Cesium绘制一个旋转发光的四棱锥

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直接上代码吧

/*
 * @Author: gjw
 * @Date: 2020-05-23 13:58:53
 * @LastEditTime: 2020-06-30 19:28:04
 * @LastEditors: Please set LastEditors
 * @Description: In User Settings Edit
 * @FilePath: \\dtglobesdk\\Source\\DTSDKTests\\DTPyramid\\TetrahedronGeometry .js
 */
import Cartesian3 from '../../Core/Cartesian3.js';
import ComponentDatatype from '../../Core/ComponentDatatype.js';
import PrimitiveType from '../../Core/PrimitiveType.js';
import BoundingSphere from '../../Core/BoundingSphere.js';
import GeometryAttribute from '../../Core/GeometryAttribute.js';
import GeometryAttributes from '../../Core/GeometryAttributes.js';
import GeometryPipeline from '../../Core/GeometryPipeline.js';
import VertexFormat from '../../Core/VertexFormat.js';
import Geometry from '../../Core/Geometry.js';
import defined from '../../Core/defined.js';
import RenderState from '../../Renderer/RenderState.js';
import ShaderSource from '../../Renderer/ShaderSource.js';
import ShaderProgram from '../../Renderer/ShaderProgram.js';
import DrawCommand from '../../Renderer/DrawCommand.js';
import Pass from '../../Renderer/Pass.js';
import Appearance from '../../Scene/Appearance.js';
import BufferUsage from '../../Renderer/BufferUsage.js';
import Color from '../../Core/Color.js';
import VertexArray from '../../Renderer/VertexArray.js';
import Tween from '../../ThirdParty/Tween.js';
import buildModuleUrl from '../../Core/buildModuleUrl.js';
import Matrix4 from '../../Core/Matrix4.js';
import Matrix3 from '../../Core/Matrix3.js';
import Texture from '../../Renderer/Texture.js';
import Resource from '../../Core/Resource.js';
import Transforms from '../../Core/Transforms.js';
import defaultValue from '../../Core/defaultValue.js';
function TetrahedronPrimitive(options)
    this.show = true;
    this._command = undefined;
    this._enuMatrix=undefined;
    this._scaleMatrix=undefined;
    this._localPosition=options.position
    this._createCommand = createCommand;
    this._angle=0;
    this._distance=defaultValue(options.distance,1);
    this._setInterval=undefined;
    this._viewer=options.viewer;
    this._speed=defaultValue(options.speed,1.0);
    this._color=defaultValue(options.color,new Color(1.0,1.0,0.0,0.8));
    this._scale=defaultValue(options.scale,new Cartesian3(10, 10, 15));
    this._texture=undefined;
    this._imageUrl=buildModuleUrl('Assets/Images/fence.png');
    this._modelMatrix=computeModelMatrix(this);
    this._height=computeHeight(this);
    //debugger
    createTexture(this);

TetrahedronPrimitive.prototype.update=function(frameState) 
    if (!this.show) 
        return;
    
    if (!defined(this._command)) 
        this._command = this._createCommand(frameState.context,this);
        this._command.pickId = 'v_pickColor';
    
    if (defined(this._command)) 
        frameState.commandList.push(this._command);
    

TetrahedronPrimitive.prototype.isDestroyed=function() 
    return false;

TetrahedronPrimitive.prototype.destroy=function() 
    if (defined(this._command)) 
        this._command.shaderProgram = this._command.shaderProgram && this._command.shaderProgram.destroy();
    
    return destroyObject(this);

//开启动画
TetrahedronPrimitive.prototype.startAnimate=function()
   let that=this;
   this._setInterval=setInterval(animateFunc,5);
    function animateFunc()
        that._angle=that._angle+0.01;
        Math.sin(that._angle)>0?that._height=0.01:that._height=-0.01;
        let translation =  new Cesium.Cartesian3( 0, 0, that._height );
        Matrix4.multiplyByTranslation(that._modelMatrix, translation, that._modelMatrix)
        let rotationZ = Matrix4.fromRotationTranslation(Matrix3.fromRotationZ(Cesium.Math.toRadians(that._speed)));
        Matrix4.multiply(that._modelMatrix, rotationZ, that._modelMatrix);
    

//关闭动画
TetrahedronPrimitive.prototype.closeAnimate=function()
    clearInterval(this._setInterval);

