Cesium 四种雷达扫描效果

Cesium 雷达效果:

1、无遮挡雷达

利用entity球体实现
重要:利用球体的旋转功能 和Cesium的CallbackProperty函数 不断的旋转

let num = 0
const randar = this.viewer.entities.add({
      position: position, //Cesium.Cartesian3
      
      orientation: new Cesium.CallbackProperty(() => { 
        num += 0.3;
        if (num >= maxAngle) num1 = 0;
        return Cesium.Transforms.headingPitchRollQuaternion(
          position,
          new Cesium.HeadingPitchRoll((num * Math.PI) / 180, 0, 0)
        );
      }, false),
      ellipsoid: {
        radii: radii || new Cesium.Cartesian3(5000.0, 5000.0, 2000.0), // 扇形半径
        innerRadii: innerRadii || new Cesium.Cartesian3(1.0, 1.0, 1.0), // 内半径
        minimumClock: Cesium.Math.toRadians(-10),
        maximumClock: Cesium.Math.toRadians(10),
        minimumCone: Cesium.Math.toRadians(90), // 上下偏角  可以都设置为90
        maximumCone: Cesium.Math.toRadians(90),
        material: Cesium.Color.GREEN.withAlpha(0.5),
        outline: true,
        outlineColor: Cesium.Color.GREEN.withAlpha(.8),
        heightReference: Cesium.HeightReference.CLAMP_TO_GROUND, //RELATIVE_TO_GROUND CLAMP_TO_GROUND
      },
    });
    

2、贴地原面扫射

利用着色器完成

//geographySpace: new Cesium.Cartographic(Cesium.Math.toRadians(lng), Cesium.Math.toRadians(lat), alt);//位置
//radarRadius:角度
// color:颜色
// time:间隔时间
this.addRadarScanPostStage(geographySpace, radarRadius, color, time);
function addRadarScanPostStage(cartographicCenter: Cesium.Cartographic, radius: number, scanColor: Cesium.Color, duration: number) {
    var ScanSegmentShader =
      "uniform sampler2D colorTexture;\n" +
      "uniform sampler2D depthTexture;\n" +
      "varying vec2 v_textureCoordinates;\n" +
      "uniform vec4 u_scanCenterEC;\n" +
      "uniform vec3 u_scanPlaneNormalEC;\n" +
      "uniform vec3 u_scanLineNormalEC;\n" +
      "uniform float u_radius;\n" +
      "uniform vec4 u_scanColor;\n" +

      "vec4 toEye(in vec2 uv, in float depth)\n" +
      " {\n" +
      " vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
      " vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
      " posInCamera =posInCamera / posInCamera.w;\n" +
      " return posInCamera;\n" +
      " }\n" +

      "bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
      "{\n" +
      "vec3 v01 = testPt - ptOnLine;\n" +
      "normalize(v01);\n" +
      "vec3 temp = cross(v01, lineNormal);\n" +
      "float d = dot(temp, u_scanPlaneNormalEC);\n" +
      "return d > 0.5;\n" +
      "}\n" +

      "vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
      "{\n" +
      "vec3 v01 = point -planeOrigin;\n" +
      "float d = dot(planeNormal, v01) ;\n" +
      "return (point - planeNormal * d);\n" +
      "}\n" +

      "float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
      "{\n" +
      "vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n" +
      "return length(tempPt - ptOnLine);\n" +
      "}\n" +

      "float getDepth(in vec4 depth)\n" +
      "{\n" +
      "float z_window = czm_unpackDepth(depth);\n" +
      "z_window = czm_reverseLogDepth(z_window);\n" +
      "float n_range = czm_depthRange.near;\n" +
      "float f_range = czm_depthRange.far;\n" +
      "return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
      "}\n" +

