Method 1: Use CallbackProperty+setTimeOut
function addCircleRipple(viewer,data){
var r1=data.minR,r2=data.minR;
function changeR1() { // This is callback. Arguments cannot be passed in
r1=r1+data.deviationR;
if(r1>=data.maxR){
r1=data.minR;
}
return r1;
}
function changeR2() {
// debugger
r2=r2+data.deviationR;
if(r2>=data.maxR){
r2=data.minR;
}
return r2;
}
viewer.entities.add({
id:data.id,
name:"".position:Cesium.Cartesian3.fromDegrees(data.lon,data.lat,data.height),
ellipse : {
semiMinorAxis :new Cesium.CallbackProperty(changeR1,false),
semiMajorAxis :new Cesium.CallbackProperty(changeR1,false),
height:data.height,
material:new Cesium.ImageMaterialProperty({
image:data.imageUrl,
repeat:new Cesium.Cartesian2(1.0.1.0),
transparent:true.color:new Cesium.CallbackProperty(function () {
var alp=1-r1/data.maxR;
return Cesium.Color.WHITE.withAlpha(alp) // Entity color transparency does not affect the material, and entity can also be transparent oh
},false)})}});setTimeout(function () {
viewer.entities.add({
name:"".position:Cesium.Cartesian3.fromDegrees(data.lon,data.lat,data.height),
ellipse : {
semiMinorAxis :new Cesium.CallbackProperty(changeR2,false),
semiMajorAxis :new Cesium.CallbackProperty(changeR2,false),
height:data.height,
material:new Cesium.ImageMaterialProperty({
image:data.imageUrl,
repeat:new Cesium.Cartesian2(1.0.1.0),
transparent:true.color:new Cesium.CallbackProperty(function () {
var alp=1;
alp=1-r2/data.maxR;
return Cesium.Color.WHITE.withAlpha(alp)
},false)})}}); },data.eachInterval) }var lon=121.286419;
var lat=31.864436;
addCircleRipple(_viewer,{ // By default, only two circles are drawn. If multiple circles are drawn, please add them in the source code.
id:"111".lon:lon,
lat:lat,
height:500.maxR:3000.minR:0.// Preferably 0
deviationR:10.// The difference is also larger and faster
eachInterval:2000.// The interval between two circles
imageUrl:imgRedCircle
});
_viewer.zoomTo(_viewer.entities);
// Add centerline:
viewer.entities.add({
name:"".polyline: {
positions: Cesium.Cartesian3.fromDegreesArrayHeights([
lon,lat,0,
lon,lat, 5000,]),width: 4.material : new Cesium.PolylineGlowMaterialProperty({ / / light
glowPower : 0.1.color : Cesium.Color.RED
})
}
});
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Method 2: Customize materials
Reference: Cesium dynamic circular diffusion effect
/ / materials
function EllipsoidFadeMaterialProperty(color, duration) {
this._definitionChanged = new Cesium.Event();
this._color = undefined;
this._colorSubscription = undefined;
this.color = color;
this.duration = duration;
this._time = (new Date()).getTime();
}
Object.defineProperties(EllipsoidFadeMaterialProperty.prototype, {
isConstant: {
get: function() {
return false; }},definitionChanged: {
get: function() {
return this._definitionChanged; }},color: Cesium.createPropertyDescriptor('color')}); EllipsoidFadeMaterialProperty.prototype.getType =function(time) {
return 'EllipsoidFade';
}
EllipsoidFadeMaterialProperty.prototype.getValue = function(time, result) {
if(! Cesium.defined(result)) { result = {}; } result.color = Cesium.Property.getValueOrClonedDefault(this._color, time, Cesium.Color.WHITE, result.color);
result.time = (((new Date()).getTime() - this._time) % this.duration) / this.duration;
return result;
}
EllipsoidFadeMaterialProperty.prototype.equals = function(other) {
return this === other ||
(other instanceof EllipsoidFadeMaterialProperty &&
Cesium.Property.equals(this._color, other._color))
}
Cesium.EllipsoidFadeMaterialProperty = EllipsoidFadeMaterialProperty;
Cesium.Material.EllipsoidFadeType = 'EllipsoidFade';
// Cesium.Material.EllipsoidFadeSource =...
