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- /**
- * Cesium 引擎适配层(票 27):本仓库里唯一 `import 'cesium'` 的地方。
- *
- * 只在 `mapService.mountMap()` 完成 `window.CESIUM_BASE_URL` 注入之后被动态 import,
- * 因此静态 import 提升不会踩到时序(见 services/cesiumAssets.js)。
- *
- * 本模块负责两件事:
- * 1. 「把引擎接到宿主上」(票 27):唯一 `Viewer`、自带控件与默认相机输入全关、
- * 不碰需要账号的能力;底图按 `domain/basemap.js` 的计划挂(票 29),
- * 没配就不挂(票 27 的「底图未配置不伪造配准」);
- * 2. 「把相机契约接到引擎上」(票 03):`createCameraEngine()` 把三键契约需要的原语
- * (弹簧臂 `lookAtTransform(东北天局部系, HeadingPitchRange)`、屏幕中心地面拾取、
- * 中心点投影)包成 services/cameraControl.js 的引擎接口 —— 相机语义本身不在本文件,
- * 这里只做 Cesium 方言的翻译。
- */
- import {
- Cartesian2,
- Cartesian3,
- Cartographic,
- Cesium3DTileset,
- Cesium3DTileStyle,
- CesiumTerrainProvider,
- Color,
- CustomDataSource,
- DirectionalLight,
- Ellipsoid,
- EllipsoidalOccluder,
- ImageBasedLighting,
- HeightReference,
- HeadingPitchRange,
- ImageryLayer,
- LabelStyle,
- Math as CesiumMath,
- Matrix4,
- PostProcessStage,
- Rectangle,
- RequestScheduler,
- SceneTransforms,
- TileMapServiceImageryProvider,
- Transforms,
- UrlTemplateImageryProvider,
- VerticalOrigin,
- Viewer,
- buildModuleUrl,
- sampleTerrainMostDetailed,
- } from 'cesium'
- import 'cesium/Build/Cesium/Widgets/widgets.css'
- // 强调的**判定**在 domain(纯函数,可脱浏览器断言);本层只把结论写成显示参数。
- import { EMPHASIS_STYLE, shouldEmphasize } from '../domain/mapEmphasis.js'
- // 票 47:动效的**相位与映射**同样在 domain(纯函数,可跨时间采样断言);
- // 本层只把相位写成 billboard 的 scale/alpha/rotation。
- import { DEVICE_EFFECT, RING_LAYERS, blinkStrengthAt, glowScaleAt, glowStrengthAt, hasGlow, pulseStrengthAt, ringEntityCount, ringFrameAt, spinAngleAt } from '../domain/deviceEffects.js'
- const DEG = Math.PI / 180
- const VIEWER_OPTIONS = {
- // 自带控件全关(导航/时间轴/拾取框等)。
- animation: false,
- timeline: false,
- geocoder: false,
- homeButton: false,
- sceneModePicker: false,
- baseLayerPicker: false,
- navigationHelpButton: false,
- navigationInstructionsInitiallyVisible: false,
- fullscreenButton: false,
- infoBox: false,
- selectionIndicator: false,
- vrButton: false,
- // 按需渲染:相机不动且无新瓦片时不再空转 60fps 渲染循环 —— 模型加载(解码+GPU 上传)
- // 独占主线程,"加载一开始整个场景都卡"的直接缓解。相机一动、瓦片一到货就自动出帧;
- // maximumRenderTimeChange 兜底:即使无场景变化也至少每 0.5s 渲一帧,保证自建雾
- // 等 uniform 更新最迟半秒内可见(自转/雾动画都绑定相机运动,不受影响)。
- requestRenderMode: true,
- maximumRenderTimeChange: 0.5,
- }
- /** 按底图计划建 imagery layer;未配置或计划无效时返回 false = 不配底图(票 27:不伪造地理配准)。 */
- function createBaseLayer(plan) {
- if (!plan || !plan.ready) return false
- if (plan.kind === 'tms') {
- // Cesium 自带的离线 TMS(随 Assets 目录进产物,不需要账号或外网)。
- return ImageryLayer.fromProviderAsync(TileMapServiceImageryProvider.fromUrl(buildModuleUrl(plan.url)))
- }
- if (plan.kind === 'xyz') {
- const options = { url: plan.url }
- if (plan.subdomains && plan.subdomains.length) options.subdomains = plan.subdomains
- if (Number.isInteger(plan.minimumLevel)) options.minimumLevel = plan.minimumLevel
- if (Number.isInteger(plan.maximumLevel)) options.maximumLevel = plan.maximumLevel
- if (plan.credit) options.credit = plan.credit
- return new ImageryLayer(new UrlTemplateImageryProvider(options))
- }
- return false
- }
- /**
- * 在宿主要素上创建 Viewer。
- * @param {Element} host 宿主要素(`.map-canvas`)
- * @param {object} [basemapPlan] `domain/basemap.js` 的底图计划(票 29);缺省 = 不配底图
- * @returns {Viewer}
- */
- export function createViewer(host, basemapPlan) {
- const viewer = new Viewer(host, { ...VIEWER_OPTIONS, baseLayer: createBaseLayer(basemapPlan) })
- const controller = viewer.scene.screenSpaceCameraController
- controller.enableRotate = false
- controller.enableZoom = false
- controller.enableTilt = false
- controller.enableLook = false
- controller.enableTranslate = false
- // 球体底色用驾驶舱底色:没配底图时看到的就是这个球,配了底图会被影像盖住。
- viewer.scene.globe.baseColor = Color.fromCssColorString('#04121f')
- // 地面视图必须保留地形深度,否则埋在地表以下的 3D Tiles 也会覆盖到地形之上。
- // 回归:tools/city-massing/verify-occlusion.mjs 用实际渲染像素检查遮挡。
- viewer.scene.globe.depthTestAgainstTerrain = true
- return viewer
- }
- export function resizeViewer(viewer) {
- viewer.resize()
- }
- /** 叠加影像(票 21):本地精细切片画在底图之上,URL 模板里可用 `{reverseY}` 表示 TMS 的 y。 */
- function createOverlayProvider(overlay) {
- const options = { url: overlay.url }
- if (Number.isInteger(overlay.minimumLevel)) options.minimumLevel = overlay.minimumLevel
- if (Number.isInteger(overlay.maximumLevel)) options.maximumLevel = overlay.maximumLevel
- if (overlay.bounds) options.rectangle = Rectangle.fromDegrees(overlay.bounds[0], overlay.bounds[1], overlay.bounds[2], overlay.bounds[3])
- if (overlay.credit) options.credit = overlay.credit
- return new UrlTemplateImageryProvider(options)
- }
- /**
- * 批量采样真实地表高程(票 34 的建模用途):一次请求把整张网格取回来,
- * 比逐点调 `sampleTerrainHeight()` 快得多(逐点会重复拉同一批瓦片)。
- * @param {Array<{lon: number, lat: number}>} points
- * @returns {Promise<Array<number|null>>} 与入参等长;无地形或取不到的点为 null
- */
- export async function sampleTerrainHeights(viewer, points) {
- const list = Array.isArray(points) ? points : []
- if (!viewer || !viewer.terrainProvider || !list.length) return list.map(() => null)
- try {
- const cartos = list.map((p) => Cartographic.fromDegrees(p.lon, p.lat))