      "void main()\n" +
      "{\n" +
      "gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n" +
      "float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n" +
      "vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
      "vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
      "float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
      "float twou_radius = u_radius * 2.0;\n" +
      "if(dis < u_radius)\n" +
      "{\n" +
      "float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n" +
      "f0 = pow(f0, 64.0);\n" +
      // lineEndPt扫描线
      "vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius * 0.5;\n" +
      "float f = 0.0;\n" +
      "if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n" +
      "{\n" +
      "float dis1= length(prjOnPlane.xyz - lineEndPt);\n" +
      "f = abs(twou_radius -dis1) / twou_radius;\n" +
      "f = pow(f, 3.0);\n" +
      "}\n" +
      //外边框 内边框颜色
      "gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n" +
      "}\n" +
      "}\n";

    var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
    var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

    var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
    var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
    var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);

    var _CartographicCenter2 = new Cesium.Cartographic(cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
    var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
    var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
    var _RotateQ = new Cesium.Quaternion();
    var _RotateM = new Cesium.Matrix3();

    var _time = (new Date()).getTime();

    var _scratchCartesian4Center = new Cesium.Cartesian4();
    var _scratchCartesian4Center1 = new Cesium.Cartesian4();
    var _scratchCartesian4Center2 = new Cesium.Cartesian4();
    var _scratchCartesian3Normal = new Cesium.Cartesian3();
    var _scratchCartesian3Normal1 = new Cesium.Cartesian3();

    var ScanPostStage = new Cesium.PostProcessStage({
      fragmentShader: ScanSegmentShader,
      uniforms: {
        u_scanCenterEC: () => {
          return Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
        },
        u_scanPlaneNormalEC: () => {
          var temp = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
          var temp1 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
          _scratchCartesian3Normal.x = temp1.x - temp.x;
          _scratchCartesian3Normal.y = temp1.y - temp.y;
          _scratchCartesian3Normal.z = temp1.z - temp.z;

          Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
          return _scratchCartesian3Normal;
        },
        u_radius: radius,
        u_scanLineNormalEC: () => {
          var temp = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
          var temp1 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
          var temp2 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center2, _scratchCartesian4Center2);

          _scratchCartesian3Normal.x = temp1.x - temp.x;
          _scratchCartesian3Normal.y = temp1.y - temp.y;
          _scratchCartesian3Normal.z = temp1.z - temp.z;

          Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);

          _scratchCartesian3Normal1.x = temp2.x - temp.x;
          _scratchCartesian3Normal1.y = temp2.y - temp.y;
          _scratchCartesian3Normal1.z = temp2.z - temp.z;

          var tempTime = (((new Date()).getTime() - _time) % duration) / duration;
          // 第二个参数为 扫描幅度
          Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
          Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
          Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
          Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
          return _scratchCartesian3Normal1;
        },
        u_scanColor: scanColor
      }
    });
    return this.viewer.scene.postProcessStages.add(ScanPostStage);
  }

3、贴地扇形

思路:一个点绕另一个点旋转得到扇形,如果这个扇形的每一个点都绕扇形原点旋转,得到旋转的扇形。

//计算扇形的点![在这里插入图片描述](https://img-blog.csdnimg.cn/f3e2f67f28034021a3ac2674fe159984.gif#pic_center)

const computer = (B: Cesium.Cartesian3, A: Cesium.Cartesian3, angle: number)=> {
  // 计算B的地面法向量
  let arr = [B]
  var chicB = Cesium.Cartographic.fromCartesian(B);
    chicB.height = 0;
  var dB = Cesium.Cartographic.toCartesian(chicB);
  for (let index = 0; index <angle; index++) {
   var normaB = Cesium.Cartesian3.normalize(Cesium.Cartesian3.subtract(dB, B, new Cesium.Cartesian3()), new Cesium.Cartesian3());
    // 构造基于B的法向量旋转90度的矩阵
    var Q = Cesium.Quaternion.fromAxisAngle(normaB, Cesium.Math.toRadians(index));
    var m3 = Cesium.Matrix3.fromQuaternion(Q);
    var m4 = Cesium.Matrix4.fromRotationTranslation(m3);
    // 计算A点相对B点的坐标A1
    var A1 = Cesium.Cartesian3.subtract(A, B, new Cesium.Cartesian3());
    //对A1应用旋转矩阵
    var p = Cesium.Matrix4.multiplyByPoint(m4, A1, new Cesium.Cartesian3());
    // 新的A的坐标
    var p2 = Cesium.Cartesian3.add(p, B, new Cesium.Cartesian3());
    arr.push(p2) 
  }
  return arr
}