//创建command
function createCommand(context,tetrahedronPrimitive) 
    var translucent = false;
    var closed = true;
    var vs=creaateVertexShader();
    var fs=createFragmentShader();
    // 借用一下Appearance.getDefaultRenderState
    var rawRenderState = Appearance.getDefaultRenderState(translucent, closed, undefined);
    var renderState = RenderState.fromCache(rawRenderState);
    var vertexShaderSource = new ShaderSource(
        sources: [vs]
    );
    var fragmentShaderSource = new ShaderSource(
        sources: [fs]
    );
    var uniformMap = 
        color: function() 
            return tetrahedronPrimitive._color;
        ,
        myImage: function() 
            if (defined(tetrahedronPrimitive._texture)) 
                return tetrahedronPrimitive._texture;
             else 
                return tetrahedronPrimitive._viewer.scene.context.defaultTexture;
            
        
    
    let attributeLocations = 
        position: 0,
        textureCoordinates:1
    ;
    var shaderProgram = ShaderProgram.fromCache(
        context: context,
        vertexShaderSource: vertexShaderSource,
        fragmentShaderSource: fragmentShaderSource,
        attributeLocations: attributeLocations
    );
    return new DrawCommand(
        vertexArray: createVertexArray(context),
        primitiveType: PrimitiveType.TRIANGLES,
        renderState: renderState,
        shaderProgram: shaderProgram,
        uniformMap: uniformMap,
        owner: this,
        pass: Pass.TRANSLUCENT,
        modelMatrix: tetrahedronPrimitive._modelMatrix,
    );

//创建vertexArray
function createVertexArray(context) 
    let attributeLocations = 
        position: 0,
        textureCoordinates:1
    ;
    var positionsAndIndice=cereatePositionsAndIndice();
    var geometry = new Geometry(
        attributes: 
            position: new GeometryAttribute(
                // 使用double类型的position进行计算
                // componentDatatype : Cesium.ComponentDatatype.DOUBLE,
                componentDatatype: ComponentDatatype.FLOAT,
                componentsPerAttribute: 3,
                values: positionsAndIndice.positions
            ),
            textureCoordinates: new GeometryAttribute(
                componentDatatype: ComponentDatatype.FLOAT,
                componentsPerAttribute: 2,
                values: positionsAndIndice.sts
            ),
        ,
        // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
        indices: positionsAndIndice.indices,
        primitiveType: PrimitiveType.TRIANGLES,
        boundingSphere: BoundingSphere.fromVertices(positionsAndIndice.positions)
    );
    //计算geometry的法向量
    var geometryNormal= GeometryPipeline.computeNormal(geometry);
    var vertexArray = VertexArray.fromGeometry(
        context: context,
        geometry: geometryNormal,
        attributeLocations: attributeLocations,
        bufferUsage: BufferUsage.STATIC_DRAW,
    );

    return vertexArray;

//创建顶点数组与索引
function cereatePositionsAndIndice()
    var positions = new Float64Array(5 * 3);
    // position 0
    positions[0] = 0.0;
    positions[1] = 1.0;
    positions[2] = 0.0;

    // position 1
    positions[3] = -1.0;
    positions[4] = 0.0;
    positions[5] = 0.0;

    // position 2
    positions[6] = 0.0;
    positions[7] = -1.0;
    positions[8] = 0.0;

    // position 3
    positions[9] = 1.0;
    positions[10] = 0.0;
    positions[11] = 0.0;

    // position 4
    positions[12] = 0.0;
    positions[13] = 0.0;
    positions[14] = -1.0;
    var indices = new Uint16Array(6 * 3);
    // back triangle
    indices[0] = 4;
    indices[1] = 2;
    indices[2] = 3;

    // left triangle
    indices[3] = 4;
    indices[4] = 3;
    indices[5] = 0;

    // right triangle
    indices[6] = 4;
    indices[7] = 0;
    indices[8] = 1;

    // bottom triangle
    indices[9] = 4;
    indices[10] = 1;
    indices[11] = 2;
    // bottom triangle
    indices[12] = 1;
    indices[13] = 2;
    indices[14] = 3;

    // bottom triangle
    indices[15] = 1;
    indices[16] = 3;
    indices[17] = 0;

    // 1.3 定义纹理数组
    var sts = new Float32Array([
        0.0, 0.0, 1.0, 0.0, 1.0, 1.0,
        0.0, 1.0, 0.5, 0.5,
    ]);
   return 
    indices:indices,
    positions:positions,
    sts:sts
   

