import * as Cesium from "cesium";
let lastStage="";
// 圆扩散
export function showCircleScan(viewer,lon, lat,color,maxRadius,height) {var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(lon), Cesium.Math.toRadians(lat), height?height:2);var scanColor = new Cesium.Color.fromCssColorString(color)lastStage = addCircleScanPostStage(viewer, cartographicCenter, maxRadius?maxRadius:100, scanColor, 1000);
}
// showRadarScan() // 雷达扫描
export function showRadarScan(lon, lat,color,height) {var cartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(lon), Cesium.Math.toRadians(lat), height?height:32);var scanColor = new Cesium.Color(color);lastStage = addRadarScanPostStage(viewer, cartographicCenter, 1000, scanColor, 3000);
}/*添加扩散效果扫描线viewercartographicCenter 扫描中心radius 半径 米scanColor 扫描颜色duration 持续时间 毫秒
*/
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\ ";return scanSegmentShader;
}/*添加雷达扫描线viewercartographicCenter 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 _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: getRadarScanShader(),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;
}//雷达扫描线效果Shader
function getRadarScanShader() {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";return scanSegmentShader;
}