区块链技术博客
www.b2bchain.cn

cesium 实现雷达波求职学习资料

本文介绍了cesium 实现雷达波求职学习资料,有助于帮助完成毕业设计以及求职,是一篇很好的资料。

对技术面试,学习经验等有一些体会,在此分享。

构建雷达扫描

“`

// TODO 未集成
export class RadarRadiationWave {
viewer:any;

init(map: any){     this.viewer = map;     this.initRadarRiationWave1();     this.initRadarRiationWave2(); }  initRadarRiationWave1 () {     var e = this.viewer.scene, i = Cesium.Cartesian3.fromDegrees(112.39, 39.9),         a = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 2e5),         t = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 4e5),         r = Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(i), new Cesium.Cartesian3(0, 0, 2e5), new Cesium.Matrix4);     this.viewer.camera.flyToBoundingSphere(new Cesium.BoundingSphere(a, 4e5));     e.primitives.add(new Cesium.BillboardCollection).add({         image: "./images/svg/wave.svg",         position: t,         horizontalOrigin: Cesium.HorizontalOrigin.LEFT,         verticalOrigin: Cesium.VerticalOrigin.BOTTOM,         pixelOffset: new Cesium.Cartesian2(-10, 10),         scale: .3     });     var n = new Cesium.CylinderGeometry({             length: 4e5,             topRadius: 0,             bottomRadius: 12e4,             vertexFormat: Cesium.MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat         }), s = new Cesium.GeometryInstance({geometry: n, modelMatrix: r}),         o = e.primitives.add(new Cesium.Primitive({             geometryInstances: [s],             appearance: new Cesium.MaterialAppearance({                 material: new Cesium.Material({                     fabric: {                         type: "VtxfShader1",                         uniforms: {                             color: new Cesium.Color(.2, 1, 0, 1),                             repeat: 30,                             offset: 0,                             thickness: .3                         },                         source: "n                            uniform vec4 color;n                            uniform float repeat;n                            uniform float offset;n                            uniform float thickness;n                            czm_material czm_getMaterial(czm_materialInput materialInput)n                            {n                                czm_material material = czm_getDefaultMaterial(materialInput);n                                float sp = 1.0/repeat;n                                vec2 st = materialInput.st;n                                float dis = distance(st, vec2(0.5));n                                float m = mod(dis + offset, sp);n                                float a = step(sp*(1.0-thickness), m);n                                material.diffuse = color.rgb;n                                material.alpha = a * color.a;n                                return material;n                            }n                        "                     }, translucent: !1                 }), faceForward: !1, closed: !0             })         }));

构建雷达扫描

“`

// TODO 未集成
export class RadarRadiationWave {
viewer:any;

init(map: any){     this.viewer = map;     this.initRadarRiationWave1();     this.initRadarRiationWave2(); }  initRadarRiationWave1 () {     var e = this.viewer.scene, i = Cesium.Cartesian3.fromDegrees(112.39, 39.9),         a = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 2e5),         t = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 4e5),         r = Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(i), new Cesium.Cartesian3(0, 0, 2e5), new Cesium.Matrix4);     this.viewer.camera.flyToBoundingSphere(new Cesium.BoundingSphere(a, 4e5));     e.primitives.add(new Cesium.BillboardCollection).add({         image: "./images/svg/wave.svg",         position: t,         horizontalOrigin: Cesium.HorizontalOrigin.LEFT,         verticalOrigin: Cesium.VerticalOrigin.BOTTOM,         pixelOffset: new Cesium.Cartesian2(-10, 10),         scale: .3     });     var n = new Cesium.CylinderGeometry({             length: 4e5,             topRadius: 0,             bottomRadius: 12e4,             vertexFormat: Cesium.MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat         }), s = new Cesium.GeometryInstance({geometry: n, modelMatrix: r}),         o = e.primitives.add(new Cesium.Primitive({             geometryInstances: [s],             appearance: new Cesium.MaterialAppearance({                 material: new Cesium.Material({                     fabric: {                         type: "VtxfShader1",                         uniforms: {                             color: new Cesium.Color(.2, 1, 0, 1),                             repeat: 30,                             offset: 0,                             thickness: .3                         },                         source: "n                            uniform vec4 color;n                            uniform float repeat;n                            uniform float offset;n                            uniform float thickness;n                            czm_material czm_getMaterial(czm_materialInput materialInput)n                            {n                                czm_material material = czm_getDefaultMaterial(materialInput);n                                float sp = 1.0/repeat;n                                vec2 st = materialInput.st;n                                float dis = distance(st, vec2(0.5));n                                float m = mod(dis + offset, sp);n                                float a = step(sp*(1.0-thickness), m);n                                material.diffuse = color.rgb;n                                material.alpha = a * color.a;n                                return material;n                            }n                        "                     }, translucent: !1                 }), faceForward: !1, closed: !0             })         }));

构建雷达扫描

“`

// TODO 未集成
export class RadarRadiationWave {
viewer:any;

init(map: any){     this.viewer = map;     this.initRadarRiationWave1();     this.initRadarRiationWave2(); }  initRadarRiationWave1 () {     var e = this.viewer.scene, i = Cesium.Cartesian3.fromDegrees(112.39, 39.9),         a = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 2e5),         t = Cesium.Cartesian3.fromDegrees(112.39, 39.9, 4e5),         r = Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(i), new Cesium.Cartesian3(0, 0, 2e5), new Cesium.Matrix4);     this.viewer.camera.flyToBoundingSphere(new Cesium.BoundingSphere(a, 4e5));     e.primitives.add(new Cesium.BillboardCollection).add({         image: "./images/svg/wave.svg",         position: t,         horizontalOrigin: Cesium.HorizontalOrigin.LEFT,         verticalOrigin: Cesium.VerticalOrigin.BOTTOM,         pixelOffset: new Cesium.Cartesian2(-10, 10),         scale: .3     });     var n = new Cesium.CylinderGeometry({             length: 4e5,             topRadius: 0,             bottomRadius: 12e4,             vertexFormat: Cesium.MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat         }), s = new Cesium.GeometryInstance({geometry: n, modelMatrix: r}),         o = e.primitives.add(new Cesium.Primitive({             geometryInstances: [s],             appearance: new Cesium.MaterialAppearance({                 material: new Cesium.Material({                     fabric: {                         type: "VtxfShader1",                         uniforms: {                             color: new Cesium.Color(.2, 1, 0, 1),                             repeat: 30,                             offset: 0,                             thickness: .3                         },                         source: "n                            uniform vec4 color;n                            uniform float repeat;n                            uniform float offset;n                            uniform float thickness;n                            czm_material czm_getMaterial(czm_materialInput materialInput)n                            {n                                czm_material material = czm_getDefaultMaterial(materialInput);n                                float sp = 1.0/repeat;n                                vec2 st = materialInput.st;n                                float dis = distance(st, vec2(0.5));n                                float m = mod(dis + offset, sp);n                                float a = step(sp*(1.0-thickness), m);n                                material.diffuse = color.rgb;n                                material.alpha = a * color.a;n                                return material;n                            }n                        "                     }, translucent: !1                 }), faceForward: !1, closed: !0             })         }));

部分转自互联网,侵权删除联系

赞(0) 打赏
部分文章转自网络,侵权联系删除b2bchain区块链学习技术社区 » cesium 实现雷达波求职学习资料
分享到: 更多 (0)

评论 抢沙发

  • 昵称 (必填)
  • 邮箱 (必填)
  • 网址

b2b链

联系我们联系我们