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sdk4.0/src/Obj/Base/Road/index3.js

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2025-07-03 13:54:01 +08:00
/**
* 道路
*/
import Base from "../index";
import PolylineImageTrailMaterialProperty from "../../Materail/PolylineImageTrailMaterialProperty";
import { init_material } from "./RoadMaterialProperty";
class Corridor extends Base {
/**
* @constructor
* @param sdk
* @param options {object} 属性
* @param options.name{string} 名称
* @param options.image{string | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} 指定 ImageURLCanvas Video 的属性
* @param options.width=10{number} 宽度
* @param options.height=0{number} 高度
* */
constructor(sdk, options = {}) {
super(sdk, options);
this.options.name = options.name || ''
this.options.image = options.image
this.options.width = options.width || 10
this.options.height = options.height || 0
init_material()
}
create(positions) {
this.computeRoad(positions)
let fromDegreesArray = []
for (let i = 0; i < positions.length; i++) {
fromDegreesArray.push(positions[i].lng, positions[i].lat)
}
let length = this.computeDistance(positions)
let geometry = new Cesium.CorridorGeometry({
positions: Cesium.Cartesian3.fromDegreesArray(fromDegreesArray),
width: this.options.width,
height: this.options.height,
cornerType: Cesium.CornerType.MITERED,
vertexFormat: Cesium.MaterialAppearance.MaterialSupport.ALL.vertexFormat
})
// console.log(Cesium.CorridorGeometry.createGeometry(geometry))
// this.entity = this.sdk.viewer.scene.primitives.add(new Cesium.Primitive({//GroundPrimitive贴地
// geometryInstances: new Cesium.GeometryInstance({
// geometry: geometry,
// attributes: {
// color: Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 0.5))
// }
// }),
// appearance: new Cesium.MaterialAppearance({
// material: Cesium.Material.fromType('Image', {
// image: this.options.image,
// repeat: new Cesium.Cartesian2(length / this.options.width * 2, 1.0)
// }),
// faceForward: true,
// renderState: {
// blending: Cesium.BlendingState.ALPHA_BLEND
// }
// })
// }));
// console.log(this.entity, Outlinegeometry)
// this.entity = this.sdk.viewer.entities.add({
// name: "Red corridor on surface with rounded corners",
// corridor: {
// positions: Cesium.Cartesian3.fromDegreesArray(fromDegreesArray),
// width: this.options.width,
// height: 10,
// cornerType: Cesium.CornerType.MITERED,
// material: new Cesium.ImageMaterialProperty({
// image: this.options.image,
// repeat: new Cesium.Cartesian2(100, 1.0),
// color: Cesium.Color.TOMATO
// })
// }
// });
}
// 编辑框
async edit(state) { }
remove() {
this.sdk.viewer.scene.primitives.remove(this.entity)
this.entity = null
}
computeRoad(positions) {
let fromDegreesArray = []
for (let i = 0; i < positions.length; i++) {
fromDegreesArray.push(positions[i].lng, positions[i].lat)
}
let Outlinegeometry = new Cesium.CorridorGeometry({
positions: Cesium.Cartesian3.fromDegreesArray(fromDegreesArray),
width: this.options.width,
cornerType: Cesium.CornerType.MITERED,
vertexFormat: Cesium.MaterialAppearance.MaterialSupport.ALL.vertexFormat
})
let geometry = Cesium.CorridorGeometry.createGeometry(Outlinegeometry)
console.log(geometry)
let t = 0
setInterval(() => {
t++
}, 100);
// let entity = this.sdk.viewer.scene.primitives.add(new Cesium.GroundPolylinePrimitive({
// geometryInstances : new Cesium.GeometryInstance({
