22.cesuim分析之通视分析

通视分析

在这里插入图片描述

原理

将起点和终点连成一条线,判断这条线与场景之间是否有交点,如果有交点,就返回第一个交点,起点——交点创建,交点——终点创建红色实体线,起点到障碍点为可视区

代码实现


let viewer=null
let tempEntities = []
const sightline = (startWorldPoint, endWorldPoint) => {
  let positions = [startWorldPoint, endWorldPoint]
  // 计算射线的方向
  let direction = Cesium.Cartesian3.normalize(
    Cesium.Cartesian3.subtract(
      positions[1],
      positions[0],
      new Cesium.Cartesian3()
    ),
    new Cesium.Cartesian3()
  );
  // 建立射线
  let ray = new Cesium.Ray(positions[0], direction);
  // 计算交互点,返回第一个
  let result = viewer.scene.pickFromRay(ray);
  let barrierPoint = null
  if (Cesium.defined(result.position)) {
    barrierPoint = result.position
    drawPoint(result.position, 3)

  }
  return barrierPoint;
}

export const ViewLine = (_viewer) => {
   viewer=_viewer
  clearDrawEntities();
  let position = [];
  let tempPoints = [];
  let handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas);
  handler.setInputAction(function (click) {
    let ray = viewer.camera.getPickRay(click.position);
    position = viewer.scene.globe.pick(ray, viewer.scene);
    tempPoints.push(position);
    let tempLength = tempPoints.length;

    let point = drawPoint(position, tempPoints.length);
    tempEntities.push(point);
    if (tempLength == 2) {
      let pointline = drawPolyline(tempPoints);
      tempEntities.push(pointline);
      let breakpoint = sightline(tempPoints[0], tempPoints[1])

      let startwgs84 = DC.T.transformCartesianToWGS84(tempPoints[0])
      let endwgs84 = DC.T.transformCartesianToWGS84(tempPoints[1])
      let t = "观察点:" + startwgs84.toString().substr(0, startwgs84.toString().length - 6) + "\n目标点:" + endwgs84.toString().substr(0, endwgs84.toString().length - 6) + "\n"
      let breakwgs84 = null
      if (breakpoint) {
        breakwgs84 = DC.T.transformCartesianToWGS84(breakpoint)
        t += "障碍点:" + breakwgs84.toString().substr(0, breakwgs84.toString().length - 6) + "\n是否通视:否"
      } else {
        t += "是否通视:是"
      }
      drawLabel(breakpoint ? breakpoint : tempPoints[1], t)
      handler.destroy();//关闭事件句柄
      handler = null;
    }
  }, Cesium.ScreenSpaceEventType.LEFT_CLICK);

}
const drawPoint = (position, type) => {
  let text = "观察点"
  switch (type) {
    case 1:
      text = "观察点"
      break;
    case 2:
      text = "目标点"
      break;
    case 3:
      text = "障碍点"
      break;
    default:
      break;
  }
  return viewer.entities.add({
    name: "点几何对象",
    position: position,
    point: {
      color: Cesium.Color.RED,
      pixelSize: 5,
      outlineColor: Cesium.Color.WHITE,
      outlineWidth: 1,
      // heightReference: Cesium.HeightReference.NONE
      // disableDepthTestDistance: Number.POSITIVE_INFINITY,
      heightReference: Cesium.HeightReference.CLAMP_TO_GROUND,
    },
    label: {
      text: text,
      fillColor: Cesium.Color.YELLOW,
      font: 'normal 16px MicroSoft YaHei',
      pixelOffset: {
        x: 20,
        y: 0
      },
      scale: 1
    }
  });
}
const drawLabel = (position, text) => {

  return viewer.entities.add({
    name: "点几何对象",
    position: position,
    label: {
      text: text,
      color: Cesium.Color.fromCssColorString('#fff'),
      font: 'normal 16px MicroSoft YaHei',
      showBackground: true,
      scale: 1,
      horizontalOrigin: Cesium.HorizontalOrigin.LEFT,
      verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
      disableDepthTestDistance: 10000.
    }
  });
}
const drawPolyline = (positions) => {

  if (positions.length < 1) return;
  return viewer.entities.add({
    name: "线几何对象",

    polyline: {
      positions: positions,
      width: 2.0,
      material: Cesium.Color.RED,
      // depthFailMaterial:Cesium.Color.BLUE,

      // clampToGround: true,
    }
  });
}
const clearDrawEntities = () => {
  tempEntities = [];
  // 清除之前的实体
  const entitys = viewer.entities._entities._array;
  let length = entitys.length
  // 倒叙遍历防止实体减少之后entitys[f]不存在
  for (let f = length - 1; f >= 0; f--) {
    if (entitys[f]._name && (entitys[f]._name === '点几何对象' || entitys[f]._name === '线几何对象' || entitys[f]._name === '面几何对象')) {
      viewer.entities.remove(entitys[f]);
    }
  }
}
export const clearAll = () => {
  clearDrawEntities();

}

效果图

### 将Three.js与Cesium结合用于Web开发 在现代Web地理信息系统(GIS)应用中,将Three.js和Cesium集成可以充分利用两者的优势来创建复杂而高效的三维场景。Three.js是一个轻量级的JavaScript库,专注于提供易于使用的API来进行3D图形渲染;而Cesium则特别擅长处理地球坐标系下的大规模数据集以及高精度的地图展示。 为了实现这种组合,在项目初始化阶段应该考虑采用模块化的方式引入这两个框架。通常情况下,可以通过npm包管理器安装所需的依赖项: ```bash npm install three cesium --save ``` 接着可以在应用程序入口文件中加载这些资源并配置环境变量以支持Cesium Ion资产访问(如果需要的话)[^1]。 对于具体的整合方法之一是在Three.js的应用程序内部嵌入Cesium Widget作为其中的一个组件。这涉及到调整相机视角、灯光设置以及其他可能影响两个引擎之间交互的因素。下面给出一段简单的代码片段用来说明这一过程: ```javascript import * as THREE from 'three'; // Import and configure Cesium ion assets (if necessary) window.CESIUM_BASE_URL = './Build/Cesium/'; import { Viewer } from "cesium"; const viewer = new Viewer('cesiumContainer', { terrainProvider : Cesium.createWorldTerrain() }); // Create a Three.js scene, camera, renderer etc. let scene = new THREE.Scene(); let camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); camera.position.set(-2e6, -8e6, 9e6); // Adjust position according to your needs. let renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // Add the Cesium canvas into the Three.js scene graph by creating an HTML element texture var cesiumCanvasTexture = new THREE.Texture(viewer.canvas); scene.background = cesiumCanvasTexture; function animate() { requestAnimationFrame(animate); // Update the background texture before rendering each frame cesiumCanvasTexture.needsUpdate = true; renderer.render(scene, camera); } animate(); ``` 这段脚本展示了如何在一个页面上同时运行Two.js和Cesium,并通过共享相同的HTML画布上下文使它们协同工作。请注意,实际部署时还需要解决诸如性能优化、事件监听同步等问题。
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