- const sampled = await sampleTerrainMostDetailed(viewer.terrainProvider, cartos)
- return sampled.map((c) => (c && Number.isFinite(c.height) ? c.height : null))
- } catch {
- return list.map(() => null)
- }
- }
- /**
- * 采样一点的**真实地表高程**(票 30):地形感知的中心点/预设视角靠它把高度从「椭球 0 米」
- * 换成实际地形高度,否则相机高度按 0 算,一拉近就落进山体(实测 range 120m 全黑)。
- * @returns {Promise<number|null>} 米;没有地形或采样失败返回 null
- */
- export async function sampleTerrainHeight(viewer, lon, lat) {
- if (!viewer || !viewer.terrainProvider) return null
- try {
- const carto = Cartographic.fromDegrees(lon, lat)
- const [sampled] = await sampleTerrainMostDetailed(viewer.terrainProvider, [carto])
- const height = sampled && sampled.height
- return Number.isFinite(height) ? height : null
- } catch {
- return null
- }
- }
- /**
- * 挂地形(票 21)。DEM 是**量化网格**:`CesiumTerrainProvider.fromUrl(<layer.json 所在目录>)`,
- * `layer.json` 里的 `scheme: "tms"` 由 Cesium 自己认,服务端不需要翻 y。
- * @returns {Promise<string>} `'ready'`;失败时抛错,由调用方记成失败态(保留椭球兜底)
- */
- export async function applyTerrain(viewer, terrainPlan) {
- const provider = await CesiumTerrainProvider.fromUrl(terrainPlan.url, {
- requestVertexNormals: terrainPlan.requestVertexNormals !== false,
- })
- viewer.terrainProvider = provider
- return 'ready'
- }
- /**
- * 叠加影像句柄(票 39):把「精细层」包成一个只暴露必需动作的对象,供交接状态机驱动。
- *
- * ── 两个必须讲清楚的 Cesium 事实(本票实现依据,都查过源码)──
- *
- * 1. **隐藏期间仍要继续预取瓦片**(决策 08 第 1 轮 Q4=A「看不见不等于停止加载」)。
- * 瓦片是否被请求由 `GlobeSurfaceTile` 按 **`layer.show`** 决定
- * (`Source/Scene/GlobeSurfaceTile.js:691` `if (layer.show) { layer._createTileImagerySkeletons(...) }`),
- * **不看 `alpha`**。所以"隐藏精细层"的正确做法是 **`alpha = 0` 且保持 `show = true`** ——
- * 用 `show = false` 会真的停掉预取,等揭示时才开始下载,正好造成"先空白再跳方块"。
- *
- * 2. **alpha 只允许一处写**。本模块提供 `setAlpha()` 作为唯一入口,
- * 服务层与原型都不得直接摸 `layer.alpha`(原型若同时写会互相打架,见 mapService 的隔离注释)。
- */
- function createOverlayHandle(layer) {
- return {
- layer,
- /** 该层的原始 alpha(销毁/还原时用)。 */
- initialAlpha: Number.isFinite(layer.alpha) ? layer.alpha : 1,
- /** 当前由交接写入的 alpha(读数与断言用;不代表"画面已遮住")。 */
- alpha: Number.isFinite(layer.alpha) ? layer.alpha : 1,
- /**
- * 写 alpha(**唯一入口**)。
- *
- * 刻意**不**动 `show`:`alpha = 0` 即不可见,但 `show` 保持 true 让瓦片继续预取
- * (见上方事实 1)。UI 不可见 ≠ 停止加载。
- */
- setAlpha(value) {
- const next = Math.max(0, Math.min(1, Number.isFinite(value) ? value : 0))
- this.alpha = next
- layer.alpha = next
- return next
- },
- /** 当前层对象是否还有效(viewer 销毁后不要再碰)。 */
- alive() {
- return !!layer && typeof layer.alpha === 'number'
- },
- }
- }
- /**
- * 把相机**直接放到指定椭球高度**(DEV 诊断用;保持当前经纬度与姿态)。
- *
- * 为什么放在引擎层:`Cartesian3` 只允许出现在本仓唯一 `import 'cesium'` 的地方(ADR 0004),
- * 服务层不碰 Cesium 类型。
- *
- * 为什么不能直接赋值:`camera.positionWC` / `positionCartographic` 在
- * `Source/Scene/Camera.js` 里**只有 getter**(内部由 `_position` 推导),
- * 赋值不会生效 —— 必须走 `setView()` 这个受支持入口。
- *
- * @returns {number|null} 实际下发的椭球高度(米);失败返回 null
- */
- export function setCameraAltitude(viewer, altitudeM) {
- if (!viewer || !viewer.camera || !viewer.scene || !viewer.scene.globe) return null
- if (!Number.isFinite(altitudeM)) return null
- try {
- const ellipsoid = viewer.scene.globe.ellipsoid
- const carto = ellipsoid.cartesianToCartographic(viewer.camera.positionWC)
- if (!carto) return null
- const camera = viewer.camera
- camera.setView({
- destination: Cartesian3.fromRadians(carto.longitude, carto.latitude, altitudeM),
- orientation: { heading: camera.heading, pitch: camera.pitch, roll: camera.roll },
- })
- return Math.round(altitudeM)
- } catch (error) {
- return null
- }
- }
- /** 按配置顺序叠加影像层,返回**句柄数组**(票 39 起需要驱动 alpha,故不再只返回层数)。 */
- export function applyOverlays(viewer, overlays) {
- const handles = []
- for (const overlay of overlays || []) {
- const layer = new ImageryLayer(createOverlayProvider(overlay))
- viewer.imageryLayers.add(layer)
- handles.push(createOverlayHandle(layer))
- }
- return handles
- }
- /**
- * 目标视野的瓦片就绪读数(**如实标注它是代理信号**)。
- *
- * `globe.tilesLoaded` = **地形与影像加载队列为空**(`Source/Scene/Globe.js:422` 的 getter),
- * 它**不证明**目标视野逐像素就绪 —— 决策票 08 明确警告过这一点。所以这里连同
- * "它是代理"这个事实一起返回,免得下游把它当充分证明。
- *
- * 瓦片失败:Cesium 在**没有任何 errorEvent 监听者**时会把错误直接抛到窗口
- * (`ImageryLayer.js:1708` `handleError`),所以本层挂一个监听者把失败**收进读数**,
- * 而不是让它变成页面级报错(走查的「无页面级报错」会因此误伤)。
- */
- export function createOverlayReadiness(handles = []) {
- const state = { loaded: false, failed: 0, lastError: '' }
- const removers = []
- for (const handle of handles) {
- const layer = handle && handle.layer
- if (!layer || !layer.errorEvent || typeof layer.errorEvent.addEventListener !== 'function') continue
- // 注意:Cesium 的 `Event.addEventListener` **返回一个"移除函数"**,不是 id
- // (`Source/Core/Event.js` 末尾 `return function () { event.removeEventListener(...) }`)。
- const remove = layer.errorEvent.addEventListener((error) => {
- state.failed += 1
- state.lastError = String((error && error.message) || error || '瓦片加载失败')
- })
- if (typeof remove === 'function') removers.push(remove)
- }
- return {
- state,
- /** 由服务层在渲染循环里刷新(`globe.tilesLoaded` 是 getter,读它不便宜,故不在这里轮询)。 */
- refresh(globe) {
- state.loaded = !!(globe && globe.tilesLoaded)
- return state
- },
- detach() {
- for (const remove of removers) {
- try {
- remove()
- } catch {
