cesium之淹没分析实现

文章介绍了使用Cesium进行三维淹没分析的实现思路,包括获取鼠标点击的四点坐标,计算水位高度极值,以及利用多面体拉伸机制模拟水位上升效果。应用场景包括洪水模拟和水利工程选址。提供了源码开源仓库链接。

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一、序言

这篇文章分享的是cesium中高阶功能淹没分析代码实现的思路,以及一些参考代码,源码开源仓库地址在文末,希望能给各位在生产中提供一些帮助,话不多说,上效果图:

二、应用场景

剖面分析的常见应用场景:

1)根据某区域洪水涨势速度,模拟洪水涨到指定高程的淹没过程,为防洪救灾提供一定的参考。

2)淹没分析结果可为河流区域的水利工程或建筑地选址提供依据。

三、实现思路及代码

看到了效果图之后,我们就来理一下实现的思路:

先通过鼠标左键点击事件获取四个点的位置,把点的位置传给淹没分析的函数,函数需传入起始水位和终止水位,把四点的坐标去除高度后以数组的形式作为画多边形的位置参数,利用extrudeHeight(拉伸高度)机制和属性回调函数来不断拉高多边形的高度,直到达到终止水位,实现淹没效果

1.描绘出淹没范围

要描绘出淹没范围,首先需要点击添加点位以及范围面,下面的代码是过程中涉及的一些添加entity的函数:

//画广告牌
        drawPointLabel(position, pointNum) {
            let viewer = this.viewer
            let Cesium = this.Cesium
            // 本质上就是添加一个点的实体
            return viewer.entities.add({
                name: '测量点',
                position: position,
                point: {
                    color: Cesium.Color.WHEAT,
                    pixelSize: 5,
                    outlineWidth: 3,
                    disableDepthTestDistance: Number.POSITIVE_INFINITY, //
                    heightReference: Cesium.HeightReference.CLAMP_TO_GROUND // 规定贴地
                },
                label: {
                    text: pointNum,
                    font: '30px sans-serif',
                    fillColor: Cesium.Color.WHITE,
                    outlineWidth: 2,
                    backgroundColor: Cesium.Color.BLACK,
                    showBackground: true,
                    style: Cesium.LabelStyle.FILL,
                    verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
                    horizontalOrigin: Cesium.HorizontalOrigin.CENTER,
                    disableDepthTestDistance: Number.POSITIVE_INFINITY,
                    heightReference: Cesium.HeightReference.CLAMP_TO_GROUND
                }
            })
        },
//画线
        drawPolyline(positions) {
            let viewer = this.viewer
            if (positions.length < 1) return
            viewer.entities.add({
                name: '测量点',
                polyline: {
                    positions: positions,
                    width: 5.0,
                    material: new this.Cesium.PolylineGlowMaterialProperty({
                        // eslint-disable-next-line new-cap
                        color: this.Cesium.Color.WHEAT
                    }),
                    depthFailMaterial: new this.Cesium.PolylineGlowMaterialProperty({
                        // eslint-disable-next-line new-cap
                        color: this.Cesium.Color.WHEAT
                    }),
                    clampToGround: true
                }
            })
        }
// 方向
        Bearing(from, to) {
            let Cesium = this.Cesium
            let fromCartographic = Cesium.Cartographic.fromCartesian(from)
            let toCartographic = Cesium.Cartographic.fromCartesian(to)
            let lat1 = fromCartographic.latitude
            let lon1 = fromCartographic.longitude
            let lat2 = toCartographic.latitude
            let lon2 = toCartographic.longitude
            let angle = -Math.atan2(Math.sin(lon1 - lon2) * Math.cos(lat2), Math.cos(lat1) * Math.sin(lat2) - Math.sin(lat1) * Math.cos(lat2) * Math.cos(lon1 - lon2))
            if (angle < 0) {
                angle += Math.PI * 2.0
            }
            return angle
        },
        // 角度
        pointAngle(point1, point2, point3) {
            let bearing21 = this.Bearing(point2, point1)
            let bearing23 = this.Bearing(point2, point3)
            let angle = bearing21 - bearing23
            if (angle < 0) {
                angle += Math.PI * 2.0
            }
            return angle
        },
/* 计算空间面积 */
        getArea(positions) {
            let res = 0
            for (let i = 0; i < positions.length - 2; i++) {
                let j = (i + 1) % positions.length
                let k = (i + 2) % positions.length
                let totalAngle = this.pointAngle(positions[i], positions[j], positions[k])
                let tempLength1 = this.getLength(positions[j], positions[0])
                let tempLength2 = this.getLength(positions[k], positions[0])
                res += tempLength1 * tempLength2 * Math.sin(totalAngle) / 2
            }
            res = res.toFixed(2)
            // console.log(res)
            res = parseFloat(res)
            // console.log(Math.abs(res))
            return Math.abs(res)
        },
/* 在最后一个点处添加标签,显示面积 */
        addArea(area, positions) {
            let viewer = this.viewer
            let Cesium = this.Cesium
            return viewer.entities.add({
                name: '测量点',
                position: positions[positions.length - 1],
                label: {
                    text: area + '平方公里',
                    font: '20px sans-serif',
                    fillColor: Cesium.Color.WHITE,
                    outlineWidth: 2,
                    backgroundColor: Cesium.Color.BLACK,
                    showBackground: true,
                    style: Cesium.LabelStyle.FILL,
                    pixelOffset: new Cesium.Cartesian2(60, -60),
                    verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
                    horizontalOrigin: Cesium.HorizontalOrigin.CENTER,
                    heightReference: Cesium.HeightReference.CLAMP_TO_GROUND,
                    disableDepthTestDistance: Number.POSITIVE_INFINITY
                }
            })
        },
//画面
        drawPolygon(positions) {
            let viewer = this.viewer
            if (positions.length < 2) return
            return viewer.entities.add({
                name: '测量点',
                polygon: {
                    hierarchy: positions,
                    // eslint-disable-next-line new-cap
                    material: new this.Cesium.ColorMaterialProperty(
                        this.Cesium.Color.WHEAT.withAlpha(0.4)
                    )
                }
            })
        },

