通过传入范围,在顶点着色器函数内判断渲染的顶点是否在范围内,如果在将顶点坐标0。如果不在则正常显示。反之也可以将范围外的顶点坐标0。
/**
* @class
* @description 3dtiles 模型按照(经纬度二维)范围裁剪
*/
class Clipping {
constructor(Cesium, tileset, opt) {
if (!tileset || !Cesium) {
throw new Error("参数错误!")
}
if (opt.polygons && opt.polygons instanceof Array && opt.polygons.length > 0) {
for (let polygon of opt.polygons) {
if (!(polygon instanceof Array && polygon.length >= 3)) {
throw new Error("参数错误!")
}
}
} else {
throw new Error("参数错误!")
}
this.Cesium = Cesium;
this.tileset = tileset;
if (typeof opt.excavate === "boolean") {
this.excavate = opt.excavate
} else {
this.excavate = false;
}
this.polygons = opt.polygons;
this.center = tileset.boundingSphere.center.clone();
this.matrix = Cesium.Transforms.eastNorthUpToFixedFrame(this.center.clone());
this.localMatrix = Cesium.Matrix4.inverse(this.matrix, new Cesium.Matrix4());
this.localPositionsArr = [];
for (let pp = 0; pp < this.polygons.length; pp++) {
let positions = this.polygons[pp];
let localCoor = this.cartesiansToLocal(positions);
this.localPositionsArr.push(localCoor);
}
this.initialize();
}
initialize() {
let out_v_str = ``;
let in_v_str = ``;
let temp_str = ``;
for (let m = 0; m < this.localPositionsArr.length; m++) {
let polygon = this.localPositionsArr[m];
out_v_str +=
`vec2 points_${m}[${polygon.length}];
bool isPointInPolygon_${m}(vec2 point){
int nCross = 0; // 交点数
const int n = ${polygon.length};
for(int i = 0; i < n; i++){
vec2 p1 = points_${m}[i];
vec2 p2 = points_${m}[int(mod(float(i+1),float(n)))];
if(p1[1] == p2[1]){
continue;
}
if(point[1] < min(p1[1], p2[1])){
continue;
}
if(point[1] >= max(p1[1], p2[1])){
continue;
}
float x = p1[0] + ((point[1] - p1[1]) * (p2[0] - p1[0])) / (p2[1] - p1[1]);
if(x > point[0]){
nCross++;
}
}
return int(mod(float(nCross), float(2))) == 1;
}\n
`
for (let n = 0; n < polygon.length; n++) {
in_v_str += `points_${m}[${n}] = vec2(${polygon[n][0]}, ${polygon[n][1]});\n`;
}
temp_str += `isPointInPolygon_${m}(position2D)||`
}
temp_str = temp_str.slice(0, -2);
if (this.excavate == false) {
in_v_str +=
`
if(${temp_str}){
}else{
vsOutput.positionMC *= 0.0;
}
`
} else if (this.excavate == true) {
in_v_str +=
`
if(${temp_str}){
vsOutput.positionMC *= 0.0;
}
`
}
this.updateShader(out_v_str, in_v_str);
}
/**
* 销毁
*/
destroy() {
this.tileset.customShader = undefined;
}
updateShader(vtx1, vtx2) {
let v_text = `
// 所有isPointInPolygon函数
${vtx1}
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput){
vec3 modelMC = vsInput.attributes.positionMC;
vec4 model_local_position = vec4(modelMC.x, modelMC.y, modelMC.z, 1.0);
vec4 tileset_local_position = u_tileset_worldToLocalMatrix * czm_model * model_local_position;
vec2 position2D = vec2(tileset_local_position.x,tileset_local_position.y);
// 多个多边形区域
${vtx2}
}`;
console.log(v_text)
let flatCustomShader = new Cesium.CustomShader({
uniforms: {
u_tileset_localToWorldMatrix: {
type: Cesium.UniformType.MAT4,
value: this.matrix,
},
u_tileset_worldToLocalMatrix: {
type: Cesium.UniformType.MAT4,
value: this.localMatrix,
},
u_flatHeight: {
type: Cesium.UniformType.FLOAT,
value: this.flatHeight,
},
},
vertexShaderText: v_text,
});
this.tileset.customShader = flatCustomShader;
}
// 世界坐标转数组局部坐标
cartesiansToLocal(positions) {
let arr = [];
for (let i = 0; i < positions.length; i++) {
let position = positions[i];
let localp = Cesium.Matrix4.multiplyByPoint(
this.localMatrix,
position.clone(),
new Cesium.Cartesian3()
)
arr.push([localp.x, localp.y]);
}
return arr;
}
}
例子