代码迁移
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117
src/Obj/Analysis/test2/TestMaterialProperty.js
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117
src/Obj/Analysis/test2/TestMaterialProperty.js
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/**
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* @description 测试
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*/
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import MaterialProperty from "../../Materail/MaterialProperty";
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class TestMaterialProperty extends MaterialProperty {
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constructor(options = {}) {
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super(options);
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/**
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* 定义Cesium材质对象
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*/
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Cesium.Material.TestMaterialPropertyType = "TestMaterialProperty";
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Cesium.Material._materialCache.addMaterial(
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Cesium.Material.TestMaterialPropertyType,
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{
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fabric: {
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type: Cesium.Material.TestMaterialPropertyType,
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uniforms: {
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color: new Cesium.Color(1.0, 0.0, 0.0, 0.1),
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image: Cesium.Material.DefaultImageId,
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tmask: Cesium.Material.DefaultImageId,
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speed: 1,
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repeat: new Cesium.Cartesian2(1, 1),
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rotate: 0
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},
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source: `uniform sampler2D image;
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uniform float speed;
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uniform vec4 color;
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uniform vec2 repeat;
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czm_material czm_getMaterial(czm_materialInput materialInput){
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czm_material material=czm_getDefaultMaterial(materialInput);
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mat2 rotationMatrix = mat2(cos(radians(-rotate)), sin(radians(-rotate)), -sin(radians(-rotate)), cos(radians(-rotate)));
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vec2 st=repeat*materialInput.st*rotationMatrix;
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float time=fract(czm_frameNumber);
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vec4 colorImage = texture2D(image,vec2(fract(st.s-time),st.t));
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vec4 maskImage = texture2D(tmask, vec2(st.s, st.t));
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material.alpha=colorImage.a*maskImage.r;
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material.diffuse=colorImage.rgb;
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return material;
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}`,
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},
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isTranslucent: function () {
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return true;
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},
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}
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);
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// Object.defineProperties(PolylineImageTrailMaterialProperty.prototype, {
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// color: Cesium.createPropertyDescriptor("color"),
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// speed: Cesium.createPropertyDescriptor("speed"),
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// image: Cesium.createPropertyDescriptor("image"),
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// repeat: Cesium.createPropertyDescriptor("repeat"),
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// });
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this._image = undefined;
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this._tmask = undefined;
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this._imageSubscription = undefined;
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this._repeat = undefined;
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this._repeatSubscription = undefined;
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this.image = options.image;
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this.tmask = options.tmask;
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this.repeat = new Cesium.Cartesian2(
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options.repeat?.x || 1,
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options.repeat?.y || 1
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);
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this.rotate = options.rotate
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let i=1
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// setInterval(() => {
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// this.repeat = new Cesium.Cartesian2(
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// i++,
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// options.repeat?.y || 1
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// );
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// console.log(this.repeat)
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// }, 1000);
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// setInterval(() => {
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// this.rotate ++
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// }, 100);
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}
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getType() {
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return Cesium.Material.TestMaterialPropertyType;
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}
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getValue(time, result) {
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if (!result) {
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result = {};
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}
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result.color = this.color;
