Cesium动态扩散圆


<html lang="en">
<head>
    <meta charset="UTF-8"/>
    <script src="Build/Cesium/Cesium.js"></script>
    <link rel="stylesheet" href="Build/Cesium/Widgets/widgets.css">
	<script src="initMap.js"></script>
	 <script>
         

		var viewer=null;

		function load() {

			console.log("Cesium:",window.Cesium);
		  //初始化地图
			initMap();
			//定位
			var obj = {lng:118.0850887298584, lat: 24.439001083374023,eyeHeight:5000,pitch:-65,heading:0.0,time:1};
			viewerFlyToLonLat(obj);
			//关闭地形检测(必须得设置该属性),否则扩散圈会移动
			viewer.scene.globe.depthTestAgainstTerrain = true;
			addCircleScan();
		}

		function addCircleScan(){
		    var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(118.0850887298584), Cesium.Math.toRadians(24.439001083374023), 320);
			var scanColor = new Cesium.Color(0.0, 1.0, 0.0, 1);
			var lastStage = addCircleScanPostStage(viewer, cartographicCenter, 1000, scanColor, 4000);
		}
		/**
     *
     * @param viewer
     * @param cartographicCenter 扩散圆中心点
     * @param maxRadius 最大半径
     * @param scanColor 扩散颜色
     * @param duration  扩散完成时间
     * @returns {Cesium.PostProcessStage}
     */
    function addCircleScanPostStage(viewer, cartographicCenter, maxRadius, scanColor, duration) {
      var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
      var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

      var _CartograhpicCenter1 = new Cesium.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
      var _Cartesian3Center1 = Cesium.Cartographic.toCartesian(_CartograhpicCenter1);
      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: getScanSegmentShader(),
        uniforms: {
          u_scanCenterEC: function () {
            var temp = Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
            return temp;
          },
          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;
    }

	//扩散效果Shader
    function getScanSegmentShader() {
      var scanSegmentShader = "\n\
                    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\
                    \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\
                    \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\ ";
	 console.log("scanSegmentShader",scanSegmentShader);
      return scanSegmentShader;
    }

		
    </script>
</head>
<body onload="load()" >
	<div id="map" style='z-index:100;position: absolute;top: 0; bottom: 0;right: 0;left: 0;'></div>

</body>
</html>


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