项目制作大气污染相关模块需要知道风的走向,提出风流场的需求,在此记录。
引用风场类
/**** *风场类 ****/ export var CanvasWindy = function (json, params) { //风场json数据 this.windData = json; //可配置参数 this.viewer = params.viewer; this.canvas = params.canvas; this.extent = params.extent || []; //风场绘制时的地图范围,范围不应该大于风场数据的范围,顺序:west/east/south/north,有正负区分,如:[110,120,30,36] this.canvasContext = params.canvas.getContext("2d"); //canvas上下文 this.canvasWidth = params.canvasWidth || 300; //画板宽度 this.canvasHeight = params.canvasHeight || 180; //画板高度 this.speedRate = params.speedRate || 100; //风前进速率,意思是将当前风场横向纵向分成100份,再乘以风速就能得到移动位置,无论地图缩放到哪一级别都是一样的速度,可以用该数值控制线流动的快慢,值越大,越慢, this.particlesNumber = params.particlesNumber || 20000; //初始粒子总数,根据实际需要进行调节 this.maxAge = params.maxAge || 120; //每个粒子的最大生存周期 this.frameTime = 1000 / (params.frameRate || 10); //每秒刷新次数,因为requestAnimationFrame固定每秒60次的渲染,所以如果不想这么快,就把该数值调小一些 this.color = params.color || "#ffffff"; //线颜色,提供几个示例颜色['#14208e','#3ac32b','#e0761a'] this.lineWidth = params.lineWidth || 1; //线宽度 //内置参数 this.initExtent = []; //风场初始范围 this.calc_speedRate = [0, 0]; //根据speedRate参数计算经纬度步进长度 this.windField = null; this.particles = []; this.animateFrame = null; //requestAnimationFrame事件句柄,用来清除操作 this.isdistory = false; //是否销毁,进行删除操作 this._init(); }; CanvasWindy.prototype = { constructor: CanvasWindy, _init: function () { var self = this; // 创建风场网格 this.windField = this.createField(); this.initExtent = [ this.windField.west, this.windField.east, this.windField.south, this.windField.north, ]; //如果风场创建时,传入的参数有extent,就根据给定的extent,让随机生成的粒子落在extent范围内 if (this.extent.length != 0) { this.extent = [ Math.max(this.initExtent[0], this.extent[0]), Math.min(this.initExtent[1], this.extent[1]), Math.max(this.initExtent[2], this.extent[2]), Math.min(this.initExtent[3], this.extent[3]), ]; } // console.log(this.extent); this._calcStep(); // 创建风场粒子 for (var i = 0; i < this.particlesNumber; i++) { this.particles.push(this.randomParticle(new CanvasParticle())); } this.canvasContext.fillStyle = "rgba(0, 0, 0, 0.97)"; this.canvasContext.globalAlpha = 0.6; this.animate(); var then = Date.now(); (function frame() { if (!self.isdistory) { self.animateFrame = requestAnimationFrame(frame); var now = Date.now(); var delta = now - then; if (delta > self.frameTime) { then = now - (delta % self.frameTime); self.animate(); } } else { self.removeLines(); } })(); }, //计算经纬度步进长度 _calcStep: function () { var isextent = this.extent.length != 0; var calcExtent = isextent ? this.extent : this.initExtent; var calcSpeed = this.speedRate; this.calc_speedRate = [ (calcExtent[1] - calcExtent[0]) / calcSpeed, (calcExtent[3] - calcExtent[2]) / calcSpeed, ]; }, //根据现有参数重新生成风场 redraw: function () { window.cancelAnimationFrame(this.animateFrame); this.particles = []; this._init(); }, createField: function () { var data = this._parseWindJson(); return new CanvasWindField(data); }, animate: function () { var self = this, field = self.windField; var nextLng = null, nextLat = null, uv = null; self.particles.forEach(function (particle) { if (particle.age <= 0) { self.randomParticle(particle); } if (particle.age > 0) { var x = particle.x, y = particle.y, tlng = particle.tlng, tlat = particle.tlat; var gridpos = self._togrid(tlng, tlat); var tx = gridpos[0]; var ty = gridpos[1]; if (!self.isInExtent(tlng, tlat)) { particle.age = 0; } else { uv = field.getIn(tx, ty); nextLng = tlng + self.calc_speedRate[0] * uv[0]; nextLat = tlat + self.calc_speedRate[1] * uv[1]; particle.lng = tlng; particle.lat = tlat; particle.x = tx; particle.y = ty; particle.tlng = nextLng; particle.tlat = nextLat; particle.age--; } } }); if (self.particles.length <= 0) this.removeLines(); self._drawLines(); }, //粒子是否在地图范围内 isInExtent: function (lng, lat) { var calcExtent = this.initExtent; if ( lng >= calcExtent[0] && lng <= calcExtent[1] && lat >= calcExtent[2] && lat <= calcExtent[3] ) return true; return false; }, _resize: function (width, height) { this.canvasWidth = width; this.canvasHeight = height; }, _parseWindJson: function () { var uComponent = null, vComponent = null, header = null; this.windData.forEach(function (record) { var type = record.header.parameterCategory + "," + record.header.parameterNumber; switch (type) { case "2,2": uComponent = record["data"]; header = record["header"]; break; case "2,3": vComponent = record["data"]; break; default: break; } }); return { header: header, uComponent: uComponent, vComponent: vComponent, }; }, removeLines: function () { window.cancelAnimationFrame(this.animateFrame); this.isdistory = true; this.canvas.width = 1; document.getElementById("content").removeChild(this.canvas); }, //根据粒子当前所处的位置(棋盘网格位置),计算经纬度,在根据经纬度返回屏幕坐标 _tomap: function (lng, lat, particle) { var ct3 = Cesium.Cartesian3.fromDegrees(lng, lat, 0); // 判断当前点是否在地球可见端 var isVisible = new Cesium.EllipsoidalOccluder( Cesium.Ellipsoid.WGS84, this.viewer.camera.position ).isPointVisible(ct3); var pos = Cesium.SceneTransforms.wgs84ToWindowCoordinates( this.viewer.scene, ct3 ); if (!isVisible) { particle.age = 0; } // console.log(pos); return pos ? [pos.x, pos.y] : null; }, //根据经纬度,算出棋盘格位置 _togrid: function (lng, lat) { var field = this.windField; var x = ((lng - this.initExtent[0]) / (this.initExtent[1] - this.initExtent[0])) * (field.cols - 1); var y = ((this.initExtent[3] - lat) / (this.initExtent[3] - this.initExtent[2])) * (field.rows - 1); return [x, y]; }, _drawLines: function () { var self = this; var particles = this.particles; this.canvasContext.lineWidth = self.lineWidth; //后绘制的图形和前绘制的图形如果发生遮挡的话,只显示后绘制的图形跟前一个绘制的图形重合的前绘制的图形部分,示例:https://www.w3school.com.cn/tiy/t.asp?f=html5_canvas_globalcompop_all this.canvasContext.globalCompositeOperation = "destination-in"; this.canvasContext.fillRect(0, 0, this.canvasWidth, this.canvasHeight); this.canvasContext.globalCompositeOperation = "lighter"; //重叠部分的颜色会被重新计算 this.canvasContext.globalAlpha = 0.9; this.canvasContext.beginPath(); this.canvasContext.strokeStyle = this.color; particles.forEach(function (particle) { var movetopos = self._tomap(particle.lng, particle.lat, particle); var linetopos = self._tomap(particle.tlng, particle.tlat, particle); // console.log(movetopos,linetopos); if (movetopos != null && linetopos != null) { self.canvasContext.moveTo(movetopos[0], movetopos[1]); self.canvasContext.lineTo(linetopos[0], linetopos[1]); } }); this.canvasContext.stroke(); }, //随机数生成器(小数) fRandomByfloat: function (under, over) { return under + Math.random() * (over - under); }, //随机数生成器(整数) fRandomBy: function (under, over) { switch (arguments.length) { case 1: return parseInt(Math.random() * under + 1); case 2: return parseInt(Math.random() * (over - under + 1) + under); default: return 0; } }, //根据当前风场extent随机生成粒子 randomParticle: function (particle) { var safe = 