Cesium中加载动态水

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1、首先来看一下整体效果

2、具体方法如下:

首先,你必须有两张很重要的图片,你可以从我这里保存为本地



3.具体代码如下

var scene=viewer.scene;
	function applyWaterMaterial(primitive, scene) {
    primitive.appearance.material = new Cesium.Material({
        fabric : {
            type : 'Water',
            uniforms : {
                specularMap:'images/earthspec1k.jpg',
                normalMap:'images/waterNormals.jpg',
                frequency: 10000.0,
                animationSpeed: 0.01,
                amplitude: 1.0
            }
        }
    });
}

var worldRectangle = viewer.scene.primitives.add(new Cesium.Primitive({
        geometryInstances : new Cesium.GeometryInstance({
            geometry : new Cesium.RectangleGeometry({
                rectangle : Cesium.Rectangle.fromDegrees(-180, -90, 180.0, 90.0),
                vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
            })
        }),
        appearance : new Cesium.EllipsoidSurfaceAppearance({
            aboveGround : true
        }),
        show : true
    }));
	
	 applyWaterMaterial(worldRectangle, scene);
以上是全球动态水的加载,当然可以针对某片区域水域进行动态水的加载(只需要将上边的矩形换成你要加载动态水区域的边界一系列坐标值)

function applydjk_WaterMaterial(primitive, scene) {
    primitive.appearance.material = new Cesium.Material({
        fabric : {
            type : 'Water',
            uniforms : {
                normalMap:'images/waterNormals.jpg',
                frequency: 10000.0,
                animationSpeed: 0.01,
                amplitude: 50
            }
        }
    });
}

  var djk_Polygon = viewer.scene.primitives.add(new Cesium.Primitive({
        geometryInstances : new Cesium.GeometryInstance({
            geometry : new Cesium.PolygonGeometry({
                           polygonHierarchy : new Cesium.PolygonHierarchy(
                   Cesium.Cartesian3.fromDegreesArray([
                                   111.48894522023063,32.55843610413914,111.48869238776277,32.55602570974643,111.49004745721604,32.5548361448687,111.49250635559537,32.5526581917131,111.49401017612676,32.55129837476868,111.49557557543416,32.549965127681524,111.49805874806115,32.550219820173126,111.49881935514881,32.550823388219456,111.49893286824275,32.55195597852755,111.4983164393889,32.5535655841798,111.49817521853979,32.554570336381104,111.49914284747027,32.55554277243855,111.49967950821859,32.555814392110264,111.50062151969038,32.556517275179836,111.50149914222958,32.55731250438687,111.50207800636986,32.55757396515373,111.50386396090245,32.55781206769338,111.50391371888884,32.559650818164926,111.50077307397399,32.56013340913413,111.49625702141412,32.560250133340446,111.49171532588734,32.560183453792156,111.48920373670329,32.56015020231049,111.48844043918616,32.55981856869106,111.48743657311691,32.55945303779285,111.48760383414758,32.55863069835514,111.48812831262538,32.55837951411848
                          ])
                   ),
                vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
            })
        }),
        appearance : new Cesium.EllipsoidSurfaceAppearance({
            aboveGround : true
        }),
        show : true
    }));
	applydjk_WaterMaterial(djk_Polygon, scene);
当然,有时获取一系列区域的坐标值数量较多,手动去采集比较麻烦,耗时耗力,推荐一种方法,到 Goole earth中画面,然后生成kml文件,里边就包含了你所画区域的边界坐标。(具体做法,可问度娘)


感谢欣赏!希望对您有用。

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转载自blog.csdn.net/XLSMN/article/details/78752669