cesium 雷达扫描

     /**
      *圆形扩大扫描圈
      * */
    function AddCircleScanPostStage(viewer, cartographicCenter, maxRadius, 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 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" +
        "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";

      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 _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: 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: function ()
          {
            return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
          },
          u_scanColor: scanColor
        }
      });
      viewer.scene.postProcessStages.add(ScanPostStage);
      return (ScanPostStage);

    }
    function addCircleScan(viewer, data)
    {
      viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true以后,标绘将位于地形的顶部;若是设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引起标绘消失的bug。
      var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子
      return AddCircleScanPostStage(viewer, CartographicCenter, data.r, data.scanColor, data.interval);
    }

    /**
     *区域雷达扫描
     * */
    function AddRadarScanPostStage(viewer, 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();
      var 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);
      return (ScanPostStage);

    }
    function addRadarScan(viewer, data)
    {
      viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true以后,标绘将位于地形的顶部;若是设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引起标绘消失的bug。
      var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子
      return AddRadarScanPostStage(viewer, CartographicCenter, data.r, data.scanColor, data.interval);
    }

调用

addRadarScan(viewer, { lon: 113.665412, lat: 34.757975, r: 50000, scanColor: new Cesium.Color(255, 0, 0), interval: 1000 })

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