关于cesium:cesium-流线-飞线-迁徙图-攻防图

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该计划借鉴了多个大佬的,把代码理了一遍再整合了一下做了个汇合(算是一个练手的 demo)
重点👇
这里初始化地球的时候留神下这个参数 requestRenderMode(缩小 Cesium 渲染新帧总工夫并缩小 Cesium 在应用程序中总体 CPU 使用率),如果你开启了,那么流线材质就会动一下就不动了,切记!!!!
上面是 vue 组件代码
https://segmentfault.com/u/yo…

<template>
    <div class="tole">
        <div id="cesiumContainer" style="height: 100%;width: 100%">

        </div>
    </div>
</template>

<script>
import * as Cesium from 'cesium/Cesium'
import widget from 'cesium/Widgets/widgets.css'
var viewer = null
export default {data(){
        return{viewer:null}
    },
    mounted(){console.log(widget);
        Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJlZGMwM2M2OC02ZGYwLTQ5NzQtYjBkOS1lYTM0MmYxNTZlZTkiLCJpZCI6NjEwNTMsImlhdCI6MTYyNTY0ODgzN30.9B76dtOIBsNmX3laJ5VXFOqt2NlBT-n16j4ppUF8IYA'
        // viewer = new Cesium.CesiumWidget('cesiumContainer')
        viewer = new Cesium.Viewer("cesiumContainer",{
            animation: false, // 暗藏动画控件
            baseLayerPicker: false, // 暗藏图层抉择控件
            fullscreenButton: false, // 暗藏全屏按钮
            vrButton: false, // 暗藏 VR 按钮,默认 false
            geocoder: false, // 暗藏地名查找控件
            homeButton: false, // 暗藏 Home 按钮
            infoBox: false, // 暗藏点击因素之后显示的信息窗口
            sceneModePicker: false, // 暗藏场景模式抉择控件
            selectionIndicator: true, // 显示实体对象抉择框,默认 true
            timeline: false, // 暗藏工夫线控件
            navigationHelpButton: false, // 暗藏帮忙按钮
            scene3DOnly: true, // 每个几何实例将只在 3D 中出现,以节俭 GPU 内存
            shouldAnimate: true, // 开启动画自动播放
            sceneMode: 3, // 初始场景模式 1:2D 2:2D 循环 3:3D,默认 3
            requestRenderMode: false, // 缩小 Cesium 渲染新帧总工夫并缩小 Cesium 在应用程序中总体 CPU 使用率
            // 如场景中的元素没有随仿真工夫变动,请思考将设置 maximumRenderTimeChange 为较高的值,例如 Infinity
            maximumRenderTimeChange: Infinity,
            // 天地图影像
            // imageryProvider: new Cesium.WebMapTileServiceImageryProvider({//     url: "http://t0.tianditu.com/vec_w/wmts?service=wmts&request=GetTile&version=1.0.0&LAYER=vec&tileMatrixSet=w&TileMatrix={TileMatrix}&TileRow={TileRow}&TileCol={TileCol}&style=default&format=tiles&tk=39ca2b2b8dc2f3e1e9c3de07f4d4de57",
            //     layer: "tdtBasicLayer",
            //     style: "default",
            //     format: "tiles",
            //     tileMatrixSetID: "GoogleMapsCompatible",
            //     show: true,
            //     maximumLevel: 18
            // })
        })
        this.viewer = viewer
        // 增加天地图标注
        // viewer.imageryLayers.addImageryProvider(new Cesium.WebMapTileServiceImageryProvider({// url: "http://t0.tianditu.com/cia_w/wmts?service=wmts&request=GetTile&version=1.0.0&LAYER=cia&tileMatrixSet=w&TileMatrix={TileMatrix}&TileRow={TileRow}&TileCol={TileCol}&style=default.jpg&tk=39ca2b2b8dc2f3e1e9c3de07f4d4de57",
        // layer: "tdtAnnoLayer",
        // style: "default",
        // format: "tiles",
        // tileMatrixSetID: "GoogleMapsCompatible",
        // show: true
        // }));
        viewer.cesiumWidget.creditContainer.style.display = "none"

