Cesium学习(五):雷达扫描

/*
	  添加雷达扫描线 地形遮挡开启
	  cartographicCenter 扫描中心
	  radius  半径 米
	  scanColor 扫描颜色
	  duration 持续时间 毫秒
	*/
	function addRadarScanPostStage(cartographicCenter, radius, scanColor, duration) {
	    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";
	
	    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: 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);
	}
	
	//绘制雷达
	function addRadarEntity(){
		/* //绘制雷达
		var radarEntity = viewer.entities.add({
			id: 'radar',
			name: 'Red sphere with black outline',
			position: Cesium.Cartesian3.fromDegrees(109.8,19.997),
			rectangularSensor: new Cesium.RectangularSensorGraphics({
			    radius: 2000,
			    xHalfAngle: Cesium.Math.toRadians(90),
			    yHalfAngle: Cesium.Math.toRadians(90),
			    lineColor: new Cesium.Color(0.0, 1.0, 1.0, 1.0),
			    material: new Cesium.Color(0.0, 1.0, 1.0, 0.4),
			    showScanPlane: true,
			    scanPlaneColor: new Cesium.Color(0.0, 1.0, 1.0, 1.0),
			    scanPlaneMode: 'horizontal',
			    scanPlaneRate: 10
			})
		}) */
		
		
		//绘制雷达
		var radarEntity = viewer.entities.add({
			name: 'sphere',
			position: Cesium.Cartesian3.fromDegrees(109.8,19.997),
			ellipsoid: {
				radii: new Cesium.Cartesian3(3000.0, 3000.0, 3000), //高度
				material: Cesium.Color.GREEN.withAlpha(0.2), //底色
				stackPartitions: 256, //分区次数
				slicePartitions: 256, //横向切面次数
				outline: true,
				outlineColor: Cesium.Color.GREEN //线颜色
			}
		});
		
		
		// 雷达中心点的地理坐标
		// console.log(radarEntity.position._value);
		var pnts = getRadarEntityPosition(radarEntity.position._value, 2000, 2000);
		console.log(pnts);
	}
	
	// 得到雷达包含坐标点数据集合
	function getRadarEntityPosition(center, radius, rotation){
		var cep = Cesium.EllipseGeometryLibrary.computeEllipsePositions({
			center: center,
			semiMajorAxis: radius,
			semiMinorAxis: radius,
			rotation: 0,
			granularity: 0.005
		}, true, true);
		if (!cep || !cep.outerPositions) {
			return null;
		}
		var pnts = Cesium.Cartesian3.unpackArray(cep.outerPositions);
		var first = pnts[0];
		pnts[pnts.length] = first;
		/* for(i = 0; i < pnts.length; i++){
			showPoint("test"+i, pnts[i]);
		} */

		return pnts;
		
		/* var cp = viewer.scene.globe.ellipsoid.cartesianToCartographic(center);
		var x0 = cp.longitude;
		var y0 = cp.latitude;
		var pnts = [];
		for (var i = 0; i < 360; i++) {
		    var x1 = x0 + radius * Math.cos(i * Math.PI / 180);
		    var y1 = y0 + radius * Math.sin(i * Math.PI / 180);
		    var p1 = Cesium.Cartesian3.fromRadians(x1, y1);
			 showPoint("test"+i, p1);
		    pnts.push(p1);
		}
		return pnts; */
	}

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转载自blog.csdn.net/zy123698745/article/details/91046622