Cesium+Three.js.
Make you can use three.js geometry in Cesium,and use mesh,geometry,material like three.js to manage renderable object in Cesium.
Buildnpm install --save-dev npm run build Install
npm install cesiummeshvisualizer Download
CesiumMeshVisualizer.js
CesiumMeshVisualizer.min.js
Usage 1.commonjshtml:
<script src="./ThirdParty/Cesium/Cesium.js"></script>
js:
var CesiumMeshVisualizer=require('./dist/CesiumMeshVisualizer.js') //... //npm install //var CesiumMeshVisualizer=require('cesiummeshvisualizer') //... 2.module
var g=typeof(window)!='undefined'?window:(typeof(global)!='undefined'?global:globalThis); import Cesium from 'cesium/Source/Cesium.js' g.Cesium=Cesium; import CesiumMeshVisualizer from './Source/Main.js' //npm install //import CesiumMeshVisualizer from 'cesiummeshvisualizer/Source/Main.js' //...
or
<script src="./ThirdParty/Cesium/Cesium.js"></script>
import CesiumMeshVisualizer from './Source/Main.js' 3.script element
<script src="./ThirdParty/Cesium/Cesium.js"></script> <script src="./dist/CesiumMeshVisualizer.js"></script> <script> console.log(CesiumMeshVisualizer,Cesium) //... </script> Example
MeshVisualizer = Cesium.MeshVisualizer; Mesh = Cesium.Mesh; MeshMaterial = Cesium.MeshMaterial; FramebufferTexture = Cesium.FramebufferTexture; var center = Cesium.Cartesian3.fromDegrees(homePosition[0], homePosition[1], 50000); var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center); var meshVisualizer = new MeshVisualizer({ modelMatrix: modelMatrix, }); viewer.scene.primitives.add(meshVisualizer); //示例1:Cesium.Geometry+Cesium.MeshMaterial组合 var box = Cesium.BoxGeometry.createGeometry(Cesium.BoxGeometry.fromDimensions({ dimensions: new Cesium.Cartesian3(100000, 50000, 50000), vertexFormat: Cesium.VertexFormat.POSITION_ONLY })); var material = new MeshMaterial({ defaultColor: "rgba(255,0,0,1.0)", wireframe: false, side: MeshMaterial.Sides.DOUBLE }); var boxMesh = new Mesh(box, material); meshVisualizer.add(boxMesh); //示例2:Cesium.CSG+Cesium.MeshMaterial组合,可以用Cesium.CSG做布尔运算并渲染运算结果 //首先使用Cesium创建球体 var sphere = new Cesium.SphereGeometry({ radius: 50000.0, vertexFormat: Cesium.VertexFormat.POSITION_ONLY }); sphere = Cesium.SphereGeometry.createGeometry(sphere); var sphereMesh = new Mesh(sphere, material); sphereMesh.position = new Cesium.Cartesian3(100000, 0, 0) meshVisualizer.add(sphereMesh); //将球体对象Cesium.SphereGeometry转成Cesium.CSG实例 sphere = CSG.toCSG(sphere); //将盒子对象转成Cesium.CSG实例 box = CSG.toCSG(box); //做布尔运算 var subResult = sphere.subtract(box); //渲染运算结果 var subResultMesh = new Mesh(subResult, material); subResultMesh.position = new Cesium.Cartesian3(700000, 0, 0) meshVisualizer.add(subResultMesh); //示例3:使用帧缓存作纹理,实际应用中如体绘制,风场流场绘制等等都可以运用此技术 function createGeometry() { var p1 = new Cesium.Cartesian3(-50000, 50000, 100); var p2 = new Cesium.Cartesian3(-50000, -50000, 100); var p3 = new Cesium.Cartesian3(50000, -50000, 100); var p4 = new Cesium.Cartesian3(50000, 50000, 100); var positions = new Float64Array([ p1.x, p1.y, p1.z, p2.x, p2.y, p2.z, p3.x, p3.y, p3.z, p4.x, p4.y, p4.z ]); var indices = new Uint16Array([ 0, 1, 3, 1, 2, 3, ]); var sts = new Float32Array([ 1, 1, 1, 0, 0, 0, 0, 1 ]); var geometry = new Cesium.Geometry({ attributes: { position: new Cesium.GeometryAttribute({ componentDatatype: Cesium.ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: positions }), st: new Cesium.GeometryAttribute({ componentDatatype: Cesium.ComponentDatatype.FLOAT, componentsPerAttribute: 2, values: sts }) }, indices: indices, primitiveType: Cesium.PrimitiveType.TRIANGLES, boundingSphere: Cesium.BoundingSphere.fromVertices(positions) }); return geometry; } //将上文中的盒子渲染到缓存,作为纹理参与createGeometry()方法创建的几何体渲染过程 var framebufferTex = new FramebufferTexture(boxMesh); var geometry = createGeometry(); var customMesh = new Mesh(geometry, new MeshMaterial({ uniforms: { u_textureMap: framebufferTex//Cesium.buildModuleUrl('Widgets/Images/TerrainProviders/STK.png') }, side: MeshMaterial.Sides.DOUBLE, vertexShader : "\n\ \n\ varying vec3 v_position;\n\ varying vec2 v_st;\n\ \n\ void main(void) \n\ {\n\ vec4 pos = u_modelViewMatrix * vec4(position,1.0);\n\ v_position = pos.xyz;\n\ v_st=st;\n\ gl_Position = u_projectionMatrix * pos;\n\ }", fragmentShader : "varying vec2 v_st;\ uniform sampler2D u_textureMap;\ void main()\ {\ gl_FragColor = texture2D(u_textureMap,v_st);\n\ \ }\ " })); customMesh.position = new Cesium.Cartesian3(100000, 0, 0); meshVisualizer.add(customMesh); Document
Document
Online Demos demos(示例中常用操作有:左击发射,Q、A——左、右摆动,W、S、A、D——前进、后退、左转弯、右转弯):
CSG
LOD
MeshVisualizer
physics/helloworld
physics/cloth
physics/vehicle
physics/terrain
physics/softbody_volume
physics/softbody_volume2
physics/softbody_rope
physics/convex_break
ReferenceMesh
VolumeRendering
fluid2d
instancing
module
CustomImageryLayer+FramebufferTexture
当初的想法,啰嗦几句
携源码示例和文档,诚意奉献,https://github.com/MikesWei/CesiumMeshVisualizer , 名字不重要。
个人觉得Threejs里的Mesh、Geometry、Material极好,尤其是各个属性可以独立地、动态地编辑的特点,是目前在Cesium的Primitive中没有充分体现的。比如
你渲染一个立方体,想要旋转,竟然还需要自己去算新的ModelMatrix;再比如画个波动的水面竟然不能只修改顶点位置属性,修改完顶点位置后竟然需要移除旧的
Primitive再创建一个。。。也许我没找到接口,但是真心难找啊!还好,稍微扒过Cesium Primitive的都知道,再往稍微底层一点的还有DrawCommand可以灵活使用,
但是也太灵活,代码量大,还容易出错,所以决定自己模仿Threejs的Mesh、Geometry、Material并实现一个负责渲染和管理它们的更支持动态管理可渲染对象的
Primitive;之前的思路是直接转换Threejs的Mesh,产物就是Cesium3js,但是名字太大,误以为是要完全整合Cesium和Threejs,这与我本意不符,遂重新整理优化:
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