4、有遮挡雷达

import * as Cesium from 'cesium'

export type ShelterRadarTypeProps = {
  viewer: Cesium.Viewer
}
export type CreateRadarType = {
  position: Cesium.Cartesian3,
  num?: number,
  maxAngle?: number,
  radii?: Cesium.Cartesian3,
  innerRadii?: Cesium.Cartesian3
}
export class ShelterRadar {
  private viewer: Cesium.Viewer
  private randarArr: Cesium.Entity[] = []
  constructor(props: ShelterRadarTypeProps) {
    this.viewer = props.viewer
  }
  createRadar(params: CreateRadarType) {
    const { position, num, maxAngle = 120, radii, innerRadii } = params
    let num1 = num || 0
    const randar = this.viewer.entities.add({
      position: position,
      orientation: new Cesium.CallbackProperty(() => {
        num1 += 0.3;
        if (num1 >= maxAngle) num1 = 0;
        return Cesium.Transforms.headingPitchRollQuaternion(
          position,
          new Cesium.HeadingPitchRoll((num1 * Math.PI) / 180, 0, 0)
        );
      }, false),
      ellipsoid: {
        radii: radii || new Cesium.Cartesian3(5000.0, 5000.0, 2000.0), // 扇形半径
        innerRadii: innerRadii || new Cesium.Cartesian3(1.0, 1.0, 1.0), // 内半径
        minimumClock: Cesium.Math.toRadians(-10),
        maximumClock: Cesium.Math.toRadians(10),
        minimumCone: Cesium.Math.toRadians(90), // 上下偏角  可以都设置为90
        maximumCone: Cesium.Math.toRadians(90),
        material: Cesium.Color.GREEN.withAlpha(0.5),
        outline: true,
        outlineColor: Cesium.Color.GREEN.withAlpha(.8),
        heightReference: Cesium.HeightReference.CLAMP_TO_GROUND, //RELATIVE_TO_GROUND CLAMP_TO_GROUND
      },
    });
    this.randarArr.push(randar)
    return randar;
  }
  clear() {
    for (let i = 0; i < this.randarArr.length; i++) {
      this.viewer.entities.remove(this.randarArr[i])
    }
    this.randarArr = []
  }
  clearOne(entity: Cesium.Entity) {
    this.viewer.entities.remove(entity)
    this.randarArr = this.randarArr.filter(x => x.id !== entity.id)
  }
}

