//喷雾特效
export class sprayEffect{
constructor(viewer) {
this.viewer=viewer
this.viewModel={
emissionRate: 5,
gravity: 0.0,//设置重力参数
minimumParticleLife: 1,
maximumParticleLife: 6,
minimumSpeed: 1.0,//粒子发射的最小速度
maximumSpeed: 4.0,//粒子发射的最大速度
startScale: 0.0,
endScale: 10.0,
particleSize: 25.0,
}
this.emitterModelMatrix = new Cesium.Matrix4()
this.translation = new Cesium.Cartesian3()
this.rotation = new Cesium.Quaternion()
this.hpr = new Cesium.HeadingPitchRoll()
this.trs = new Cesium.TranslationRotationScale()
this.scene = this.viewer.scene
this.particleSystem=''
this.entity = this.viewer.entities.add({
//选择粒子放置的坐标
position: Cesium.Cartesian3.fromDegrees(
116.34485552299206,
39.99754814959118
),
});
this.init();
}
init(){
const _this=this
this.viewer.clock.shouldAnimate = true;
this.viewer.scene.globe.depthTestAgainstTerrain = false;
this.viewer.trackedEntity = this.entity;
var particleSystem = this.scene.primitives.add(
new Cesium.ParticleSystem({
image: require('../assets/fire.png'),//生成所需粒子的图片路径
//粒子在生命周期开始时的颜色
startColor: Cesium.Color.RED.withAlpha(0.7),
//粒子在生命周期结束时的颜色
endColor: Cesium.Color.YELLOW.withAlpha(0.3),
//粒子在生命周期开始时初始比例
startScale: _this.viewModel.startScale,
//粒子在生命周期结束时比例
endScale: _this.viewModel.endScale,
//粒子发射的最小速度
minimumParticleLife: _this.viewModel.minimumParticleLife,
//粒子发射的最大速度
maximumParticleLife: _this.viewModel.maximumParticleLife,
//粒子质量的最小界限
minimumSpeed: _this.viewModel.minimumSpeed,
//粒子质量的最大界限
maximumSpeed: _this.viewModel.maximumSpeed,
//以像素为单位缩放粒子图像尺寸
imageSize: new Cesium.Cartesian2(
_this.viewModel.particleSize,
_this.viewModel.particleSize
),
//每秒发射的粒子数
emissionRate: _this.viewModel.emissionRate,
//粒子系统发射粒子的时间(秒)
lifetime: 16.0,
//设置粒子的大小是否以米或像素为单位
sizeInMeters: true,
//系统的粒子发射器
emitter: new Cesium.CircleEmitter(2.0),//BoxEmitter 盒形发射器,ConeEmitter 锥形发射器,SphereEmitter 球形发射器,CircleEmitter圆形发射器
//回调函数,实现各种喷泉、烟雾效果
updateCallback: (p, dt) => {
return this.applyGravity(p, dt);
},
})
);
this.particleSystem=particleSystem;
this.preUpdateEvent()
}
//场景渲染事件
preUpdateEvent() {
let _this=this;
this.viewer.scene.preUpdate.addEventListener(function (scene, time) {
//发射器地理位置
_this.particleSystem.modelMatrix = _this.computeModelMatrix(_this.entity, time);
//发射器局部位置
_this.particleSystem.emitterModelMatrix = _this.computeEmitterModelMatrix();
// 将发射器旋转
if (_this.viewModel.spin) {
_this.viewModel.heading += 1.0;
_this.viewModel.pitch += 1.0;
_this.viewModel.roll += 1.0;
}
});
}
computeModelMatrix(entity, time) {
return entity.computeModelMatrix(time, new Cesium.Matrix4());
}
computeEmitterModelMatrix() {
this.hpr = Cesium.HeadingPitchRoll.fromDegrees(0.0, 0.0, 0.0, this.hpr);
this.trs.translation = Cesium.Cartesian3.fromElements(
-4.0,
0.0,
1.4,
this.translation
);
this.trs.rotation = Cesium.Quaternion.fromHeadingPitchRoll(this.hpr, this.rotation);
return Cesium.Matrix4.fromTranslationRotationScale(
this.trs,
this.emitterModelMatrix
);
}
applyGravity(p, dt){
var gravityScratch = new Cesium.Cartesian3()
var position = p.position
Cesium.Cartesian3.normalize(position, gravityScratch)
Cesium.Cartesian3.fromElements(
20 * dt,
gravityScratch.y * dt,
-30 * dt,
gravityScratch
);
p.velocity = Cesium.Cartesian3.add(p.velocity, gravityScratch, p.velocity)
}
removeEvent(){
this.viewer.scene.preUpdate.removeEventListener(this.preUpdateEvent, this);
this.emitterModelMatrix = undefined;
this.translation = undefined;
this.rotation = undefined;
this.hpr = undefined;
this.trs = undefined;
}
//移除粒子特效
remove() {
()=>{return this.removeEvent()}; //清除事件
this.viewer.scene.primitives.remove(this.particleSystem); //删除粒子对象
this.viewer.entities.remove(this.entity); //删除entity
}
}
Cesium喷雾特效
©著作权归作者所有,转载或内容合作请联系作者
- 文/潘晓璐 我一进店门,熙熙楼的掌柜王于贵愁眉苦脸地迎上来,“玉大人,你说我怎么就摊上这事。” “怎么了?”我有些...
- 文/花漫 我一把揭开白布。 她就那样静静地躺着,像睡着了一般。 火红的嫁衣衬着肌肤如雪。 梳的纹丝不乱的头发上,一...
- 文/苍兰香墨 我猛地睁开眼,长吁一口气:“原来是场噩梦啊……” “哼!你这毒妇竟也来了?” 一声冷哼从身侧响起,我...