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Cesium 坐标转换、模型裁剪、面积计算

Cesium 坐标转换、模型裁剪、面积计算

作者: 宿州刘德华 | 来源:发表于2022-03-21 14:15 被阅读0次
    /* eslint-disable no-unused-vars */
    /**
     * 距离(米)转换为经度  一米对应的经度与所在有关纬度
     * @param meter 距离
     * @param lat 所在纬度
     * @returns {number}
     */
    export const meter2Lng = (meter, lat) => {
      let pi = Math.PI;
      let latInMeter = (Math.cos((lat * pi) / 180) * 6371 * 2 * pi) / 360;
      return meter / latInMeter / 1000;
    };
    
    /**
     * 距离(米)转换为纬度  一米对应的纬度为定值
     * @param meter 距离多少米
     * @returns {number}
     */
    export const meter2Lat = (meter) => {
      let pi = Math.PI;
      let lngInMeter = (6371 * 2 * pi) / 360;
      return meter / lngInMeter / 1000;
    };
    
    /**
     * 判断该点是否是经纬度或者笛卡尔坐标
     * @param point
     */
    export const isDegreesOrCartesian = (point) => {
      if (!point) {
        throw "参数错误!";
      }
      if (
        "number" === typeof point.x &&
        "number" === typeof point.y &&
        "number" === typeof point.z
      ) {
        return true;
      }
      if ("number" === typeof point.lng && "number" === typeof point.lat) {
        return true;
      }
      return false;
    };
    /**
     * 笛卡尔坐标转WGS84
     * @param Cartesian3 单个点或点数组
     */
    export const Cartesian3ToWGS84 = ({ Cesium, viewer }, Cartesian3) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (!Cartesian3 || !Cartesian3.x) {
        throw "Error in parameters";
      }
      let _cartesian3 = new Cesium.Cartesian3(
        Cartesian3.x,
        Cartesian3.y,
        Cartesian3.z
      );
      let _cartographic = Cesium.Cartographic.fromCartesian(_cartesian3);
      let _lat = Cesium.Math.toDegrees(_cartographic.latitude);
      let _lng = Cesium.Math.toDegrees(_cartographic.longitude);
      let _alt = _cartographic.height;
      return { lng: _lng, lat: _lat, alt: _alt };
    };
    /**
     * 世界坐标系转屏幕坐标
     * @param point
     * @param viewer
     */
    export const toWindowCoordinates = ({ Cesium, viewer }, point) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (viewer && point && point.x && point.y && point.z) {
        return Cesium.SceneTransforms.wgs84ToWindowCoordinates(viewer.scene, point);
      } else if (viewer && point.lng && point.lat && point.alt) {
        return Cesium.SceneTransforms.wgs84ToWindowCoordinates(
          viewer.scene,
          toCartesianFromDegrees({ Cesium, viewer }, point)
        );
      } else {
        throw "参数错误!";
      }
    };
    
    /**
     * 笛卡尔坐标转世界坐标
     * @param point
     */
    export const toDegreesFromCartesian = ({ Cesium, viewer }, point) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (point.x && point.y && point.z) {
        let cartesian33 = new Cesium.Cartesian3(point.x, point.y, point.z);
        let cartographic = Cesium.Cartographic.fromCartesian(cartesian33);
        return {
          lng: parseFloat(
            Cesium.Math.toDegrees(cartographic.longitude).toFixed(10)
          ),
          lat: parseFloat(Cesium.Math.toDegrees(cartographic.latitude).toFixed(10)),
          alt: parseFloat(cartographic.height.toFixed(5)),
        };
      } else {
        throw "参数错误!";
      }
    };
    
    /**
     * 世界坐标转笛卡尔坐标
     * @param point
     */
    export const toCartesianFromDegrees = ({ Cesium, viewer }, point) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (point.lng && point.lat) {
        return Cesium.Cartesian3.fromDegrees(point.lng, point.lat, point.alt || 0);
      } else {
        throw "参数错误!";
      }
    };
    /**
     * 转化成经纬度
     * @param point
     */
    export const toDegrees = ({ Cesium, viewer }, point) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (isDegreesOrCartesian(point)) {
        if (point.x && point.y && point.z) {
          point = toDegreesFromCartesian({ Cesium, viewer }, point);
        }
        return point;
      } else {
        throw "参数错误!";
      }
    };
    
