最近再做eact-cesium项目来预警了在地图上其经纬度闪烁,找了好久才找到方法(当然是别人封装的)。

效果图

/**

*圆形扩大扫描圈

* */

function AddCircleScanPostStage(viewer, cartographicCenter, maxRadius, 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 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" +

"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 < u_radius)\n" +

"{\n" +

"float f = 1.0 -abs(u_radius - dis) / u_radius;\n" +

"f = pow(f, 4.0);\n" +

"gl_FragColor = mix(gl_FragColor, u_scanColor, f);\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 _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: 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: function () {

return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;

},

u_scanColor: scanColor

}

});

viewer.scene.postProcessStages.add(ScanPostStage);

return (ScanPostStage);

}

function addCircleScan(viewer,data){

viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后,标绘将位于地形的顶部;如果设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引发标绘消失的bug。

var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat), 0); //中心位子

return AddCircleScanPostStage(viewer, CartographicCenter,data.r,data.scanColor,data.interval);

}

/**

*区域雷达扫描

* */

function AddRadarScanPostStage(viewer, 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);

return (ScanPostStage);

}

function addRadarScan(viewer,data){

viewer.scene.globe.depthTestAgainstTerrain = true; //防止移动、放大缩小会视觉偏移depthTestAgainstTerrain // 设置该属性为true之后,标绘将位于地形的顶部;如果设为false(默认值),那么标绘将位于平面上。缺陷:开启该属性有可能在切换图层时会引发标绘消失的bug。

var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(data.lon), Cesium.Math.toRadians(data.lat),0); //中心位子

return AddRadarScanPostStage(viewer, CartographicCenter,data.r,data.scanColor,data.interval);

}

只需要调用 addCircleScan方法传入一个viewer和data就行

data:{

lon:"",//经度

lat:"",//纬度

r:"",//扫描半径

scanColor:"",//颜色注意必须是var scanColor = new Cesium.Color(1.0, 0.0, 0.0, 1);rgba形式的‘red’和‘#fff’都不行

interval:"",//时间

}

可以下载链接: https://pan.baidu.com/s/1EdqlgYD6DHNKGXTvO-7tbg 提取码: pjbe

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