用投射做了两个功能,一个是模拟无人机巡检,展示当前无人机的实时视频流,并且展示当前无人机的拍摄轨迹及范围。
第二个是直接将无人机的视频投射到拍摄范围面上。
代码都差不多,只是第二个用了实时视频做材质,并且实时计算了视频材质的朝向,不然会出现视频方向和移动方向有差异的情况。
思路:移动使用property来进行设置,让坐标和时间进行关联,视频锥体采用自定义geometry的形式,这部分代码可以参考我的另一篇文章Cesium无人机实时视频投射及关键点拍照展示_easyCesium的博客-CSDN博客
部分代码:
调用代码:
其中做了个视角跟随的效果,即会让视角锁定在飞机正上方
ScanRoam核心代码
1、构建property
createProperty(positions, times) {
times = times || 120; // 不设置事件和速度 则默认120s播放完成
var distance = 0;// 总距离
var speed;
for (var i = 0; i < positions.length - 1; i++) {
var oneP = positions[i];
var secP = positions[i + 1];
var dis = Cesium.Cartesian3.distance(oneP, secP);
distance += dis;
}
speed = distance / times; // (米/秒)
this.allDistance = distance;
this.startTime = this.viewer.clock.currentTime;
this.endTime = Cesium.JulianDate.addSeconds(this.startTime, times, new Cesium.JulianDate());
var property = new Cesium.SampledPositionProperty(); // 模型的property
var oldTimes = 0;
for (var i = 1; i < positions.length; i++) {
var nowP = positions[i];
var lastP = positions[i - 1];
if (i == 1) { // 下标从1开始 此处加上第一个点
property.addSample(this.startTime, positions[0]);
}
oldTimes += Cesium.Cartesian3.distance(nowP, lastP) / speed;
var nowTime = Cesium.JulianDate.addSeconds(this.startTime, oldTimes, new Cesium.JulianDate());
property.addSample(nowTime, nowP);
}
return {
property
}
}
2、实时回调:
start() {
this.viewer.clock.currentTime = this.startTime;
this.viewer.clock.shouldAnimate = true;
this.viewer.clock.multiplier = 1;
let last_dis = Number.MAX_VALUE;
// 绑定时间回调
this.viewer.clock.onTick.addEventListener(function () {
let isthan = Cesium.JulianDate.greaterThanOrEquals(this.viewer.clock.currentTime.clone(), this.endTime.clone());
let nowP = this.property.getValue(this.viewer.clock.currentTime.clone());
let nextP = this.positions[this.step + 1];
if (nextP && nowP) {
let dis = Cesium.Cartesian3.distance(nowP.clone(), nextP.clone());
if (dis > last_dis) {
this.step++;
last_dis = Number.MAX_VALUE;
} else {
last_dis = dis;
}
} else {
this.step = this.positions.length - 1;
}
if (isthan) { // 结束
if (this.endFun) this.endFun();
return;
}
let orientation = this.entity.orientation.getValue(this.viewer.clock.currentTime.clone());
let hpr = this.orientation2Hpr(nowP.clone(), orientation)
// 设置模型姿态
if (this.flyingFun) this.flyingFun(nowP, hpr, this.step);
}, this)
}
ConePrimitive核心代码:
getGeometry(dis, fov, aspect) {
let positions = new Float64Array(5 * 3);
fov = Cesium.Math.toRadians(fov / 2);
const tanfov = Math.tan(fov);
const halfw = tanfov * dis;
const halfh = halfw / aspect;
// 点0 坐标
positions[0] = 0.0;
positions[1] = 0.0;
positions[2] = 0.0;
// 点1 坐标
positions[3] = 1.0 * halfw;
positions[4] = 1.0 * dis;
positions[5] = 1.0 * halfh;
// 点2 坐标
positions[6] = -1.0 * halfw;
positions[7] = 1.0 * dis;
positions[8] = 1.0 * halfh;
// 点3 坐标
positions[9] = -1.0 * halfw;
positions[10] = 1.0 * dis;
positions[11] = -1.0 * halfh;
// 点4 坐标
positions[12] = 1.0 * halfw;
positions[13] = 1.0 * dis;
positions[14] = -1.0 * halfh;
// 创建顶点属性中的坐标
const attributes = new Cesium.GeometryAttributes({
position: new Cesium.GeometryAttribute({
componentDatatype: Cesium.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions
})
});
// 点的索引
const indices = new Uint16Array(18);
indices[0] = 0;
indices[1] = 4;
indices[2] = 0;
indices[3] = 1;
indices[4] = 0;
indices[5] = 2;
indices[6] = 0;
indices[7] = 3;
indices[8] = 1;
indices[9] = 4;
indices[10] = 4;
indices[11] = 1;
indices[12] = 1;
indices[13] = 2;
indices[14] = 2;
indices[15] = 3;
indices[16] = 3;
indices[17] = 4;
let geometry = new Cesium.Geometry({
attributes: attributes,
indices: indices,
primitiveType: Cesium.PrimitiveType.LINES,
boundingSphere: Cesium.BoundingSphere.fromVertices(positions)
});
return geometry;
}
update(context, frameState, commandList) {
var geometry = this.getGeometry(this.distance, this.fov, this.aspect);
if (!geometry) {
return;
}
if (this._primitive) {
this._primitive.destroy();
this._primitive = undefined;
}
let headingPitchRoll = new Cesium.HeadingPitchRoll(
Cesium.Math.toRadians((this.heading || 0)),
Cesium.Math.toRadians(0),
Cesium.Math.toRadians(this.pitch || 0)
);
var hprmtx = Cesium.Transforms.headingPitchRollToFixedFrame(this.position.clone(), headingPitchRoll);
this._primitive = new Cesium.Primitive({
geometryInstances: new Cesium.GeometryInstance({
geometry: geometry,
attributes: {
color: Cesium.ColorGeometryInstanceAttribute.fromColor(this.outlineColor)
}
}),
appearance: new Cesium.PerInstanceColorAppearance({
translucent: false,
flat: true
}),
modelMatrix: hprmtx,
asynchronous: false,
show: this.coneVisible
});
this.updateRectangle(hprmtx);
this._primitive.update(context, frameState, commandList);
}
功能体验:在线体验
文章来源:https://www.toymoban.com/news/detail-518265.html
文章来源地址https://www.toymoban.com/news/detail-518265.html
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