//创建顶点着色器
function creaateVertexShader()
    var vertexShader =
    `
    attribute vec3 position;
    attribute vec3 normal;
    attribute vec2 st;
    attribute float batchId;
    varying vec3 v_positionEC;
    varying vec3 v_normalEC;
    varying vec2 v_st;
    varying vec4 v_pickColor;
    void main()
    
        v_positionEC = (czm_modelView * vec4(position, 1.0)).xyz;       // position in eye coordinates
        v_normalEC = czm_normal * normal;                               // normal in eye coordinates
        v_st = st;
        //v_pickColor = czm_batchTable_pickColor(batchId);
        gl_Position = czm_modelViewProjection * vec4(position, 1.0);
    
    `;
    return vertexShader;

//创建片源着色器
function createFragmentShader()
    var fragmentShader =
    `
    varying vec3 v_positionEC;
    varying vec3 v_normalEC;
    varying vec2 v_st;
    uniform vec4 color;
    varying vec4 v_pickColor;
    uniform sampler2D myImage;
    void main()
    
        vec3 positionToEyeEC = -v_positionEC;
        vec3 normalEC = normalize(v_normalEC);
    #ifdef FACE_FORWARD
        normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
    #endif
        czm_materialInput materialInput;
        materialInput.normalEC = normalEC;
        materialInput.positionToEyeEC = positionToEyeEC;
        materialInput.st = v_st;
        vec2 st = materialInput.st;
        czm_material material = czm_getDefaultMaterial(materialInput);
        float dt_a11 = fract(czm_frameNumber / 100.0) * 3.14159265 * 2.0;
        float dt_a12 = sin(dt_a11);
        float vst=smoothstep(0.7, 1.0, dt_a12)+0.4;
        vec4 colorImage = texture2D(myImage, vec2(fract(st.s- czm_frameNumber*0.003), st.t));
        material.alpha =mix(0.1,1.0,clamp((1.0-st.t) * color.a,0.0,1.0)) +(1.0-sign(st.t-czm_frameNumber*0.001))*0.2*(1.0-colorImage.r)+0.4 ;
        material.diffuse =(1.0-colorImage.a)*vec3(1.0,0.0,0.0)+colorImage.rgb*vec3(1.0,1.0,0);
     #ifdef FLAT
        gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
     #else
        gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
    #endif
    
    `;
    return fragmentShader;

//创建纹理
function createTexture(tetrahedronPrimitive)
    Resource.createIfNeeded(tetrahedronPrimitive._imageUrl).fetchImage().then(function(image)
        var vTexture;
        var context = tetrahedronPrimitive._viewer.scene.context;
    if (defined(image.internalFormat)) 
        vTexture = new Texture(
            context: context,
            pixelFormat: image.internalFormat,
            width: image.naturalWidth,
            height: image.naturalHeight,
            source: 
                arrayBufferView: image.bufferView
            
        );
     else 
        vTexture = new Texture(
            context: context,
            source: image
        );
    
    tetrahedronPrimitive._texture = vTexture;
    );

//计算矩阵
function computeModelMatrix(tetrahedronPrimitive)
    let enuMatrix = Transforms.eastNorthUpToFixedFrame(tetrahedronPrimitive._localPosition);
    let scaleMatrix = Matrix4.fromScale(tetrahedronPrimitive._scale);
    let modelMatrix = Matrix4.multiply(enuMatrix, scaleMatrix, new Matrix4());
    tetrahedronPrimitive._scaleMatrix=scaleMatrix;
    tetrahedronPrimitive._enuMatrix=enuMatrix;
    return modelMatrix;

//计算高度
function computeHeight(tetrahedronPrimitive)
    let point=Cartesian3.fromElements(0,0,tetrahedronPrimitive._distance,new Cesium.Cartesian3());
    let enuPoint = Cesium.Matrix4.multiplyByPoint(tetrahedronPrimitive._enuMatrix, point, new Cartesian3());
    let upPositionEC = Matrix4.multiplyByPoint(tetrahedronPrimitive._viewer.scene.camera._viewMatrix, enuPoint, new Cartesian3());
    let upPositionPC = Matrix4.multiplyByPoint(tetrahedronPrimitive._viewer.scene.camera.frustum.projectionMatrix, upPositionEC, new Cartesian3());
    return Cartesian3.normalize(upPositionPC, new Cartesian3()).z;

export default TetrahedronPrimitive


调用示例:

  //模型矩阵
  var positionaa = Cesium.Cartesian3.fromDegrees(116.39, 39.9, 0.0);
  //加入场景
  var tetrahedronPrimitive=new TetrahedronPrimitive(
      viewer:viewer,
      position:positionaa
  )
  scene.primitives.add(tetrahedronPrimitive);
  //开启动画
  tetrahedronPrimitive.startAnimate();
  //关闭动画
  tetrahedronPrimitive.closeAnimate();

纹理图:

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