cesium 雷达扫描

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内容概览

1.基于cesium 实现雷达扫描
2.源代码 demo 下载

本篇实现 cesium 雷达扫描功能,效果图如下:



实现思路:核心引用 cesium PostProcessStage

  • 核心代码

      /*
          添加雷达扫描线 地形遮挡开启   lon:-74.01296152309055 lat:40.70524201566827 height:129.14366696393927
          viewer
          cartographicCenter 扫描中心
          radius  半径 米
          scanColor 扫描颜色
          duration 持续时间 毫秒
        */
        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);
        }
    

参考文献:
blog.sina.com.cn/s/blog_15e8…
github.com/YanzheZhang…

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