?1.数据准备:
包括要绘制的围栏坐标以及围栏高度,以及纹理材质中要提供的图片,图片在将在文章顶部展示👆
let positions = [
[
106.54093483238756,
37.73128859082618,
1287.2467035732923
],
[
106.54096882123775,
37.73120923938572,
1285.23045636352
],
[
106.54080469913156,
37.73116536856507,
1285.2307197571026
],
[
106.54077328413864,
37.731250730122945,
1287.2464886557223
],
[
106.54077950460314,
37.731249823726316,
1289.2465544884512
]
];
// 围栏坐标,高度
this.addWalls(positions, 10);
2.调用初始化动态墙的方法,主要是运用了Primitive的材质渲染(GLSL语言)?
addWalls(positionLonLat, height) {
let tempArr = [];
let tempHeights = [];
positionLonLat.forEach((e) => {
tempArr.push(e[0], e[1]);
tempHeights.push(e[2]);
});
tempArr.push(positionLonLat[0][0], positionLonLat[0][1]);
let source = // 着色器代码
"czm_material czm_getMaterial(czm_materialInput materialInput)\n\
{\n\
czm_material material = czm_getDefaultMaterial(materialInput);\n\
vec2 st = materialInput.st;\n\
vec4 colorImage = texture2D(image, vec2(fract(st.t*rep - speed*czm_frameNumber*0.005), st.t*rep));\n\
material.alpha = colorImage.a * color.a;\n\
material.diffuse = color.rgb;\n\
return material;\n\
}";
// 几何形状,定义Primitive图形的结构
let wallInstance = new Cesium.GeometryInstance({
geometry: new Cesium.WallGeometry({
positions: Cesium.Cartesian3.fromDegreesArray(tempArr),
// 最小高程数组和最大高程数组之差控制围墙高度
maximumHeights: new Array(tempArr.length / 2).fill(Math.max(...tempHeights) + height),
minimumHeights: new Array(tempArr.length / 2).fill(Math.min(...tempHeights)),
}),
});
// 定义Primitive图形的外观材质
let wallAppearance = new Cesium.MaterialAppearance({
material: new Cesium.Material({
fabric: {
uniforms: {
// 设置渐变条纹颜色
color: new Cesium.Color.fromCssColorString("rgba(238, 85, 34, 1)"),
// 条纹图片
image: "./colors.png(下载的纹理照片路径)",
// 条带运动速度
speed: 3,
// 围栏密度,展示多少条
rep: 4,
},
source: source,
},
}),
});
let primitive = new Cesium.Primitive({
geometryInstances: wallInstance,
appearance: wallAppearance,
releaseGeometryInstances: false,
});
viewer.scene.primitives.add(primitive);
},