    /**
     * 转化成笛卡尔坐标
     * @param point
     */
    export const toCartesian = ({ Cesium, viewer }, point) => {
      if (!Cesium || !viewer) {
        return;
      }
      if (isDegreesOrCartesian(point)) {
        if (point.lng && point.lat) {
          point = toCartesianFromDegrees({ Cesium, viewer }, point);
        }
        return point;
      } else {
        throw "参数错误!";
      }
    };
    
    /**
     * tile 保留range区域
     * @param {*} range 多边形区域
     * @param {*} model 操作的模型
     * @returns
     */
    export const tileClippingPlanes = ({ Cesium, viewer }, range, model) => {
      if (!range || !model || range.length < 4) {
        return;
      }
    
      function getInverseTransform(tileSet) {
        let transform = undefined;
        let tmp = tileSet.root.transform;
        if ((tmp && tmp.equals(Cesium.Matrix4.IDENTITY)) || !tmp) {
          // 如果root.transform不存在,则3DTiles的原点变成了boundingSphere.center
          transform = Cesium.Transforms.eastNorthUpToFixedFrame(
            tileSet.boundingSphere.center
          );
        } else {
          transform = Cesium.Matrix4.fromArray(tileSet.root.transform);
        }
        return Cesium.Matrix4.inverseTransformation(
          transform,
          new Cesium.Matrix4()
        );
      }
    
      function getOriginCoordinateSystemPoint(point, inverseTransform) {
        return Cesium.Matrix4.multiplyByPoint(
          inverseTransform,
          point,
          new Cesium.Cartesian3()
        );
      }
    
      function createPlane(p1, p2, inverseTransform) {
        let p1C3 = getOriginCoordinateSystemPoint(p1, inverseTransform);
        let p2C3 = getOriginCoordinateSystemPoint(p2, inverseTransform);
        // 定义一个垂直向上的向量up
        let up = new Cesium.Cartesian3(0, 0, 10);
        //  right 实际上就是由p1指向p2的向量
        let right = Cesium.Cartesian3.subtract(p2C3, p1C3, new Cesium.Cartesian3());
    
        // 计算normal, right叉乘up,得到平面法向量,这个法向量指向right的右侧
        let normal = Cesium.Cartesian3.cross(right, up, new Cesium.Cartesian3());
        normal = Cesium.Cartesian3.normalize(normal, normal);
    
        //由于已经获得了法向量和过平面的一点,因此可以直接构造Plane,并进一步构造ClippingPlane
        let planeTmp = Cesium.Plane.fromPointNormal(p2C3, normal);
        return Cesium.ClippingPlane.fromPlane(planeTmp);
      }
      let inverseTransform;
      if (model) {
        inverseTransform = getInverseTransform(model);
      } else {
        inverseTransform = Cesium.Matrix4.IDENTITY;
      }
      // let inverseTransform = getInverseTransform(model);
      let clippingPlanes = [];
    
      //判断是顺时针还是逆时针多边形  顺时针为负值 逆时针为正值
      let temp =
        (range[1].x - range[0].x) * (range[2].y - range[0].y) -
        (range[1].y - range[0].y) * (range[2].x - range[0].x);
    
      let rangeLength = range.length;
    
      for (let i = 0; i < range.length; i++) {
        let nextIndex;
        if (temp <= 0) {
          nextIndex = (i + 1) % rangeLength;
        } else {
          if (i === 0) {
            nextIndex = rangeLength - 1;
          } else {
            nextIndex = i - 1;
          }
        }
        clippingPlanes.push(
          createPlane(range[i], range[nextIndex], inverseTransform)
        );
      }
    
      return new Cesium.ClippingPlaneCollection({
        planes: clippingPlanes,
        unionClippingRegions: true,
        edgeWidth: 0.4,
        edgeColor: Cesium.Color.RED.withAlpha(0.1),
        enabled: true,
      });
    };
    