// geometry : new Cesium.GroundPolylineGeometry({
// positions: Cesium.Cartesian3.fromDegreesArray(fromDegreesArray),
// width: this.options.width,
// cornerType: Cesium.CornerType.MITERED,
// vertexFormat: Cesium.MaterialAppearance.MaterialSupport.ALL.vertexFormat
// })
// }),
// appearance: new Cesium.PolylineMaterialAppearance({
// aboveGroud: true,
// material: new Cesium.Material({
// fabric: {
// uniforms: {
// image: this.options.image,
// repeat: new Cesium.Cartesian2(1000, 1.0),
// color: new Cesium.Color(1.0, 0.0, 0.0, 0.1)
// },
// source: `
// uniform sampler2D image;
// uniform vec4 color;
// uniform vec2 repeat;
// czm_material czm_getMaterial(czm_materialInput materialInput){
// czm_material material=czm_getDefaultMaterial(materialInput);
// vec2 st=repeat*materialInput.st;
// float time=fract(czm_frameNumber);
// vec4 colorImage=texture2D(image,vec2(fract(st.s-time),st.t));
// material.alpha=colorImage.a;
// material.diffuse=colorImage.rgb;
// return material;
// }`,
// },
// }),
// 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;
// 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 = czm_writeNonPerspective(st.t, gl_Position.w);
// v_polylineAngle = angle;
// }`,
// fragmentShaderSource: `#ifdef VECTOR_TILE
// uniform vec4 u_highlightColor;
// #endif
// varying vec2 v_st;
// void main()
// {
// czm_materialInput materialInput;
// vec2 st = v_st;
// st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
// materialInput.s = st.s;
// materialInput.st = st;
// materialInput.str = vec3(st, 0.0);
// czm_material material = czm_getMaterial(materialInput);
// gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
// #ifdef VECTOR_TILE
// gl_FragColor *= u_highlightColor;
// #endif
// czm_writeLogDepth();
// }`
// }),
// }));
console.log(entity)
// let entity = this.sdk.viewer.entities.add({
// corridor: {
// positions: Cesium.Cartesian3.fromDegreesArray(fromDegreesArray),
// width: 20000.0,
// cornerType: Cesium.CornerType.MITERED,
// material: new Cesium.RoadMaterialProperty({
// image: this.getSourceRootPath() + '/img/asphaltRoad.jpg',
// color: this.options.color,
// repeat: new Cesium.CallbackProperty(() => {
// let positionProperty = entity.corridor.positions;
// let positions = positionProperty.getValue(this.sdk.viewer.clock.currentTime);
// if (!Cesium.defined(positions)) {
// return new Cesium.Cartesian2(1.0, 1.0);
// }
// let distance = 0;
// for (let i = 0; i < positions.length - 1; ++i) {
// distance += Cesium.Cartesian3.distance(positions[i], positions[i + 1]);
// }
// let imgProportion = 945 / 411 // 图片长宽比例
// let repeatX = distance / 20000;
// repeatX = repeatX / imgProportion
// return new Cesium.Cartesian2(repeatX, 1.0);
// }, false),
// duration: 0,
// rotate: new Cesium.CallbackProperty(() => {
// return t
// }),
// })
// },
// });
// console.log(entity)
let initposition = []
for (let i = 0; i < geometry.attributes.position.values.length; i += 3) {
console.log(geometry.attributes.position.values[i], geometry.attributes.position.values[i + 1], geometry.attributes.position.values[i + 2])
initposition.push(new Cesium.Cartesian3(geometry.attributes.position.values[i], geometry.attributes.position.values[i + 1], geometry.attributes.position.values[i + 2]))
}
console.log(initposition, Cesium.Cartesian3.fromDegrees(91.08567036051947, 24.990201656481236))
let flag = true
let bearing