30, x = -1, y = -1, lng = null, lat = null; var hasextent = this.extent.length != 0; var calc_extent = hasextent ? this.extent : this.initExtent; do { try { if (hasextent) { var pos_x = this.fRandomBy(0, this.canvasWidth); var pos_y = this.fRandomBy(0, this.canvasHeight); var cartesian = this.viewer.camera.pickEllipsoid( new Cesium.Cartesian2(pos_x, pos_y), this.viewer.scene.globe.ellipsoid ); var cartographic = this.viewer.scene.globe.ellipsoid.cartesianToCartographic( cartesian ); if (cartographic) { //将弧度转为度的十进制度表示 lng = Cesium.Math.toDegrees(cartographic.longitude); lat = Cesium.Math.toDegrees(cartographic.latitude); } } else { lng = this.fRandomByfloat(calc_extent[0], calc_extent[1]); lat = this.fRandomByfloat(calc_extent[2], calc_extent[3]); } } catch (e) {} if (lng) { var gridpos = this._togrid(lng, lat); x = gridpos[0]; y = gridpos[1]; } } while (this.windField.getIn(x, y)[2] <= 0 && safe++ < 30); var field = this.windField; var uv = field.getIn(x, y); var nextLng = lng + this.calc_speedRate[0] * uv[0]; var nextLat = lat + this.calc_speedRate[1] * uv[1]; particle.lng = lng; particle.lat = lat; particle.x = x; particle.y = y; particle.tlng = nextLng; particle.tlat = nextLat; particle.speed = uv[2]; particle.age = Math.round(Math.random() * this.maxAge); //每一次生成都不一样 return particle; }, }; /**** *棋盘类 *根据风场数据生产风场棋盘网格 ****/ var CanvasWindField = function (obj) { this.west = null; this.east = null; this.south = null; this.north = null; this.rows = null; this.cols = null; this.dx = null; this.dy = null; this.unit = null; this.date = null; this.grid = null; this._init(obj); }; CanvasWindField.prototype = { constructor: CanvasWindField, _init: function (obj) { var header = obj.header, uComponent = obj["uComponent"], vComponent = obj["vComponent"]; // debugger; this.west = +header["lo1"]; this.east = +header["lo2"]; this.south = +header["la2"]; this.north = +header["la1"]; this.rows = +header["ny"]; this.cols = +header["nx"]; this.dx = +header["dx"]; this.dy = +header["dy"]; this.unit = header["parameterUnit"]; this.date = header["refTime"]; this.grid = []; var k = 0, rows = null, uv = null; for (var j = 0; j < this.rows; j++) { rows = []; for (var i = 0; i < this.cols; i++, k++) { uv = this._calcUV(uComponent[k], vComponent[k]); rows.push(uv); } this.grid.push(rows); } }, _calcUV: function (u, v) { return [+u, +v, Math.sqrt(u * u + v * v)]; }, //二分差值算法计算给定节点的速度 _bilinearInterpolation: function (x, y, g00, g10, g01, g11) { var rx = 1 - x; var ry = 1 - y; var a = rx * ry, b = x * ry, c = rx * y, d = x * y; var u = g00[0] * a + g10[0] * b + g01[0] * c + g11[0] * d; var v = g00[1] * a + g10[1] * b + g01[1] * c + g11[1] * d; return this._calcUV(u, v); }, getIn: function (x, y) { if (x < 0 || x >= 359 || y >= 180) { return [0, 0, 0]; } var x0 = Math.floor(x), y0 = Math.floor(y), x1, y1; if (x0 === x && y0 === y) return this.grid[y][x]; x1 = x0 + 1; y1 = y0 + 1; var g00 = this.getIn(x0, y0), g10 = this.getIn(x1, y0), g01 = this.getIn(x0, y1), g11 = this.getIn(x1, y1); var result = null; try { result = this._bilinearInterpolation(x - x0, y - y0, g00, g10, g01, g11); } catch (e) { console.log(x, y); } return result; }, isInBound: function (x, y) { if (x >= 0 && x < this.cols - 1 && y >= 0 && y < this.rows - 1) return true; return false; }, }; /**** *粒子对象 ****/ var CanvasParticle = function () { this.lng = null; //粒子初始经度 this.lat = null; //粒子初始纬度 this.x = null; //粒子初始x位置(相对于棋盘网格,比如x方向有360个格,x取值就是0-360,这个是初始化时随机生成的) this.y = null; //粒子初始y位置(同上) this.tlng = null; //粒子下一步将要移动的经度,这个需要计算得来 this.tlat = null; //粒子下一步将要移动的y纬度,这个需要计算得来 this.age = null; //粒子生命周期计时器,每次-1 this.speed = null; //粒子移动速度,可以根据速度渲染不同颜色 };