        // 增加线
        // var orangeOutlined = viewer.entities.add({
        // name:
        //     "Orange line with black outline at height and following the surface",
        // polyline: {
        //     positions: Cesium.Cartesian3.fromDegreesArrayHeights([
        //     -75,
        //     39,
        //     0,
        //     -125,
        //     39,
        //     0,
        //     ]),
        //     width: 5,
        //     material: new Cesium.PolylineOutlineMaterialProperty({
        //     color: Cesium.Color.ORANGE,
        //     outlineWidth: 2,
        //     outlineColor: Cesium.Color.BLACK,
        //     }),
        // },
        // });
        // console.log(orangeOutlined);


        // 增加点位
        var entity = viewer.entities.add({position: Cesium.Cartesian3.fromDegrees(120.9677706,30.7985748,2.61),
            point: {
                color: Cesium.Color.RED,    // 点位色彩
                pixelSize: 10                // 像素点大小
            },
            label : {
                text : '测试名称',
                font : '14pt Source Han Sans CN',    // 字体款式
                fillColor:Cesium.Color.BLACK,        // 字体色彩
                backgroundColor:Cesium.Color.AQUA,    // 背景色彩
                showBackground:true,                // 是否显示背景色彩
                style: Cesium.LabelStyle.FILL,        //label 款式
                outlineWidth : 2,                    
                verticalOrigin : Cesium.VerticalOrigin.CENTER,// 垂直地位
                horizontalOrigin :Cesium.HorizontalOrigin.LEFT,// 程度地位
                pixelOffset:new Cesium.Cartesian2(10,0)            // 偏移
            }
        });
        console.log(entity);

        // 这里通过算法失去曲线
        let mm = this.parabola([-75,39,-175,39])
        var polyline = new Cesium.PolylineGeometry({
            positions: mm,
            width : 2
        });
        const instance = new Cesium.GeometryInstance({
            geometry: polyline,
            id: 'flyline',
        })