- // 场景已销毁:忽略
- }
- }
- removers.length = 0
- },
- }
- }
- /**
- * 3D Tiles 的公共诊断读数:排查「tileset.json 拉到了、内容却没请求」时,
- * 使用 Cesium 1.145 的公开 `tilesLoaded`、内存和 tile 事件结果;不读取内部 statistics/ready/contentState。
- * `visited`/`selected` 保留为 null,因为 Cesium 没有公开的稳定逐帧字段。
- */
- export function readTilesetDiagnostics(tilesets) {
- const list = Array.isArray(tilesets) ? tilesets : []
- return list.map((tileset) => {
- const root = tileset.root || {}
- return {
- visited: null,
- selected: null,
- contentReady: root ? Number(Boolean(root.content)) : 0,
- tilesLoaded: Boolean(tileset.tilesLoaded),
- memoryBytes: tileset.totalMemoryUsageInBytes || 0,
- rootHasContent: Boolean(root && root.content),
- rootChildren: Array.isArray(root && root.children) ? root.children.length : 0,
- maximumScreenSpaceError: tileset.maximumScreenSpaceError,
- }
- })
- }
- /**
- * 挂 3D Tiles / 倾斜摄影(票 21):每个条目一个 tileset。
- * 单项失败不影响其它项;返回 `{ ready, failed, instances }` 供上层如实报状态
- * (页面不白屏、不静默),并把实例交出去给视图条件改透明度。
- */
- function applyBuildingLighting(scene, tileset) {
- // Derive a stable local daylight from this dataset's geographic bounds; do not key lighting to the camera.
- const origin = tileset.boundingSphere?.center
- if (!origin) return
- const frame = Transforms.eastNorthUpToFixedFrame(origin)
- const direction = Matrix4.multiplyByPointAsVector(frame, new Cartesian3(-0.4, -0.6, -1), new Cartesian3())
- Cartesian3.normalize(direction, direction)
- scene.light = new DirectionalLight({ direction, intensity: 2.4 })
- tileset.imageBasedLighting = new ImageBasedLighting({
- imageBasedLightingFactor: new Cartesian2(1, 1),
- sphericalHarmonicCoefficients: [new Cartesian3(0.65, 0.65, 0.65), ...Array.from({ length: 8 }, () => new Cartesian3(0, 0, 0))],
- })
- }
- const DEFAULT_TILESET_MAX_DISTANCE = 18000
- const DEFAULT_TILESET_LOAD_DISTANCE = 6000
- const MAX_LAZY_TILESET_LOADS = 1
- /** 相机静止门槛:位移 ≤8m 且持续 600ms 才允许启动批次加载。 */
- const CAMERA_IDLE_METERS = 8
- const CAMERA_IDLE_MS = 600
- /** 3D Tiles 资产缓存上限(字节):LOD 内容超过即淘汰,防止显存/内存无界增长。 */
- const TILESET_CACHE_BYTES = 512 * 1024 * 1024
- const TILESET_CACHE_OVERFLOW_BYTES = 256 * 1024 * 1024
- function sphereFromTilesetRoot(root) {
- const box = root && root.boundingVolume && root.boundingVolume.box
- if (!Array.isArray(box) || box.length < 12) return null
- const transform = Array.isArray(root.transform) && root.transform.length === 16
- ? Matrix4.fromArray(root.transform)
- : Matrix4.IDENTITY
- const center = Matrix4.multiplyByPoint(transform, new Cartesian3(box[0], box[1], box[2]), new Cartesian3())
- const radii = [
- Matrix4.multiplyByPointAsVector(transform, new Cartesian3(box[3], box[4], box[5]), new Cartesian3()),
- Matrix4.multiplyByPointAsVector(transform, new Cartesian3(box[6], box[7], box[8]), new Cartesian3()),
- Matrix4.multiplyByPointAsVector(transform, new Cartesian3(box[9], box[10], box[11]), new Cartesian3()),
- ]
- const radius = Math.sqrt(radii.reduce((sum, axis) => sum + Cartesian3.magnitudeSquared(axis), 0))
- return { center, radius }
- }
- async function readTilesetRootSphere(plan) {
- const response = await fetch(plan.url, { cache: 'no-store' })
- if (!response.ok) throw new Error(`tileset metadata ${response.status}: ${plan.url}`)
- const json = await response.json()
- const sphere = sphereFromTilesetRoot(json.root)
- if (!sphere) throw new Error(`tileset root bounding box missing: ${plan.url}`)
- return sphere
- }
- function tilesetOptions(plan) {
- const options = {
- skipLevelOfDetail: true,
- baseScreenSpaceError: 4096,
- skipScreenSpaceErrorFactor: 32,
- skipLevels: 2,
- immediatelyLoadDesiredLevelOfDetail: false,
- loadSiblings: false,
- cullRequestsWhileMoving: true,
- cullRequestsWhileMovingMultiplier: 90,
- dynamicScreenSpaceError: true,
- dynamicScreenSpaceErrorDensity: 0.01,
- dynamicScreenSpaceErrorFactor: 32,
- foveatedScreenSpaceError: true,
- foveatedConeSize: 0.1,
- foveatedMinimumScreenSpaceErrorRelaxation: 0,
- // SSE 提高到 96:只让视口中央占屏很大的单元才细化到 LOD0,避免进入批次瞬间
- // 68 个 LOD1 单元 + LOD0 高模同时上屏(近景卡顿的直接来源)。
- maximumScreenSpaceError: Number.isFinite(plan.maximumScreenSpaceError) ? plan.maximumScreenSpaceError : 96,
- cacheBytes: TILESET_CACHE_BYTES,
- maximumCacheOverflowBytes: TILESET_CACHE_OVERFLOW_BYTES,
- }
- return options
- }
- function createTilesetCullingController(scene, entries, instances, failed) {
- const camera = scene && scene.camera
- if (!camera || !camera.changed || !Array.isArray(entries) || !entries.length) return null
- let disposed = false
- let activeLoads = 0
- let lastCameraPosition = null
- let lastCameraMoveAt = 0
- let idleRetryTimer = null
- async function loadEntry(entry) {
- if (disposed || entry.loading || entry.instance) return
- entry.loading = true
- activeLoads += 1
- try {
- const instance = await Cesium3DTileset.fromUrl(entry.plan.url, tilesetOptions(entry.plan))
- if (disposed) {
- instance.destroy()
- return
- }
- if (entry.plan.lighting === true) applyBuildingLighting(scene, instance)
- instance.tileFailed.addEventListener((error) => {
- failed.push({ url: error.url || entry.plan.url, error: error.message || '3D Tiles 内容加载失败' })
- })