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result.image = this.image;
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result.tmask = this.tmask;
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result.repeat = this.repeat;
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result.speed = this.speed;
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result.rotate = this.rotate
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// console.log(result.repeat)
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return result;
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}
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equals(other) {
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return (
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this === other ||
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(other instanceof TestMaterialProperty &&
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Cesium.Property.equals(this.color, other._color) &&
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Cesium.Property.equals(this.image, other._image) &&
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Cesium.Property.equals(this.tmask, other._tmask) &&
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Cesium.Property.equals(this.repeat, other._repeat) &&
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Cesium.Property.equals(this.speed, other._speed) &&
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Cesium.Property.equals(this.rotate, other._rotate))
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);
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}
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}
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export default TestMaterialProperty;
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78
src/Obj/Analysis/test2/_element.js
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78
src/Obj/Analysis/test2/_element.js
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import { attributeElm, labelStyleElm1, labelStyleElm2 } from '../../Element/elm_html'
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function html(that) {
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return `
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<span class="custom-divider"></span>
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<div class="div-item">
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<div class="row" style="align-items: flex-start;">
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<div class="col">
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<span class="label">名称</span>
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<input class="input" maxlength="40" type="text" @model="name">
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</div>
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<div class="col" style="flex: 0 0 60%;">
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<div class="row">
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<div class="col input-select-unit-box">
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<span class="label" style="margin-right: 0px;">占地面积:</span>
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<input class="input input-text" readonly="readonly" type="text" @model="area">
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<div class="input-select-unit"></div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="div-item">
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<div class="row">
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<DIV-cy-tabs id="polygon-object-edit-tabs">
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<DIV-cy-tab-pane label="属性信息">
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${attributeElm(that)}
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</DIV-cy-tab-pane>
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<DIV-cy-tab-pane label="面风格">
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<div class="row">
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<div class="col">
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<span class="label">面颜色</span>
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<div class="color"></div>
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</div>
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<div class="col">
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<span class="label">描边颜色</span>
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<div class="lineColor"></div>
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</div>
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<div class="col">
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<span class="label">描边宽度</span>
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<div class="input-number input-number-unit-2">
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<input class="input" type="number" title="" min="0" max="99" @model="lineWidth">
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<span class="unit">px</span>
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<span class="arrow"></span>
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</div>
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</div>
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</div>
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<div class="row">
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<div class="col">
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<span class="label">面贴地</span>
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<input class="btn-switch" type="checkbox" @model="ground">
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</div>
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<div class="col" style="flex: 0 0 165px;">
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<span class="label">面高度</span>
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<div class="input-number input-number-unit-2">
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<input class="input height" type="number" title="" min="-999999" max="9999999" style="width: 120px;">
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<span class="unit">m</span>
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<span class="arrow"></span>
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</div>
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</div>
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<div class="col">
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</div>
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</div>
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</DIV-cy-tab-pane>
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<DIV-cy-tab-pane label="标注风格">
