最终效果
示例的demo我没做,但是可以放一个最终调试完的QModel产品的效果。大概是这个样子:
自研引擎产品试用,demo下载:
常见问题
1、原理是什么?
原理是利用threejs在Canvas上渲染支持背景透明的特性。把两个Canvas叠加在一起,然后在render时,使threejs的camera随Cesium的相机联动。
2、如何屏蔽掉表层threejs这个div的鼠标操作,只让底下的cesium响应操作?
一句话实现,让某个div忽略所有的鼠标事件:ThreeContainer.style.pointerEvents = "none";当它不存在。
3、如果是threejs高版本,按照网友以及cesium博客的过时代码,在新版本下,有一行代码都调整顺序。
4、物体看不到。怎样找到物体呢?
看到上面的红蓝绿坐标系了吗?你在模型的group里面加个helper射向外太空,只要不瞎都能找到。
搬砖内容
这篇文章到处都是。源自于Cesium的官方指导。Integrating Cesium with Three.js – Cesium
在引用条件齐全的条件下,开始以下工作
初始化三个div
<body>
<div id="cesiumContainer"></div>
<div id="ThreeContainer"></div>
</body>
<script> main(); </script>
主要的初始化函数
function main(){
// boundaries in WGS84 to help with syncing the renderers
var minWGS84 = [115.23,39.55];
var maxWGS84 = [116.23,41.55];
var cesiumContainer = document.getElementById("cesiumContainer");
var ThreeContainer = document.getElementById("ThreeContainer");
var _3Dobjects = []; //Could be any Three.js object mesh
var three = {
renderer: null,
camera: null,
scene: null
};
var cesium = {
viewer: null
};
initCesium(); // Initialize Cesium renderer
initThree(); // Initialize Three.js renderer
init3DObject(); // Initialize Three.js object mesh with Cesium Cartesian coordinate system
loop(); // Looping renderer
}
初始化Cesium
function initCesium(){
cesium.viewer = new Cesium.Viewer(cesiumContainer,{
useDefaultRenderLoop: false,
selectionIndicator : false,
homeButton:false,
sceneModePicker:false,
navigationHelpButton:false,
infoBox : false,
navigationHelpButton:false,
navigationInstructionsInitiallyVisible:false,
animation : false,
timeline : false,
fullscreenButton : false,
allowTextureFilterAnisotropic:false,
contextOptions:{
webgl: {
alpha: false,
antialias: true,
preserveDrawingBuffer : true,
failIfMajorPerformanceCaveat: false,
depth:true,
stencil:false,
anialias:false
},
},
targetFrameRate:60,
resolutionScale:0.1,
orderIndependentTranslucency : true,
creditContainer : "hidecredit",
imageryProvider : new Cesium.TileMapServiceImageryProvider({
url: 'Assets/imagery/NaturalEarthII/',
maximumLevel : 5
}),
baseLayerPicker : false,
geocoder : false,
automaticallyTrackDataSourceClocks: false,
dataSources: null,
clock: null,
terrainShadows: Cesium.ShadowMode.DISABLED
});
var center = Cesium.Cartesian3.fromDegrees(
(minWGS84[0] + maxWGS84[0]) / 2,
((minWGS84[1] + maxWGS84[1]) / 2)-1,
200000
);
cesium.viewer.camera.flyTo({
destination : center,
orientation : {
heading : Cesium.Math.toRadians(0),
pitch : Cesium.Math.toRadians(-60),
roll : Cesium.Math.toRadians(0)
},
duration: 3
});
}
初始化threejs
function initThree(){
var fov = 45;
var width = window.innerWidth;
var height = window.innerHeight;
var aspect = width / height;
var near = 1;
var far = 10*1000*1000; // needs to be far to support Cesium's world-scale rendering
three.scene = new THREE.Scene();
three.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
three.renderer = new THREE.WebGLRenderer({alpha: true});
ThreeContainer.appendChild(three.renderer.domElement);
}
初始化threejs的对象及其所在的WGS84坐标位置(在地图上的位置)
function _3DObject(){
this.graphMesh = null; //Three.js 3DObject.mesh
this.minWGS84 = null; //location bounding box
this.maxWGS84 = null;
}
function init3DObject(){
//Cesium entity
var entity = {
name : 'Polygon',
polygon : {
hierarchy : Cesium.Cartesian3.fromDegreesArray([
minWGS84[0], minWGS84[1],
maxWGS84[0], minWGS84[1],
maxWGS84[0], maxWGS84[1],
minWGS84[0], maxWGS84[1],
]),
material : Cesium.Color.RED.withAlpha(0.2)
}
};
var Polygon = cesium.viewer.entities.add(entity);
// Lathe geometry
var doubleSideMaterial = new THREE.MeshNormalMaterial({
side: THREE.DoubleSide
});
var segments = 10;
var points = [];
for ( var i = 0; i < segments; i ++ ) {
points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * segments + 5, ( i - 5 ) * 2 ) );
}
var geometry = new THREE.LatheGeometry( points );
var latheMesh = new THREE.Mesh( geometry, doubleSideMaterial ) ;