- scene.primitives.add(instance)
- entry.instance = instance
- instances.push(instance)
- } catch (error) {
- failed.push({ url: entry.plan.url, error: String((error && error.message) || error) })
- } finally {
- entry.loading = false
- activeLoads = Math.max(0, activeLoads - 1)
- refresh()
- }
- }
- function refresh() {
- if (disposed) return
- const cameraPosition = camera.positionWC
- // 相机静止判定:与上一次 refresh 的位置差。移动中**只推迟批次加载**(显示/显存
- // 切换照常实时更新),加载推迟到相机停下——"模型加载一开始整个场景都卡"的
- // 根因就是加载与移动在同一批帧里争主线程。LOD 判定只用这个包围球距离,不用相机高度。
- if (lastCameraPosition) {
- const moved = Cartesian3.distance(lastCameraPosition, cameraPosition)
- if (moved > CAMERA_IDLE_METERS) lastCameraMoveAt = Date.now()
- }
- lastCameraPosition = Cartesian3.clone(cameraPosition)
- const candidates = []
- for (const entry of entries) {
- if (!entry.sphere) continue
- const maximumDistance = Number.isFinite(entry.plan.maximumDistance)
- ? entry.plan.maximumDistance
- : DEFAULT_TILESET_MAX_DISTANCE
- const loadDistance = Number.isFinite(entry.plan.loadDistance)
- ? entry.plan.loadDistance
- : Math.min(DEFAULT_TILESET_LOAD_DISTANCE, maximumDistance)
- const distance = Math.max(0, Cartesian3.distance(cameraPosition, entry.sphere.center) - entry.sphere.radius)
- entry.distance = distance
- const isFarLayer = entry.plan.role === 'far'
- if (entry.instance) {
- const visible = isFarLayer ? true : distance <= loadDistance
- if (entry.instance.show !== visible) entry.instance.show = visible
- if (!entry.plan.eager && !isFarLayer && distance > loadDistance * 2) {
- scene.primitives.remove(entry.instance)
- entry.instance.destroy()
- const index = instances.indexOf(entry.instance)
- if (index >= 0) instances.splice(index, 1)
- entry.instance = null
- }
- } else if (!entry.loading && (entry.plan.eager || isFarLayer || distance <= loadDistance)) {
- candidates.push({ entry, distance })
- }
- }
- // 远景粗模层只在**没有任何精细批次实际上屏**时才显示:
- // 精细批次先预载(loadDistance 提前于显示),上屏后才切走粗模,避免加载间隙出现空白县城。
- const fineShowing = entries.some((entry) => entry.plan.role !== 'far' && entry.instance && entry.instance.show)
- for (const entry of entries) {
- if (entry.plan.role === 'far' && entry.instance && entry.instance.show !== !fineShowing) {
- entry.instance.show = !fineShowing
- }
- }
- if (activeLoads < MAX_LAZY_TILESET_LOADS && candidates.length) {
- if (Date.now() - lastCameraMoveAt >= CAMERA_IDLE_MS) {
- // 相机已静止:可以安全加载(加载期间 requestRenderMode 让解码不被渲染循环挤占)。
- candidates.sort((a, b) => a.distance - b.distance)
- void loadEntry(candidates[0].entry)
- } else {
- // 仍在移动:挂一个短定时器再查一次——停下后没有 camera.changed 事件,
- // 没有这个重查,加载会被永远推迟。
- if (!idleRetryTimer) {
- idleRetryTimer = setTimeout(() => {
- idleRetryTimer = null
- refresh()
- }, CAMERA_IDLE_MS)
- }
- }
- }
- }
- const detach = camera.changed.addEventListener(refresh)
- return {
- refresh,
- async prepare() {
- await Promise.all(entries.map(async (entry) => {
- try {
- entry.sphere = await readTilesetRootSphere(entry.plan)
- } catch (error) {
- failed.push({ url: entry.plan.url, error: String((error && error.message) || error) })
- }
- }))
- await Promise.all(entries.filter((entry) => entry.plan.eager !== false).map((entry) => loadEntry(entry)))
- refresh()
- },
- detach() {
- disposed = true
- if (idleRetryTimer) {
- clearTimeout(idleRetryTimer)
- idleRetryTimer = null
- }
- detach()
- },
- }
- }
- /**
- * 3D Tiles 懒加载:启动只读根 tileset.json 的包围盒,eager 批次立即加载,
- * 其余批次只有相机进入 loadDistance 才初始化;离开较远区域后销毁非 eager 批次。
- * 已加载 tileset 仍由 Cesium 做 tile 级视锥剔除和内部 LOD。
- */
- export async function applyTilesets(scene, tilesets) {
- // 全局请求节流:默认 50 并发会让进入批次瞬间的 GLB 下载+解码挤在同一批帧里(近景卡顿)。
- // 限到 10/5:模型、地形、影像三类请求共享同一调度器,加载期间后两者必须还有余量。
- try {
- RequestScheduler.maximumRequests = 10
- RequestScheduler.maximumRequestsPerServer = 5
- } catch {
- // 老版本没有这些字段时保持默认。
- }
- const instances = []
- const failed = []
- const entries = (tilesets || []).map((plan) => ({ plan, sphere: null, instance: null, loading: false, distance: null }))
- const culling = createTilesetCullingController(scene, entries, instances, failed)
- if (culling) await culling.prepare()
- return { ready: instances.length, failed, instances, culling }
- }
- /**
- * 视图条件对图层的影响(票 21):管线视图把地形与 3D Tiles 压成半透明(保留空间参照,
- * 不完全隐藏),地面视图还原为完全不透明。
- *
- * 地形用 Cesium 的 `globe.translucency`(前台/背面 alpha 一起设,避免只透一半);
- * 3D Tiles 用 `Cesium3DTileStyle` 的 color alpha。两者都只改显示,不动数据,也不碰相机。
- * @param {object} viewer
- * @param {Array} tilesets 已挂上的 tileset 实例(applyTilesets 的 instances)
- * @param {object} plan `domain/viewModes.js` 的 planViewMode()
- */
- export function applyViewModeLayers(viewer, tilesets, plan) {
- if (!viewer || !plan) return
- const globe = viewer.scene && viewer.scene.globe
- if (globe) {
- // 始终参与真实地形深度;管线透视只由显式 translucency 开关控制。
- globe.depthTestAgainstTerrain = true
- const alpha = Number.isFinite(plan.terrainAlpha) ? plan.terrainAlpha : 1
- globe.translucency.enabled = alpha < 1
- globe.translucency.frontFaceAlpha = alpha
- globe.translucency.backFaceAlpha = alpha
- }
- const alpha = Number.isFinite(plan.tilesetAlpha) ? plan.tilesetAlpha : 1
- for (const tileset of tilesets || []) {