2.水位的高程极值计算

要实现淹没的效果,需要设置水位的最高值和最低值,该值可以直接通过input框输入,但是在实际应用场景中,用户本身并不知到其描述范围的最高值和最低值,如果随便输入,效果并不理想,可能耗费长时间等待水位从0点升高,甚至需要多次尝试才能找到该范围最合适的水位高度,非常的不方便,所以我们需要在描绘出范围的时候,自动计算好该范围内的高程极值并提供给用户,便于用户找到其理想的水位,以下是高程极值算法的实现思路以及代码:

利用四点坐标两两成线,分别迭代求中点得到线上诸多点位,两条线上相同位置点位成线迭代求中点得到点位矩阵,解析矩阵求出每个点的高度,求出高程极值,求出高程极值后可以减少extrudeHeight拉升的距离,减少等待时间且高度更加准确

//求第一条线上的33个点
                                        this.waterArray1.push(tempPoints[0])
                                        this.waterArray1.push(tempPoints[1])
                                        for (let i = 0; i < 5; i++) {
                                            this.waterArray2 = []
                                            for (let i in this.waterArray1) {
                                                if (i == this.waterArray1.length - 1) {
                                                    this.waterArray2.push(this.waterArray1[i])
                                                } else {
                                                    let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                    this.waterArray2.push(this.waterArray1[i])
                                                    this.waterArray2.push(midpoint)
                                                }
                                            }
                                            this.waterArray1 = this.waterArray2
                                        }
                                        let pointOnline1 = this.waterArray1
                                        this.waterArray1 = []

