f20_primitive_model.html 12 KB

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  1. <!DOCTYPE html>
  2. <html>
  3. <head>
  4. <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
  5. <meta name="viewport" content="width=device-width,initial-scale=1,user-scalable=0,minimum-scale=1.0,maximum-scale=1.0" />
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  11. <meta http-equiv="X-UA-Compatible" content="IE=Edge,chrome=1" />
  12. <!-- 标题及搜索关键字 -->
  13. <meta name="keywords" content="火星科技,cesium,3D,GIS,marsgis,三维,地球,地图,开发,框架,系统,示例,资料,模型,离线,外包,合肥,安徽,中国" />
  14. <meta
  15. name="description"
  16. content="火星科技 合肥火星 合肥火星科技 合肥火星科技有限公司 leaflet leaflet框架 leaflet开发 cesium cesium开发 cesium框架 三维 地球 模型 gis marsgis 地图离线 地图开发 地图框架 地图外包 框架 开发 外包 地图离线 二维地图 三维地图 全景漫游 地理信息系统 云GIS 三维GIS GIS平台 WebGIS"
  17. />
  18. <link rel="shortcut icon" type="image/x-icon" href="" />
  19. <title>ModelPrimitive对象</title>
  20. <script
  21. type="text/javascript"
  22. src="../lib/include-lib.js"
  23. libpath="../lib/"
  24. include="jquery,font-awesome,bootstrap,bootstrap-checkbox,layer,haoutil,turf,mars3d"
  25. ></script>
  26. <link href="css/style.css" rel="stylesheet" />
  27. </head>
  28. <body class="dark">
  29. <!--加载前进行操作提示,优化用户体验-->
  30. <div id="mask" class="signmask" onclick="removeMask()"></div>
  31. <div id="mars3dContainer" class="mars3d-container"></div>
  32. <div class="infoview">
  33. <div>
  34. 图层状态:
  35. <div class="checkbox checkbox-primary checkbox-inline">
  36. <input id="chkPopup" class="styled" type="checkbox" checked />
  37. <label for="chkPopup"> Popup绑定 </label>
  38. </div>
  39. <div class="checkbox checkbox-primary checkbox-inline">
  40. <input id="chkTooltip" class="styled" type="checkbox" />
  41. <label for="chkTooltip"> Tooltip绑定 </label>
  42. </div>
  43. <div class="checkbox checkbox-primary checkbox-inline">
  44. <input id="chkContextMenu" class="styled" type="checkbox" checked />
  45. <label for="chkContextMenu"> 右键菜单绑定 </label>
  46. </div>
  47. </div>
  48. <div>
  49. 大数据加载:
  50. <input id="txtCount" type="number" value="1024" min="1" max="100000.0" step="1" class="form-control" style="width: 80px" />条
  51. <input type="button" class="btn btn-primary" value="生成" id="btnAddData" />
  52. <input type="button" class="btn btn-primary" value="清除" id="btnClear" />
  53. </div>
  54. </div>
  55. <!-- 图层管理相关处理js -->
  56. <script type="text/javascript" src="./js/graphicManager.js"></script>
  57. <script src="./js/common.js"></script>
  58. <script type="text/javascript">
  59. "use script"; //开发环境建议开启严格模式
  60. var map;
  61. var graphicLayer;
  62. function initMap(options) {
  63. //合并属性参数,可覆盖config.json中的对应配置
  64. var mapOptions = mars3d.Util.merge(options, {
  65. scene: {
  66. fxaa: true,
  67. center: { lat: 30.857163, lng: 116.345129, alt: 926, heading: 33, pitch: -34 },
  68. },
  69. });
  70. //创建三维地球场景
  71. map = new mars3d.Map("mars3dContainer", mapOptions);
  72. // map.basemap = 2017; //蓝色底图
  73. //固定光照,避免gltf模型随时间存在亮度不一致。
  74. map.fixedLight = true;
  75. //创建Graphic图层
  76. graphicLayer = new mars3d.layer.GraphicLayer();
  77. map.addLayer(graphicLayer);
  78. //图层管理的相关处理,代码在\js\graphicManager.js
  79. initLayerManager(graphicLayer);
  80. $("#btnAddData").click(function () {
  81. graphicLayer.clear();
  82. map.setCameraView({ lat: 30.648084, lng: 116.747173, alt: 29041, heading: 317, pitch: -32 });
  83. haoutil.loading.show();
  84. var startTime = new Date().getTime();
