基于three.js 和arcgis js api webgl 三维热力图

本文介绍了如何使用three.js和arcgis js api创建WebGL三维热力图,包括heatmap3dRenderer扩展类的使用,详细展示了三维热力图的渲染效果,并提供了完整的代码下载地址。

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简介

   ArcGIS API for JavaScript  是ESRI 推出面向 WEB 端 GIS   API,可构建引人注目的web 地图应用程序,通过交互式用户体验和令人惊叹的2D和3D可视化来释放地理时空大数据的潜力。同时提供了一个轻量级接口来访问SceneView的WebGL上下文,因此可以创建与内置层相同的方式与场景交互的自定义可视化。开发人员可以直接编写WebGL代码,也可以与第三方WebGL库集成

基于three.js 和arcgis js api webgl 三维热力图heatmap3dRenderer 扩展类

define([
    'dojo/_base/declare',
    "esri/Graphic",
    "esri/views/3d/externalRenderers",
    "utils/Intensity"
], function (
    declare,
    Graphic,
    externalRenderers,
    Intensity
) {
   
    var THREE = window.THREE;
    var CANVAS_MAX_SIZE = 2048;
    var heatmap3dRenderer = declare([], {
   
        constructor: function (view, data, options) {
   
            this.view = view;
            if (!Array.isArray(data)) {
   
                this.data = [data];
            } else {
   
                this.data = data;
            }
            const OPTIONS = {
   
                interactive: false,
                min: 0,
                max: 100,
                size: 13,
                gradient: {
   
                    0.25: 'rgb(0,0,255)',
                    0.55: 'rgb(0,255,0)',
                    0.85: 'yellow',
                    1.0: 'rgb(255,0,0)'
                },
                gridScale: 0.5
            }
            this.options = this.extend({
   }, OPTIONS, options, {
   
                points: this.data
            });
        },

        setup: function (context) {
   
            this.renderer = new THREE.WebGLRenderer({
   
                context: context.gl, // 可用于将渲染器附加到已有的渲染环境(RenderingContext)中
                premultipliedAlpha: false, // renderer是否假设颜色有 premultiplied alpha. 默认为true
            });
            this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比。通常用于避免HiDPI设备上绘图模糊
            this.renderer.setViewport(0, 0, this.view.width, this.view.height); // 视口大小设置

            // Make sure it does not clear anything before rendering
            this.renderer.autoClear = false;
            this.renderer.autoClearDepth = false;
            this.renderer.autoClearColor = false;
            // this.renderer.autoClearStencil = false;

            // The ArcGIS JS API renders to custom offscreen buffers, and not to the default framebuffers.
            // We have to inject this bit of code into the three.js runtime in order for it to bind those
            // buffers instead of the default ones.
            var originalSetRenderTarget = this.renderer.setRenderTarget.bind(this.renderer);
            this.renderer.setRenderTarget = function (target) {
   
                originalSetRenderTarget(target);
                if (target == null) {
   
                    context.bindRenderTarget();
                }
            };
            this.scene = new THREE.Scene();
            this.camera = new THREE.PerspectiveCamera();

            const axesHelper = new THREE.AxesHelper(1);
            axesHelper.position.copy(1000000, 100000, 100000);
            this.scene.add(axesHelper);
            
            this._setupScene(context);


        },

        transparentObject: function (geometry, material) {
   
            var obj = new THREE.Object3D();
            var mesh = new THREE.Mesh(geometry, material);
            mesh.material.side = THREE.BackSide;
            mesh.renderOrder = 0;
            obj.add(mesh)

            var mesh = new THREE.Mesh(geometry, material.clone());
            mesh.material.side = THREE.FrontSide; // front faces
            mesh.renderOrder = 1;
            obj.add(mesh);
            return obj
        },
        _setupScene: function (context) {
   
            var scope = this;
            let minX = Infinity,
                minY = Infinity,
                maxX = -Infinity,
                maxY = -Infinity;
            const vs = [];
            for (let i = 0, len = scope.data.length; i < len; i++) {
   
                const {
   
                    coordinate,
                    lnglat,
                    xy
                } = scope.data[i];
                const coord = coordinate || lnglat || xy;
                if (!coord) {
   
                    console.warn('not find coordinate');
                    continue;
                }
                const v = scope.coordinateToVector3(coord);

                vs.push(v);
                const {
   
                    x,
                    y
                } = v;
                minX = Math.min(minX, x);
                minY = Math.min(minY, y);
                maxX = Math.max(maxX, x);
                maxY = Math.max(maxY, y);
            }

            let {
   
                gridScale,
                altitude
            } 
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