        // 增加至场景
        this.viewer.scene.primitives.add(
            new Cesium.Primitive({geometryInstances: [instance],
                appearance: this.getFlylineMaterial(),
                releaseGeometryInstances: false,
                compressVertices: false,
            })
        )
    },
    methods:{
        computeFlyline(point1 = [-75, 39],
            point2 = [-175,39],
            h = 500000
        ) {let flyline = getBSRxyz(...point1, ...point2, h)
            return flyline
            // 将数据转换为 cesium polyline positions 格局
            function getBSRxyz(x1, y1, x2, y2, h) {let arr3d = getBSRPoints(x1, y1, x2, y2, h)
                let arrAll = []
                for (let ite of arr3d) {arrAll.push(ite[0])
                    arrAll.push(ite[1])
                    arrAll.push(ite[2])
                }
                return Cesium.Cartesian3.fromDegreesArrayHeights(arrAll)
            }
            function getBSRPoints(x1, y1, x2, y2, h) {let point1 = [y1, 0]
                let point2 = [(y2 + y1) / 2, h]
                let point3 = [y2, 0]
                let arr = getBSR(point1, point2, point3)
                let arr3d = []
                for (let i = 0;  i< arr.length; i++) {let x = ((x2 - x1) * (arr[i][0] - y1)) / (y2 - y1) + x1
                    arr3d.push([x, arr[i][0], arr[i][1]])
                }
                return arr3d
            }
            // 生成贝塞尔曲线
            function getBSR(point1, point2, point3) {
                var ps = [{ x: point1[0], y: point1[1] },
                    {x: point2[0], y: point2[1] },
                    {x: point3[0], y: point3[1] }
                ]
                // 100 每条线由 100 个点组成
                let guijipoints = CreateBezierPoints(ps, 100)
                return guijipoints
            }
            // 贝赛尔曲线算法
            // 参数:// anchorpoints: [{x: 116.30, y: 39.60}, {x: 37.50, y: 40.25}, {x: 39.51, y: 36.25}]
            function CreateBezierPoints(anchorpoints, pointsAmount) {var points = []
                for (var i = 0; i < pointsAmount; i++) {var point = MultiPointBezier(anchorpoints, i / pointsAmount)
                    points.push([point.x, point.y])
                }
                return points
            }
            function MultiPointBezier(points, t) {
                var len = points.length
                var x = 0,
                    y = 0
                var erxiangshi = function(start, end) {
                    var cs = 1,
                        bcs = 1
                    while (end > 0) {
                        cs *= start
                        bcs *= end
                        start--
                        end--
                    }
                    return cs / bcs
                }
                for (var i = 0; i < len; i++) {var point = points[i]
                    x +=
                        point.x *
                        Math.pow(1 - t, len - 1 - i) *
                        Math.pow(t, i) *
                        erxiangshi(len - 1, i)
                    y +=
                        point.y *
                        Math.pow(1 - t, len - 1 - i) *
                        Math.pow(t, i) *
                        erxiangshi(len - 1, i)
                }
                return {x: x, y: y}
            }
        },
        parabola(twoPoints) {  // 抛物线绘制
            let s = []
            let startPoint = [twoPoints[0],twoPoints[1],0]; // 终点的经度、纬度
            s = s.concat(startPoint)
            let step = 80;  // 线的多少,越多则越平滑(但过多浏览器缓存也会占用越多)
            let heightProportion = 0.125; // 最高点和总间隔的比值
            let dLon = (twoPoints[2] - startPoint[0])/step;  // 经度差值
            let dLat = (twoPoints[3] - startPoint[1])/step;  // 纬度差值
            let deltaLon = dLon * Math.abs(111000*Math.cos(twoPoints[1]));  // 经度差(米级)
            let deltaLat = dLat * 111000;  // 纬度差(米),1 纬度相差约 111000 米
            let endPoint = [0,0,0];  // 定义一个端点(前面将进行 startPoint 和 endPoint 两点画线)let heigh = (step * Math.sqrt(deltaLon*deltaLon+deltaLat*deltaLat) * heightProportion).toFixed(0)*2;
            let x2 = (10000*Math.sqrt(dLon*dLon+dLat*dLat)); // 小数点扩充 10000 倍,进步精确度
            let a = (heigh/(x2*x2));
            function y(x,height) {return height - a*x*x;}
            for(var i = 1;i <= step; i++){  // 逐“帧”画线
                endPoint[0] = startPoint[0] + dLon; // 更新 end 点经度
                endPoint[1] = startPoint[1] + dLat; // 更新 end 点纬度
                let x = x2*(2*i/step-1);  // 求抛物线函数 x
                endPoint[2] = (y(x,heigh)).toFixed(0)*1;  // 求 end 点高度
                s = s.concat(endPoint)
                
                // end 点变为 start 点
                startPoint[0] = endPoint[0];
                startPoint[1] = endPoint[1];
                startPoint[2] = endPoint[2];
            }
            return Cesium.Cartesian3.fromDegreesArrayHeights(s)
        },
        getFlylineMaterial(){
            // 创立材质,在 MaterialAppearance 中若不增加根底材质,模型将会通明
            var material = new Cesium.Material.fromType('Color')
            material.uniforms.color = Cesium.Color.ORANGE
            // 飞线成果 - 飞线距离,宽度 2
            let fragmentShaderSource = `         
                        varying vec2 v_st;    
                        varying float v_width;    
                        varying float v_polylineAngle;
                        varying vec4 v_positionEC;
                        varying vec3 v_normalEC;
                        void main()
                        {
                            vec2 st = v_st;
                            // 箭头飞线,宽度 8
                            float xx = fract(st.s*10.0 + st.t  - czm_frameNumber/60.0);
                            if (st.t<0.5) {xx = fract(st.s*10.0 - st.t - czm_frameNumber/60.0);
                            }
                            float r = 0.0;
                            float g = xx;
                            float b = xx;
                            float a = xx;

