原文地址:http://my.oschina.net/u/149294/blog/284363
首先
由于Cesium目前接口还不是很稳定,每个版本之间差异较大,所以请确保你下载了最版本b29,并且配置好了环境,参见环境配置。
Cesium交流群:115883691,欢迎大家一起来讨论Cesium相关技
开始
直接上代码
var TetrahedronGeometry = function(){ var negativeRootTwoOverThree = -Math.sqrt(2.0) / 3.0; var negativeOneThird = -1.0 / 3.0; var rootSixOverThree = Math.sqrt(6.0) / 3.0; //四面体的四个顶点 var positions = new Float64Array(4 * 3); // position 0 positions[0] = 0.0; positions[1] = 0.0; positions[2] = 1.0; // position 1 positions[3] = 0.0; positions[4] = (2.0 * Math.sqrt(2.0)) / 3.0; positions[5] = negativeOneThird; // position 2 positions[6] = -rootSixOverThree; positions[7] = negativeRootTwoOverThree; positions[8] = negativeOneThird; // position 3 positions[9] = rootSixOverThree; positions[10] = negativeRootTwoOverThree; positions[11] = negativeOneThird; var attributes = new Cesium.GeometryAttributes({ position : new Cesium.GeometryAttribute({ componentDatatype : Cesium.ComponentDatatype.DOUBLE, componentsPerAttribute : 3, values : positions }) }); //顶点索引 var indices = new Uint16Array(4 * 3); // back triangle indices[0] = 0; indices[1] = 1; indices[2] = 2; // left triangle indices[3] = 0; indices[4] = 2; indices[5] = 3; // right triangle indices[6] = 0; indices[7] = 3; indices[8] = 1; // bottom triangle indices[9] = 2; indices[10] = 1; indices[11] = 3; //包围球 var boundingSphere = new Cesium.BoundingSphere(new Cesium.Cartesian3(0.0,0.0,0.0),1.0); var geometry = Cesium.GeometryPipeline.computeNormal(new Cesium.Geometry({ attributes: attributes, indices: indices, primitiveType: Cesium.PrimitiveType.TRIANGLES, boundingSphere: boundingSphere })); this.attributes = geometry.attributes; this.indices = geometry.indices; this.primitiveType = geometry.primitiveType; this.boundingSphere = geometry.boundingSphere; //this.boundingSphere = Cesium.BoundingSphere.fromVertices(positions); };
四面体是四个顶点组成的,为了不损失精度在保存顶点位置的时候我们使用了Float64Array。
四面体的每个面都又三个顶点组成,通过使用顶点索引我们可以减少所要使用的顶点数,节约内存。每个顶点都将被使用3次,索引的存储使用Uint16Array,加入超过6k也可以用Uint32Array。
通过上述代码我们定义了一个四面体,接下来我们来把它加到场景中。
var cesiumWidget = new Cesium.CesiumWidget('cesiumContainer'); var scene = cesiumWidget.scene; var ellipsoid = cesiumWidget.scene.globe.ellipsoid; //模型矩阵 var modelMatrix = Cesium.Matrix4.multiplyByUniformScale( Cesium.Matrix4.multiplyByTranslation( Cesium.Transforms.eastNorthUpToFixedFrame(ellipsoid.cartographicToCartesian( Cesium.Cartographic.fromDegrees(-100.0, 40.0))), new Cesium.Cartesian3(0.0, 0.0, 200000.0)), 500000.0); //四面体的实例 var instance = new Cesium.GeometryInstance({ geometry : new TetrahedronGeometry(), modelMatrix : modelMatrix, attributes : { color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.WHITE) //白色 } }); //加入场景 scene.primitives.add(new Cesium.Primitive({ geometryInstances : instance, appearance : new Cesium.PerInstanceColorAppearance({ flat : true, translucent : false }) }));
运行代码,你将看到如下画面
这个四面体是不是看的不是很清楚啊,你确定这是四面体?难道不是三角形?,确实!!!
现在我们把创建四面体实例的代码替换为下面这样:
var instance = new Cesium.GeometryInstance({ geometry : Cesium.GeometryPipeline.toWireframe(new TetrahedronGeometry()), modelMatrix : modelMatrix, attributes : { color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.WHITE) } });
现在再来看看呢,GeometryPipeline.toWireframe将会使几何体使用Lines来绘制