    /**
     * tile或者globe  扣一个洞
     * @param {*} points 多边形区域
     * @param {*} primitive 需要挖洞的模型或者地球
     * @returns
     */
    export const getClippingPlanes = ({ Cesium, viewer }, points, primitive) => {
      let modelMatrix = null;
      if (primitive) {
        modelMatrix = getInverseTransform(primitive);
      } else {
        modelMatrix = Cesium.Matrix4.IDENTITY;
      }
    
      function getInverseTransform(tileSet) {
        let transform = undefined;
        let tmp = tileSet.root.transform;
        if ((tmp && tmp.equals(Cesium.Matrix4.IDENTITY)) || !tmp) {
          // 如果root.transform不存在,则3DTiles的原点变成了boundingSphere.center
          transform = Cesium.Transforms.eastNorthUpToFixedFrame(
            tileSet.boundingSphere.center
          );
        } else {
          transform = Cesium.Matrix4.fromArray(tileSet.root.transform);
        }
        return Cesium.Matrix4.inverseTransformation(
          transform,
          new Cesium.Matrix4()
        );
      }
    
      let pointsLength = points.length;
      let clippingPlanes = []; // 存储ClippingPlane集合
      //判断是顺时针还是逆时针多边形  顺时针为负值 逆时针为正值
      let temp =
        (points[1].x - points[0].x) * (points[2].y - points[0].y) -
        (points[1].y - points[0].y) * (points[2].x - points[0].x);
      for (let i = 0; i < pointsLength; i++) {
        let nextIndex;
        if (temp > 0) {
          nextIndex = (i + 1) % pointsLength;
        } else {
          if (i === 0) {
            nextIndex = pointsLength - 1;
          } else {
            nextIndex = i - 1;
          }
        }
        let midpoint = Cesium.Cartesian3.add(
          points[i],
          points[nextIndex],
          new Cesium.Cartesian3()
        );
        midpoint = Cesium.Cartesian3.multiplyByScalar(midpoint, 0.5, midpoint);
    
        let up = Cesium.Cartesian3.normalize(midpoint, new Cesium.Cartesian3());
        let right = Cesium.Cartesian3.subtract(
          points[nextIndex],
          midpoint,
          new Cesium.Cartesian3()
        );
        right = Cesium.Cartesian3.normalize(right, right);
    
        let normal = Cesium.Cartesian3.cross(right, up, new Cesium.Cartesian3());
        normal = Cesium.Cartesian3.normalize(normal, normal);
    
        let originCenteredPlane = new Cesium.Plane(normal, 0.0);
        let distance = Cesium.Plane.getPointDistance(originCenteredPlane, midpoint);
    
        clippingPlanes.push(new Cesium.ClippingPlane(normal, distance));
      }
    
      return new Cesium.ClippingPlaneCollection({
        modelMatrix: modelMatrix,
        planes: clippingPlanes,
        // unionClippingRegions: true,
        edgeWidth: 0.4,
        edgeColor: Cesium.Color.RED.withAlpha(0.1),
        enabled: true,
      });
    };
    
    /**
     * 获取两点之间的距离
     * @param p1
     * @param p2
     * @returns {*}
     */
    export const getDistance = ({ Cesium, viewer }, p1, p2) => {
      p1 = toCartesian({ Cesium, viewer }, p1);
      p2 = toCartesian({ Cesium, viewer }, p2);
      return Math.sqrt(
        Math.pow(p1.x - p2.x, 2) +
          Math.pow(p1.y - p2.y, 2) +
          Math.pow(p1.z - p2.z, 2)
      );
    };
    