                                        //求平行线上的33个点
                                        this.waterArray1.push(tempPoints[3])
                                        this.waterArray1.push(tempPoints[2])
                                        for (let i = 0; i < 5; i++) {
                                            this.waterArray2 = []
                                            for (let i in this.waterArray1) {
                                                if (i == this.waterArray1.length - 1) {
                                                    this.waterArray2.push(this.waterArray1[i])
                                                } else {
                                                    let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                    this.waterArray2.push(this.waterArray1[i])
                                                    this.waterArray2.push(midpoint)
                                                }
                                            }
                                            this.waterArray1 = this.waterArray2
                                        }
                                        let pointOnline2 = this.waterArray1
                                        let heightarr = []
                                        //33*33矩阵
                                        // let matrix = []
                                        for (let i = 0; i < pointOnline1.length; i++) {
                                            this.waterArray1 = []
                                            this.waterArray1.push(pointOnline1[i])
                                            this.waterArray1.push(pointOnline2[i])
                                            for (let i = 0; i < 5; i++) {
                                                this.waterArray2 = []
                                                for (let i in this.waterArray1) {
                                                    if (i == this.waterArray1.length - 1) {
                                                        this.waterArray2.push(this.waterArray1[i])
                                                    } else {
                                                        let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                        this.waterArray2.push(this.waterArray1[i])
                                                        this.waterArray2.push(midpoint)
                                                    }
                                                }
                                                // this.waterArray1 = this.waterArray2
                                                for (let j in this.waterArray2) {
                                                    let categary = Cesium.Cartographic.fromCartesian(this.waterArray2[j]);
                                                    let height = (viewer.scene.globe.getHeight(categary)).toFixed(2)
                                                    heightarr.push(Number(height))
                                                }
                                            }
                                            // matrix.push(this.waterArray1)
                                        }

                                        //解析矩阵求所有点位高度
                                        // let heightarr = [] 
                                        // for (let i in matrix) {
                                        //     let matrix1 = matrix[i]
                                        //     for (let j in matrix1) {
                                        //         let categary = Cesium.Cartographic.fromCartesian(matrix1[j]);
                                        //         let height = (viewer.scene.globe.getHeight(categary)).toFixed(2)
                                        //         heightarr.push(Number(height))
                                        //     }
                                        // }
                                        this.maxWaterHeight = Math.max(...heightarr)
                                        this.minWaterHeight = Math.min(...heightarr)

3.淹没效果实现

淹没效果的实现主要利用多面体的拉升机制,利用回调函数不断提高多面体的高度,实现水位上升的效果,话不多说,上码:

该码用于开始淹没分析的点击事件

//开始淹没分析
        waterAnalysis(targetHeight1, positions, waterHeight1) {
            this.$refs.waterComing.style.color = 'rgb(146, 171, 243)'
            let viewer = this.viewer
            let Cesium = this.Cesium
            let targetHeight = targetHeight1 * 1
            let waterHeight = waterHeight1 * 1
            // console.log(positions)
            let adapCoordi = []
            positions.forEach((item) => {
                let cartographic = this.Cesium.Ellipsoid.WGS84.cartesianToCartographic(item)
                let lon = this.Cesium.Math.toDegrees(cartographic.longitude)
                let lat = this.Cesium.Math.toDegrees(cartographic.latitude)
                let arr = Cesium.Cartesian3.fromDegrees(lon, lat, 0)
                adapCoordi.push(arr)
            })
            // console.log(adapCoordi)
            let entity = viewer.entities.add({
                name: '测量点',
                polygon: {
                    hierarchy: adapCoordi,
                    perPositionHeight: true,
                    extrudedHeight: new Cesium.CallbackProperty(() => {
                        waterHeight += 3;
                        if (waterHeight > targetHeight) {
                            waterHeight = targetHeight;
                            this.$refs.waterComing.style.color = '#ffffff'
                        }
                        return waterHeight
                    }, false),
                    material: new Cesium.Color.fromBytes(0, 191, 255, 100),
                }
            })

