// 添加雷达扫描线
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(), //有外圈的
fragmentShader: getRadarScan(), // 无外圈
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;
}
//无外圈
function getRadarScan() {
var radarScan =
"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\
\n\
vec4 toEye(in vec2 uv, in float depth){\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\
bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\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\
\n\
vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point){\n\
vec3 v01 = point -planeOrigin;\n\
float d = dot(planeNormal, v01) ;\n\
return (point - planeNormal * d);\n\
}\n\
\n\
float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt){\n\
vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n\
return length(tempPt - ptOnLine);\n\
}\n\
\n\
float getDepth(in vec4 depth){\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\
\n\
void main(){\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\
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\
float dis1= length(prjOnPlane.xyz - lineEndPt);\n\
f = abs(twou_radius -dis1) / twou_radius;\n\
f = pow(f, 5.0);\n\
}\n\
gl_FragColor = mix(gl_FragColor, u_scanColor, f);\n\
}\n\
}\n\
";
return radarScan;
}
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
);
viewer.camera.setView({
destination: Cesium.Cartesian3.fromDegrees(117.270739, 31.84309, 100),
orientation: {
heading: Cesium.Math.toRadians(0), // 正北方向(0度)
pitch: Cesium.Math.toRadians(-90), // 直视下方(-90度)
roll: 0.0, // 无滚动角度
},
endTransform: Cesium.Matrix4.IDENTITY, // 保持原始变换
});
网友评论