this.entityArray = []
// 创建一个矩形实体,顶点坐标为世界坐标
const rectangle = this.sdk.viewer.entities.add({
rectangle: {
coordinates: Cesium.Rectangle.fromDegrees(-100.0, 20.0, -90.0, 30.0),
material: new Cesium.ImageMaterialProperty({
image: this.options.image,
repeat: new Cesium.Cartesian2(10, 1.0),
}),
},
});
for (let i = 0; i < geometry.indices.length; i += 3) {
// console.log(bearing)
let angleInDegrees
let theta
if (flag) {
let a = this.cartesian3Towgs84(initposition[geometry.indices[i]], this.sdk.viewer)
let b = this.cartesian3Towgs84(initposition[geometry.indices[i + 2]], this.sdk.viewer)
let point1 = turf.point([a.lng, a.lat]);
let point2 = turf.point([b.lng, b.lat]);
bearing = turf.bearing(point1, point2);
// 计算两点之间的角度
let angle = Cesium.Cartesian3.angleBetween(initposition[geometry.indices[i]], initposition[geometry.indices[i + 2]]);
// 转换角度为角度而不是弧度
angleInDegrees = Cesium.Math.toDegrees(angle)
//以a点为原点建立局部坐标系东方向为x轴,北方向为y轴,垂直于地面为z轴得到一个局部坐标到世界坐标转换的变换矩阵
let localToWorld_Matrix = Cesium.Transforms.eastNorthUpToFixedFrame(initposition[geometry.indices[i]]);
//求世界坐标到局部坐标的变换矩阵
let worldToLocal_Matrix = Cesium.Matrix4.inverse(localToWorld_Matrix, new Cesium.Matrix4());
//a点在局部坐标的位置其实就是局部坐标原点
let localPosition_A = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, initposition[geometry.indices[i]], new Cesium.Cartesian3());
//B点在以A点为原点的局部的坐标位置
let localPosition_B = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, initposition[geometry.indices[i + 2]], new Cesium.Cartesian3());
//弧度
let angle2 = Cesium.Math.fastApproximateAtan2((localPosition_B.y - localPosition_A.y), (localPosition_B.x - localPosition_A.x))
//角度
theta = angle2 * (180 / Cesium.Math.PI);
}
else {
let a = this.cartesian3Towgs84(initposition[geometry.indices[i + 1]], this.sdk.viewer)
let b = this.cartesian3Towgs84(initposition[geometry.indices[i + 2]], this.sdk.viewer)
let point1 = turf.point([a.lng, a.lat]);
let point2 = turf.point([b.lng, b.lat]);
bearing = turf.bearing(point1, point2);
// 计算两点之间的角度
let angle = Cesium.Cartesian3.angleBetween(initposition[geometry.indices[i + 1]], initposition[geometry.indices[i + 2]]);
// 转换角度为角度而不是弧度
angleInDegrees = Cesium.Math.toDegrees(angle)
//以a点为原点建立局部坐标系东方向为x轴,北方向为y轴,垂直于地面为z轴得到一个局部坐标到世界坐标转换的变换矩阵
let localToWorld_Matrix = Cesium.Transforms.eastNorthUpToFixedFrame(initposition[geometry.indices[i + 1]]);
//求世界坐标到局部坐标的变换矩阵
let worldToLocal_Matrix = Cesium.Matrix4.inverse(localToWorld_Matrix, new Cesium.Matrix4());
//a点在局部坐标的位置其实就是局部坐标原点
let localPosition_A = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, initposition[geometry.indices[i + 1]], new Cesium.Cartesian3());
//B点在以A点为原点的局部的坐标位置
let localPosition_B = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, initposition[geometry.indices[i + 2]], new Cesium.Cartesian3());
//弧度
let angle2 = Cesium.Math.fastApproximateAtan2((localPosition_B.y - localPosition_A.y), (localPosition_B.x - localPosition_A.x))
//角度
theta = angle2 * (180 / Cesium.Math.PI);
}
let point1 = Cesium.Cartesian3.fromDegrees(91, 24.990201656481236);
let point2 = Cesium.Cartesian3.fromDegrees(91, 24.626517401118033);
// 计算两点之间的角度
let angle = Cesium.Cartesian3.angleBetween(point1, point2);
// 转换角度为角度而不是弧度
let xx = Cesium.Math.toDegrees(angle)
flag = !flag
bearing = bearing - 90 + 0.145
console.log(bearing, angleInDegrees, angle, xx, theta)
//以a点为原点建立局部坐标系东方向为x轴,北方向为y轴,垂直于地面为z轴得到一个局部坐标到世界坐标转换的变换矩阵
