HTML
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
<title>Hello World!</title>
<link href="../Cesium/Widgets/widgets.css" rel="stylesheet" />
<script src="../Cesium/Cesium.js"></script>
<script src="libgif.js"></script>
</head>
<body>
<div id="cesiumContainer" class="fullSize"></div>
<script>
Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJlZWVhNjZkZS0yZDgzLTRhZGEtOGJkYS1iMWUxNmM3NzNmNmUiLCJpZCI6NjM1MzEsImlhdCI6MTYyODIyNzYyMn0.Swb3G8ZboOXzXXiMLjEXIErFjXXZmbZrFIKXCxtIxnQ';
var viewer = new Cesium.Viewer("cesiumContainer");
testGif()
function testGif() {
const gifDiv = document.createElement('div');
const gifImg = document.createElement('img');
// gif库需要img标签配置下面两个属性
gifImg.setAttribute('rel:animated_src', '10000.gif')
gifImg.setAttribute('rel:auto_play', '0')
gifDiv.appendChild(gifImg);
// 新建gif实例
var rub = new SuperGif({
gif: gifImg } );
rub.load(function () {
var img_list = [];
// 获取 gif 图的每一帧图片(通过修改i的值 来控制gif 的频率)
for (var i=1; i <= rub.get_length(); i++) {
// 遍历gif实例的每一帧
rub.move_to(i);
img_list.push(rub.get_canvas().toDataURL())
}
let flag = 0;
let len = img_list.length;
// 创建图片实体
let gif_entity = viewer.entities.add({
position: Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883,500),
//参数具体查看api
billboard: {
width: 100,
height: 56,
image: img_list[0],
scale: 1,
pixelOffset: new Cesium.Cartesian2(0, 0),
eyeOffset: new Cesium.Cartesian3(0, 0.0, 0.0),
horizontalOrigin: Cesium.HorizontalOrigin.LEFT,
verticalOrigin: Cesium.VerticalOrigin.CENTER,
alignedAxis: Cesium.Cartesian3.CENTER,
scaleByDistance: new Cesium.NearFarScalar(20, 2, 150, 0.3),
depthTestAgainstTerrain: false
}
});
// 循环更新 billboard
setInterval(() => {
flag++;
if (flag >= len) {
flag = 0;
}
gif_entity.billboard.image = img_list[flag];
}, 1000 / 30);
});
}
</script>
</body>
</html>
libgif.js
/*
SuperGif
Example usage:
<img src="./example1_preview.gif" rel:animated_src="./example1.gif" width="360" height="360" rel:auto_play="1" />
<script type="text/javascript">
$$('img').each(function (img_tag) {
if (/.*\.gif/.test(img_tag.src)) {
var rub = new SuperGif({ gif: img_tag } );
rub.load();
}
});
</script>
Image tag attributes:
rel:animated_src - If this url is specified, it's loaded into the player instead of src.
This allows a preview frame to be shown until animated gif data is streamed into the canvas
rel:auto_play - Defaults to 1 if not specified. If set to zero, a call to the play() method is needed
Constructor options args
gif Required. The DOM element of an img tag.
loop_mode Optional. Setting this to false will force disable looping of the gif.
auto_play Optional. Same as the rel:auto_play attribute above, this arg overrides the img tag info.
max_width Optional. Scale images over max_width down to max_width. Helpful with mobile.
on_end Optional. Add a callback for when the gif reaches the end of a single loop (one iteration). The first argument passed will be the gif HTMLElement.
loop_delay Optional. The amount of time to pause (in ms) after each single loop (iteration).
draw_while_loading Optional. Determines whether the gif will be drawn to the canvas whilst it is loaded.
show_progress_bar Optional. Only applies when draw_while_loading is set to true.
Instance methods
// loading
load( callback ) Loads the gif specified by the src or rel:animated_src sttributie of the img tag into a canvas element and then calls callback if one is passed
load_url( src, callback ) Loads the gif file specified in the src argument into a canvas element and then calls callback if one is passed
// play controls
play - Start playing the gif
pause - Stop playing the gif
move_to(i) - Move to frame i of the gif
move_relative(i) - Move i frames ahead (or behind if i < 0)
// getters
get_canvas The canvas element that the gif is playing in. Handy for assigning event handlers to.
get_playing Whether or not the gif is currently playing
get_loading Whether or not the gif has finished loading/parsing
get_auto_play Whether or not the gif is set to play automatically
get_length The number of frames in the gif
get_current_frame The index of the currently displayed frame of the gif
For additional customization (viewport inside iframe) these params may be passed:
c_w, c_h - width and height of canvas
vp_t, vp_l, vp_ w, vp_h - top, left, width and height of the viewport
A bonus: few articles to understand what is going on
http://enthusiasms.org/post/16976438906
http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp
http://humpy77.deviantart.com/journal/Frame-Delay-Times-for-Animated-GIFs-214150546
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define([], factory);
} else if (typeof exports === 'object') {
module.exports = factory();
} else {
root.SuperGif = factory();
}
}(this, function () {
// Generic functions
var bitsToNum = function (ba) {
return ba.reduce(function (s, n) {
return s * 2 + n;
}, 0);
};
var byteToBitArr = function (bite) {
var a = [];
for (var i = 7; i >= 0; i--) {
a.push( !! (bite & (1 << i)));
}
return a;
};
// Stream
/**
* @constructor
*/
// Make compiler happy.
var Stream = function (data) {
this.data = data;
this.len = this.data.length;
this.pos = 0;
this.readByte = function () {
if (this.pos >= this.data.length) {
throw new Error('Attempted to read past end of stream.');
}
if (data instanceof Uint8Array)
return data[this.pos++];
else
return data.charCodeAt(this.pos++) & 0xFF;
};
this.readBytes = function (n) {
var bytes = [];
for (var i = 0; i < n; i++) {
bytes.push(this.readByte());
}
return bytes;
};
this.read = function (n) {
var s = '';
for (var i = 0; i < n; i++) {
s += String.fromCharCode(this.readByte());
}
return s;
};
this.readUnsigned = function () {
// Little-endian.
var a = this.readBytes(2);
return (a[1] << 8) + a[0];
};
};
var lzwDecode = function (minCodeSize, data) {
// TODO: Now that the GIF parser is a bit different, maybe this should get an array of bytes instead of a String?
var pos = 0; // Maybe this streaming thing should be merged with the Stream?
var readCode = function (size) {
var code = 0;
for (var i = 0; i < size; i++) {
if (data.charCodeAt(pos >> 3) & (1 << (pos & 7))) {
code |= 1 << i;
}
pos++;
}
return code;
};
var output = [];
var clearCode = 1 << minCodeSize;
var eoiCode = clearCode + 1;
var codeSize = minCodeSize + 1;
var dict = [];
var clear = function () {
dict = [];
codeSize = minCodeSize + 1;
for (var i = 0; i < clearCode; i++) {
dict[i] = [i];
}
dict[clearCode] = [];
dict[eoiCode] = null;
};
var code;
var last;
while (true) {
last = code;
code = readCode(codeSize);
if (code === clearCode) {
clear();
continue;
}
if (code === eoiCode) break;
if (code < dict.length) {
if (last !== clearCode) {
dict.push(dict[last].concat(dict[code]