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${labelStyleElm1()}
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</DIV-cy-tab-pane>
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<DIV-cy-tab-pane label="标签风格">
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${labelStyleElm2()}
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</DIV-cy-tab-pane>
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</DIV-cy-tabs>
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</div>
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</div>
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<span class="custom-divider"></span>
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`
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}
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export { html }
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511
src/Obj/Analysis/test2/_index.js
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511
src/Obj/Analysis/test2/_index.js
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/*
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* @Author: Wang jianLei
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* @Date: 2022-05-17 21:49:28
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* @Last Modified by: Wang JianLei
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* @Last Modified time: 2022-05-19 22:08:14
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*/
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let ViewShed = function (sdk, canvasEleId) {
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if (!sdk.viewer) throw new Error("no viewer object!");
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let canvasEle = document.getElementById(canvasEleId);
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if (!canvasEle) throw new Error("the canvas element is not exist");
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this.canvasEle = canvasEle;
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this.viewer = sdk.viewer;
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this.handler = undefined;
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this.lightCamera;
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this.pyramid;
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this.frustumPrimitive;
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this.viewershedPolygon;
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};
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ViewShed.prototype = {
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/**
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* 初始化handler
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*/
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initHandler() {
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if (this.handler) {
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this.handler.destroy();
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this.handler = undefined;
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}
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},
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/**
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* 开始执行视域分析
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* @param {number} precision 精度,值越大创建耗时越长,建议在10~20之间
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*/
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createViewshed: function (precision) {
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let $this = this;
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let scene = $this.viewer.scene;
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$this.initHandler();
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$this.clearAll();
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$this.handler = new Cesium.ScreenSpaceEventHandler($this.viewer.canvas);
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$this.handler.setInputAction((event) => {
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// 禁止地球旋转和缩放,地球的旋转会对鼠标移动监听有影响,所以需要禁止
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scene.screenSpaceCameraController.enableRotate = false;
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scene.screenSpaceCameraController.enableZoom = false;
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scene.globe.depthTestAgainstTerrain = true;
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let earthPosition = scene.pickPosition(event.position);
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let pos = $this.cartesian3ToDegree(earthPosition);
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$this.handler.setInputAction(function (event) {
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let newPosition = scene.pickPosition(event.endPosition);
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if (Cesium.defined(newPosition)) {
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let pos1 = $this.cartesian3ToDegree(newPosition);
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let distance = Cesium.Cartesian3.distance(newPosition, earthPosition);
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let angle = $this.getAngle(pos[0], pos[1], pos1[0], pos1[1]);
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let pitch = $this.getPitch(earthPosition, newPosition);
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$this.ViewShedOptions = {
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viewPosition: earthPosition, //观测点 笛卡尔坐标
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endPosition: newPosition, //目标点 笛卡尔坐标
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direction: angle, //观测方位角 默认为`0`,范围`0~360`
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pitch: pitch, //俯仰角,radius,默认为`0`
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horizontalViewAngle: 90, //可视域水平夹角,默认为 `90`,范围`0~360`
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verticalViewAngle: 60, //可视域垂直夹角,默认为`60`,范围`0~180`
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visibleAreaColor: Cesium.Color.GREEN, //可视区域颜色,默认为`green`
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invisibleAreaColor: Cesium.Color.RED, //不可见区域颜色,默认为`red`
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visualRange: distance, //距离,单位`米`
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};
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$this.updateViewShed();
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}
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}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
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}, Cesium.ScreenSpaceEventType.LEFT_DOWN);
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$this.handler.setInputAction(() => {
