cesium 动态 圆扩散效果 雷达扫描效果

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效果

cesium 动态 圆扩散效果 雷达扫描效果_第1张图片
cesium 动态 圆扩散效果 雷达扫描效果_第2张图片

代码
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>cesium 扩散圆</title>
    <script src="https://cesiumjs.org/releases/1.51/Build/Cesium/Cesium.js"></script>
    <link href="https://cesiumjs.org/releases/1.51/Build/Cesium/Widgets/widgets.css" rel="stylesheet">
    <script src="https://cdn.bootcss.com/jquery/3.3.1/jquery.js"></script>
    <style>
        body,html{
            height:100%;
            padding:0;
            margin:0;
        }
        #cesiumContainer{
            width:100%;
            height:100%;
        }
    </style>
</head>
<body>
    <div id="cesiumContainer"></div>
    <script>
        // cesium 秘钥
        Cesium.Ion.defaultAccessToken = '你的AccessToken';
        var viewer = new Cesium.Viewer('cesiumContainer',{
            geocoder: false,                //是否显示地名查找控件
            sceneModePicker: false,         //是否显示投影方式控件
            navigationHelpButton: false,    //是否显示帮助信息控件
            baseLayerPicker: false,         //是否显示图层选择控件
            homeButton: false,              //是否显示Home按钮
            fullscreenButton: false,        //是否显示全屏按钮    
            timeline:false,                 //时间轴控件 
            animation:false                //动画控件 
        })

                // viewer.terrainProvider = new Cesium.EllipsoidTerrainProvider();
        viewer.scene.globe.depthTestAgainstTerrain = true; //开启深度检测
        viewer.cesiumWidget.creditContainer.style.display = "none";//去cesium logo水印 或 css

        var entity = viewer.entities.add({
            name: "点",
            position: Cesium.Cartesian3.fromDegrees(117.270739, 31.84309, 43.48),
            billboard: {
                image: "./marker/acting.png",
                scale: 1,
                horizontalOrigin: Cesium.HorizontalOrigin.CENTER,
                verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
                heightReference: Cesium.HeightReference.CLAMP_TO_GROUND
            }
        })
        viewer.flyTo(entity)

        // showCircleScan() // 圆扩散
        function showCircleScan() {
            var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(117.270739), Cesium.Math.toRadians(31.84309), 32);
            var scanColor = new Cesium.Color(0.0, 1.0, 0.0, 1);
            lastStage = addCircleScanPostStage(viewer, cartographicCenter, 1000, scanColor, 4000);
        }

        showRadarScan() // 雷达扫描
        function showRadarScan() {

            var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(117.270739), Cesium.Math.toRadians(31.84309), 32);
            var scanColor = new Cesium.Color(1.0, 0.0, 0.0, 1);

            lastStage = addRadarScanPostStage(viewer, cartographicCenter, 1000, scanColor, 3000);
        }

        // 清除
        // viewer.scene.postProcessStages.remove(lastStage);


        /*
          添加扩散效果扫描线
          viewer
          cartographicCenter 扫描中心
          radius  半径 米
          scanColor 扫描颜色
          duration 持续时间 毫秒
        */
        function addCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
            var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
            var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

            var _CartograhpicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
            var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartograhpicCenter1);
            var _Cartesian4Center1 = new Cesium.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);

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

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


            var ScanPostStage = new Cesium.PostProcessStage({
                fragmentShader: getScanSegmentShader(),
                uniforms: {
                    u_scanCenterEC: function () {
                        var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                        return temp;
                    },
                    u_scanPlaneNormalEC: function () {
                        var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                        var temp1 = Cesium.Matrix4.multiplyByVector(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: function () {
                        return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
                    },
                    u_scanColor: scanColor
                }
            });

            viewer.scene.postProcessStages.add(ScanPostStage);
            return ScanPostStage;
        }
        //扩散效果Shader
        function getScanSegmentShader() {
            var scanSegmentShader = "\n\
                    uniform sampler2D colorTexture;\n\
                    uniform sampler2D depthTexture;\n\
                    varying vec2 v_textureCoordinates;\n\
                    uniform vec4 u_scanCenterEC;\n\
                    uniform vec3 u_scanPlaneNormalEC;\n\
                    uniform float u_radius;\n\
                    uniform vec4 u_scanColor;\n\
                    \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\
                    \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 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\
                                if(dis;
            return scanSegmentShader;
        }

        /*
          添加雷达扫描线
          viewer
          cartographicCenter 扫描中心
          radius  半径 米
          scanColor 扫描颜色
          duration 持续时间 毫秒
        */
        function addRadarScanPostStage(viewer, cartographicCenter, radius, scanColor, duration) {
            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: getRadarScanShader(),
                uniforms: {
                    u_scanCenterEC: function () {
                        return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                    },
                    u_scanPlaneNormalEC: function () {
                        var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                        var temp1 = Cesium.Matrix4.multiplyByVector(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: function () {
                        var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                        var temp1 = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
                        var temp2 = Cesium.Matrix4.multiplyByVector(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;
                        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
                }
            });
            viewer.scene.postProcessStages.add(ScanPostStage);

            return ScanPostStage;
        }


        //雷达扫描线效果Shader
        function getRadarScanShader() {
            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" +
                "vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\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" +
                "gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n" +
                "}\n" +
                "}\n";
            return scanSegmentShader;
        }
    
    </script>
</body>
</html>

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