() { const temp = Cesium.Matrix4.multiplyByVector( _this.viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center ) const temp1 = Cesium.Matrix4.multiplyByVector( _this.viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1 ) const temp2 = Cesium.Matrix4.multiplyByVector( _this.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 const 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, }, }) this.viewer.scene.postProcessStages.add(ScanPostStage) return ScanPostStage } /** * 雷达扫描线效果Shader */ _getRadarScanShader() { const scanSegmentShader = 'uniform sampler2D colorTexture;\n' + 'uniform sampler2D depthTexture;\n' + 'varying vec2 v_textureCoordinates;\n' + 'uniform vec4 u_scanCenterEC;\n' + 'uniform vec3 u_scanPlaneNormalEC;\n' + 'uniform vec3 u_scanLineNormalEC;\n' + 'uniform float u_radius;\n' + 'uniform vec4 u_scanColor;\n' + 'vec4 toEye(in vec2 uv, in float depth)\n' + ' {\n' + ' vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n' + ' vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n' + ' posInCamera =posInCamera / posInCamera.w;\n' + ' return posInCamera;\n' + ' }\n' + 'bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n' + '{\n' + 'vec3 v01 = testPt - ptOnLine;\n' + 'normalize(v01);\n' + 'vec3 temp = cross(v01, lineNormal);\n' + 'float d = dot(temp, u_scanPlaneNormalEC);\n' + 'return d > 0.5;\n' + '}\n' + 'vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n' + '{\n' + 'vec3 v01 = point -planeOrigin;\n' + 'float d = dot(planeNormal, v01) ;\n' + 'return (point - planeNormal * d);\n' + '}\n' + 'float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n' + '{\n' + 'vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n' + 'return length(tempPt - ptOnLine);\n' + '}\n' + 'float getDepth(in vec4 depth)\n' + '{\n' + 'float z_window = czm_unpackDepth(depth);\n' + 'z_window = czm_reverseLogDepth(z_window);\n' + 'float n_range = czm_depthRange.near;\n' + 'float f_range = czm_depthRange.far;\n' + 'return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n' + '}\n' + 'void main()\n' + '{\n' + 'gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n' + 'float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n' + 'vec4 viewPos = toEye(v_textureCoordinates, depth);\n' + 'vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n' + 'float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n' + 'float twou_radius = u_radius * 2.0;\n' + 'if(dis < u_radius)\n' + '{\n' + 'float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n' + 'f0 = pow(f0, 64.0);\n' + 'vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n' + 'float f = 0.0;\n' + 'if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n' + '{\n' + 'float dis1= length(prjOnPlane.xyz - lineEndPt);\n' + 'f = abs(twou_radius -dis1) / twou_radius;\n' + 'f = pow(f, 3.0);\n' + '}\n' + 'gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n' + '}\n' + '}\n' return scanSegmentShader } /** * 清除特效对象 * @param {*} lastStage 特效对象 */ clearScanEffects(lastStage) { this.viewer.scene.postProcessStages.remove(lastStage) } } export default CircleScan