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$this.initHandler();
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// 开启地球旋转和缩放
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scene.screenSpaceCameraController.enableRotate = true;
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scene.screenSpaceCameraController.enableZoom = true;
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$this.drawViewershed(precision);
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}, Cesium.ScreenSpaceEventType.LEFT_UP);
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},
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ReturnDistance(pos0, pos1) {
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let distance = 0;
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let point1cartographic = Cesium.Cartographic.fromCartesian(pos0);
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let point2cartographic = Cesium.Cartographic.fromCartesian(pos1);
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/**根据经纬度计算出距离**/
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let geodesic = new Cesium.EllipsoidGeodesic();
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geodesic.setEndPoints(point1cartographic, point2cartographic);
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let s = geodesic.surfaceDistance;
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return s;
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},
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getHeight(x, y, objectsToExclude) {
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let endCartographic = Cesium.Cartographic.fromDegrees(x, y);
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let endHeight = this.viewer.scene.sampleHeight(
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endCartographic,
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objectsToExclude
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);
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return endHeight;
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},
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cartesian3ToDegree: function (Cartesian3) {
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let _ellipsoid = this.viewer.scene.globe.ellipsoid;
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let _cartographic = _ellipsoid.cartesianToCartographic(Cartesian3);
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let _lat = Cesium.Math.toDegrees(_cartographic.latitude);
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let _lng = Cesium.Math.toDegrees(_cartographic.longitude);
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let _alt = _cartographic.height;
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return [_lng, _lat, _alt];
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},
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getAngle: function (lng1, lat1, lng2, lat2) {
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let dRotateAngle = Math.atan2(Math.abs(lng1 - lng2), Math.abs(lat1 - lat2));
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if (lng2 >= lng1) {
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dRotateAngle = lat2 < lat1 ? Math.PI - dRotateAngle : dRotateAngle;
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} else {
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dRotateAngle =
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lat2 >= lat1 ? 2 * Math.PI - dRotateAngle : Math.PI + dRotateAngle;
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}
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dRotateAngle = (dRotateAngle * 180) / Math.PI;
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return dRotateAngle;
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},
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getPitch(pointA, pointB) {
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let transfrom = Cesium.Transforms.eastNorthUpToFixedFrame(pointA);
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const vector = Cesium.Cartesian3.subtract(
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pointB,
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pointA,
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new Cesium.Cartesian3()
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);
|
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let direction = Cesium.Matrix4.multiplyByPointAsVector(
|
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Cesium.Matrix4.inverse(transfrom, transfrom),
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vector,
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vector
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);
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Cesium.Cartesian3.normalize(direction, direction);
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return Cesium.Math.PI_OVER_TWO - Cesium.Math.acosClamped(direction.z);
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},
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updateViewShed: function () {
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this.clear();
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this.setLightCamera();
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this.addVisualPyramid();
|
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this.createFrustum();
|
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},
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clear: function () {
|
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if (this.pyramid) {
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this.viewer.entities.removeById(this.pyramid.id);
|
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this.pyramid = undefined;
|
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}
|
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if (this.frustumPrimitive) {
|
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this.viewer.scene.primitives.remove(this.frustumPrimitive);
|
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this.frustumPrimitive = undefined;
|
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}
|
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if (this.debugModelMatrixPrimitive) {
|
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this.viewer.scene.primitives.remove(this.debugModelMatrixPrimitive);
|
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this.debugModelMatrixPrimitive = undefined;
|
||||
}
|
||||
},
|
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clearAll: function () {
|
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this.clear();
|
||||
if (this.viewershedPolygon) {
|
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this.viewer.scene.primitives.remove(this.viewershedPolygon);
|
