cesium 局部区域等高线实现
时间: 2023-10-22 17:04:22 浏览: 218
要实现局部区域等高线,需要先获取该区域的高程数据。然后,可以使用Cesium的TerrainProvider来加载高程数据,并利用Cesium的Terrain-quantized-mesh来渲染地形。接着,将等高线数据转换成多边形,并使用Cesium的PolygonGeometry来渲染等高线。最后,通过调整等高线的颜色和透明度,使其更加清晰可见。
以下是一个实现局部区域等高线的示例代码:
```javascript
// 加载地形
var terrainProvider = new Cesium.CesiumTerrainProvider({
url : 'https://assets.agi.com/stk-terrain/world',
requestVertexNormals : true
});
viewer.terrainProvider = terrainProvider;
// 获取局部区域高程数据
var rectangle = Cesium.Rectangle.fromDegrees(110, 20, 120, 30);
var terrainData = terrainProvider.requestTileGeometry(0, 0, 0);
// 转换等高线数据
var contourData = generateContourData(terrainData, rectangle, 100);
// 渲染等高线
var contourGeometry = Cesium.PolygonGeometry.fromContour({
polygonHierarchy : new Cesium.PolygonHierarchy(contourData),
height : 0,
extrudedHeight : 0
});
var contourInstance = new Cesium.GeometryInstance({
geometry : contourGeometry,
attributes : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.RED.withAlpha(0.5))
}
});
var contourPrimitive = new Cesium.Primitive({
geometryInstances : contourInstance,
appearance : new Cesium.PerInstanceColorAppearance()
});
viewer.scene.primitives.add(contourPrimitive);
// 生成等高线数据
function generateContourData(terrainData, rectangle, interval) {
var longitudeExtent = Cesium.Math.toDegrees(terrainData.longitudeExtent);
var latitudeExtent = Cesium.Math.toDegrees(terrainData.latitudeExtent);
var terrainWidth = terrainData._uVertexCount - 1;
var terrainHeight = terrainData._vVertexCount - 1;
var gridWidth = longitudeExtent / terrainWidth;
var gridHeight = latitudeExtent / terrainHeight;
var minHeight = Number.MAX_VALUE;
var maxHeight = Number.MIN_VALUE;
var contourData = [];
for (var i = 0; i < terrainWidth; i++) {
for (var j = 0; j < terrainHeight; j++) {
var x = rectangle.west + i * gridWidth;
var y = rectangle.south + j * gridHeight;
var height = terrainData.getHeight(i, j);
minHeight = Math.min(minHeight, height);
maxHeight = Math.max(maxHeight, height);
}
}
for (var k = minHeight + interval; k <= maxHeight; k += interval) {
var contourLine = [];
for (var i = 0; i < terrainWidth; i++) {
for (var j = 0; j < terrainHeight; j++) {
var x = rectangle.west + i * gridWidth;
var y = rectangle.south + j * gridHeight;
var height = terrainData.getHeight(i, j);
if (height >= k && height < k + interval) {
var p1 = Cesium.Cartesian3.fromDegrees(x, y, height);
var p2 = Cesium.Cartesian3.fromDegrees(x + gridWidth, y, terrainData.getHeight(i + 1, j));
var p3 = Cesium.Cartesian3.fromDegrees(x + gridWidth, y + gridHeight, terrainData.getHeight(i + 1, j + 1));
var p4 = Cesium.Cartesian3.fromDegrees(x, y + gridHeight, terrainData.getHeight(i, j + 1));
contourLine.push(p1, p2, p3, p4, p1);
}
}
}
if (contourLine.length > 0) {
contourData.push(contourLine);
}
}
return contourData;
}
```
需要注意的是,由于等高线的渲染是通过多边形来实现的,因此等高线的精度和效率都与多边形数量有关。因此,在实际应用中需要根据需求和性能做出权衡。
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