cesium简单使用

一:初始化场景

let viewer;
/**
 * 初始化cesium
 * id 容器id
 */
function initCesium(id) {
    //地图对象
    Cesium.Ion.defaultAccessToken = 'xxx';//用自己的token
    //定义生成器
    let pinBuilder = new Cesium.PinBuilder();
    //--------------------------------声明全局变量结束--------------------------------------------------------
    viewer = new Cesium.Viewer(id, {
        contextOptions: {
            //cesium状态下允许canvas转图片convertToImage
            webgl: {
                alpha: true,
                depth: false,
                stencil: true,
                antialias: true,
                premultipliedAlpha: true,
                preserveDrawingBuffer: true,
                failIfMajorPerformanceCaveat: true
            },
            allowTextureFilterAnisotropic: true
        },
        animation: false,//是否创建动画小器件,左下角仪表
        fullscreenButton: true,//是否显示全屏按钮
        shouldAnimate: true,//设置停止
        timeline: true,//是否显示时间轴
        geocoder: false,//是否显示geocoder小器件,右上角查询按钮
        homeButton: false,//是否显示Home按钮
        //shadows:true,
        infoBox: false, //点击要素之后显示的信息,默认true
        navigationHelpButton: false,//是否显示右上角的帮助按钮
        baseLayerPicker: false, //地图切换控件(底图以及地形图)是否显示,默认显示true
        sceneModePicker: false, //是否显示投影方式控件
        terrainProvider: Cesium.createWorldTerrain()
    });
    viewer._cesiumWidget._creditContainer.style.display = "none";
}

上面的函数调用后就能看见地球了,记得token用自己注册的那个

二:常用事件

1.地图点击事件

/**
 * 点击地图事件
 */
function handlerPick() {
    handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas);//可以做成一个全局变量
    handler.setInputAction(function (e) {
        var camera = viewer.scene.camera;
        var pick = viewer.scene.pick(e.position);
        //获取点击位置笛卡尔坐标
        var position = viewer.scene.pickPosition(e.position);
        //将笛卡尔坐标转化为经纬度坐标
        var cartographic = Cesium.Cartographic.fromCartesian(position);
        var longitude = Cesium.Math.toDegrees(cartographic.longitude);//经度值
        var latitude = Cesium.Math.toDegrees(cartographic.latitude);//纬度值
        var height = viewer.scene.globe.getHeight(cartographic);//高度
        console.log('经度:' + longitude + ',纬度:' + latitude + ',高度:' + height);
		console.log(pick);//最常用的,pick相当于js里的target,可以打印看看
    }, Cesium.ScreenSpaceEventType.LEFT_CLICK);
}

2.鼠标移动事件

/**
 * cesium鼠标移动
 */
function cesiumMouseMove(){
    let handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
    handler.setInputAction(function (movement) {
            var pick= viewer.scene.pick(movement.endPosition);
			console.log(pick);//这个pick和地图点击出来的pick一样
}

三:加载类

1:地图加载3dtiles

function create3dtiles(viewer) {
    //设置时间
    var tilesetQX;
    tilesetQX_URL = new Cesium.Cesium3DTileset({
        url: "http://localhost:9001/cesium/static/resource/3dtiles/tileset.json "
    });
    tilesetQX = viewer.scene.primitives.add(tilesetQX_URL);
    viewer.zoomTo(tilesetQX);
    return tilesetQX;
}

//可以在初始化的时候调用,加载自己的3dtiles

2.地图加载gltf模型

/*
 *地址,经纬度和高度
 */
function loadGltf(url, lat, lon, height) {
    let modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(
        Cesium.Cartesian3.fromDegrees(lat, lon, height));        //gltf数据加载位置
    return viewer.scene.primitives.add(Cesium.Model.fromGltf({
        url: url,        //如果为bgltf则为.bgltf     
        modelMatrix: modelMatrix,
        scale: 0.01     //放大倍数
    }));
}

3:地图加载glb

/**
 * 加载模型glb
 * @param position
 * @param url
 * @param id
 * @param name
 */
function loadGlb(position, url, id, name) {
    return viewer.entities.add({
        name: name,
        id: id,
        position: position,
        model: {
            uri: url
        }
    });
}