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this.viewershedPolygon = undefined;
|
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}
|
||||
},
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addVisualPyramid: function () {
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let options = this.ViewShedOptions;
|
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let position = options.viewPosition;
|
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let visualRange = Number(options.visualRange);
|
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let transform = Cesium.Transforms.eastNorthUpToFixedFrame(position);
|
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this.debugModelMatrixPrimitive = this.viewer.scene.primitives.add(
|
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new Cesium.DebugModelMatrixPrimitive({
|
||||
modelMatrix: transform,
|
||||
length: 5.0,
|
||||
})
|
||||
);
|
||||
const halfClock = options.horizontalViewAngle / 2;
|
||||
const halfCone = options.verticalViewAngle / 2;
|
||||
const pitch = Cesium.Math.toDegrees(options.pitch);
|
||||
const ellipsoid = new Cesium.EllipsoidGraphics({
|
||||
radii: new Cesium.Cartesian3(visualRange, visualRange, visualRange),
|
||||
minimumClock: Cesium.Math.toRadians(90 - options.direction - halfClock),
|
||||
maximumClock: Cesium.Math.toRadians(90 - options.direction + halfClock),
|
||||
minimumCone: Cesium.Math.toRadians(90 - pitch - halfCone),
|
||||
maximumCone: Cesium.Math.toRadians(90 - pitch + halfCone),
|
||||
fill: false,
|
||||
outline: true,
|
||||
subdivisions: 256,
|
||||
stackPartitions: 64,
|
||||
slicePartitions: 64,
|
||||
outlineColor: Cesium.Color.YELLOWGREEN.withAlpha(0.5),
|
||||
});
|
||||
const pyramidEntity = new Cesium.Entity({
|
||||
position: position,
|
||||
ellipsoid,
|
||||
});
|
||||
this.pyramid = this.viewer.entities.add(pyramidEntity);
|
||||
},
|
||||
setLightCamera: function () {
|
||||
if (!this.lightCamera) {
|
||||
this.lightCamera = new Cesium.Camera(this.viewer.scene);
|
||||
}
|
||||
let options = this.ViewShedOptions;
|
||||
let visualRange = Number(options.visualRange);
|
||||
this.lightCamera.position = options.viewPosition;
|
||||
this.lightCamera.frustum.near = 0.1;
|
||||
this.lightCamera.frustum.far = visualRange;
|
||||
const hr = Cesium.Math.toRadians(options.horizontalViewAngle);
|
||||
const vr = Cesium.Math.toRadians(options.verticalViewAngle);
|
||||
this.lightCamera.frustum.aspectRatio =
|
||||
(visualRange * Math.tan(hr / 2) * 2) /
|
||||
(visualRange * Math.tan(vr / 2) * 2);
|
||||
this.lightCamera.frustum.fov = hr > vr ? hr : vr;
|
||||
this.lightCamera.setView({
|
||||
destination: options.viewPosition,
|
||||
orientation: {
|
||||
heading: Cesium.Math.toRadians(options.direction || 0),
|
||||
pitch: options.pitch || 0,
|
||||
roll: 0,
|
||||
},
|
||||
});
|
||||
},
|
||||
createFrustum: function () {
|
||||
const scratchRight = new Cesium.Cartesian3();
|
||||
const scratchRotation = new Cesium.Matrix3();
|
||||
const scratchOrientation = new Cesium.Quaternion();
|
||||
const direction = this.lightCamera.directionWC;
|
||||
const up = this.lightCamera.upWC;
|
||||
let right = this.lightCamera.rightWC;
|
||||
right = Cesium.Cartesian3.negate(right, scratchRight);
|
||||
let rotation = scratchRotation;
|
||||
Cesium.Matrix3.setColumn(rotation, 0, right, rotation);
|
||||
Cesium.Matrix3.setColumn(rotation, 1, up, rotation);
|
||||
Cesium.Matrix3.setColumn(rotation, 2, direction, rotation);
|
||||
let orientation = Cesium.Quaternion.fromRotationMatrix(
|
||||
rotation,
|
||||
scratchOrientation
|
||||
);
|
||||
let instanceOutline = new Cesium.GeometryInstance({
|
||||
geometry: new Cesium.FrustumOutlineGeometry({
|
||||
frustum: this.lightCamera.frustum,
|
||||
origin: this.ViewShedOptions.viewPosition,
|
||||
orientation: orientation,
|
||||
}),
|
||||
id: "视椎体轮廓线" + Math.random().toString(36).substr(2),
|
||||
attributes: {
|
||||
color: Cesium.ColorGeometryInstanceAttribute.fromColor(
|
||||
new Cesium.Color(0.0, 1.0, 0.0, 1.0)
|
||||
),
|
||||
show: new Cesium.ShowGeometryInstanceAttribute(true),
|
||||
},
|
||||
});
|
||||
this.frustumPrimitive = this.viewer.scene.primitives.add(
|
||||
new Cesium.Primitive({
|
||||
geometryInstances: instanceOutline,
|
||||
appearance: new Cesium.PerInstanceColorAppearance({
|
||||
flat: true,
|
||||
translucent: false,
|
||||
closed: true,
|
||||
}),
|
||||
})
|
||||
);
|
||||
},
|
||||
createPoint: function (firstPos, secondPos) {
|
||||
let entity4FirstPos = new Cesium.Entity({
|
||||
name: "firstPos",
|
||||
show: true,
|
||||
position: firstPos,
|
||||
point: {
|
||||
show: true,
|
||||
pixelSize: 20,
|
||||
color: Cesium.Color.RED,
|
||||
outlineColor: Cesium.Color.YELLOW,
|
||||
outlineWidth: 5,
|
||||
},
|
||||
description: `
|
||||
<p>这是绘制的视椎体起点</p>`,
|
||||
});
|
||||
this.viewer.entities.add(entity4FirstPos);
|
||||
let entity4SecondPos = new Cesium.Entity({
|
||||
name: "secondPos",
|
||||
show: true,
|
||||
position: secondPos,
|
||||
point: {
|
||||
show: true,
|
||||
pixelSize: 30,
|
||||
color: Cesium.Color.YELLOW,
|
||||
outlineColor: Cesium.Color.RED,
|
||||
outlineWidth: 8,
|
||||
},
|
||||
description: `
|
||||
<p>这是绘制的视椎体视角终点</p>`,
|
||||
});
|
||||
this.viewer.entities.add(entity4SecondPos);
|
||||
},
|
||||
|
||||
//绘制可视域
|
||||
add(positionArr) {
|
||||
let polygon = new Cesium.PolygonGeometry({
|
||||
polygonHierarchy: new Cesium.PolygonHierarchy(
|
||||
Cesium.Cartesian3.fromDegreesArray(positionArr)
|
||||
),
|
||||
height: 0.0,
|
||||
extrudedHeight: 0.0,
|
||||
vertexFormat: Cesium.PerInstanceColorAppearance.VERTEX_FORMAT,
|
||||
stRotation: 0.0, // 纹理的旋转坐标(以弧度为单位),正旋转是逆时针方向
|
||||
ellipsoid: Cesium.Ellipsoid.WGS84,
|
||||
granularity: Cesium.Math.RADIANS_PER_DEGREE, // 每个纬度和经度之间的距离(以弧度为单位),确定缓冲区中的位置数
|
||||
perPositionHeight: false, // 每个位置点使用的高度
|
||||
closeTop: true,
|
||||
closeBottom: true,
|
||||
// NONE 与椭圆表面不符的直线;GEODESIC 遵循测地路径;RHUMB 遵循大黄蜂或恶魔般的道路。
|
||||
arcType: Cesium.ArcType.GEODESIC, // 多边形边缘线型
|
||||
});
|
||||
|
||||
let polygonInstance = new Cesium.GeometryInstance({
|
||||
geometry: polygon,
|
||||
name: "ViewershedPolygon",
|
||||
attributes: {
|
||||
color: Cesium.ColorGeometryInstanceAttribute.fromColor(
|
||||
Cesium.Color.BLUE.withAlpha(0.6)
|
||||
),
|
||||
show: new Cesium.ShowGeometryInstanceAttribute(true), //显示或者隐藏
|
||||
},
|
||||
});
|
||||
this.viewershedPolygon = this.viewer.scene.primitives.add(
|
||||
new Cesium.GroundPrimitive({
|
||||
geometryInstances: polygonInstance,
|
||||
appearance: new Cesium.EllipsoidSurfaceAppearance({
|
||||
aboveGround: true,
|
||||
material: new Cesium.Material({
|
||||
fabric: {
|
||||
type: "Image",
|
||||
uniforms: {
|
||||
image: this.returnImgae(),
|
||||
},
|
||||
},
|
||||
}),
|
||||
}),
|
||||
})
|
||||
);
|
||||
},
|
||||
drawViewershed(precision) {
|
||||