                            // 飞线边框
                            if (st.t>0.8||st.t<0.2) {
                                g = 1.0;
                                b = 1.0;
                                a = 0.4;
                            }

                            gl_FragColor = vec4(r,g,b,a);
                        }

                `
            // 自定义材质
            const aper = new Cesium.PolylineMaterialAppearance({
                material: material,
                translucent: true,
                vertexShaderSource: `
                        #define CLIP_POLYLINE 
                        void clipLineSegmentToNearPlane(
                            vec3 p0,
                            vec3 p1,
                            out vec4 positionWC,
                            out bool clipped,
                            out bool culledByNearPlane,
                            out vec4 clippedPositionEC)
                        {
                            culledByNearPlane = false;
                            clipped = false;
                            vec3 p0ToP1 = p1 - p0;
                            float magnitude = length(p0ToP1);
                            vec3 direction = normalize(p0ToP1);
                            float endPoint0Distance =  czm_currentFrustum.x + p0.z;
                            float denominator = -direction.z;
                            if (endPoint0Distance > 0.0 && abs(denominator) < czm_epsilon7)
                            {culledByNearPlane = true;}
                            else if (endPoint0Distance > 0.0)
                            {
                                float t = endPoint0Distance / denominator;
                                if (t < 0.0 || t > magnitude)
                                {culledByNearPlane = true;}
                                else
                                {
                                    p0 = p0 + t * direction;
                                    p0.z = min(p0.z, -czm_currentFrustum.x);
                                    clipped = true;
                                }
                            }
                            clippedPositionEC = vec4(p0, 1.0);
                            positionWC = czm_eyeToWindowCoordinates(clippedPositionEC);
                        }
                        vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle)
                        {
                            #ifdef POLYLINE_DASH
                            vec4 positionWindow = czm_eyeToWindowCoordinates(positionEC);
                            vec4 previousWindow = czm_eyeToWindowCoordinates(prevEC);
                            vec4 nextWindow = czm_eyeToWindowCoordinates(nextEC);
                            vec2 lineDir;
                            if (usePrevious) {lineDir = normalize(positionWindow.xy - previousWindow.xy);
                            }
                            else {lineDir = normalize(nextWindow.xy - positionWindow.xy);
                            }
                            angle = atan(lineDir.x, lineDir.y) - 1.570796327;
                            angle = floor(angle / czm_piOverFour + 0.5) * czm_piOverFour;
                            #endif
                            vec4 clippedPrevWC, clippedPrevEC;
                            bool prevSegmentClipped, prevSegmentCulled;
                            clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, clippedPrevWC, prevSegmentClipped, prevSegmentCulled, clippedPrevEC);
                            vec4 clippedNextWC, clippedNextEC;
                            bool nextSegmentClipped, nextSegmentCulled;
                            clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, clippedNextWC, nextSegmentClipped, nextSegmentCulled, clippedNextEC);
                            bool segmentClipped, segmentCulled;
                            vec4 clippedPositionWC, clippedPositionEC;
                            clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, clippedPositionWC, segmentClipped, segmentCulled, clippedPositionEC);
                            if (segmentCulled)
                            {return vec4(0.0, 0.0, 0.0, 1.0);
                            }
                            vec2 directionToPrevWC = normalize(clippedPrevWC.xy - clippedPositionWC.xy);
                            vec2 directionToNextWC = normalize(clippedNextWC.xy - clippedPositionWC.xy);
                            if (prevSegmentCulled)
                            {directionToPrevWC = -directionToNextWC;}
                            else if (nextSegmentCulled)
                            {directionToNextWC = -directionToPrevWC;}
                            vec2 thisSegmentForwardWC, otherSegmentForwardWC;
                            if (usePrevious)
                            {
                                thisSegmentForwardWC = -directionToPrevWC;
                                otherSegmentForwardWC = directionToNextWC;
                            }
                            else
                            {
                                thisSegmentForwardWC = directionToNextWC;
                                otherSegmentForwardWC =  -directionToPrevWC;
                            }
                            vec2 thisSegmentLeftWC = vec2(-thisSegmentForwardWC.y, thisSegmentForwardWC.x);
                            vec2 leftWC = thisSegmentLeftWC;
                            float expandWidth = width * 0.5;
                            if (!czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) && !czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1))
                            {vec2 otherSegmentLeftWC = vec2(-otherSegmentForwardWC.y, otherSegmentForwardWC.x);
                                vec2 leftSumWC = thisSegmentLeftWC + otherSegmentLeftWC;
                                float leftSumLength = length(leftSumWC);
                                leftWC = leftSumLength < czm_epsilon6 ? thisSegmentLeftWC : (leftSumWC / leftSumLength);
                                vec2 u = -thisSegmentForwardWC;
                                vec2 v = leftWC;
                                float sinAngle = abs(u.x * v.y - u.y * v.x);
                                expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0);
                            }
                            vec2 offset = leftWC * expandDirection * expandWidth * czm_pixelRatio;
                            return vec4(clippedPositionWC.xy + offset, -clippedPositionWC.z, 1.0) * (czm_projection * clippedPositionEC).w;
                        }
                        vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious, out float angle)
                        {
                            vec4 positionEC = czm_modelViewRelativeToEye * position;
                            vec4 prevEC = czm_modelViewRelativeToEye * previous;
                            vec4 nextEC = czm_modelViewRelativeToEye * next;
                            return getPolylineWindowCoordinatesEC(positionEC, prevEC, nextEC, expandDirection, width, usePrevious, angle);
                        }