调用类、设置类:
//风场显示 const showWindy = function () { $('#windycanvas').show(); }; //风场隐藏 const hideWindy = function () { $('#windycanvas').hide(); }; //设置地图操作,便于使用风场 const initWindy = (windy) => { /** *如果处于全球状态就设置为[](只要有一个角获取不到坐标就表示全球状态,实时计算) **/ var globalExtent = []; //获取当前三维窗口左上、右上、左下、右下坐标 var getCesiumExtent = function () { var canvaswidth = window.innerWidth, canvasheight = window.innerHeight - 50; var left_top_pt = new Cesium.Cartesian2(0, 0); var left_bottom_pt = new Cesium.Cartesian2(0, canvasheight); var right_top_pt = new Cesium.Cartesian2(canvaswidth, 0); var right_bottom_pt = new Cesium.Cartesian2(canvaswidth, canvasheight); var pick1 = viewer.scene.globe.pick(viewer.camera.getPickRay(left_top_pt), viewer.scene); var pick2 = viewer.scene.globe.pick(viewer.camera.getPickRay(left_bottom_pt), viewer.scene); var pick3 = viewer.scene.globe.pick(viewer.camera.getPickRay(right_top_pt), viewer.scene); var pick4 = viewer.scene.globe.pick(viewer.camera.getPickRay(right_bottom_pt), viewer.scene); if (pick1 && pick2 && pick3 && pick4) { //将三维坐标转成地理坐标---只需计算左下右上的坐标即可 var geoPt1 = viewer.scene.globe.ellipsoid.cartesianToCartographic(pick2); var geoPt2 = viewer.scene.globe.ellipsoid.cartesianToCartographic(pick3); //地理坐标转换为经纬度坐标 var point1 = [geoPt1.longitude / Math.PI * 180, geoPt1.latitude / Math.PI * 180]; var point2 = [geoPt2.longitude / Math.PI * 180, geoPt2.latitude / Math.PI * 180]; // console.log(point1,point2); //此时说明extent需要分为东西半球 if (point1[0] > point2[0]) { globalExtent = [point1[0], 180, point1[1], point2[1], -180, point2[0], point1[1], point2[1]]; } else { globalExtent = [point1[0], point2[0], point1[1], point2[1]]; } } else { globalExtent = []; } }; // 开启监听器--无论对当前地球做的任何操作都会监听到 let postRender = viewer.scene.postRender.addEventListener(() => { getCesiumExtent(); }); var refreshTimer = -1; var mouse_down = false; var mouse_move = false; var handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas); //鼠标滚动、旋转后是否需要重新生成风场---如果需要,打开以下注释--旋转或者移动到北半球的时候计算会有问题 handler.setInputAction(function (e) { console.log(windy); clearTimeout(refreshTimer); //每次鼠标滚轮旋转后不显示风场 // hideWindy(); setTimeout(function () { windy.extent = globalExtent; windy.redraw(); showWindy(); }, 200); }, Cesium.ScreenSpaceEventType.WHEEL); //鼠标左键、右键按下 handler.setInputAction(function (e) { mouse_down = true; }, Cesium.ScreenSpaceEventType.LEFT_DOWN); handler.setInputAction(function (e) { mouse_down = true; }, Cesium.ScreenSpaceEventType.RIGHT_DOWN); //鼠标移动 handler.setInputAction(function (e) { if (mouse_down) { //每次鼠标移动后不显示风场 // hideWindy(); mouse_move = true; } }, Cesium.ScreenSpaceEventType.MOUSE_MOVE); //鼠标左键、右键抬起 handler.setInputAction(function (e) { if (mouse_down && mouse_move) { windy.extent = globalExtent; windy.redraw(); } showWindy(); mouse_down = false; mouse_move = false; }, Cesium.ScreenSpaceEventType.LEFT_UP); handler.setInputAction(function (e) { if (mouse_down && mouse_move) { windy.extent = globalExtent; windy.redraw(); } showWindy(); mouse_down = false; mouse_move = false; }, Cesium.ScreenSpaceEventType.RIGHT_UP); } //调整风场canvas大小 const resizeCanvas = function (windy) { if (windycanvas == null) { return; } windycanvas.width = window.innerWidth; windycanvas.height = window.innerHeight; console.log(windycanvas.width, windycanvas.height); if (windy) { windy._resize(windycanvas.width, windycanvas.height); } }; //获取风场数据、生成风场 let getwindData = () => { // let Data_Promise = Service(`http://139.9.141.68:11111/weather_data/sn/grid/20220818180000/108.5000/109.0000/33.5000/34.0000`) let Data_Promise = axios(`/data/jsonData/data.json`) Data_Promise.then((res) => { console.log('风的格点预报:', res.data); //设置canvas var windycanvas = document.createElement('canvas'); windycanvas.setAttribute("id", "windycanvas"); windycanvas.style.position = 'fixed' windycanvas.style["pointer-events"] = "none"; windycanvas.style["z-index"] = 10; windycanvas.style["bottom"] = 0; windycanvas.style["top"] = 0; windycanvas.style["left"] = 0; windycanvas.style["right"] = 0; document.getElementById('cesiumContainer').appendChild(windycanvas); resizeCanvas(windy); window.onresize = resizeCanvas; //风场参数设置 let params = { viewer: viewer, canvas: windycanvas, canvasWidth: window.innerWidth, canvasHeight: window.innerHeight, speedRate: 5000, particlesNumber: 5000, maxAge: 120, frameRate: 10, color: '#3a92ff', lineWidth: 3, }; var windy setTimeout(() => { windy = new CanvasWindy(res.data, params); showWindy() //初始化风场设置 initWindy(windy) console.log('风场已经执行'); }, 2000); }) }
风场数据格式:
[ { "header": { "productDefinitionTemplate": 0, "surface1Type": 100, "productStatus": 0, "disciplineName": "Meteorological products", "subDivisions": 0, "winds": "true", "parameterNumberName": "U-component_of_wind", "discipline": 0, "surface2Value": 0, "significanceOfRTName": "Start of forecast", "surface2TypeName": "Missing", "surface2Type": 255, "productTypeName": "Forecast products", "dx": 0.25, "dy": 0.25, "numberPoints": 62101, "productStatusName": "Operational products", "gribEdition": 2, "parameterUnit": "m.s-1", "forecastTime": 9, "refTime": "2022.01.11 00:00:00 UTC", "productType": 1, "genProcessTypeName": "Forecast", "scanMode": 0, "genProcessType": 2, "gribLength": 132662, "significanceOfRT": 1, "productDefinitionTemplateName": "Analysis/forecast at horizontal level/layer at a point in time", "centerName": "US National Weather Service - NCEP(WMC)", "la1": 55.0, "la2": 0.0, "lo2": 140.0, "gridUnits": "degrees", "surface1Value": 50000, "shapeName": "Earth spherical with radius of 6,371,229.0 m", "surface1TypeName": "Isobaric surface", "nx": 281, "ny": 221, "lo1": 70.0, "basicAngle": 0, "gridDefinitionTemplate": 0, "shape": 6, "parameterNumber": 2, "subcenter": 0, "parameterCategoryName": "Momentum", "parameterCategory": 2, "center": 7, "gridDefinitionTemplateName": "Latitude_Longitude", "resolution": 48 }, "meta": { "date": "2022.01.11 00:00:00 UTC" }, "data": [ "0.72", "0.33", "0.04", "-0.19", "-0.30", "-0.44", "-0.27", "-0.18", "-0.24", "0.39", "0.75", "0.38", "0.28", ... ... "-3.79", "-3.67", "-3.62", "-3.91" ] } ]
原文网址 : https://blog.csdn.net/As_Xx_Ls/article/details/126405365