export type createRadarType = {
  lat: number;
  lng: number;
  alt?: number;
  scanColor?: Cesium.Color;
  duration?: number;
  radius?: number;
}
export class StickRadar {
  private viewer: Cesium.Viewer
  private randarArr: any = []
  constructor(props: ShelterRadarTypeProps) {
    this.viewer = props.viewer
  }
  createRadar(params: createRadarType) {
    const { lat, lng, alt = 0, scanColor, duration, radius } = params
    const geographySpace = new Cesium.Cartographic(Cesium.Math.toRadians(lng), Cesium.Math.toRadians(lat), alt);
    // 扫描颜色
    const color = scanColor || new Cesium.Color(119 / 255, 214 / 255, 209 / 255, 0.6)
    // 持续时间 毫秒
    var time = duration || 4000;
    // 绘制平面雷达扫描线
    var radarRadius = radius || 3000
    const radar = this.addRadarScanPostStage(geographySpace, radarRadius, color, time);
    this.randarArr.push(radar)
  }
  /*
    添加雷达扫描线 地形遮挡开启
    cartographicCenter 扫描中心【new Cesium.Cartographic(Cesium.Math.toRadians(lon), Cesium.Math.toRadians(lat), 0);】
    radius  半径 米【1500】
    scanColor 扫描颜色【new Cesium.Color(1.0, 0.0, 0.0, 1)】
    duration 持续时间 毫秒【4000】
  */
  addRadarScanPostStage(cartographicCenter: Cesium.Cartographic, radius: number, scanColor: Cesium.Color, duration: number) {
    /* // 彩色纹理
      uniform sampler2D colorTexture;
      // 深度纹理
      uniform sampler2D depthTexture;
      // 纹理坐标
      varying vec2 v_textureCoordinates;
      // 扫描中心
      uniform vec4 u_scanCenterEC;
      // 扫描平面法线EC
      uniform vec3 u_scanPlaneNormalEC;
      // 扫描线法线EC
      uniform vec3 u_scanLineNormalEC;
      // 半径
      uniform float u_radius;
      // 扫描的颜色
      uniform vec4 u_scanColor;
      vec4 toEye( in vec2 uv, infloat depth) {
          vec2 xy = vec2((uv.x * 2.0 - 1.0), (uv.y * 2.0 - 1.0));
          vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);
          posInCamera = posInCamera / posInCamera.w;
          return posInCamera;
      }
      bool isPointOnLineRight( in vec3 ptOnLine, invec3 lineNormal, invec3 testPt) {
          vec3 v01 = testPt - ptOnLine;
          normalize(v01);
          vec3 temp = cross(v01, lineNormal);
          float d = dot(temp, u_scanPlaneNormalEC);
          return d > 0.5;
      }
      vec3 pointProjectOnPlane( in vec3 planeNormal, invec3 planeOrigin, invec3 point) {
          vec3 v01 = point - planeOrigin;
          float d = dot(planeNormal, v01);
          return (point - planeNormal * d);
      }
      float distancePointToLine( in vec3 ptOnLine, invec3 lineNormal, invec3 testPt) {
          vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);
          return length(tempPt - ptOnLine);
      }
      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 (2.0 * z_window - n_range - f_range) / (f_range - n_range);
      }
      void main() {
          // 得到釉色 = 结构二维(彩色纹理,纹理坐标)
          gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
          // 深度 = (釉色 = 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 viewPos = toEye(v_textureCoordinates, depth);
          // 平面点投影 = (扫描平面法线,扫描中心,视角)
          vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);
          // 差值
          float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);
          // 直径 = 两个半径
          float twou_radius = u_radius * 2.0;
          if (dis < u_radius) {
              float f0 = 1.0 - abs(u_radius - dis) / u_radius;
              f0 = pow(f0, 64.0);
              vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;
              float f = 0.0;
              if (isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz)) {
                  float dis1 = length(prjOnPlane.xyz - lineEndPt);
                  f = abs(twou_radius - dis1) / twou_radius;
                  f = pow(f, 3.0);
              }
              gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);
          }
      } */
    var ScanSegmentShader =
      "uniform sampler2D colorTexture;\n" +
      "uniform sampler2D depthTexture;\n" +
      "varying vec2 v_textureCoordinates;\n" +
      "uniform vec4 u_scanCenterEC;\n" +
      "uniform vec3 u_scanPlaneNormalEC;\n" +
      "uniform vec3 u_scanLineNormalEC;\n" +
      "uniform float u_radius;\n" +
      "uniform vec4 u_scanColor;\n" +

      "vec4 toEye(in vec2 uv, in float depth)\n" +
      " {\n" +
      " vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
      " vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
      " posInCamera =posInCamera / posInCamera.w;\n" +
      " return posInCamera;\n" +
      " }\n" +

      "bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
      "{\n" +
      "vec3 v01 = testPt - ptOnLine;\n" +
      "normalize(v01);\n" +
      "vec3 temp = cross(v01, lineNormal);\n" +
      "float d = dot(temp, u_scanPlaneNormalEC);\n" +
      "return d > 0.5;\n" +
      "}\n" +

      "vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
      "{\n" +
      "vec3 v01 = point -planeOrigin;\n" +
      "float d = dot(planeNormal, v01) ;\n" +
      "return (point - planeNormal * d);\n" +
      "}\n" +

      "float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
      "{\n" +
      "vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n" +
      "return length(tempPt - ptOnLine);\n" +
      "}\n" +