                        attribute vec3 position3DHigh;
                        attribute vec3 position3DLow;
                        attribute vec3 prevPosition3DHigh;
                        attribute vec3 prevPosition3DLow;
                        attribute vec3 nextPosition3DHigh;
                        attribute vec3 nextPosition3DLow;
                        attribute vec2 expandAndWidth;
                        attribute vec2 st;
                        attribute float batchId;

                        varying float v_width;
                        varying vec2 v_st;
                        varying float v_polylineAngle;
                        
                        varying vec4 v_positionEC;
                        varying vec3 v_normalEC;
                        void main()
                        {
                        float expandDir = expandAndWidth.x;
                        float width = abs(expandAndWidth.y) + 0.5;
                        bool usePrev = expandAndWidth.y < 0.0;

                        vec4 p = czm_computePosition();
                        vec4 prev = czm_computePrevPosition();
                        vec4 next = czm_computeNextPosition();
                        
                        float angle;
                        vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);
                        gl_Position = czm_viewportOrthographic * positionWC;
                        
                        v_width = width;
                        v_st.s = st.s;
                        v_st.t = st.t;
                        // v_st.t = czm_writeNonPerspective(st.t, gl_Position.w);
                        v_polylineAngle = angle;


                        
                        vec4 eyePosition = czm_modelViewRelativeToEye * p;
                        v_positionEC =  czm_inverseModelView * eyePosition;      // position in eye coordinates
                        //v_normalEC = czm_normal * normal;                         // normal in eye coordinates
                        }

                    `,
                fragmentShaderSource: fragmentShaderSource
            })
            return aper;
        },
    }
}
</script>

<style scope lang="scss">
.tole{
    width: 100%;
    height: 100%;
}
</style>

这里有两个曲线算法 computeFlylineparabola, 任选其一即可
其中一个来自于
https://www.cnblogs.com/s3131…
另一个忘了(原作者能够分割我)

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