  85. var count = Number($("#txtCount").val());
  86. createModels(count);
  87. haoutil.loading.close();
  88. var endTime = new Date().getTime();
  89. // 两个时间戳相差的毫秒数
  90. var usedTime = (endTime - startTime) / 1000;
  91. console.log(usedTime);
  92. haoutil.msg("共耗时" + usedTime.toFixed(2) + "秒");
  93. });
  94. //加一些演示数据
  95. addGraphic_a1(graphicLayer);
  96. addGraphic_a2(graphicLayer);
  97. addGraphic_a3(graphicLayer);
  98. addGraphic_a4(graphicLayer);
  99. }
  100. function createModels(count) {
  101. for (var j = 0; j < count; ++j) {
  102. var position = randomPoint();
  103. var primitive = new mars3d.graphic.ModelPrimitive({
  104. position: position,
  105. style: {
  106. url: "//data.mars3d.cn/gltf/mars/feiji.glb",
  107. scale: 1,
  108. minimumPixelSize: 50,
  109. distanceDisplayCondition: true,
  110. distanceDisplayCondition_near: 0,
  111. distanceDisplayCondition_far: 90000,
  112. distanceDisplayPoint: {
  113. //当视角距离超过一定距离(distanceDisplayCondition_far定义的) 后显示为点对象的样式
  114. color: "#00ff00",
  115. pixelSize: 5,
  116. },
  117. },
  118. tooltip: "第" + j + "个",
  119. });
  120. graphicLayer.addGraphic(primitive);
  121. }
  122. }
  123. function addGraphic_a1(graphicLayer) {
  124. var primitive = new mars3d.graphic.ModelPrimitive({
  125. position: [116.346929, 30.861947, 401.34],
  126. style: {
  127. url: "//data.mars3d.cn/gltf/mars/firedrill/xiaofangyuan-run.gltf",
  128. scale: 20,
  129. minimumPixelSize: 50,
  130. heading: 90,
  131. distanceDisplayCondition: true,
  132. distanceDisplayCondition_near: 0,
  133. distanceDisplayCondition_far: 10000,
  134. distanceDisplayPoint: {
  135. //当视角距离超过一定距离(distanceDisplayCondition_far定义的) 后显示为点对象的样式
  136. color: "#00ff00",
  137. pixelSize: 8,
  138. },
  139. label: {
  140. text: "我是模型",
  141. font_size: 18,
  142. color: "#ffffff",
  143. pixelOffsetY: -50,
  144. distanceDisplayCondition: true,
  145. distanceDisplayCondition_far: 10000,
  146. distanceDisplayCondition_near: 0,
  147. },
  148. },
  149. });
  150. graphicLayer.addGraphic(primitive); //primitive.addTo(graphicLayer) //另外一种写法
  151. //演示个性化处理graphic,代码在\js\graphicManager.js
  152. initGraphicManager(primitive);
  153. //entity转geojson
  154. var geojson = primitive.toGeoJSON();
  155. console.log("转换后的geojson", geojson);
  156. addGeoJson(geojson, graphicLayer);
  157. }
  158. //添加单个geojson为graphic,多个直接用graphicLayer.loadGeoJSON
  159. function addGeoJson(geojson, graphicLayer) {
  160. var graphicCopy = mars3d.Util.geoJsonToGraphics(geojson)[0];
  161. delete graphicCopy.attr;
  162. //新的坐标
  163. graphicCopy.position = [116.348587, 30.859472, 373.8];
  164. graphicCopy.style.label = graphicCopy.style.label || {};
  165. graphicCopy.style.label.text = "我是转换后生成的";
  166. graphicLayer.addGraphic(graphicCopy);
  167. }
  168. function addGraphic_a2(graphicLayer) {
  169. var primitive = new mars3d.graphic.ModelPrimitive({
  170. position: [116.35104, 30.86225, 374.4],
  171. style: {
  172. url: "//data.mars3d.cn/gltf/mars/fengche.gltf",
  173. colorBlendMode: Cesium.ColorBlendMode.MIX,
  174. heading: 270,
  175. scale: 30,
  176. minimumPixelSize: 100,
  177. runAnimations: false, //关闭启动动画
  178. distanceDisplayCondition: true,
  179. distanceDisplayCondition_near: 0,
  180. distanceDisplayCondition_far: 9000,
  181. distanceDisplayBillboard: {
  182. //当视角距离超过一定距离(distanceDisplayCondition_far定义的) 后显示为图标对象的样式
  183. image: "img/marker/303.png",
  184. scale: 1,
  185. },
  186. //高亮时的样式(默认为鼠标移入,也可以指定type:'click'单击高亮),构造后也可以openHighlight、closeHighlight方法来手动调用