4.上述代码的应用

let Cesium = this.Cesium
            let that = this
            let viewer = this.viewer
            // let pointNum = 1
            // console.log(pointNum)
            let tempEntities = this.tempEntities
            let floatingPoint = this.floatingPoint
            let activeShape = this.activeShape
            let position = []
            let tempPoints = []
            let activeShapePoints = []
            // 开启深度检测
            viewer.scene.globe.depthTestAgainstTerrain = true
            // 创建场景的HTML canvas元素
            let handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas)

// 取消鼠标双击事件
                        viewer.cesiumWidget.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_CLICK)
                        viewer.cesiumWidget.screenSpaceEventHandler.removeInputAction(Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK)
                        // 监听鼠标移动
                        handler.setInputAction(function (movement) {
                            if (Cesium.defined(floatingPoint)) {
                                let newPosition = viewer.scene.pickPosition(movement.endPosition)
                                if (Cesium.defined(newPosition)) {
                                    floatingPoint.position.setValue(newPosition)
                                    activeShapePoints.pop()
                                    activeShapePoints.push(newPosition)
                                }
                            }
                        }, Cesium.ScreenSpaceEventType.MOUSE_MOVE)
                        // 左键单击开始画线
                        handler.setInputAction((click) => {
                            let earthPosition = viewer.scene.pickPosition(click.position)
                            if (Cesium.defined(earthPosition)) {
                                if (activeShapePoints.length === 0) {
                                    floatingPoint = that.drawPoint(earthPosition)
                                    activeShapePoints.push(earthPosition)
                                    const dynamicPositions = new Cesium.CallbackProperty(function () {
                                        return new Cesium.PolygonHierarchy(activeShapePoints)
                                    }, false)
                                    activeShape = that.drawPolygon(dynamicPositions)
                                }
                                activeShapePoints.push(earthPosition)
                            }
                            // 获取位置信息
                            let ray = viewer.camera.getPickRay(click.position)
                            position = viewer.scene.globe.pick(ray, viewer.scene)
                            tempPoints.push(position) // 记录点位
                            let tempLength = tempPoints.length // 记录点数
                            that.pointNum += 1
                            // 调用绘制点的接口
                            let point = that.drawPointLabel(tempPoints[tempPoints.length - 1], JSON.stringify(that.pointNum))
                            tempEntities.push(point)
                            // 存在超过一个点时
                            if (tempLength > 1) {
                                // 绘制线
                                let pointline = that.drawPolyline([tempPoints[tempPoints.length - 2], tempPoints[tempPoints.length - 1]])
                                tempEntities.push(pointline) // 保存记录
                            }
                            if (tempLength == 4) {
                                let cartesian = viewer.camera.pickEllipsoid(click.position, viewer.scene.globe.ellipsoid)
                                if (cartesian) {
                                    // 闭合最后一条线
                                    let pointline = that.drawPolyline([tempPoints[0], tempPoints[tempPoints.length - 1]])

                                    const loading = this.$loading({
                                        lock: true,
                                        text: '正在计算高程极值......',
                                        spinner: 'el-icon-loading',
                                        background: 'rgba(0, 0, 0, 0.7)'
                                    });

                                    setTimeout(() => { // 以服务的方式调用的 Loading 需要异步关闭
                                        //求第一条线上的33个点
                                        this.waterArray1.push(tempPoints[0])
                                        this.waterArray1.push(tempPoints[1])
                                        for (let i = 0; i < 5; i++) {
                                            this.waterArray2 = []
                                            for (let i in this.waterArray1) {
                                                if (i == this.waterArray1.length - 1) {
                                                    this.waterArray2.push(this.waterArray1[i])
                                                } else {
                                                    let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                    this.waterArray2.push(this.waterArray1[i])
                                                    this.waterArray2.push(midpoint)
                                                }
                                            }
                                            this.waterArray1 = this.waterArray2
                                        }
                                        let pointOnline1 = this.waterArray1
                                        this.waterArray1 = []