let localToWorld_Matrix = Cesium.Transforms.eastNorthUpToFixedFrame(point1);
//求世界坐标到局部坐标的变换矩阵
let worldToLocal_Matrix = Cesium.Matrix4.inverse(localToWorld_Matrix, new Cesium.Matrix4());
//a点在局部坐标的位置其实就是局部坐标原点
let localPosition_A = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, point1, new Cesium.Cartesian3());
//B点在以A点为原点的局部的坐标位置
let localPosition_B = Cesium.Matrix4.multiplyByPoint(worldToLocal_Matrix, point2, new Cesium.Cartesian3());
//弧度
let angle2 = Cesium.Math.fastApproximateAtan2((localPosition_B.z - localPosition_A.z), (localPosition_B.x - localPosition_A.x))
//角度
let theta2 = angle2 * (180 / Cesium.Math.PI);
// alert(theta2)
// let entity = this.sdk.viewer.entities.add({
// show: this.options.show,
// polygon: {
// hierarchy: new Cesium.PolygonHierarchy([initposition[geometry.indices[i]], initposition[geometry.indices[i + 1]], initposition[geometry.indices[i + 2]]]),
// perPositionHeight: false,
// // material: new PolylineImageTrailMaterialProperty({
// // image: this.options.image,
// // repeat: new Cesium.Cartesian2(10, 1.0),
// // color: Cesium.Color.TOMATO,
// // rotate: 0
// // }),
// material: new Cesium.ImageMaterialProperty({
// image: this.options.image,
// repeat: new Cesium.Cartesian2(1000, 1.0),
// }),
// stRotation: Cesium.Math.toRadians(theta - 90 - 0.0128),
// outline: true,
// outlineColor: Cesium.Color.BLACK,
// }
// })
let aa = 0
const shader = `
uniform sampler2D image;
uniform vec4 color;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput){
czm_material material=czm_getDefaultMaterial(materialInput);
vec2 st=repeat*materialInput.st;
float time=fract(czm_frameNumber);
vec4 colorImage=texture2D(image,vec2(fract(st.s-time),st.t));
material.alpha=colorImage.a;
material.diffuse=colorImage.rgb;
return material;
}`
console.log(Cesium.Math.toRadians(theta - 90))
// let entity = this.sdk.viewer.scene.primitives.add(new Cesium.Primitive({
// geometryInstances : new Cesium.GeometryInstance({
// geometry : new Cesium.PolylineGeometry({
// positions : Cesium.Cartesian3.fromDegreesArray([
// 0.0, 0.0,
// 5.0, 0.0
// ]),
// width : 10.0,
// vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
// })
// }),
// appearance: new Cesium.PolylineMaterialAppearance({
// aboveGroud: true,
// material: new Cesium.Material({
// fabric: {
// uniforms: {
// image: this.options.image,
// repeat: new Cesium.Cartesian2(1000, 1.0),
// color: new Cesium.Color(1.0, 0.0, 0.0, 0.1)
// },
// source: shader,
// },
// }),
// 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;
// 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 = czm_writeNonPerspective(st.t, gl_Position.w);
// v_polylineAngle = angle;
// }`,
// fragmentShaderSource: `#ifdef VECTOR_TILE
// uniform vec4 u_highlightColor;
// #endif
// varying vec2 v_st;
// void main()
// {
// czm_materialInput materialInput;
// vec2 st = v_st;
// st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
// materialInput.s = st.s;
// materialInput.st = st;
// materialInput.str = vec3(st, 0.0);
// czm_material material = czm_getMaterial(materialInput);
// gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
// #ifdef VECTOR_TILE
// gl_FragColor *= u_highlightColor;
// #endif
// czm_writeLogDepth();
// }`
// }),
// }));
// console.log(entity)
// let geometryInstances2 = new Cesium.GeometryInstance({
// geometry: new Cesium.PolygonGeometry({