- try {
- // 地面视图还原 = 清掉样式(而不是设成 white/1,省得留一份无意义样式)。
- tileset.style = alpha < 1 ? new Cesium3DTileStyle({ color: `color('white', ${alpha})` }) : undefined
- } catch {
- // 单个 tileset 不支持 style 时忽略,不影响其它图层。
- }
- }
- }
- export function destroyViewer(viewer) {
- viewer.destroy()
- }
- // ================================================================ 自建视距雾(票 38)
- /** 自建雾处理级的名字(唯一一个)。 */
- export const FOG_STAGE_NAME = 'cockpit-area-fog'
- /**
- * 世界射线距离雾的片元着色器(**B 方案:只处理有有效几何深度的地物**)。
- *
- * 契约来源 `cockpit-primary-area-guardrails/spec-fog.md`(决策票 07 固化 B 方案)。三条硬约束:
- *
- * 1. **无有效深度 ≠ 天空**,但本级**不重绘它**:`rawDepth >= 1.0` 时整段返回原色
- * (不套雾色、不做地平线渐变)。依据决策票 07「采用 B:仅地物距离雾……无有效几何深度背景保持原颜色」,
- * 以及其只读复核「深度清为 1.0,天空盒与大气不写深度」「无深度值也可能对应没写自身深度的透明内容」。
- * 2. **只反解一次对数深度**:`czm_windowToEyeCoordinates(gl_FragCoord.xy, rawDepth)` 这个重载
- * **内部自己解 log**(`windowToEyeCoordinates.glsl`),喂给它的是**原始** `texture(depthTexture).r`。
- * 先 `czm_reverseLogDepth` 再传进去会解两次 —— 复核里点名的坑。
- * 沿视线的距离取重建位置的长度,不取 `-z`;并按 `gl_FragCoord.w` 做齐次除法。
- * 3. **两端语义精确**:0 处全清、`endDistance` 处全遮蔽。曲线形状(smoothstep + 保端点光学厚度)
- * 在 `domain/fog.js` 的 `fogAttenuation` 里算好,这里只做 `mix`,**GLSL 不重写一份数学**
- * (两处各写一份必然漂移,而端点语义是本票的验收点)。
- *
- * 与原型 `prototypes/fog-prototype-stage.js`(**已归档到 `throwaway/cockpit-prototypes` 分支**,
- * 票 40 收口)的区别:去掉只有决策票 07 才有的 C 方案分支
- * (地平线染色与太阳暖色,已裁定不采用),并改用 CPU 侧算好的强度 uniform。
- */
- const FOG_FRAGMENT_SHADER = `
- uniform sampler2D colorTexture;
- uniform sampler2D depthTexture;
- uniform vec3 fogColor;
- uniform float effectStrength;
- uniform float startDistance;
- uniform float endDistance;
- in vec2 v_textureCoordinates;
- // 世界射线距离 → 不透明度。与 domain/fog.js 的 fogAttenuation 同一形状,
- // 但它必须在 GPU 上逐片元算,所以这里保留一份等价实现;**端点断言在 CPU 侧**。
- float fogAlpha(float distanceM) {
- if (distanceM <= startDistance) return 0.0;
- if (distanceM >= endDistance) return 1.0;
- float t = (distanceM - startDistance) / (endDistance - startDistance);
- float smoothT = t * t * (3.0 - 2.0 * t);
- return (1.0 - exp(-3.0 * smoothT)) / (1.0 - exp(-3.0));
- }
- void main() {
- vec4 base = texture(colorTexture, v_textureCoordinates);
- float rawDepth = texture(depthTexture, v_textureCoordinates).r;
- // 无有效几何深度:**保留原色**(B 方案)。这一支也不做"天空分类"的臆断。
- if (rawDepth >= 1.0) {
- out_FragColor = base;
- return;
- }
- // 原始深度交给这个重载,它内部自己解 log;再补一次齐次除法。
- vec4 eye = czm_windowToEyeCoordinates(gl_FragCoord.xy, rawDepth);
- vec3 eyePos = eye.xyz / eye.w;
- float distanceM = length(eyePos);
- float alpha = clamp(fogAlpha(distanceM) * effectStrength, 0.0, 1.0);
- out_FragColor = vec4(mix(base.rgb, fogColor, alpha), base.a);
- }`
- /**
- * 在场景上建**唯一**一个自建雾处理级(票 38)。幂等:同一 viewer 只会有一个。
- *
- * 三条实现要点,每条都对着决策票 07 的只读复核:
- * · **能力探测交给引擎**:stage 声明了 `depthTexture` 而设备不支持时,
- * `PostProcessStage` 自己会整级禁用(`_isSupported`);我们只如实读回 `stage.ready`
- * 与 `scene.context.depthTexture`,不自己造探测逻辑。
- * · **复用对象**:进出与调强度都只改 uniform,不 remove/add(`PostProcessStageCollection.remove`
- * 会 destroy,对象不可复用)。只有离开地图才 `remove` + 释放。
- * · **禁用不等于零开销**:规格明确「禁用后引擎仍可能准备/清理后处理 framebuffer」,
- * 所以对外措辞只说"禁用",不承诺"完全没有 GPU 开销"。
- *
- * @param {Viewer} viewer
- * @param {object} params `domain/fog.js` 的 `planFog()` 结果
- * @returns {{stage: PostProcessStage, uniforms: object, supported: boolean, destroy: () => void}}
- */
- export function createFogStage(viewer, params) {
- const scene = viewer.scene
- /**
- * 雾的动态 uniform **必须用函数传**(不能用常量)。
- *
- * 依据(Cesium 1.145 `PostProcessStage` 源码,本票实测确认):
- * · 构造时 `_actualUniforms[name] = uniforms[name]` 会**快照一份**常量值;
- * · 之后每帧喂给 shader 的是 `_actualUniforms`(`getUniformMapFunction` 读它),
- * 而 `stage._uniforms` 在构造末尾被**换成另一个对象**。
- * 所以「传常量 + 事后改那个常量对象」**永远不会生效** —— 改了原始对象,
- * 快照仍是初值,shader 拿到的始终是初值。症状极具迷惑性:
- * 读数、dataset、`stage.enabled` 全都说"已启用、强度 1",而**画面上什么都没有**。
- *
- * 这也正是可丢弃原型 `prototypes/fog-prototype-stage.js`(**已归档到
- * `throwaway/cockpit-prototypes` 分支**,票 40 收口)用 `() => params.amount`
- * 这种写法能跑通的原因 —— 函数形式的 uniform 每帧现取,天然支持动态改值。
- */
- const state = {
- fogColor: new Cartesian3(1, 1, 1),
- effectStrength: 0,
- startDistance: params.startDistance,
- endDistance: params.endDistance,
- }
- const stage = scene.postProcessStages.add(
- new PostProcessStage({
- name: FOG_STAGE_NAME,
- fragmentShader: FOG_FRAGMENT_SHADER,
- uniforms: {
- fogColor: () => state.fogColor,
- effectStrength: () => state.effectStrength,
- startDistance: () => state.startDistance,
- endDistance: () => state.endDistance,
- },
- }),
- )
- // 先禁用:强度为 0 时不该有任何一次全屏 pass(首次启用由宿主显式打开)。
- stage.enabled = false
- return {
- stage,
- state,
- /** 深度能力:`Context.depthTexture` 是**布尔能力标志**(不是纹理对象,且不在 d.ts 里)。 */
- supported: scene.context ? scene.context.depthTexture === true : false,
- /**
- * DEV 诊断:对比"我们以为写进去的强度"与"Cesium 真正喂给 shader 的强度"。
- *
- * 读的是 `stage._uniformMap[name]()` —— 那是每帧实际取值的那条路径,
- * 也是唯一能证伪"值到底有没有送进 shader"的地方。两者不一致就说明 uniform 通道没接对
- * (常量快照坑:直接写原始对象绕过了 setter,`_actualUniforms` 永远是初值)。
- */
- readUniformDiagnostics() {
- let delivered = null
- let storedKind = null
- let storedValue = null
- try {
- const uniformMap = stage._uniformMap