Cesium.Material._materialCache.addMaterial(Cesium.Material.EllipsoidFadeType, {
fabric: {
type: Cesium.Material.EllipsoidFadeType,
uniforms: {
color: new Cesium.Color(1.0.0.0.0.0.1),
time: 0
},
source: Cesium.Material.EllipsoidFadeSource
},
translucent: function(material) {
return true; }});Copy the code
/ / using the entity
_viewer.entities.add({
name: 'EllipsoidFade'.position: vm.clickPosition3,
ellipse: {
height: 0.semiMinorAxis: 130.0.semiMajorAxis: 130.0.material: new Cesium.EllipsoidFadeMaterialProperty(Cesium.Color.RED, 2000)}});Copy the code
Method three: custom shader way
Reference: blog.csdn.net/A873054267/… Blog.csdn.net/Apple_Coco/…
/*
添加扫描线 depth关闭 lon:-74.01296152309055 lat:40.70524201566827 height:129.14366696393927
viewer
cartographicCenter 扫描中心
maxRadius 最大半径 米
scanColor 扫描颜色
duration 持续时间 毫秒
*/
export function AddCircleScanPostStage(Cesium, viewer, cartographicCenter, maxRadius, scanColor, duration) {
console.log("cesium, ", Cesium);
var ScanSegmentShader =
"uniform sampler2D colorTexture;\n" + //颜色纹理
"uniform sampler2D depthTexture;\n" + //深度纹理
"varying vec2 v_textureCoordinates;\n" + //纹理坐标
"uniform vec4 u_scanCenterEC;\n" + //扫描中心
"uniform vec3 u_scanPlaneNormalEC;\n" + //扫描平面法向量
"uniform float u_radius;\n" + //扫描半径
"uniform vec4 u_scanColor;\n" + //扫描颜色
//根据二维向量和深度值 计算距离camera的向量
"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" +//看看源码中关于此函数的解释是,cesium系统自动生成的4*4的反投影变换矩阵,从clip坐标转为眼睛坐标,clip坐标是指顶点着色器的坐标系统gl_position输出的
" posInCamera =posInCamera / posInCamera.w;\n" + //将视角坐标除深度分量
" return posInCamera;\n" +
" }\n" +
//点在平面上的投影,输入参数为 平面法向量,平面起始点,测试点
"vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
"{\n" +
//计算测试点与平面起始点的向量
"vec3 v01 = point -planeOrigin;\n" +
//平面法向量与 测试点与平面上的点 点积 点积的几何意义,b在a上的投影长度,
//即v01在平面法向量上的长度
"float d = dot(planeNormal, v01) ;\n" +
//planeNormal * d 即为v01在平面法向量上的投影向量
//根据三角形向量相加为0的原则 即可得点在平面上的投影
"return (point - planeNormal * d);\n" +
"}\n" +
//获取深度值,根据纹理坐标获取深度值
"float getDepth(in vec4 depth)\n" +
"{\n" +
"float z_window = czm_unpackDepth(depth);\n" + //源码解释将一个vec4向量还原到0,1内的一个数
"z_window = czm_reverseLogDepth(z_window);\n" + //czm_reverseLogDepth解开深度
"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" + //片元颜色
"float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n" +//根据纹理获取深度值
"vec4 viewPos = toEye(v_textureCoordinates, depth);\n" +//根据纹理坐标和深度值获取视点坐标
//点在平面上的投影,平面法向量,平面中心,视点坐标
"vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n" +
//计算投影坐标到视点中心的距离
"float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n" +
//如果在扫描半径内,则重新赋值片元颜色
"if(dis < u_radius)\n" +
"{\n" +
//计算与扫描中心的距离并归一化
"float f = dis/ u_radius;\n" +
//原博客如下,实际上可简化为上式子
//"float f = 1.0 -abs(u_radius - dis) / u_radius;\n" +
//四次方
"f = pow(f, 2.0);\n" +
//mix(x, y, a): x, y的线性混叠, x(1-a) + y*a;,
//效果解释:在越接近扫描中心时,f越小,则片元的颜色越接近原来的,相反则越红
"gl_FragColor = mix(gl_FragColor, u_scanColor, f);\n" +
"}\n" +
"}\n";
debugger;
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 _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: ScanSegmentShader,
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: function () {
return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
},
u_scanColor: scanColor
}
});
viewer.scene.postProcessStages.add(ScanPostStage);
return (ScanPostStage);
}
// const DynamicCircle = `
// uniform sampler2D colorTexture; //颜色纹理
// uniform sampler2D depthTexture; //深度纹理
// varying vec2 v_textureCoordinates; //纹理坐标
// uniform vec4 u_scanCenterEC; //扫描中心
// uniform vec3 u_scanPlaneNormalEC; //扫描平面法向量
// uniform float u_radius; //扫描半径