      "float getDepth(in vec4 depth)\n" +
      "{\n" +
      "float z_window = czm_unpackDepth(depth);\n" +
      "z_window = czm_reverseLogDepth(z_window);\n" +
      "float n_range = czm_depthRange.near;\n" +
      "float f_range = czm_depthRange.far;\n" +
      "return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n" +
      "}\n" +

      "void main()\n" +
      "{\n" +
      "gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n" +
      "float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n" +
      "vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +
      "vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
      "float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
      "float twou_radius = u_radius * 2.0;\n" +
      "if(dis < u_radius)\n" +
      "{\n" +
      "float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n" +
      "f0 = pow(f0, 64.0);\n" +
      // lineEndPt扫描线
      "vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius * 0.5;\n" +
      "float f = 0.0;\n" +
      "if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n" +
      "{\n" +
      "float dis1= length(prjOnPlane.xyz - lineEndPt);\n" +
      "f = abs(twou_radius -dis1) / twou_radius;\n" +
      "f = pow(f, 3.0);\n" +
      "}\n" +
      //外边框 内边框颜色
      "gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n" +
      "}\n" +
      "}\n";

    var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
    var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

    var _CartographicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
    var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartographicCenter1);
    var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);

    var _CartographicCenter2 = new Cesium.Cartographic(cartographicCenter.longitude + Cesium.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
    var _Cartesian3Center2 = Cesium.Cartographic.toCartesian(_CartographicCenter2);
    var _Cartesian4Center2 = new Cesium.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
    var _RotateQ = new Cesium.Quaternion();
    var _RotateM = new Cesium.Matrix3();

    var _time = (new Date()).getTime();

    var _scratchCartesian4Center = new Cesium.Cartesian4();
    var _scratchCartesian4Center1 = new Cesium.Cartesian4();
    var _scratchCartesian4Center2 = new Cesium.Cartesian4();
    var _scratchCartesian3Normal = new Cesium.Cartesian3();
    var _scratchCartesian3Normal1 = new Cesium.Cartesian3();

    var ScanPostStage = new Cesium.PostProcessStage({
      fragmentShader: ScanSegmentShader,
      uniforms: {
        u_scanCenterEC: () => {
          return Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
        },
        u_scanPlaneNormalEC: () => {
          var temp = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
          var temp1 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
          _scratchCartesian3Normal.x = temp1.x - temp.x;
          _scratchCartesian3Normal.y = temp1.y - temp.y;
          _scratchCartesian3Normal.z = temp1.z - temp.z;

          Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
          return _scratchCartesian3Normal;
        },
        u_radius: radius,
        u_scanLineNormalEC: () => {
          var temp = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
          var temp1 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
          var temp2 = Cesium.Matrix4.multiplyByVector(this.viewer.camera.viewMatrix, _Cartesian4Center2, _scratchCartesian4Center2);

          _scratchCartesian3Normal.x = temp1.x - temp.x;
          _scratchCartesian3Normal.y = temp1.y - temp.y;
          _scratchCartesian3Normal.z = temp1.z - temp.z;

          Cesium.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);

          _scratchCartesian3Normal1.x = temp2.x - temp.x;
          _scratchCartesian3Normal1.y = temp2.y - temp.y;
          _scratchCartesian3Normal1.z = temp2.z - temp.z;

          var tempTime = (((new Date()).getTime() - _time) % duration) / duration;
          // 第二个参数为 扫描幅度
          Cesium.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * Cesium.Math.PI * 2, _RotateQ);
          Cesium.Matrix3.fromQuaternion(_RotateQ, _RotateM);
          Cesium.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
          Cesium.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
          return _scratchCartesian3Normal1;
        },
        u_scanColor: scanColor
      }
    });
    return this.viewer.scene.postProcessStages.add(ScanPostStage);
  }
  clear() {
    for (let i = 0; i < this.randarArr.length; i++) {
      this.viewer.scene.postProcessStages.remove(this.randarArr[i])
    }
    this.randarArr = []
  }
}

调用 const radar = new StickRadar({ viewer: Viewer }); radar.createRadar({ lat: 36.089227, lng: -112.121947 });

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