    /**
     * 点到线段的最短距离
     * @param a 线段上一点
     * @param b 线段上另一个点
     * @param s 该点到ab的最短距离
     * @returns {number}
     */
    export const point2LineMinDistance = ({ Cesium, viewer }, a, b, s) => {
      a = toCartesian({ Cesium, viewer }, a);
      b = toCartesian({ Cesium, viewer }, b);
      s = toCartesian({ Cesium, viewer }, s);
      let ab = Math.sqrt(
        Math.pow(a.x - b.x, 2.0) +
          Math.pow(a.y - b.y, 2.0) +
          Math.pow(a.z - b.z, 2.0)
      );
      let as = Math.sqrt(
        Math.pow(a.x - s.x, 2.0) +
          Math.pow(a.y - s.y, 2.0) +
          Math.pow(a.z - s.z, 2.0)
      );
      let bs = Math.sqrt(
        Math.pow(s.x - b.x, 2.0) +
          Math.pow(s.y - b.y, 2.0) +
          Math.pow(s.z - b.z, 2.0)
      );
      let cos_A =
        (Math.pow(as, 2.0) + Math.pow(ab, 2.0) - Math.pow(bs, 2.0)) / (2 * ab * as);
      let sin_A = Math.sqrt(1 - Math.pow(cos_A, 2.0));
      let t =
        ((a.x - s.x) * (a.x - b.x) +
          (a.y - s.y) * (a.y - b.y) +
          (a.z - s.z) * (a.z - b.z)) /
        (Math.pow(a.x - b.x, 2.0) +
          Math.pow(a.y - b.y, 2.0) +
          Math.pow(a.z - b.z, 2.0));
      if (t < 0) {
        return as;
      } else if (t <= 1 && t >= 0) {
        return as * sin_A;
      } else if (t > 1) {
        return bs;
      }
    };
    
    /**
     * 求三角形面积;返回-1为不能组成三角形;
     * @param a
     * @param b
     * @param c
     * @returns {*}
     */
    export const countTriangleArea = ({ Cesium, viewer }, a, b, c) => {
      a = toCartesian({ Cesium, viewer }, a);
      b = toCartesian({ Cesium, viewer }, b);
      c = toCartesian({ Cesium, viewer }, c);
      let area = -1;
      let side = []; //存储三条边的长度;
      side[0] = Math.sqrt(
        Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2) + Math.pow(a.z - b.z, 2)
      );
      side[1] = Math.sqrt(
        Math.pow(a.x - c.x, 2) + Math.pow(a.y - c.y, 2) + Math.pow(a.z - c.z, 2)
      );
      side[2] = Math.sqrt(
        Math.pow(c.x - b.x, 2) + Math.pow(c.y - b.y, 2) + Math.pow(c.z - b.z, 2)
      );
      //不能构成三角形;
      if (
        side[0] + side[1] <= side[2] ||
        side[0] + side[2] <= side[1] ||
        side[1] + side[2] <= side[0]
      ) {
        return area;
      }
      //利用海伦公式。area =sqr(p*(p-a)(p-b)(p-c));
      let p = (side[0] + side[1] + side[2]) / 2; //半周长;
      area = Math.sqrt(p * (p - side[0]) * (p - side[1]) * (p - side[2]));
      return area;
    };
    
    /**
     * 获取多边形的中心(根据经纬度,不包括高程)
     * @param path  数组 [{lng:123,lat:32},...]
     * @returns {{lng: number, lat: number}}
     */
    export const getPolygonCenterByDegree = (path) => {
      if (!path || path.length < 3 || !path[0].lng) {
        throw "Error in parameters";
      }
      let x = 0.0;
      let y = 0.0;
      for (let i = 0; i < path.length; i++) {
        x = x + parseFloat(path[i].lng);
        y = y + parseFloat(path[i].lat);
      }
      x = x / path.length;
      y = y / path.length;
      return {
        lng: x,
        lat: y,
      };
    };
    
    /**
     * 求多边形的面积
     * @param arr
     * @returns {*}
     */
    export const countArea = ({ Cesium, viewer }, arr) => {
      if (!arr || arr.length < 3) {
        throw "参数错误!";
      } else {
        let area = 0;
        for (let i = 0; i < arr.length; i++) {
          let j = (i + 1) % arr.length;
          let p1 = arr[i],
            p2 = arr[j];
          p1 = toCartesian({ Cesium, viewer }, p1);
          p2 = toCartesian({ Cesium, viewer }, p2);
          area += p1.x * p2.y;
          area -= p1.y * p2.x;
        }
        area /= 2;
        return Math.abs(area);
      }
    };
    

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        本文标题:Cesium 坐标转换、模型裁剪、面积计算

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