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Cesium Cesium3DTileset customSha

2024-01-21  本文已影响0人  宿州刘德华

通过传入范围,在顶点着色器函数内判断渲染的顶点是否在范围内,如果在将顶点坐标0。如果不在则正常显示。反之也可以将范围外的顶点坐标0。

/**
 * @class
 * @description 3dtiles 模型按照(经纬度二维)范围裁剪
 */
class Clipping {

  constructor(Cesium, tileset, opt) {

    if (!tileset || !Cesium) {
      throw new Error("参数错误!")
    }

    if (opt.polygons && opt.polygons instanceof Array && opt.polygons.length > 0) {
      for (let polygon of opt.polygons) {
        if (!(polygon instanceof Array && polygon.length >= 3)) {
          throw new Error("参数错误!")
        }
      }
    } else {
      throw new Error("参数错误!")
    }

    this.Cesium = Cesium;
    this.tileset = tileset;
    if (typeof opt.excavate === "boolean") {
      this.excavate = opt.excavate
    } else {
      this.excavate = false;
    }
    this.polygons = opt.polygons;

    this.center = tileset.boundingSphere.center.clone();
    this.matrix = Cesium.Transforms.eastNorthUpToFixedFrame(this.center.clone());
    this.localMatrix = Cesium.Matrix4.inverse(this.matrix, new Cesium.Matrix4());

    this.localPositionsArr = [];
    for (let pp = 0; pp < this.polygons.length; pp++) {
      let positions = this.polygons[pp];
      let localCoor = this.cartesiansToLocal(positions);
      this.localPositionsArr.push(localCoor);
    }

    this.initialize();

  }


  initialize() {

    let out_v_str = ``;
    let in_v_str = ``;
    let temp_str = ``;
    for (let m = 0; m < this.localPositionsArr.length; m++) {

      let polygon = this.localPositionsArr[m];
      out_v_str +=
        `vec2 points_${m}[${polygon.length}];
              bool isPointInPolygon_${m}(vec2 point){
                int nCross = 0; // 交点数
                const int n = ${polygon.length};
                for(int i = 0; i < n; i++){
                    vec2 p1 = points_${m}[i];
                    vec2 p2 = points_${m}[int(mod(float(i+1),float(n)))];
                    if(p1[1] == p2[1]){
                        continue;
                    }
                    if(point[1] < min(p1[1], p2[1])){
                        continue;
                    }
                    if(point[1] >= max(p1[1], p2[1])){
                        continue;
                    }
                    float x = p1[0] + ((point[1] - p1[1]) * (p2[0] - p1[0])) / (p2[1] - p1[1]);
                    if(x > point[0]){
                    nCross++;
                    }
                }
                return int(mod(float(nCross), float(2))) == 1;
              }\n
        `

      for (let n = 0; n < polygon.length; n++) {
        in_v_str += `points_${m}[${n}] = vec2(${polygon[n][0]}, ${polygon[n][1]});\n`;
      }



      temp_str += `isPointInPolygon_${m}(position2D)||`
    }

    temp_str = temp_str.slice(0, -2);


    if (this.excavate == false) {
      in_v_str +=
        `
        if(${temp_str}){
        }else{
          vsOutput.positionMC *= 0.0;
        }
        `
    } else if (this.excavate == true) {
      in_v_str +=
        `
        if(${temp_str}){
          vsOutput.positionMC *= 0.0;
        }
        `
    }

    this.updateShader(out_v_str, in_v_str);
  }


  /**
   * 销毁
   */
  destroy() {
    this.tileset.customShader = undefined;
  }


  updateShader(vtx1, vtx2) {

    let v_text = `
    // 所有isPointInPolygon函数
    ${vtx1}
    void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput){
        vec3 modelMC = vsInput.attributes.positionMC;
        vec4 model_local_position = vec4(modelMC.x, modelMC.y, modelMC.z, 1.0);
        vec4 tileset_local_position = u_tileset_worldToLocalMatrix * czm_model * model_local_position;
        vec2 position2D = vec2(tileset_local_position.x,tileset_local_position.y);
        // 多个多边形区域
        ${vtx2}
    }`;

    console.log(v_text)
    let flatCustomShader = new Cesium.CustomShader({
      uniforms: {
        u_tileset_localToWorldMatrix: {
          type: Cesium.UniformType.MAT4,
          value: this.matrix,
        },
        u_tileset_worldToLocalMatrix: {
          type: Cesium.UniformType.MAT4,
          value: this.localMatrix,
        },
        u_flatHeight: {
          type: Cesium.UniformType.FLOAT,
          value: this.flatHeight,
        },
      },
      vertexShaderText: v_text,
    });
    this.tileset.customShader = flatCustomShader;
  }




  // 世界坐标转数组局部坐标
  cartesiansToLocal(positions) {
    let arr = [];
    for (let i = 0; i < positions.length; i++) {
      let position = positions[i];
      let localp = Cesium.Matrix4.multiplyByPoint(
        this.localMatrix,
        position.clone(),
        new Cesium.Cartesian3()
      )
      arr.push([localp.x, localp.y]);
    }
    return arr;
  }


}


例子


1705914838292.jpg
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