四:业务功能

1:加载图片(火焰)并添加粒子效果

/**
 * 加载火焰效果
 */
function createParticleFire() {
    let fire = {
        position: { x: -2334003.917793716, y: 4560141.505329625, z: 3787194.4287287444 },
        image: 'http://localhost:9001/cesium/static/resource/img/fire.png'
    }
    var entity = viewer.entities.add({ position: fire.position, label: { text: " '' " } });

    function computeModelMatrix(entity, time) {
        var position = Cesium.Property.getValueOrUndefined(entity.position);
        var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(position);
        return modelMatrix;
    }

    function computeEmitterModelMatrix() {
        var hpr = Cesium.HeadingPitchRoll.fromDegrees(0, 0, 0);
        var trs = new Cesium.TranslationRotationScale();
        trs.translation = Cesium.Cartesian3.fromElements(2.5, 4, 1);
        trs.rotation = Cesium.Quaternion.fromHeadingPitchRoll(hpr);
        var result = Cesium.Matrix4.fromTranslationRotationScale(trs);
        return result;
    }

    var viewModel = {
        emissionRate: 5.0,
        gravity: 0.0,
        minimumParticleLife: 5.0,
        maximumParticleLife: 5.0,
        minimumSpeed: 1.0,
        maximumSpeed: 1.0,
        startScale: 1.0,
        endScale: 4.0,
        particleSize: 20.0,
        transX: 2.5,
        transY: 4.0,
        transZ: 1.0,
        heading: 0.0,
        pitch: 0.0,
        roll: 0.0,
        fly: true,
        spin: true,
        show: true
    };

    var primitive = viewer.scene.primitives.add(
        new Cesium.ParticleSystem({
            image: fire.image,
            startColor: Cesium.Color.RED.withAlpha(0.7), //粒子出生时的颜色
            endColor: Cesium.Color.YELLOW.withAlpha(0.3), //当粒子死亡时的颜色
            startScale: viewModel.startScale, //粒子出生时的比例,相对于原始大小
            endScale: viewModel.endScale, //粒子在死亡时的比例
            minimumParticleLife: viewModel.minimumParticleLife, //设置粒子寿命的可能持续时间的最小界限(以秒为单位),粒子的实际寿命将随机生成
            maximumParticleLife: viewModel.maximumParticleLife, //设置粒子寿命的可能持续时间的最大界限(以秒为单位),粒子的实际寿命将随机生成
            minimumSpeed: viewModel.minimumSpeed, //设置以米/秒为单位的最小界限,超过该最小界限,随机选择粒子的实际速度。
            maximumSpeed: viewModel.maximumSpeed, //设置以米/秒为单位的最大界限,超过该最大界限,随机选择粒子的实际速度。
            imageSize: new Cesium.Cartesian2(viewModel.particleSize, viewModel.particleSize), //如果设置该属性,将会覆盖 minimumImageSize和maximumImageSize属性,以像素为单位缩放image的大小
            emissionRate: viewModel.emissionRate, //每秒发射的粒子数。

            lifetime: 16.0, //多长时间的粒子系统将以秒为单位发射粒子
            emitter: new Cesium.ConeEmitter(Cesium.Math.toRadians(0.5)), //此系统的粒子发射器  共有 圆形、锥体、球体、长方体 ( BoxEmitter,CircleEmitter,ConeEmitter,SphereEmitter ) 几类
            modelMatrix: computeModelMatrix(entity, Cesium.JulianDate.now()), // 4x4转换矩阵,可将粒子系统从模型转换为世界坐标
            emitterModelMatrix: computeEmitterModelMatrix() // 4x4转换矩阵,用于在粒子系统本地坐标系中转换粒子系统发射器
        })
    );

    entity.remove = function () {
        viewer.entities.remove(entity);
        viewer.scene.primitives.remove(primitive);
    };
    return entity;
}

