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  • Cesium动态扩散圆

    <html lang="en">
    <head>
        <meta charset="UTF-8"/>
        <script src="Build/Cesium/Cesium.js"></script>
        <link rel="stylesheet" href="Build/Cesium/Widgets/widgets.css">
    	<script src="initMap.js"></script>
    	 <script>
             
    
    		var viewer=null;
    
    		function load() {
    
    			console.log("Cesium:",window.Cesium);
    		  //初始化地图
    			initMap();
    			//定位
    			var obj = {lng:118.0850887298584, lat: 24.439001083374023,eyeHeight:5000,pitch:-65,heading:0.0,time:1};
    			viewerFlyToLonLat(obj);
    			//关闭地形检测(必须得设置该属性),否则扩散圈会移动
    			viewer.scene.globe.depthTestAgainstTerrain = true;
    			addCircleScan();
    		}
    
    		function addCircleScan(){
    		    var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(118.0850887298584), Cesium.Math.toRadians(24.439001083374023), 320);
    			var scanColor = new Cesium.Color(0.0, 1.0, 0.0, 1);
    			var lastStage = addCircleScanPostStage(viewer, cartographicCenter, 1000, scanColor, 4000);
    		}
    		/**
         *
         * @param viewer
         * @param cartographicCenter 扩散圆中心点
         * @param maxRadius 最大半径
         * @param scanColor 扩散颜色
         * @param duration  扩散完成时间
         * @returns {Cesium.PostProcessStage}
         */
        function addCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
          var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
          var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
    
          var _CartograhpicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
          var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartograhpicCenter1);
          var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);
    
          var _time = (new Date()).getTime();
    
          var _scratchCartesian4Center = new Cesium.Cartesian4();
          var _scratchCartesian4Center1 = new Cesium.Cartesian4();
          var _scratchCartesian3Normal = new Cesium.Cartesian3();
    
    
          var ScanPostStage = new Cesium.PostProcessStage({
            fragmentShader: getScanSegmentShader(),
            uniforms: {
              u_scanCenterEC: function () {
                var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                return temp;
              },
              u_scanPlaneNormalEC: function () {
                var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                var temp1 = Cesium.Matrix4.multiplyByVector(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
            }
          });
    
          viewer.scene.postProcessStages.add(ScanPostStage);
          return ScanPostStage;
        }
    
    	//扩散效果Shader
        function getScanSegmentShader() {
          var scanSegmentShader = "\n\
                        uniform sampler2D colorTexture;\n\
                        uniform sampler2D depthTexture;\n\
                        varying vec2 v_textureCoordinates;\n\
                        uniform vec4 u_scanCenterEC;\n\
                        uniform vec3 u_scanPlaneNormalEC;\n\
                        uniform float u_radius;\n\
                        uniform vec4 u_scanColor;\n\
                        \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\
                        \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 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\
                                    if(dis<u_radius)\n\
                                    {\n\
                                        float f = 1.0-abs(u_radius - dis )/ u_radius;\n\
                                        f = pow(f,4.0);\n\
                                        gl_FragColor = mix(gl_FragColor,u_scanColor,f);\n\
                                    }\n\
                        } \n\ ";
    	 console.log("scanSegmentShader",scanSegmentShader);
          return scanSegmentShader;
        }
    
    		
        </script>
    </head>
    <body onload="load()" >
    	<div id="map" style='z-index:100;position: absolute;top: 0; bottom: 0;right: 0;left: 0;'></div>
    
    </body>
    </html>
    
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  • 原文地址:https://www.cnblogs.com/hustshu/p/15598178.html
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