const pos = this.cartesian3ToDegree(this.ViewShedOptions.viewPosition);
|
||||
const radius = this.ViewShedOptions.visualRange;
|
||||
const direction = this.ViewShedOptions.direction;
|
||||
let boundary = this.computeBoundaryOptions(pos, radius, direction);
|
||||
const bbox = boundary.bbox;
|
||||
let mask = turf.polygon([boundary.boundaryPoints]);
|
||||
const dis = this.ViewShedOptions.visualRange / (precision * 1000);
|
||||
let gridPoints = turf.pointGrid(bbox, dis, { mask: mask });
|
||||
|
||||
let pointsResult = this.createTargetPoints(gridPoints, dis, pos);
|
||||
let variogram = kriging.train(
|
||||
pointsResult.values,
|
||||
pointsResult.lngs,
|
||||
pointsResult.lats,
|
||||
"exponential",
|
||||
0,
|
||||
100
|
||||
);
|
||||
let grid = kriging.grid([boundary.boundaryPoints], variogram, dis / 1000);
|
||||
const colors = [
|
||||
"#ff000080",
|
||||
"#ff000080",
|
||||
"#ff000080",
|
||||
"#ff000080",
|
||||
"#ff000080",
|
||||
"#ff000080",
|
||||
"#00ff0080",
|
||||
"#00ff0080",
|
||||
"#00ff0080",
|
||||
"#00ff0080",
|
||||
"#00ff0080",
|
||||
"#00ff0080",
|
||||
];
|
||||
|
||||
this.canvasEle.width = 3840;
|
||||
this.canvasEle.height = 2160;
|
||||
kriging.plot(
|
||||
this.canvasEle,
|
||||
grid,
|
||||
[bbox[0], bbox[2]],
|
||||
[bbox[1], bbox[3]],
|
||||
colors
|
||||
);
|
||||
this.add(boundary.positionArr);
|
||||
},
|
||||
computeBoundaryOptions(pos, radius, angle) {
|
||||
let Ea = 6378137; // 赤道半径
|
||||
let Eb = 6356725; // 极半径
|
||||
const lng = pos[0],
|
||||
lat = pos[1];
|
||||
const bbox = [lng, lat, lng, lat]; //[minX, minY, maxX, maxY]
|
||||
let positionArr = [];
|
||||
let boundaryPoints = [];
|
||||
positionArr.push(lng, lat);
|
||||
boundaryPoints.push([lng, lat]);
|
||||
//正北是0°
|
||||
let start = angle + 45 > 360 ? angle - 45 - 360 : angle - 45;
|
||||
let end = start + 90;
|
||||
for (let i = start; i <= end; i++) {
|
||||
let dx = radius * Math.sin((i * Math.PI) / 180.0);
|
||||
let dy = radius * Math.cos((i * Math.PI) / 180.0);
|
||||
let ec = Eb + ((Ea - Eb) * (90.0 - lat)) / 90.0;
|
||||
let ed = ec * Math.cos((lat * Math.PI) / 180);
|
||||
let BJD = lng + ((dx / ed) * 180.0) / Math.PI;
|
||||
let BWD = lat + ((dy / ec) * 180.0) / Math.PI;
|
||||
positionArr.push(BJD, BWD);
|
||||
boundaryPoints.push([BJD, BWD]);
|
||||
this.refreshBBox(bbox, BJD, BWD);
|
||||
}
|
||||
boundaryPoints.push([lng, lat]);
|
||||
return {
|
||||
positionArr,
|
||||
boundaryPoints,
|
||||
bbox,
|
||||
};
|
||||
},
|
||||
/**
|
||||
* 更新外围矩形 Bbox
|
||||
* @param {Array} result 外围矩形Bbox-[minX, minY, maxX, maxY]
|
||||
* @param {Number} x 经度
|
||||
* @param {Number} y 纬度
|
||||
*/
|
||||
refreshBBox(result, x, y) {
|
||||
result[0] = x < result[0] ? x : result[0];
|
||||
result[1] = y < result[1] ? y : result[1];
|
||||
result[2] = x > result[2] ? x : result[2];
|
||||
result[3] = y > result[3] ? y : result[3];
|
||||
},
|
||||
/**
|
||||
* 插值点用射线判断通视性
|
||||
* @param {*} gridPoints 网格点
|
||||
* @param {*} step 步长,可以理解成是精度
|
||||
* @param {*} sourcePos 视域分析起点
|
||||
* @returns kriging插值所需的参数对象{ values:[], lngs:[], lats:[]}
|
||||
*/
|
||||
createTargetPoints(gridPoints, step, sourcePos) {
|
||||
let positionArr = [];
|
||||
let objectsToExclude = [
|
||||
this.frustumPrimitive,
|
||||
this.pyramid,
|
||||
this.debugModelMatrixPrimitive,
|
||||
];
|
||||
let values = [],
|
||||
lngs = [],
|
||||
lats = [];
|
||||
let height = this.getHeight(sourcePos[0], sourcePos[1], objectsToExclude);
|
||||
positionArr.push({
|
||||
x: sourcePos[0],
|
||||
y: sourcePos[1],
|
||||
z: height,
|
||||
});
|
||||
let viewPoint = this.ViewShedOptions.viewPosition;
|
||||
for (let index = 0; index < gridPoints.features.length; index++) {
|
||||
const feature = gridPoints.features[index];
|
||||
const coords = feature.geometry.coordinates;
|
||||
const x = coords[0],
|
||||
y = coords[1];
|
||||
let h = this.getHeight(x, y, objectsToExclude);
|
||||
let endPoint = Cesium.Cartesian3.fromDegrees(x, y, h);
|
||||
let direction = Cesium.Cartesian3.normalize(
|
||||
Cesium.Cartesian3.subtract(
|
||||
endPoint,
|
||||
viewPoint,
|
||||
new Cesium.Cartesian3()
|
||||
),
|
||||
new Cesium.Cartesian3()
|
||||
);
|
||||
// 建立射线
|
||||
let ray = new Cesium.Ray(viewPoint, direction);
|
||||
let result = this.viewer.scene.pickFromRay(ray, objectsToExclude); // 计算交互点,返回第一个
|
||||
if (result) {
|
||||
let buffer = this.ReturnDistance(endPoint, result.position);
|
||||
// let M_color = Cesium.Color.GREEN;
|
||||
if (buffer > step) {
|
||||
// M_color = Cesium.Color.RED;
|
||||
values.push(0);
|
||||
} else {
|
||||
values.push(1);
|
||||
}
|
||||
lngs.push(x);
|
||||
lats.push(y);
|
||||
// this.viewer.entities.add(
|
||||
// new Cesium.Entity({
|
||||
// name: "插值点哦",
|
||||
// show: true,
|
||||
// position: endPoint,
|
||||
// point: {
|
||||
// show: true,
|
||||
// pixelSize: 10,
|
||||
// color: M_color,
|
||||
// outlineWidth: 2,
|
||||
// outlineColor: Cesium.Color.YELLOW,
|
||||
// },
|
||||
// })
|
||||
// );
|
||||
}
|
||||
}
|
||||
return {
|
||||
values,
|
||||
lngs,
|
||||
lats,
|
||||
};
|
||||
},
|
||||
/**
|
||||
* canvas转image图片
|
||||
* @returns base64图片
|
||||
*/
|
||||
returnImgae() {
|
||||
return this.canvasEle.toDataURL("image/png");
|
||||
},
|
||||
};
|
||||
|
||||
export default ViewShed;
|
72
src/Obj/Analysis/test2/glsl.js
Normal file
72
src/Obj/Analysis/test2/glsl.js
Normal file
@ -0,0 +1,72 @@
|
||||
export default `
|
||||
#define USE_CUBE_MAP_SHADOW true
|
||||
uniform sampler2D colorTexture;
|
||||
uniform sampler2D depthTexture;
|
||||
varying vec2 v_textureCoordinates;
|
||||
uniform mat4 camera_projection_matrix;
|
||||
uniform mat4 camera_view_matrix;
|
||||
uniform vec4 helsing_visibleAreaColor;
|
||||
uniform vec4 helsing_invisibleAreaColor;
|
||||
uniform sampler2D helsing_texture;
|
||||
|
||||
vec4 getPositionEC(){
|
||||
return czm_windowToEyeCoordinates(gl_FragCoord);
|
||||
}
|
||||
|
||||
vec3 getNormalEC(){
|
||||
return vec3(1.);
|
||||
}
|
||||
|
||||
vec4 toEye(in vec2 uv,in float depth){
|
||||
vec2 xy=vec2((uv.x*2.-1.),(uv.y*2.-1.));
|
||||
vec4 posInCamera=czm_inverseProjection*vec4(xy,depth,1.);
|
||||
posInCamera=posInCamera/posInCamera.w;
|
||||
return posInCamera;
|
||||
}
|
||||
|
||||
vec3 pointProjectOnPlane(in vec3 planeNormal,in vec3 planeOrigin,in vec3 point){
|
||||
vec3 v01=point-planeOrigin;
|
||||
float d=dot(planeNormal,v01);
|
||||
return(point-planeNormal*d);
|
||||
}
|
||||
|
||||
float getDepth(in vec4 depth){
|
||||
float z_window=czm_unpackDepth(depth);
|
||||
z_window=czm_reverseLogDepth(z_window);
|
||||
float n_range=czm_depthRange.near;
|
||||
float f_range=czm_depthRange.far;
|
||||
return(2.*z_window-n_range-f_range)/(f_range-n_range);
|
||||
}
|
||||
|
||||
bool visible(in vec4 result)
|
||||
{
|
||||
result.x/=result.w;
|
||||
result.y/=result.w;
|
||||
result.z/=result.w;
|
||||
return result.x>=-1.&&result.x<=1.