                                        //求平行线上的33个点
                                        this.waterArray1.push(tempPoints[3])
                                        this.waterArray1.push(tempPoints[2])
                                        for (let i = 0; i < 5; i++) {
                                            this.waterArray2 = []
                                            for (let i in this.waterArray1) {
                                                if (i == this.waterArray1.length - 1) {
                                                    this.waterArray2.push(this.waterArray1[i])
                                                } else {
                                                    let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                    this.waterArray2.push(this.waterArray1[i])
                                                    this.waterArray2.push(midpoint)
                                                }
                                            }
                                            this.waterArray1 = this.waterArray2
                                        }
                                        let pointOnline2 = this.waterArray1
                                        let heightarr = []
                                        //33*33矩阵
                                        // let matrix = []
                                        for (let i = 0; i < pointOnline1.length; i++) {
                                            this.waterArray1 = []
                                            this.waterArray1.push(pointOnline1[i])
                                            this.waterArray1.push(pointOnline2[i])
                                            for (let i = 0; i < 5; i++) {
                                                this.waterArray2 = []
                                                for (let i in this.waterArray1) {
                                                    if (i == this.waterArray1.length - 1) {
                                                        this.waterArray2.push(this.waterArray1[i])
                                                    } else {
                                                        let midpoint = this.getMidpoint(this.waterArray1[i], this.waterArray1[i * 1 + 1])
                                                        this.waterArray2.push(this.waterArray1[i])
                                                        this.waterArray2.push(midpoint)
                                                    }
                                                }
                                                // this.waterArray1 = this.waterArray2
                                                for (let j in this.waterArray2) {
                                                    let categary = Cesium.Cartographic.fromCartesian(this.waterArray2[j]);
                                                    let height = (viewer.scene.globe.getHeight(categary)).toFixed(2)
                                                    heightarr.push(Number(height))
                                                }
                                            }
                                            // matrix.push(this.waterArray1)
                                        }

                                        //解析矩阵求所有点位高度
                                        // let heightarr = [] 
                                        // for (let i in matrix) {
                                        //     let matrix1 = matrix[i]
                                        //     for (let j in matrix1) {
                                        //         let categary = Cesium.Cartographic.fromCartesian(matrix1[j]);
                                        //         let height = (viewer.scene.globe.getHeight(categary)).toFixed(2)
                                        //         heightarr.push(Number(height))
                                        //     }
                                        // }
                                        this.maxWaterHeight = Math.max(...heightarr)
                                        this.minWaterHeight = Math.min(...heightarr)
                                        loading.close();
                                    }, 1000);
                                    tempEntities.push(pointline)
                                    that.drawPolygon(tempPoints)
                                    tempEntities.push(tempPoints)
                                    this.waterArea = tempPoints
                                    handler.destroy()
                                    handler = null
                                    this.$refs.darwWaterRef.style.color = '#ffffff'
                                }
                                activeShapePoints.pop()
                                viewer.entities.remove(activeShapePoints)
                                viewer.entities.remove(floatingPoint)
                                floatingPoint = undefined
                                activeShapePoints = []
                                this.waterArray1 = []
                                this.waterArray2 = []

                                this.pointNum = 0
                                this.jieliuFlag = true
                            }
                        }, Cesium.ScreenSpaceEventType.LEFT_CLICK)

总结:

以上内容是我在cesium中淹没分析的实现思路以及一些参考代码,如果伙伴有什么不清楚的地方,欢迎私信,我们共同讨论进步,码字不易,点赞收藏支持一下!!!!

附上源码开源仓库地址:CesiumDemo: cesium的一些基础应用demo,包含点线面绘制、模型加载、地形加载、淹没分析、剖面海拔分析、以及常见的贴地测量、空间测量方法的实现

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