- delivered = uniformMap && typeof uniformMap.effectStrength === 'function' ? uniformMap.effectStrength() : null
- } catch (error) {
- delivered = null
- }
- try {
- // `_actualUniforms` 在**构造时**就写好了(不等渲染),所以这一项在隐藏标签页里也可读。
- // 它是判定"动态 uniform 有没有接对"的决定性证据:
- // · 存的是 `function` → 每帧现取,改 state 立刻生效(正确形态);
- // · 存的是 `number` → 构造时快照,事后改原始对象**永远不生效**(本票的坑)。
- const stored = stage._actualUniforms ? stage._actualUniforms.effectStrength : undefined
- storedKind = typeof stored
- storedValue = typeof stored === 'number' ? stored : null
- } catch (error) {
- storedKind = null
- }
- return {
- intended: state.effectStrength,
- deliveredToShader: delivered,
- matches: delivered === state.effectStrength,
- /** `'function'` = 动态(对);`'number'` = 常量快照(错,改了不生效)。 */
- storedKind,
- storedValue,
- enabled: stage.enabled,
- ready: stage.ready === true,
- }
- },
- destroy() {
- if (scene.isDestroyed && scene.isDestroyed()) return
- if (stage.isDestroyed && stage.isDestroyed()) return
- scene.postProcessStages.remove(stage)
- },
- }
- }
- /** 把强度与颜色写进 uniform(**只改 dynamic state,不重建 stage**)。 */
- export function applyFogUniforms(handle, { strength, colorRgb, startDistance, endDistance }) {
- if (!handle || !handle.state) return
- const state = handle.state
- if (Number.isFinite(strength)) state.effectStrength = Math.min(1, Math.max(0, strength))
- if (colorRgb) state.fogColor = new Cartesian3(colorRgb.r, colorRgb.g, colorRgb.b)
- if (Number.isFinite(startDistance)) state.startDistance = startDistance
- if (Number.isFinite(endDistance)) state.endDistance = endDistance
- // 开关与强度同源:强度为 0 就没有必要跑这一遍全屏 pass。
- if (handle.stage) handle.stage.enabled = state.effectStrength > 0
- }
- /** 该处理级是否已可执行(**不等于**画面已被遮住 —— 规格明确区分这两件事)。 */
- export function fogStageExecutable(handle) {
- if (!handle || !handle.stage) return false
- if (handle.stage.isDestroyed && handle.stage.isDestroyed()) return false
- return handle.stage.ready === true
- }
- /** 当前是否有自建雾处理级挂在场景上(排查与走查读数)。 */
- export function hasFogStage(viewer) {
- if (!viewer || !viewer.scene || !viewer.scene.postProcessStages) return false
- return viewer.scene.postProcessStages.length > 0
- }
- // ================================================================ 点位标记(票 09)
- /**
- * 点位标记的数据源名:**唯一一个**,重新同步时整份替换而不是叠加
- * (否则翻一页就多画一批,地图上会出现已经不存在于当前快照的点)。
- */
- export const POINT_MARKER_SOURCE = 'cockpit-point-markers'
- /** 管线数据源名(票 22 交付;票 14 的高亮已经按它扫,落地当天即生效,不需要再改高亮)。 */
- export const PIPELINE_SOURCE = 'cockpit-pipelines'
- /**
- * 关联监测设备图层的**独立**数据源名(票 42)。
- *
- * 与 `POINT_MARKER_SOURCE` 分开是**结构性**的:关联设备只进这个临时图层,
- * 永远不写回摘要标记计划(规格:摘要分页、摘要图例、`data-map-markers*` 都不含它)。
- */
- export const DEVICE_MARKER_SOURCE = 'cockpit-associated-device-markers'
- /**
- * 建/取点位标记的数据源(幂等)。
- *
- * **必须自己缓存实例,不能只靠 `dataSources.getByName()`**:
- * Cesium 的 `DataSourceCollection.add()` 是**异步**的(`Promise.resolve(ds).then(...)` 里才 push
- * 进 `_dataSources`)。同一个 tick 里「先写后读」会走成这样:
- * 1. `syncPointMarkers()` 建了数据源 A(还没注册进集合)并把 8 个标记加进 A;
- * 2. 紧接着 `readPointMarkers()` 调 `getByName()` —— 集合里还没有 A,于是**又建了一个空数据源 B**,
- * 读回来 0 个标记。
- * 症状极具迷惑性:模块计数与 dataset 都说 8,组件渲染出来的却是「点位标记 0」,
- * 而晚一点的 DEV 把手调用(那时 A 已注册)又读回 8 —— 同一个页面两套答案。
- * 这是视觉探针截图里「图例有计数、标记写 0」的真正原因(走查没抓到,因为它读的是 dataset 与 DEV 把手)。
- *
- * 用 WeakMap 按 viewer 缓存:viewer 销毁后条目自然消失,不会漏实例,也不会在集合里留空数据源。
- */
- const markerSources = new WeakMap()
- function pointMarkerSource(viewer) {
- const cached = markerSources.get(viewer)
- if (cached) return cached
- // 兜一道:热重载等情况下集合里可能已经有同名数据源,优先复用它。
- const existing = viewer.dataSources.getByName(POINT_MARKER_SOURCE)[0]
- if (existing) {
- markerSources.set(viewer, existing)
- return existing
- }
- const source = new CustomDataSource(POINT_MARKER_SOURCE)
- viewer.dataSources.add(source)
- markerSources.set(viewer, source)
- return source
- }
- /**
- * 把标记计划同步到地图上(票 09 验收第 1 条:标记按后端返回状态渲染)。
- *
- * 形状与颜色**都来自计划**(`domain/pointStatus.js` + 服务层读出的语义色):
- * 引擎这一层不认识「报警」这种业务词,只认 `shape` 与 `color`,所以状态→视觉的映射
- * 只有一份,不会在这里长出第二份。
- *
- * `HeightReference.CLAMP_TO_GROUND` 让标记贴着地形(票 21 有 DEM,票 30 已有地形感知拾取),
- * 否则点位会浮在山体上方或埋进去。缺坐标/非法坐标的对象**不在计划里**(票 07 已拦下)。
- *
- * @param {Viewer} viewer
- * @param {Array} markers `domain/pointStatus.js` 的 `planPointMarkers().markers`
- * @param {(marker: object) => string} colorOf 取该标记的 CSS 颜色(服务层从 token 读,引擎不写色值)
- * @param {(shape: string, color: string) => string} imageOf 形状+颜色 → 图片 URL(domain/markerSvg)
- * @returns {{rendered: number, skipped: number}}
- */
- export function syncPointMarkers(viewer, markers, colorOf, imageOf) {
- const source = pointMarkerSource(viewer)
- source.entities.removeAll()
- let rendered = 0
- let skipped = 0
- for (const marker of markers || []) {
- // 经纬度缺失或非有限值不上图:计划层已按 `renderable` 过滤,
- // 这里再挡一道,免得脏数据把整批 entity 建崩(一条坏数据不该让其余点位消失)。
- if (!Number.isFinite(marker.longitude) || !Number.isFinite(marker.latitude)) {
- skipped += 1
- continue
- }
- const color = colorOf(marker)
- source.entities.add({
- id: `point|${marker.key}`,
- position: Cartesian3.fromDegrees(marker.longitude, marker.latitude),
- billboard: {
- image: imageOf(marker.shape, color),
- // 像素尺寸同步放大:大屏上 12px 的点位看不清形状(形状是「不只靠颜色」的那一半)。
- width: 18,