/**** *风场类 ****/export var CanvasWindy = function (json, params) { //风场json数据 this.windData = json; //可配置参数 this.viewer = params.viewer; this.canvas = params.canvas; this.extent = params.extent || []; //风场绘制时的地图范围,范围不应该大于风场数据的范围,顺序:west/east/south/north,有正负区分,如:[110,120,30,36] this.canvasContext = params.canvas.getContext("2d"); //canvas上下文 this.canvasWidth = params.canvasWidth || 300; //画板宽度 this.canvasHeight = params.canvasHeight || 180; //画板高度 this.speedRate = params.speedRate || 100; //风前进速率,意思是将当前风场横向纵向分成100份,再乘以风速就能得到移动位置,无论地图缩放到哪一级别都是一样的速度,可以用该数值控制线流动的快慢,值越大,越慢, this.particlesNumber = params.particlesNumber || 20000; //初始粒子总数,根据实际需要进行调节 this.maxAge = params.maxAge || 120; //每个粒子的最大生存周期 this.frameTime = 1000 / (params.frameRate || 10); //每秒刷新次数,因为requestAnimationFrame固定每秒60次的渲染,所以如果不想这么快,就把该数值调小一些 this.color = params.color || "#ffffff"; //线颜色,提供几个示例颜色['#14208e','#3ac32b','#e0761a'] this.lineWidth = params.lineWidth || 1; //线宽度 //内置参数 this.initExtent = []; //风场初始范围 this.calc_speedRate = [0, 0]; //根据speedRate参数计算经纬度步进长度 this.windField = null; this.particles = []; this.animateFrame = null; //requestAnimationFrame事件句柄,用来清除操作 this.isdistory = false; //是否销毁,进行删除操作 this._init();};CanvasWindy.prototype = { constructor: CanvasWindy, _init: function () { var self = this; // 创建风场网格 this.windField = this.createField(); this.initExtent = [ this.windField.west, this.windField.east, this.windField.south, this.windField.north, ]; //如果风场创建时,传入的参数有extent,就根据给定的extent,让随机生成的粒子落在extent范围内 if (this.extent.length != 0) { this.extent = [ Math.max(this.initExtent[0], this.extent[0]), Math.min(this.initExtent[1], this.extent[1]), Math.max(this.initExtent[2], this.extent[2]), Math.min(this.initExtent[3], this.extent[3]), ]; } // console.log(this.extent); this._calcStep(); // 创建风场粒子 for (var i = 0; i < this.particlesNumber; i++) { this.particles.push(this.randomParticle(new CanvasParticle())); } this.canvasContext.fillStyle = "rgba(0, 0, 0, 0.97)"; this.canvasContext.globalAlpha = 0.6; this.animate(); var then = Date.now(); (function frame() { if (!self.isdistory) { self.animateFrame = requestAnimationFrame(frame); var now = Date.now(); var delta = now - then; if (delta > self.frameTime) { then = now - (delta % self.frameTime); self.animate(); } } else { self.removeLines(); } })(); }, //计算经纬度步进长度 _calcStep: function () { var isextent = this.extent.length != 0; var calcExtent = isextent ? this.extent : this.initExtent; var calcSpeed = this.speedRate; this.calc_speedRate = [ (calcExtent[1] - calcExtent[0]) / calcSpeed, (calcExtent[3] - calcExtent[2]) / calcSpeed, ]; }, //根据现有参数重新生成风场 redraw: function () { window.cancelAnimationFrame(this.animateFrame); this.particles = []; this._init(); }, createField: function () { var data = this._parseWindJson(); return new CanvasWindField(data); }, animate: function () { var self = this, field = self.windField; var nextLng = null, nextLat = null, uv = null; self.particles.forEach(function (particle) { if (particle.age <= 0) { self.randomParticle(particle); } if (particle.age > 0) { var x = particle.x, y = particle.y, tlng = particle.tlng, tlat = particle.tlat; var gridpos = self._togrid(tlng, tlat); var tx = gridpos[0]; var ty = gridpos[1]; if (!self.isInExtent(tlng, tlat)) { particle.age = 0; } else { uv = field.getIn(tx, ty); nextLng = tlng + self.calc_speedRate[0] * uv[0]; nextLat = tlat + self.calc_speedRate[1] * uv[1]; particle.lng = tlng; particle.lat = tlat; particle.x = tx; particle.y = ty; particle.tlng = nextLng; particle.tlat = nextLat; particle.age--; } } }); if (self.particles.length <= 0) this.removeLines(); self._drawLines(); }, //粒子是否在地图范围内 isInExtent: function (lng, lat) { var calcExtent = this.initExtent; if ( lng >= calcExtent[0] && lng <= calcExtent[1] && lat >= calcExtent[2] && lat <= calcExtent[3] ) return true; return false; }, _resize: function (width, height) { this.canvasWidth = width; this.canvasHeight = height; }, _parseWindJson: function () { var uComponent = null, vComponent = null, header = null; this.windData.forEach(function (record) { var type = record.header.parameterCategory + "," + record.header.parameterNumber; switch (type) { case "2,2": uComponent = record["data"]; header = record["header"]; break; case "2,3": vComponent = record["data"]; break; default: break; } }); return { header: header, uComponent: uComponent, vComponent: vComponent, }; }, removeLines: function () { window.cancelAnimationFrame(this.animateFrame); this.isdistory = true; this.canvas.width = 1; document.getElementById("content").removeChild(this.canvas); }, //根据粒子当前所处的位置(棋盘网格位置),计算经纬度,在根据经纬度返回屏幕坐标 _tomap: function (lng, lat, particle) { var ct3 = Cesium.Cartesian3.fromDegrees(lng, lat, 0); // 判断当前点是否在地球可见端 var isVisible = new Cesium.EllipsoidalOccluder( Cesium.Ellipsoid.WGS84, this.viewer.camera.position ).isPointVisible(ct3); var pos = Cesium.SceneTransforms.wgs84ToWindowCoordinates( this.viewer.scene, ct3 ); if (!isVisible) { particle.age = 0; } // console.log(pos); return pos ? [pos.x, pos.y] : null; }, //根据经纬度,算出棋盘格位置 _togrid: function (lng, lat) { var field = this.windField; var x = ((lng - this.initExtent[0]) / (this.initExtent[1] - this.initExtent[0])) * (field.cols - 1); var y = ((this.initExtent[3] - lat) / (this.initExtent[3] - this.initExtent[2])) * (field.rows - 1); return [x, y]; }, _drawLines: function () { var self = this; var particles = this.particles; this.canvasContext.lineWidth = self.lineWidth; //后绘制的图形和前绘制的图形如果发生遮挡的话,只显示后绘制的图形跟前一个绘制的图形重合的前绘制的图形部分,示例:https://www.w3school.com.cn/tiy/t.asp?f=html5_canvas_globalcompop_all this.canvasContext.globalCompositeOperation = "destination-in"; this.canvasContext.fillRect(0, 0, this.canvasWidth, this.canvasHeight); this.canvasContext.globalCompositeOperation = "lighter"; //重叠部分的颜色会被重新计算 this.canvasContext.globalAlpha = 0.9; this.canvasContext.beginPath(); this.canvasContext.strokeStyle = this.color; particles.forEach(function (particle) { var movetopos = self._tomap(particle.lng, particle.lat, particle); var linetopos = self._tomap(particle.tlng, particle.tlat, particle); // console.log(movetopos,linetopos); if (movetopos != null && linetopos != null) { self.canvasContext.moveTo(movetopos[0], movetopos[1]); self.canvasContext.lineTo(linetopos[0], linetopos[1]); } }); this.canvasContext.stroke(); }, //随机数生成器(小数) fRandomByfloat: function (under, over) { return under + Math.random() * (over - under); }, //随机数生成器(整数) fRandomBy: function (under, over) { switch (arguments.length) { case 1: return parseInt(Math.random() * under + 1); case 2: return parseInt(Math.random() * (over - under + 1) + under); default: return 0; } }, //根据当前风场extent随机生成粒子 randomParticle: function (particle) { var safe = 30, x = -1, y = -1, lng = null, lat = null; var hasextent = this.extent.length != 0; var calc_extent = hasextent ? this.extent : this.initExtent; do { try { if (hasextent) { var pos_x = this.fRandomBy(0, this.canvasWidth); var pos_y = this.fRandomBy(0, this.canvasHeight); var cartesian = this.viewer.camera.pickEllipsoid( new Cesium.Cartesian2(pos_x, pos_y), this.viewer.scene.globe.ellipsoid ); var cartographic = this.viewer.scene.globe.ellipsoid.cartesianToCartographic( cartesian ); if (cartographic) { //将弧度转为度的十进制度表示 lng = Cesium.Math.toDegrees(cartographic.longitude); lat = Cesium.Math.toDegrees(cartographic.latitude); } } else { lng = this.fRandomByfloat(calc_extent[0], calc_extent[1]); lat = this.fRandomByfloat(calc_extent[2], calc_extent[3]); } } catch (e) {} if (lng) { var gridpos = this._togrid(lng, lat); x = gridpos[0]; y = gridpos[1]; } } while (this.windField.getIn(x, y)[2] <= 0 && safe++ < 30); var field = this.windField; var uv = field.getIn(x, y); var nextLng = lng + this.calc_speedRate[0] * uv[0]; var nextLat = lat + this.calc_speedRate[1] * uv[1]; particle.lng = lng; particle.lat = lat; particle.x = x; particle.y = y; particle.tlng = nextLng; particle.tlat = nextLat; particle.speed = uv[2]; particle.age = Math.round(Math.random() * this.maxAge); //每一次生成都不一样 return particle; },}; /**** *棋盘类 *根据风场数据生产风场棋盘网格 ****/var CanvasWindField = function (obj) { this.west = null; this.east = null; this.south = null; this.north = null; this.rows = null; this.cols = null; this.dx = null; this.dy = null; this.unit = null; this.date = null; this.grid = null; this._init(obj);};CanvasWindField.prototype = { constructor: CanvasWindField, _init: function (obj) { var header = obj.header, uComponent = obj["uComponent"], vComponent = obj["vComponent"]; // debugger; this.west = +header["lo1"]; this.east = +header["lo2"]; this.south = +header["la2"]; this.north = +header["la1"]; this.rows = +header["ny"]; this.cols = +header["nx"]; this.dx = +header["dx"]; this.dy = +header["dy"]; this.unit = header["parameterUnit"]; this.date = header["refTime"]; this.grid = []; var k = 0, rows = null, uv = null; for (var j = 0; j < this.rows; j++) { rows = []; for (var i = 0; i < this.cols; i++, k++) { uv = this._calcUV(uComponent[k], vComponent[k]); rows.push(uv); } this.grid.push(rows); } }, _calcUV: function (u, v) { return [+u, +v, Math.sqrt(u * u + v * v)]; }, //二分差值算法计算给定节点的速度 _bilinearInterpolation: function (x, y, g00, g10, g01, g11) { var rx = 1 - x; var ry = 1 - y; var a = rx * ry, b = x * ry, c = rx * y, d = x * y; var u = g00[0] * a + g10[0] * b + g01[0] * c + g11[0] * d; var v = g00[1] * a + g10[1] * b + g01[1] * c + g11[1] * d; return this._calcUV(u, v); }, getIn: function (x, y) { if (x < 0 || x >= 359 || y >= 180) { return [0, 0, 0]; } var x0 = Math.floor(x), y0 = Math.floor(y), x1, y1; if (x0 === x && y0 === y) return this.grid[y][x]; x1 = x0 + 1; y1 = y0 + 1; var g00 = this.getIn(x0, y0), g10 = this.getIn(x1, y0), g01 = this.getIn(x0, y1), g11 = this.getIn(x1, y1); var result = null; try { result = this._bilinearInterpolation(x - x0, y - y0, g00, g10, g01, g11); } catch (e) { console.log(x, y); } return result; }, isInBound: function (x, y) { if (x >= 0 && x < this.cols - 1 && y >= 0 && y < this.rows - 1) return true; return false; },}; /**** *粒子对象 ****/var CanvasParticle = function () { this.lng = null; //粒子初始经度 this.lat = null; //粒子初始纬度 this.x = null; //粒子初始x位置(相对于棋盘网格,比如x方向有360个格,x取值就是0-360,这个是初始化时随机生成的) this.y = null; //粒子初始y位置(同上) this.tlng = null; //粒子下一步将要移动的经度,这个需要计算得来 this.tlat = null; //粒子下一步将要移动的y纬度,这个需要计算得来 this.age = null; //粒子生命周期计时器,每次-1 this.speed = null; //粒子移动速度,可以根据速度渲染不同颜色}; 标签:function,vue,风流,self,var,风场,extent,Cesium,null From: https://www.cnblogs.com/mazhenyu/p/16999330.html