2.模型移动

/**
 * 模型移动
 */
 /*
 	1.入参对象结构
    let modelAttribute={
        modelId:modelMove.clickMoxing.id._id,//模型的id
        modelUrl:modelMove.clickMoxing.primitive._resource._url,//模型的地址
        timePositions:modelMove.modelMovePositions.get(modelMove.clickMoxing.id._id).timePositions,//设置的位置,包括里面的时间
        time:modelMove.modelMovePositions.get(modelMove.clickMoxing.id._id).time,//总时间
        isGroup:group.isGroup//模型的分组
    }
    2.timePositions解释
    第一个点到第二个点,这路程需要时间,比如5秒走完,那这里需要设置两个点:起点的经纬度和高度,tiem设置为0,终点的经纬度和高度,time设置为50(毫秒)
    timePositions的结构:
    timePositions=[{longitude: lon, dimension: lat, height: height, time: 0},{longitude: lon, dimension: lat, height: height, time: 50}]
    3.time解释
    time是走完几段路所使用最大时间
    一段路曾走完后,比如走了两段路,3个点,每段路5秒走完,那么这两端路则10秒走完,那么下面设置结束时间则为他起始时间+10秒,所以每加一个点就要更新这个时间
    time结构:
    tiem=50;
    4.isGroup解释
    用来给模型分组使用
    例如把加载的模型分为2个组,a组b组,设置模型的parent属性
    group1=viewer.entities.add(new Cesium.Entity());
    group2=viewer.entities.add(new Cesium.Entity());
    if(true){
    	entity.parent=group1;
    }else{
		eneity.parent=group2;
	}
	isGroup结构:
	isGroup='redGroup'
*/
function modelMovement(modelAttribute) {
	//modelId模型id
    //拿到模型
    let model = viewer.entities.getById(modelAttribute.modelId);
    let modelName=model._name;
    //拿到选中模型属性,后面重新放入
    let data = [modelAttribute.timePositions];
    //移除选中模型
    viewer.entities.remove(model);
    // 起始时间
    let start = Cesium.JulianDate.fromDate(new Date(2017, 7, 11));
    // 结束时间
    let stop = Cesium.JulianDate.addSeconds(start, modelAttribute.time, new Cesium.JulianDate());
    // 设置始时钟始时间
    viewer.clock.startTime = start.clone();
    // 设置时钟当前时间
    viewer.clock.currentTime = start.clone();
    // 设置始终停止时间
    viewer.clock.stopTime = stop.clone();
    // 时间速率,数字越大时间过的越快
    viewer.clock.multiplier = 10;
    // 时间轴
    viewer.timeline.zoomTo(start, stop);
    // 循环执行,即为2,到达终止时间,重新从起点时间开始
    viewer.clock.clockRange = Cesium.ClockRange.LOOP_STOP;
    for (let j = 0; j < data.length; j++) {
        let property = computeFlight(data[j]);
        let entity={
            id:modelAttribute.modelId,
            name:modelName,
            // 和时间轴关联
            availability: new Cesium.TimeIntervalCollection([new Cesium.TimeInterval({
                start: start,
                stop: stop
            })]),
            position: property,
            level: 'model',
            // 根据所提供的速度计算模型的朝向
            orientation: new Cesium.VelocityOrientationProperty(property),
            // 模型数据
            model: {
                uri: modelAttribute.modelUrl,
            },
            heightReference: Cesium.HeightReference.CLAMP_TO_GROUND
        };
        //添加组
        if(modelAttribute.isGroup){
            if(modelAttribute.isGroup=='redGroup'){
                entity.parent=group.redGroup;
            }else {
                entity.parent=group.blueGroup;
            }
        }
        // 添加模型
        viewer.entities.add(entity);
    }

    /**
     * 计算飞行
     */
    function computeFlight(source) {
        // 取样位置 相当于一个集合
        let property = new Cesium.SampledPositionProperty();
        for (let i = 0; i < source.length; i++) {
            let time = Cesium.JulianDate.addSeconds(start, source[i].time, new Cesium.JulianDate);
            let position = Cesium.Cartesian3.fromDegrees(source[i].longitude, source[i].dimension, source[i].height + 5);
            // 添加位置,和时间对应
            property.addSample(time, position);
        }
        return property;
    }
}

3.模型按照x、y、z轴移动

/*
*{*} value 是double类型
*/
function ZRotate(pick,value) {
    if (Cesium.defined(pick)) {
        let position = pick.id._position;
        var time = viewer.clock.currentTime;
        pick.currentPosition = position.getValue(time);
    }
    viewer.entities.getById(pick.id._id).orientation = Cesium.Transforms.headingPitchRollQuaternion(pick.currentPosition, new Cesium.HeadingPitchRoll(value, 0, 0));
}