- height: 18,
- scale: 1,
- // 贴地:有地形时点位落在地表而不是椭球面。
- heightReference: HeightReference.CLAMP_TO_GROUND,
- verticalOrigin: VerticalOrigin.CENTER,
- disableDepthTestDistance: Number.POSITIVE_INFINITY,
- },
- // 供走查/人工排查读状态:不依赖中文字符串,也不依赖读图。
- properties: {
- pointCode: marker.code,
- deviceCodes: marker.deviceCodes || [],
- pointKind: marker.kind,
- pointStatus: marker.status,
- visualKey: marker.visualKey,
- shape: marker.shape,
- tone: marker.tone,
- },
- })
- rendered += 1
- }
- return { rendered, skipped }
- }
- /**
- * 只读回点位标记的**真实图层内容**(走查据此断言「标记真的画在地图上」,
- * 而不是只信计划算出来的数)。
- *
- * 除了计数与状态分布,还回每个视觉键对应的 billboard 图片 URL:走查用它证明
- * 「每个状态的颜色确实不同、形状确实是形状」——这两件事只有从引擎实体上读才算证据。
- */
- export function readPointMarkers(viewer) {
- const source = pointMarkerSource(viewer)
- const byStatus = {}
- const shapes = new Set()
- const images = {}
- for (const entity of source.entities.values) {
- const properties = entity.properties || {}
- const get = (key) => (properties[key] ? properties[key].getValue() : '')
- const visualKey = get('visualKey') || 'UNKNOWN'
- const shape = get('shape') || ''
- byStatus[visualKey] = (byStatus[visualKey] || 0) + 1
- if (shape) shapes.add(shape)
- // 同一视觉键只留一份图片,够判「不同状态图片不同」。
- if (!images[visualKey]) {
- const billboard = entity.billboard
- images[visualKey] = {
- shape,
- tone: get('tone'),
- image: billboard ? billboard.image.getValue() : '',
- }
- }
- }
- return { count: source.entities.values.length, byStatus, shapes: [...shapes].filter(Boolean).sort(), images }
- }
- /**
- * 只读回点位标记的**窗口坐标**(票 45 走查用:真实鼠标要点的位置)。
- *
- * 与 `readOverlapTargets` 同一条纪律:只回投影后的屏幕坐标与身份,不出 Cesium 实体。
- * 用**逻辑可见性** `entity.show`(`isShowing` 是渲染态,headless 下会差一帧)。
- */
- export function readPointMarkerTargets(viewer) {
- const source = pointMarkerSource(viewer)
- const rect = viewer && viewer.canvas ? viewer.canvas.getBoundingClientRect() : null
- if (!rect || !viewer.scene) return []
- const ellipsoid = viewer.scene.globe && viewer.scene.globe.ellipsoid
- return source.entities.values
- .map((entity) => {
- const properties = entity.properties || {}
- const get = (key) => (properties[key] && properties[key].getValue ? properties[key].getValue() : '')
- const position = entity.position && entity.position.getValue ? entity.position.getValue(viewer.clock.currentTime) : null
- if (!position) return null
- // 点位标记是 `HeightReference.CLAMP_TO_GROUND` **贴地形**渲染的;
- // 直接投影 `entity.position`(椭球零高度)会与画面上看到的标记差出一段地形高度,
- // 真实鼠标按那个坐标点会**打不中**(票 45 真实路径走查抓到)。
- // 这里与渲染同口径:先取地形高度,再投影。
- let world = position
- if (ellipsoid) {
- const carto = ellipsoid.cartesianToCartographic(position)
- if (carto) {
- let height = 0
- const sampled = viewer.scene.globe.getHeight(carto)
- if (Number.isFinite(sampled)) height = sampled
- world = Cartesian3.fromRadians(carto.longitude, carto.latitude, height)
- }
- }
- const projected = SceneTransforms.worldToWindowCoordinates(viewer.scene, world)
- if (!projected || !Number.isFinite(projected.x) || !Number.isFinite(projected.y)) return null
- return {
- x: projected.x + rect.left,
- y: projected.y + rect.top,
- code: get('pointCode'),
- status: get('pointStatus'),
- visible: entity.show !== false,
- }
- })
- .filter(Boolean)
- }
- /** 清空点位标记(快照失效/刷新前用:旧快照的点不得留在图上)。 */
- export function clearPointMarkers(viewer) {
- pointMarkerSource(viewer).entities.removeAll()
- }
- // ================================================================ 关联监测设备图层(票 42)
- const deviceSources = new WeakMap()
- /** 建/取关联设备图层的数据源(幂等,与点位标记同款:必须自己缓存,理由见上方注释)。 */
- function deviceMarkerSource(viewer) {
- const cached = deviceSources.get(viewer)
- if (cached) return cached
- const existing = viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0]
- if (existing) {
- deviceSources.set(viewer, existing)
- return existing
- }
- const source = new CustomDataSource(DEVICE_MARKER_SOURCE)
- viewer.dataSources.add(source)
- deviceSources.set(viewer, source)
- return source
- }
- /**
- * 把**当前选中点位的关联设备**同步到独立临时图层(票 42)。
- *
- * 三件事是规格硬要求,都体现在签名与实体属性上:
- * 1. **整份替换**(`removeAll` 后重建):关闭/换点/刷新时旧图层立即撤下,不会与新的混在一起;
- * 2. **独立身份**:实体 id 与属性都带 `deviceCode` **和** `monitoringPointCode`,
- * 绝不写 `pointCode` —— 设备不冒充监测点(票 05 的结构性保证);
- * 3. **尺寸小于监测点**(14 vs 18):层级靠尺寸区分,具体形状/资产接缝归票 44。
- *
- * 调用方只传**已判定可上图**的行(`domain/deviceLayer.js` 的 `placement === 'drawn'`);
- * 这里再挡一道经纬度,避免一条脏数据把整批 entity 建崩。
- *
- * @param {Viewer} viewer
- * @param {Array} devices 领域行(含 `code`/`pointCode`/`longitude`/`latitude`/`status`)
- * @param {(device: object) => string} colorOf 取该设备的 CSS 颜色(色值仍由服务层从 token 读)
- * @param {(shape: string, color: string) => string} imageOf 形状+颜色 → 图片 URL
- * @returns {{rendered: number, skipped: number}}
- */
- export function syncAssociatedDevices(viewer, devices, colorOf, imageOf, overlapGroups = []) {
- const source = deviceMarkerSource(viewer)
- source.entities.removeAll()
- // 票 47:实体是**整份重建**的,动效基准与循环必须一起复位
- // (否则基准表里留着上一批实体的 id,动效会写到不存在的对象上)。
- deviceBaseStyle.clear()
- stopDeviceEffects()
- let rendered = 0
- let skipped = 0
- const groupsByCode = new Map()
- for (const group of Array.isArray(overlapGroups) ? overlapGroups : []) {
