Cesium实战系列文章总目录
:
传送门
1.实现效果
2.实现方法
2.1实现思路
实现正多变形动态扩散墙,首先需要根据扩散中心点和扩散半径计算多边形每个节点的坐标,通过回调函数callbackProerty实时更新多边形节点位置和高度
。
2.2核心函数
这里将实时计算正多边形点坐标与高度的函数,创建entity的函数等封装成了一个包含核心功能的函数WallRegularDiffuse
:
function WallRegularDiffuse(options) {
let _viewer = options.viewer;
// 扩散中心点
let _center = options.center;
// 扩散半径半径
let _radius = options.radius || 1000.0;
// 扩散正多变形的边数
let _edge = options.edge || 64;
// 扩散速度
let _speed = options.speed || 5.0;
// 扩散高度
let _height = options.height || 100.0;
// 实时高度
let _currentHeight = _height;
// 最小半径
let _minRadius = options.minRadius || 10;
// 实时半径
let _currentRadius = _minRadius;
if (_edge < 3) {
return false;
}
/**
* @description: 获取当前多边形的节点位置和高度
* @param {*} _center:多边形中心
* @param {*} _edge:多边形边数
* @param {*} _currentRadius:当前半径
* @param {*} _currentHeight:当前高度
* @return {*}
*/
function _getPositions(_center, _edge, _currentRadius, _currentHeight) {
let positions = [];
let modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(_center[0], _center[1], 0)
);
for (let i = 0; i < _edge; i++) {
let angle = (i / _edge) * Cesium.Math.TWO_PI;
let x = Math.cos(angle);
let y = Math.sin(angle);
let point = new Cesium.Cartesian3(
x * _currentRadius,
y * _currentRadius,
_currentHeight
)
positions.push(Cesium.Matrix4.multiplyByPoint(modelMatrix, point, new Cesium.Cartesian3()));
}
// 封闭墙,首节点点需要存两次
positions.push(positions[0]);
return positions;
}
// 添加多边形
_viewer.entities.add({
wall: {
// callbackProperty回调函数,实时更新
positions: new Cesium.CallbackProperty(() => {
let positions = [];
_currentRadius += _radius * _speed / 1000.0;
_currentHeight -= _height * _speed / 1000.0;
// 判断扩散的实际半径和高度是否超出范围
if (_currentRadius > _radius || _currentHeight < 0) {
_currentRadius = _minRadius;
_currentHeight = _height;
}
positions = _getPositions(_center, _edge, _currentRadius, _currentHeight);
return positions;
}, false),
// 设置材质
material: new Cesium.WallDiffuseMaterialProperty({
color: new Cesium.Color(1.0, 1.0, 0.0, 1.0)
})
}
})
}
2.3材质文件
设置不同高度透明度不同,呈现出泛光效果,材质文件wallDiffuseMaterialProperty.js
如下:
/*
* @Description: 动态扩散墙的墙体效果(参考开源代码)(不同高度透明度不同)
* @Version: 1.0
* @Author: Julian
* @Date: 2022-03-07 19:50:46
* @LastEditors: Julian
* @LastEditTime: 2022-03-07 19:56:30
*/
class WallDiffuseMaterialProperty {
constructor(options) {
this._definitionChanged = new Cesium.Event();
this._color = undefined;
this.color = options.color;
};
get isConstant() {
return false;
}
get definitionChanged() {
return this._definitionChanged;
}
getType(time) {
return Cesium.Material.WallDiffuseMaterialType;
}
getValue(time, result) {
if (!Cesium.defined(result)) {
result = {};
}
result.color = Cesium.Property.getValueOrDefault(this._color, time, Cesium.Color.RED, result.color);
return result
}
equals(other) {
return (this === other ||
(other instanceof WallDiffuseMaterialProperty &&
Cesium.Property.equals(this._color, other._color))
)
}
}
Object.defineProperties(WallDiffuseMaterialProperty.prototype, {
color: Cesium.createPropertyDescriptor('color'),
})
Cesium.WallDiffuseMaterialProperty = WallDiffuseMaterialProperty;
Cesium.Material.WallDiffuseMaterialProperty = 'WallDiffuseMaterialProperty';
Cesium.Material.WallDiffuseMaterialType = 'WallDiffuseMaterialType';
Cesium.Material.WallDiffuseMaterialSource =
`
uniform vec4 color;
czm_material czm_getMaterial(czm_materialInput materialInput){
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
material.diffuse = color.rgb * 2.0;
material.alpha = color.a * (1.0-fract(st.t)) * 0.8;
return material;
}
`
Cesium.Material._materialCache.addMaterial(Cesium.Material.WallDiffuseMaterialType, {
fabric: {
type: Cesium.Material.WallDiffuseMaterialType,
uniforms: {
color: new Cesium.Color(1.0, 0.0, 0.0, 1.0),
},
source: Cesium.Material.WallDiffuseMaterialSource
},
translucent: function(material) {
return true;
}
})
2.4代码调用
引入材质js文件后,设置参数,调用函数即可实现效果,调用代码如下:
// 正多边形扩散
WallRegularDiffuse({
viewer: this.viewer,
center: [113.9236839, 22.528061],
radius: 1000.0,
edge: 5,
height: 200.0,
speed: 15.0,
minRadius: 50
});