// uniform vec4 u_scanColor; //扫描颜色
// // 根据二维向量和深度值 计算距离camera的向量
// vec4 toEye(in vec2 uv, in float depth) {
// vec2 xy = vec2((uv.x * 2.0 - 1.0), (uv.y * 2.0 - 1.0));
// // 看看源码中关于此函数的解释是,cesium系统自动生成的4*4的反投影变换矩阵
// // 从clip坐标转为眼睛坐标,clip坐标是指顶点着色器的坐标系统gl_position输出的
// vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);
// posInCamera = posInCamera / posInCamera.w; //将视角坐标除深度分量
// return posInCamera;
// }
// // 点在平面上的投影,输入参数为 平面法向量,平面起始点,测试点
// vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point) {
// // 计算测试点与平面起始点的向量
// vec3 v01 = point - planeOrigin;
// // 平面法向量与 测试点与平面上的点 点积 点积的几何意义,b在a上的投影长度,
// // 即v01在平面法向量上的长度
// float d = dot(planeNormal, v01);
// // planeNormal * d 即为v01在平面法向量上的投影向量
// // 根据三角形向量相加为0的原则 即可得点在平面上的投影
// return (point - planeNormal * d);
// }
// // 获取深度值,根据纹理坐标获取深度值
// float getDepth(in vec4 depth) {
// float z_window = czm_unpackDepth(depth); //源码解释将一个vec4向量还原到0,1内的一个数
// z_window = czm_reverseLogDepth(z_window); // czm_reverseLogDepth解开深度
// float n_range = czm_depthRange.near; //
// float f_range = czm_depthRange.far;
// return (2.0 * z_window - n_range - f_range) / (f_range - n_range);
// }
// void main() {
// gl_FragColor = texture2D(colorTexture, v_textureCoordinates); //片元颜色
// float depth = getDepth(texture2D(depthTexture, v_textureCoordinates)); //根据纹理获取深度值
// vec4 viewPos = toEye(v_textureCoordinates, depth); //根据纹理坐标和深度值获取视点坐标
// // 点在平面上的投影,平面法向量,平面中心,视点坐标
// vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);
// // 计算投影坐标到视点中心的距离
// float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);
// // 如果在扫描半径内,则重新赋值片元颜色
// if (dis < u_radius) {
// // 计算与扫描中心的距离并归一化
// float f = dis / u_radius;
// // 原博客如下,实际上可简化为上式子
// // float f = 1.0 -abs(u_radius - dis) / u_radius;
// // 四次方
// f = pow(f, 2.0);
// // mix(x, y, a): x, y的线性混叠, x(1-a) y*a;,
// // 效果解释:在越接近扫描中心时,f越小,则片元的颜色越接近原来的,相反则越红
// gl_FragColor = mix(gl_FragColor, u_scanColor, f);
// }
// }
// `
// export function createDynamicCircleStage(viewer, Cesium, cartographicCenter, maxRadius, scanColor, duration) {
// // 中心点
// var _Cartesian3Center = Cesium.Cartographic.toCartesian(cartographicCenter);
// var _Cartesian4Center = new Cesium.Cartesian4(_Cartesian3Center.x, _Cartesian3Center.y, _Cartesian3Center.z, 1);
// // 中心点垂直高度上升500m的坐标点,目的是为了计算平面的法向量
// 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);
// // 当前时间
// var _time = (new Date()).getTime();
// // 转换成相机参考系后的中心点,上升高度后的中心点以及平面法向量
// var _scratchCartesian4Center = new Cesium.Cartesian4();
// var _scratchCartesian4Center1 = new Cesium.Cartesian4();
// var _scratchCartesian3Normal = new Cesium.Cartesian3();
// // 自定义PostProcessStage
// var dynamicCircle = new Cesium.PostProcessStage({
// fragmentShader: DynamicCircle,
// uniforms: {
// // 将中心点坐标转化到相机参考系
// u_scanCenterEC: function () {
// return Cesium.Matrix4.multiplyByVector(viewer.camera._viewMatrix, _Cartesian4Center, _scratchCartesian4Center);
// },
// // 计算相机参考系下的平面法向量
// 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;
// },
// // 动态半径
// u_radius: function () {
// return maxRadius * (((new Date()).getTime() - _time) % duration) / duration;
// },
// u_scanColor: scanColor
// }
// });
// return dynamicCircle;
// }
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Use:
var CartographicCenter = new Cesium.Cartographic(Cesium.Math.toRadians(lon), Cesium.Math.toRadians(lat), 0);
var scanColor = new Cesium.Color(1.0.0.0.0.0.1);
AddCircleScanPostStage(Cesium, _viewer, CartographicCenter, 1500, scanColor, 4000 );
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