latheMesh.scale.set(1500,1500,1500); //scale object to be visible at planet scale
latheMesh.position.z += 15000.0; // translate "up" in Three.js space so the "bottom" of the mesh is the handle
latheMesh.rotation.x = Math.PI / 2; // rotate mesh for Cesium's Y-up system
var latheMeshYup = new THREE.Group();
latheMeshYup.add(latheMesh)
three.scene.add(latheMeshYup); // don’t forget to add it to the Three.js scene manually
//Assign Three.js object mesh to our object array
var _3DOB = new _3DObject();
_3DOB.threeMesh = latheMeshYup;
_3DOB.minWGS84 = minWGS84;
_3DOB.maxWGS84 = maxWGS84;
_3Dobjects.push(_3DOB);
// dodecahedron
geometry = new THREE.DodecahedronGeometry();
var dodecahedronMesh = new THREE.Mesh(geometry, new THREE.MeshNormalMaterial()) ;
dodecahedronMesh.scale.set(5000,5000,5000); //scale object to be visible at planet scale
dodecahedronMesh.position.z += 15000.0; // translate "up" in Three.js space so the "bottom" of the mesh is the handle
dodecahedronMesh.rotation.x = Math.PI / 2; // rotate mesh for Cesium's Y-up system
var dodecahedronMeshYup = new THREE.Group();
dodecahedronMeshYup.add(dodecahedronMesh)
three.scene.add(dodecahedronMeshYup); // don’t forget to add it to the Three.js scene manually
//Assign Three.js object mesh to our object array
_3DOB = new _3DObject();
_3DOB.threeMesh = dodecahedronMeshYup;
_3DOB.minWGS84 = minWGS84;
_3DOB.maxWGS84 = maxWGS84;
_3Dobjects.push(_3DOB);
}
开始循环渲染
function loop(){
requestAnimationFrame(loop);
renderCesium();
renderThreeObj();
}
function renderCesium(){
cesium.viewer.render();
}
其中threejs的渲染是需要特殊处理的。官方这个版本,应该是threejs r80之前的写法。
function renderThreeObj(){
// register Three.js scene with Cesium
three.camera.fov = Cesium.Math.toDegrees(cesium.viewer.camera.frustum.fovy) // ThreeJS FOV is vertical
three.camera.updateProjectionMatrix();
var cartToVec = function(cart){
return new THREE.Vector3(cart.x, cart.y, cart.z);
};
// Configure Three.js meshes to stand against globe center position up direction
for(id in _3Dobjects){
minWGS84 = _3Dobjects[id].minWGS84;
maxWGS84 = _3Dobjects[id].maxWGS84;
// convert lat/long center position to Cartesian3
var center = Cesium.Cartesian3.fromDegrees((minWGS84[0] + maxWGS84[0]) / 2, (minWGS84[1] + maxWGS84[1]) / 2);
// get forward direction for orienting model
var centerHigh = Cesium.Cartesian3.fromDegrees((minWGS84[0] + maxWGS84[0]) / 2, (minWGS84[1] + maxWGS84[1]) / 2,1);
// use direction from bottom left to top left as up-vector
var bottomLeft = cartToVec(Cesium.Cartesian3.fromDegrees(minWGS84[0], minWGS84[1]));
var topLeft = cartToVec(Cesium.Cartesian3.fromDegrees(minWGS84[0], maxWGS84[1]));
var latDir = new THREE.Vector3().subVectors(bottomLeft,topLeft ).normalize();
// configure entity position and orientation
_3Dobjects[id].graphMesh.position.copy(center);
_3Dobjects[id].graphMesh.lookAt(centerHigh);
_3Dobjects[id].graphMesh.up.copy(latDir);
}
// Clone Cesium Camera projection position so the
// Three.js Object will appear to be at the same place as above the Cesium Globe
three.camera.matrixAutoUpdate = false;
var cvm = cesium.viewer.camera.viewMatrix;
var civm = cesium.viewer.camera.inverseViewMatrix;
three.camera.matrixWorld.set(
civm[0], civm[4], civm[8 ], civm[12],
civm[1], civm[5], civm[9 ], civm[13],
civm[2], civm[6], civm[10], civm[14],
civm[3], civm[7], civm[11], civm[15]
);
three.camera.matrixWorldInverse.set(
cvm[0], cvm[4], cvm[8 ], cvm[12],
cvm[1], cvm[5], cvm[9 ], cvm[13],
cvm[2], cvm[6], cvm[10], cvm[14],
cvm[3], cvm[7], cvm[11], cvm[15]
);
three.camera.lookAt(new THREE.Vector3(0,0,0));
var width = ThreeContainer.clientWidth;
var height = ThreeContainer.clientHeight;
var aspect = width / height;
three.camera.aspect = aspect;
three.camera.updateProjectionMatrix();
three.renderer.setSize(width, height);
three.renderer.render(three.scene, three.camera);
}