  187. highlight: {
  188. silhouette: true,
  189. silhouetteColor: "#00ffff",
  190. silhouetteSize: 3,
  191. },
  192. },
  193. });
  194. graphicLayer.addGraphic(primitive); //primitive.addTo(graphicLayer) //另外一种写法
  195. //手动按需启动动画
  196. primitive.on(mars3d.EventType.load, function (event) {
  197. let model = event.model;
  198. //参考API: //mars3d.cn/api/cesium/ModelAnimationCollection.html
  199. model.activeAnimations.addAll({
  200. multiplier: 0.5, // Play at half-speed
  201. loop: Cesium.ModelAnimationLoop.REPEAT, // Loop the animations
  202. });
  203. // var animation = model.activeAnimations.add({
  204. // index: 0, //第一个叶子
  205. // multiplier: 0.5, // Play at double speed
  206. // loop: Cesium.ModelAnimationLoop.REPEAT, // Loop the animation
  207. // });
  208. // animation.start.addEventListener(function (model, animation) {
  209. // console.log("Animation started: " + animation.name);
  210. // });
  211. // animation.update.addEventListener(function (model, animation, time) {
  212. // console.log("Animation updated: " + animation.name + ". glTF animation time: " + time);
  213. // });
  214. // animation.stop.addEventListener(function (model, animation) {
  215. // console.log("Animation stopped: " + animation.name);
  216. // });
  217. });
  218. }
  219. function addGraphic_a3(graphicLayer) {
  220. var primitive = new mars3d.graphic.ModelPrimitive({
  221. position: [116.349194, 30.864603, 376.58],
  222. style: {
  223. url: "//data.mars3d.cn/gltf/mars/qiche.gltf",
  224. scale: 0.5,
  225. minimumPixelSize: 50,
  226. //高亮时的样式(默认为鼠标移入,也可以指定type:'click'单击高亮),构造后也可以openHighlight、closeHighlight方法来手动调用
  227. highlight: {
  228. silhouette: true,
  229. silhouetteColor: "#ff0000",
  230. silhouetteSize: 4,
  231. },
  232. },
  233. });
  234. graphicLayer.addGraphic(primitive); //primitive.addTo(graphicLayer) //另外一种写法
  235. }
  236. function addGraphic_a4(graphicLayer) {
  237. var textureUniformShader = new Cesium.CustomShader({
  238. uniforms: {
  239. u_color: {
  240. type: Cesium.UniformType.VEC4,
  241. value: new Cesium.Color(1, 1, 0, 1),
  242. },
  243. u_time: {
  244. type: Cesium.UniformType.FLOAT,
  245. value: 0,
  246. },
  247. u_stripes: {
  248. type: Cesium.UniformType.SAMPLER_2D,
  249. value: new Cesium.TextureUniform({
  250. url: "img/textures/fence.png",
  251. }),
  252. },
  253. },
  254. fragmentShaderText: `
  255. void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material)
  256. {
  257. vec2 texCoord = fsInput.attributes.texCoord_0 + 0.3 * vec2(u_time, 0.0);
  258. //material.diffuse *= texture2D(u_stripes, texCoord).rgb;
  259. vec4 colorImage = texture2D(u_stripes, texCoord);
  260. material.alpha = colorImage.a;
  261. material.diffuse *= max(u_color.rgb * material.alpha * 3.0, u_color.rgb);
  262. }`,
  263. });
  264. var primitive = new mars3d.graphic.ModelPrimitive({
  265. position: [116.349096, 30.861465, 377.9],
  266. style: {
  267. url: "//data.mars3d.cn/gltf/mars/jingche/jingche.gltf",
  268. scale: 5,
  269. minimumPixelSize: 50,
  270. customShader: textureUniformShader,
  271. },
  272. });
  273. graphicLayer.addGraphic(primitive);
  274. var startTime = performance.now();
  275. map.on(mars3d.EventType.postUpdate, function () {
  276. var elapsedTimeSeconds = (performance.now() - startTime) / 1000;
  277. textureUniformShader.setUniform("u_time", elapsedTimeSeconds);
  278. });
  279. }
  280. </script>
  281. </body>
  282. </html>