|
||||
&&result.y>=-1.&&result.y<=1.
|
||||
&&result.z>=-1.&&result.z<=1.;
|
||||
}
|
||||
|
||||
void main(){
|
||||
// 釉色 = 结构二维(颜色纹理, 纹理坐标)
|
||||
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
|
||||
// 深度 = 获取深度(结构二维(深度纹理, 纹理坐标))
|
||||
float depth = getDepth(texture2D(depthTexture, v_textureCoordinates));
|
||||
// 视角 = (纹理坐标, 深度)
|
||||
vec4 positionEC = toEye(v_textureCoordinates, depth);
|
||||
// 世界坐标
|
||||
vec4 wordPos = czm_inverseView * positionEC;
|
||||
// 虚拟相机中坐标
|
||||
vec4 vcPos = camera_view_matrix * wordPos;
|
||||
vec4 videoColor = texture2D(helsing_texture, v_textureCoordinates);
|
||||
float dis = length(vcPos.xyz);
|
||||
vec4 posInEye = camera_projection_matrix * vcPos;
|
||||
// 可视区颜色
|
||||
// vec4 helsing_visibleAreaColor=vec4(0.,1.,0.,.5);
|
||||
// vec4 helsing_invisibleAreaColor=vec4(1.,0.,0.,.5);
|
||||
if(visible(posInEye)){
|
||||
vec4 out_FragColor = helsing_visibleAreaColor;
|
||||
gl_FragColor = mix(gl_FragColor,videoColor,1.0);
|
||||
}
|
||||
}`;
|
2095
src/Obj/Analysis/test2/index.js
Normal file
2095
src/Obj/Analysis/test2/index.js
Normal file
File diff suppressed because one or more lines are too long
184
src/Obj/Analysis/test2/index2.js
Normal file
184
src/Obj/Analysis/test2/index2.js
Normal file
@ -0,0 +1,184 @@
|
||||
import Base from "../../Base/index";
|
||||
class PolygonObject extends Base {
|
||||
|
||||
constructor(sdk, options = {}, _Dialog = {}) {
|
||||
super(sdk, options);
|
||||
this.create()
|
||||
}
|
||||
|
||||
create() {
|
||||
let fragmentShaderSource = `
|
||||
varying vec3 v_normal;
|
||||
varying vec2 v_uv;
|
||||
uniform vec2 repeat;
|
||||
uniform sampler2D image;
|
||||
uniform vec4 color;
|
||||
uniform sampler2D colorTexture;
|
||||
czm_material czm_getMaterial(czm_materialInput materialInput)
|
||||
{
|
||||
czm_material material = czm_getDefaultMaterial(materialInput);
|
||||
material.diffuse = czm_gammaCorrect(texture2D(image, fract(repeat * materialInput.st)).rgb * color.rgb);
|
||||
material.alpha = texture2D(image, fract(repeat * materialInput.st)).a * color.a;
|
||||
return material;
|
||||
}
|
||||
|
||||
|
||||
varying vec3 v_positionMC;
|
||||
varying vec3 v_positionEC;
|
||||
varying vec2 v_st;
|
||||
void main()
|
||||
{
|
||||
czm_materialInput materialInput;
|
||||
vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
|
||||
#ifdef FACE_FORWARD
|
||||
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
|
||||
#endif
|
||||
materialInput.s = v_st.s;
|
||||
materialInput.st = v_st;
|
||||
materialInput.str = vec3(v_st, 0.0);
|
||||
materialInput.normalEC = normalEC;
|
||||
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
|
||||
vec3 positionToEyeEC = -v_positionEC;
|
||||
materialInput.positionToEyeEC = positionToEyeEC;
|
||||
czm_material material = czm_getMaterial(materialInput);
|
||||
#ifdef FLAT
|
||||
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
|
||||
#else
|
||||
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
|
||||
#endif
|
||||
}
|
||||
|
||||
`
|
||||
|
||||
const vertexShaderSource = `
|
||||
// attribute vec3 position;
|
||||
// attribute vec3 normal;
|
||||
// varying vec3 v_normal;
|
||||
// attribute vec2 uv;
|
||||
// varying vec2 v_uv;
|
||||
// void main()
|
||||
// {
|
||||
// gl_Position = czm_modelViewProjection * vec4(position, 1.);
|
||||
// v_normal = normal;
|
||||
// v_uv = uv;
|
||||
// }
|
||||
attribute vec3 position3DHigh;
