生成
// 将线数据转换为指定宽度的面数据
const bufferedPolygon = turf.buffer(line, bufferWidth, { units: 'meters' });
判断渲染
bufferedPolygon.geometry.coordinates.length > 1
//即为带洞的复杂多边形
let buffereLength = bufferedPolygon.geometry.coordinates.length;
var x = {
positions:undefined,
//由于挖的这个洞,是x本身的一种数组集合,所以每一个对象里,又是一个x的形式
holes:[]
}
for (let index = 0; index < buffereLength; index++) {
if (index==0) {
let arr1 = bufferedPolygon.geometry.coordinates[index].map(coord => [coord[0], coord[1]]);
let position = Cesium.Cartesian3.fromDegreesArray(arr1.flat(4));
x.positions = position
}else {
let arr2 = bufferedPolygon.geometry.coordinates[index].map(coord => [coord[0], coord[1]]);
let holes = Cesium.Cartesian3.fromDegreesArray(arr2.flat(4));
x.holes.push({
positions: holes
})
}
}
//渲染
var polygon1 = new Cesium.PolygonGeometry({
polygonHierarchy: x,
// hierarchy:x,
// extrudedHeight:0, //与height不能同时存在,否则height不生效
height: this.polylineHeight,
// perPositionHeight:false,
// outline: true,
// outlineWidth: 100,
// fill: false,
// arcType: Cesium.ArcType.RHUMB,
// material: Cesium.Color.RED,
vertexFormat: Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
});
let River1 = new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: polygon1
}),
appearance: new Cesium.EllipsoidSurfaceAppearance({
aboveGround: true
}),
show: true
});
River1.id = "roadLine_" + roadLineArr[i].id
var River1_Material = new Cesium.Material({
fabric: {
type: 'Color',
uniforms: {
color: materialColor,
// frequency: 100.0,
// animationSpeed: 0.005,
// amplitude: 10.0,
}
}
});
River1.appearance.material = River1_Material;
viewer.scene.primitives.add(River1);