4.模型平移

/*
*type为平移类型
*/
function modelTranslation(type,pick) {
    let position = viewer.entities.getById(pick.id._id).position._value;
    var cartographic = Cesium.Cartographic.fromCartesian(position);
    var longitude = Cesium.Math.toDegrees(cartographic.longitude);//经度值
    var latitude = Cesium.Math.toDegrees(cartographic.latitude);//纬度值
    var height = cartographic.height; //模型高度
    let newPostion;
    if (type == "left") {
        newPostion = Cesium.Cartesian3.fromDegrees(longitude - 0.00001, latitude, height)
    } else if (type == "right") {
        newPostion = Cesium.Cartesian3.fromDegrees(longitude + 0.00001, latitude, height)
    } else if (type == "front") {
        newPostion = Cesium.Cartesian3.fromDegrees(longitude, latitude + 0.00001, height)
    } else if (type == "back") {
        newPostion = Cesium.Cartesian3.fromDegrees(longitude, latitude - 0.00001, height)
    }
    viewer.entities.getById(pick.id._id).position = newPostion;
}

5.创建雷达半球

/**
 * 创建半球
 * @param saturnPosition
 */
function createSaturn(saturnPosition) {
    viewer.entities.add({
        id: 'Saturn',
        name: "Saturn",
        position: saturnPosition,
        ellipsoid: {
            radii: new Cesium.Cartesian3(20.0, 20.0, 20.0),
            maximumCone: Cesium.Math.PI_OVER_TWO,
            material: Cesium.Color.BLUE.withAlpha(0.3),
            outline: true,
        },
    });
}

6.创建雷达扫描(看的别的帖子,但是帖子找不到了)

/**
 * 雷达扫描初始化方法
 */
function addRadarEntity(saturnPosition) {
	var cartographic = Cesium.Cartographic.fromCartesian(saturnPosition);
    var longitude = Cesium.Math.toDegrees(cartographic.longitude);//经度值
    var latitude = Cesium.Math.toDegrees(cartographic.latitude);//纬度值
    viewer.scene.globe.depthTestAgainstTerrain = true;
    // 雷达扫描中心(三维空间坐标)
    var geographySpace = new Cesium.Cartographic(Cesium.Math.toRadians(longitude), Cesium.Math.toRadians(latitude), 0);
    // 扫描颜色
    var scanColor = new Cesium.Color(1.0, 0.0, 0.0, 1);
    // 持续时间 毫秒
    var duration = 4000;
    // 绘制平面雷达扫描线
    addRadarScanPostStage(geographySpace, 20, scanColor, duration);
}
/*
*添加雷达扫描
*/
function addRadarScanPostStage(cartographicCenter, radius, scanColor, duration) {
    var 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";

    var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
    var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

    var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
    var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
    var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);

    var _CartographicCenter2 = new Cesium.Cartographic(cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
    var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
    var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
    var _RotateQ = new Cesium.Quaternion();
    var _RotateM = new Cesium.Matrix3();

    var _time = (new Date()).getTime();

    var _scratchCartesian4Center = new Cesium.Cartesian4();
    var _scratchCartesian4Center1 = new Cesium.Cartesian4();
    var _scratchCartesian4Center2 = new Cesium.Cartesian4();
    var _scratchCartesian3Normal = new Cesium.Cartesian3();
    var _scratchCartesian3Normal1 = new Cesium.Cartesian3();

    ScanPostStage = new Cesium.PostProcessStage({
        fragmentShader: ScanSegmentShader,
        uniforms: {
            u_scanCenterEC: function () {
                return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
            },
            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: radius,
            u_scanLineNormalEC: function () {
                var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
                var temp2 = Cesium.Matrix4.multiplyByVector(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;

                var 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
        }
    });
    viewer.scene.postProcessStages.add(ScanPostStage);
}

7.画线

/*
*起始位置,终点位置
*/
function createPolyLine(startPosition, endPosition) {
    //添加移动轨迹
    viewer.entities.add({
        polyline: {
            positions: [startPosition, endPosition],
            width: 10,
            material: new Cesium.PolylineOutlineMaterialProperty({
                color: Cesium.Color.YELLOW,
                outline: false,
            }),
            outline: false,
            clampToGround: true,
        },
    });
}

8.判断点是否在圆内

引入turf.js

/*
*点的经纬度,圆心的经纬度
*/
function isInArea(pointLongitude,pointLatitude,circleLongitude,circleLatitude){
	       //turf画点
        var point = turf.point([pointLongitude, pointLatitude]);
        //turf画圆,半径为20米
        let circle = turf.circle([circleLongitude, circleLatitude], 20 / 1000.0/1000.0,{ steps: 5, units: 'kilometers', options: {} });
        //判断是否点在圆内
        res = turf.booleanPointInPolygon(point, circle);
        //结果
		return res
}
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