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顯示源代碼
雷達掃描效果
 開發文檔
            <!DOCTYPE html>
<html>
<head>
    <meta charset='UTF-8'/>
    <meta name='viewport' content='initial-scale=1,maximum-scale=1,user-scalable=no'/>
    <link href='./Widgets/widgets.css' rel='stylesheet'/>
    <link  rel='stylesheet'/>
    <script src='http://bigemap.com:9000/bigemap-gl.js/v1.1.0/bigemap-gl.js'></script>
    <style>
        body {
            margin: 0;
            padding: 0;
        }
        #container {
            position: absolute;
            top: 0;
            bottom: 0;
            width: 100%;
        }
        .bmgl-widget-credits{display:none}
    </style>
    <title>part_test</title>
</head>
<body>
<div id='container'>

</div>
<script>
    bmgl.Config.HTTP_URL = 'http://www.bt68f.cn:9000';
    var viewer = new bmgl.Viewer('container', {mapId: 'bigemap.zhongkexingtu',requestRenderMode:false});
    viewer.scene.globe.depthTestAgainstTerrain=true;
    viewer.camera.setView({
        destination:bmgl.Cartesian3.fromDegrees(104,30,10000)
    });
    
    var CartographicCenter = new bmgl.Cartographic(bmgl.Math.toRadians(104), bmgl.Math.toRadians(30),0);
    var scanColor = new bmgl.Color(1.0, 0.0, 0.0, 0.9);
    AddRadarScanPostStage(viewer, CartographicCenter, 2500, scanColor, 5000);

    /*
          添加雷達掃描線 地形遮擋開啟   lon:-74.01296152309055 lat:40.70524201566827 height:129.14366696393927
          viewer
          cartographicCenter 掃描中心
          radius  半徑 米
          scanColor 掃描顏色
          duration 持續時間 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 = bmgl.Cartographic.toCartesian(cartographicCenter);
        var _Cartesian4Center = new bmgl.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);

        var _CartographicCenter1 = new bmgl.Cartographic(cartographicCenter.longitude, cartographicCenter.latitude, cartographicCenter.height + 500);
        var _Cartesian3Center1 = bmgl.Cartographic.toCartesian(_CartographicCenter1);
        var _Cartesian4Center1 = new bmgl.Cartesian4(_Cartesian3Center1.x, _Cartesian3Center1.y, _Cartesian3Center1.z, 1);

        var _CartographicCenter2 = new bmgl.Cartographic(cartographicCenter.longitude + bmgl.Math.toRadians(0.001), cartographicCenter.latitude, cartographicCenter.height);
        var _Cartesian3Center2 = bmgl.Cartographic.toCartesian(_CartographicCenter2);
        var _Cartesian4Center2 = new bmgl.Cartesian4(_Cartesian3Center2.x, _Cartesian3Center2.y, _Cartesian3Center2.z, 1);
        var _RotateQ = new bmgl.Quaternion();
        var _RotateM = new bmgl.Matrix3();

        var _time = (new Date()).getTime();

        var _scratchCartesian4Center = new bmgl.Cartesian4();
        var _scratchCartesian4Center1 = new bmgl.Cartesian4();
        var _scratchCartesian4Center2 = new bmgl.Cartesian4();
        var _scratchCartesian3Normal = new bmgl.Cartesian3();
        var _scratchCartesian3Normal1 = new bmgl.Cartesian3();
        var ScanPostStage = new bmgl.PostProcessStage({
            fragmentShader: ScanSegmentShader,
            uniforms: {
                u_scanCenterEC: function () {
                    return bmgl.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                },
                u_scanPlaneNormalEC: function () {
                    var temp = bmgl.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                    var temp1 = bmgl.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;

                    bmgl.Cartesian3.normalize(_scratchCartesian3Normal, _scratchCartesian3Normal);
                    return _scratchCartesian3Normal;
                },
                u_radius: radius,
                u_scanLineNormalEC: function () {
                    var temp = bmgl.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
                    var temp1 = bmgl.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center1, _scratchCartesian4Center1);
                    var temp2 = bmgl.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;

                    bmgl.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;
                    bmgl.Quaternion.fromAxisAngle(_scratchCartesian3Normal, tempTime * bmgl.Math.PI * 2, _RotateQ);
                    bmgl.Matrix3.fromQuaternion(_RotateQ, _RotateM);
                    bmgl.Matrix3.multiplyByVector(_RotateM, _scratchCartesian3Normal1, _scratchCartesian3Normal1);
                    bmgl.Cartesian3.normalize(_scratchCartesian3Normal1, _scratchCartesian3Normal1);
                    return _scratchCartesian3Normal1;
                },
                u_scanColor: scanColor
            }
        });
        viewer.scene.postProcessStages.add(ScanPostStage);
    }

</script>
</body>
</html>
                                                                                                                                                                                                                                                                    
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