[cesium] 绘制雷达扫描

效果

实现

片元着色器

let fs = "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\
                \n\
                vec4 toEye(in vec2 uv, in float depth){\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\
                \n\
                bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\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\
                \n\
                vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){\n\
                vec3 v01 = point -planeOrigin;\n\
                float d = dot(planeNormal, v01) ;\n\
                return (point - planeNormal * d);\n\
                }\n\
                \n\
                float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\n\
                vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n\
                return length(tempPt - ptOnLine);\n\
                }\n\
                \n\
                float getDepth(in vec4 depth){\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\
                \n\
                void main(){\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\
                    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\
                        float dis1= length(prjOnPlane.xyz - lineEndPt);\n\
                        f = abs(twou_radius -dis1) / twou_radius;\n\
                        f = pow(f, 5.0);\n\
                    }\n\
                    gl_FragColor = mix(gl_FragColor, u_scanColor, f);\n\
                    }\n\
                }\n\
                ";

代码

 var id = options.id 
, cartesian = options.position               
, radius = options.radius
, color = options.color
, duration = options.duration, $this = this;
// 
                    var cartesian3Center = cartesian
                    var cartesian4Center = new Cesium.Cartesian4(
                        cartesian3Center.x,
                        cartesian3Center.y,
                        cartesian3Center.z,
                        1
                    )
                    var position = this.transformCartesianToWGS84(cartesian)
                    var cartesian3Center1 = this.transformWGS84ToCartesian(
                        {
                            lng: position.lng,
                            lat: position.lat,
                            alt: position.alt + 500
                        }
                    )
                    var cartesian4Center1 = new Cesium.Cartesian4(
                        cartesian3Center1.x,
                        cartesian3Center1.y,
                        cartesian3Center1.z,
                        1
                    )

                    var cartesian3Center2 = this.transformWGS84ToCartesian(
                        {
                            lng: position.lng + 0.001,
                            lat: position.lat,
                            alt: position.alt
                        }
                    )
                    var cartesian4Center2 = new Cesium.Cartesian4(
                        cartesian3Center2.x,
                        cartesian3Center2.y,
                        cartesian3Center2.z,
                        1
                    )
                    var _time = new Date().getTime()
                    var _RotateQ = new Cesium.Quaternion()
                    var _RotateM = new Cesium.Matrix3()
                    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 radarScan = new Cesium.PostProcessStage({
                        name: id,
                        fragmentShader: fs,
                        uniforms: {
                            u_scanCenterEC: function () {
                                return Cesium.Matrix4.multiplyByVector(
                                    $this._viewer.camera._viewMatrix,
                                    cartesian4Center,
                                    _scratchCartesian4Center
                                )
                            },
                            u_scanPlaneNormalEC: function () {
                                var temp = Cesium.Matrix4.multiplyByVector(
                                    $this._viewer.camera._viewMatrix,
                                    cartesian4Center,
                                    _scratchCartesian4Center
                                )
                                var temp1 = Cesium.Matrix4.multiplyByVector(
                                    $this._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_scanLineNormalEC: function () {
                                var temp = Cesium.Matrix4.multiplyByVector(
                                    $this._viewer.camera._viewMatrix,
                                    cartesian4Center,
                                    _scratchCartesian4Center
                                )
                                var temp1 = Cesium.Matrix4.multiplyByVector(
                                    $this._viewer.camera._viewMatrix,
                                    cartesian4Center1,
                                    _scratchCartesian4Center1
                                )
                                var temp2 = Cesium.Matrix4.multiplyByVector(
                                    $this._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_radius: radius,
                            u_scanColor: color
                        }
                    })

       this._viewer.scene.postProcessStages.add(radarScan)

 

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