// polygonHierarchy: new Cesium.PolygonHierarchy(Cesium.Cartesian3.fromDegreesArray([100, 1, 101, 1, 101, -1, 100, -1])),
// }),
// })
// let entity2 = this.sdk.viewer.scene.primitives.add(new Cesium.GroundPrimitive({
// geometryInstances: geometryInstances2,
// appearance: new Cesium.EllipsoidSurfaceAppearance({
// aboveGroud: true,
// material: new Cesium.Material({
// fabric: {
// uniforms: {
// color: new Cesium.Color(1.0, 0.0, 0.0, 0.1),
// image: this.options.image,
// repeat: new Cesium.Cartesian2(1000, 1.0),
// rotate: 0
// },
// source: shader
// },
// }),
// }),
// }));
// console.log(geometryInstances2)
// // 获取多边形的边界矩形
// let boundingSphere = geometryInstances2.geometry.boundingSphere;
// // 创建一个矩阵,它表示多边形的本地坐标到世界坐标的转换
// let matrix = Cesium.Transforms.eastNorthUpToFixedFrame(boundingSphere.center);
// console.log(entity2, matrix)
// setInterval(() => {
// }, 100);
// this.entityArray.push(entity)
console.log(entity)
}
// let entity = this.sdk.viewer.entities.add({
// show: this.options.show,
// polygon: {
// hierarchy: new Cesium.PolygonHierarchy([
// new Cesium.Cartesian3(1201222.3498141132, 5794200.4246190665, 2372132.932514765),
// new Cesium.Cartesian3(1200929.6921250424, 5794615.962987943, 2371271.7244476764),
// new Cesium.Cartesian3(1199139.8791256004, 5794316.892300814, 2372896.7988495603)]),
// perPositionHeight: true,
// material: new PolylineImageTrailMaterialProperty({
// image: this.options.image,
// repeat: new Cesium.Cartesian2(10, 1.0),
// color: Cesium.Color.TOMATO,
// rotate: 0
// }),
// outline: true,
// outlineColor: Cesium.Color.BLACK,
// }
// })
// console.log(entity)
// 创建新材质
let newMaterial = new Cesium.Material({
fabric: {
type: 'Color',
uniforms: {
color: new Cesium.Color(1.0, 0.0, 0.0, 1.0) // 红色
}
}
});
console.log(newMaterial)
// this.entity = this.sdk.viewer.entities.add({
// show: this.options.show,
// polygon: {
// hierarchy: new Cesium.PolygonHierarchy(initposition),
// perPositionHeight: false,
// material: new Cesium.ImageMaterialProperty({
// image: this.options.image,
// repeat: new Cesium.Cartesian2(100, 1.0),
// color: Cesium.Color.AQUA
// })
// }
// })
for (let i = 0; i < initposition.length; i++) {
let entity = this.sdk.viewer.entities.add({
name: 'node-secondary-edit-point',
index: i,
position: initposition[i],
billboard: {
image: this.getSourceRootPath() + '/img/point.png',
width: 15,
height: 15,
disableDepthTestDistance: Number.POSITIVE_INFINITY,
color: Cesium.Color.WHITE.withAlpha(0.99)
},
label: {
text: '' + i,
pixelOffset: { x: 0, y: -20 },
},
})
}
this.sdk.viewer.entities.add({
name: 'node-secondary-edit-point',
position: Cesium.Cartesian3.fromDegrees(91.08567036051947, 24.990201656481236),
billboard: {
image: this.getSourceRootPath() + '/img/point.png',
width: 15,
height: 15,
disableDepthTestDistance: Number.POSITIVE_INFINITY,
color: Cesium.Color.WHITE.withAlpha(0.99)
},
})
this.sdk.viewer.entities.add({
name: 'node-secondary-edit-point',
position: Cesium.Cartesian3.fromDegrees(91.08588488854294, 24.626517401118033),
billboard: {
image: this.getSourceRootPath() + '/img/point.png',
width: 15,
height: 15,
disableDepthTestDistance: Number.POSITIVE_INFINITY,
color: Cesium.Color.WHITE.withAlpha(0.99)
},
})
}
test(v) {
for (let i = 0; i < this.entityArray.length; i++) {
this.entityArray[i].polygon.stRotation = Cesium.Math.toRadians(v)
}
}
}
export default Corridor