|
||||
attribute vec3 position3DLow;
|
||||
attribute vec2 st;
|
||||
attribute float batchId;
|
||||
varying vec3 v_positionMC;
|
||||
varying vec3 v_positionEC;
|
||||
varying vec2 v_st;
|
||||
attribute vec3 position;
|
||||
void main()
|
||||
{
|
||||
vec4 p = vec4(position, 1.);
|
||||
v_positionMC = position3DHigh + position3DLow;
|
||||
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
|
||||
v_st = st;
|
||||
gl_Position = czm_modelViewProjectionRelativeToEye * p;
|
||||
}
|
||||
|
||||
`
|
||||
|
||||
class ly_primitive {
|
||||
|
||||
constructor(options) {
|
||||
this.drawCommand = undefined
|
||||
|
||||
if (Cesium.defined(options)) {
|
||||
this.modelMatrix = options.modelMatrix
|
||||
this.geometry = options.geometry
|
||||
console.log('this.geometry', this.geometry)
|
||||
}
|
||||
}
|
||||
|
||||
createCommand(context) {
|
||||
let t = performance.now()
|
||||
if (!Cesium.defined(this.geometry)) return
|
||||
const geometry = Cesium.BoxGeometry.createGeometry(this.geometry)
|
||||
this.vertexarray = Cesium.VertexArray.fromGeometry({
|
||||
context: context,
|
||||
geometry: geometry
|
||||
})
|
||||
const renderstate = Cesium.RenderState.fromCache({
|
||||
depthTest: {
|
||||
enabled: true
|
||||
}
|
||||
// blending: {
|
||||
// enabled: true
|
||||
// }
|
||||
// cull: {
|
||||
// enabled: false,
|
||||
// }
|
||||
})
|
||||
const shaderProgram = Cesium.ShaderProgram.fromCache({
|
||||
context: context,
|
||||
vertexShaderSource: vertexShaderSource,
|
||||
fragmentShaderSource: fragmentShaderSource
|
||||
})
|
||||
const that = this
|
||||
const videoElm = document.getElementsByTagName('video')[0];
|
||||
let texture = new Cesium.Texture({
|
||||
context: context,
|
||||
source: videoElm
|
||||
})
|
||||
const uniformmap = {
|
||||
colorTexture: function() {
|
||||
texture.copyFrom({
|
||||
source: videoElm
|
||||
})
|
||||
return texture
|
||||
},
|
||||
iTime: function() {
|
||||
return (performance.now() - t) / 1000
|
||||
}
|
||||
}
|
||||
|
||||
this.drawCommand = new Cesium.DrawCommand({
|
||||
boundingVolume: this.geometry.boundingSphere,
|
||||
modelMatrix: this.modelMatrix,
|
||||
// pass: Cesium.Pass.OPAQUE,
|
||||
pass: Cesium.Pass.TRANSLUCENT,
|
||||
shaderProgram: shaderProgram,
|
||||
renderState: renderstate,
|
||||
vertexArray: this.vertexarray,
|
||||
uniformMap: uniformmap
|
||||
})
|
||||
}
|
||||
|
||||
update(frameState) {
|
||||
if (!this.drawCommand) {
|
||||
this.createCommand(frameState.context)
|
||||
}
|
||||
frameState.commandList.push(this.drawCommand)
|
||||
}
|
||||
}
|
||||
|
||||
let positions = this.options.positions
|
||||
let fromDegreesArray = []
|
||||
for (let i = 0; i < positions.length; i++) {
|
||||
fromDegreesArray.push(positions[i].lng, positions[i].lat)
|
||||
}
|
||||
|
||||
const video = document.getElementsByTagName('video')[0];
|
||||
|
||||
let polygon = new Cesium.PolygonGeometry({
|
||||
polygonHierarchy: new Cesium.PolygonHierarchy(
|
||||
Cesium.Cartesian3.fromDegreesArray(fromDegreesArray)
|
||||
),
|
||||
height: 100
|
||||
});
|
||||
|
||||
const options = {
|
||||
modelMatrix: Cesium.Matrix4.IDENTITY,
|
||||
geometry: Cesium.PolygonGeometry.createGeometry(polygon)
|
||||
}
|
||||
|
||||
this.sdk.viewer.scene.primitives.add(
|
||||
new ly_primitive(options)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
export default PolygonObject
|
Reference in New Issue
Block a user