- if (!group || group.k < 2) continue
- for (const row of group.rows || []) groupsByCode.set(row.code, group)
- }
- for (const device of devices || []) {
- if (!Number.isFinite(device.longitude) || !Number.isFinite(device.latitude)) {
- skipped += 1
- continue
- }
- const color = colorOf(device)
- // 票 44:尺寸与形状都来自**单一资产接缝**(`domain/deviceAssets.js` 的计划),
- // 引擎不认识"设备该多大",也不写死尺寸字面量。
- const size = Number.isFinite(device.size) ? device.size : 14
- const group = groupsByCode.get(device.code)
- source.entities.add({
- id: `device|${device.pointCode}|${device.code}`,
- position: Cartesian3.fromDegrees(device.longitude, device.latitude),
- show: !group,
- billboard: {
- image: imageOf(device.shape || 'circle', color, size),
- width: size,
- height: size,
- scale: 1,
- pixelOffset: new Cartesian2(0, 0),
- heightReference: HeightReference.CLAMP_TO_GROUND,
- verticalOrigin: VerticalOrigin.CENTER,
- },
- properties: {
- deviceCode: device.code,
- monitoringPointCode: device.pointCode,
- deviceStatus: device.status || '',
- deviceShape: device.shape || 'circle',
- assetMode: device.assetMode || '',
- assetReason: device.assetReason || '',
- assetReasonText: device.assetReasonText || '',
- overlapGroup: group ? group.key : '',
- overlapPointCode: group ? group.pointCode : '',
- overlapAggregate: false,
- overlapFanIndex: -1,
- },
- })
- rendered += 1
- }
- // 聚合符号没有 deviceCode:拾取它只能返回 overlap action,不能冒充任一台设备。
- for (const group of Array.isArray(overlapGroups) ? overlapGroups : []) {
- if (!group || group.k < 2 || !group.rows.length) continue
- const representative = group.rows.find((row) => row.status === (group.visual && group.visual.status)) || group.rows[0]
- const color = colorOf(representative)
- const size = Number.isFinite(representative.size) ? representative.size : 14
- source.entities.add({
- id: `overlap|${group.pointCode}|${group.key}`,
- position: Cartesian3.fromDegrees(representative.longitude, representative.latitude),
- billboard: {
- image: imageOf(group.visual.shape, color, size),
- width: size,
- height: size,
- scale: 1,
- pixelOffset: new Cartesian2(0, 0),
- heightReference: HeightReference.CLAMP_TO_GROUND,
- verticalOrigin: VerticalOrigin.CENTER,
- },
- label: {
- text: String(group.k),
- font: 'bold 12px sans-serif',
- fillColor: Color.WHITE,
- outlineColor: Color.BLACK,
- outlineWidth: 2,
- style: LabelStyle.FILL_AND_OUTLINE,
- pixelOffset: new Cartesian2(14, -12),
- verticalOrigin: VerticalOrigin.CENTER,
- },
- properties: {
- overlapAggregate: true,
- overlapGroup: group.key,
- overlapPointCode: group.pointCode,
- overlapCount: group.k,
- overlapState: group.state,
- overlapLabel: group.label,
- deviceStatus: group.visual.status,
- // 不能含 `deviceCode` / `monitoringPointCode`:聚合符号不冒充设备身份。
- },
- })
- }
- return { rendered: devices ? devices.length : 0, skipped }
- }
- /**
- * 展开/预览重叠设备:只改 billboard `pixelOffset`(屏幕渲染层);实体 position 与属性经纬度不动。
- * `offsets` 是 `{[deviceCode]: {x,y}}`;collapsed 时恢复为 0。
- */
- export function nudgeOverlap(viewer, groupKey) {
- const source = deviceMarkerSource(viewer)
- let touched = 0
- for (const entity of source.entities.values) {
- const properties = entity.properties || {}
- const group = properties.overlapGroup && properties.overlapGroup.getValue ? properties.overlapGroup.getValue() : ''
- const aggregate = properties.overlapAggregate && properties.overlapAggregate.getValue ? properties.overlapAggregate.getValue() : false
- if (group !== groupKey || aggregate !== true) continue
- if (entity.billboard) {
- entity.billboard.scale = 1.18
- entity.billboard.outlineWidth = 2
- entity.billboard.outlineColor = Color.WHITE.withAlpha(0.85)
- }
- touched += 1
- }
- return touched
- }
- /** 清空重叠聚合面板hover弱提示。 */
- export function clearOverlapNudge(viewer) {
- const source = deviceMarkerSource(viewer)
- for (const entity of source.entities.values) {
- const properties = entity.properties || {}
- const aggregate = properties.overlapAggregate && properties.overlapAggregate.getValue ? properties.overlapAggregate.getValue() : false
- if (aggregate && entity.billboard) {
- entity.billboard.scale = 1
- entity.billboard.outlineWidth = 0
- }
- }
- }
- export function setOverlapPresentation(viewer, { groupKey = '', state = 'collapsed', preview = false, offsets = {} } = {}) {
- const source = deviceMarkerSource(viewer)
- let touched = 0
- for (const entity of source.entities.values) {
- const properties = entity.properties || {}
- const read = (key) => properties[key] && properties[key].getValue ? properties[key].getValue() : ''
- if (!groupKey || read('overlapGroup') !== groupKey) continue
- const aggregate = read('overlapAggregate') === true
- const showFan = state === 'expanded'
- if (aggregate) {
- entity.show = showFan ? preview : true
- } else {
- const code = read('deviceCode')
- const offset = offsets[code]
- entity.show = showFan && Boolean(offset)
- if (entity.billboard) {
- entity.billboard.pixelOffset = offset
- ? new Cartesian2(offset.x, offset.y)
- : new Cartesian2(0, 0)
- }
- }
- touched += 1
- }
- return touched
- }
- /** 只读回关联设备图层的真实内容(走查据此断言「设备真的画在独立图层上」,以及「画成的样子来自接缝」)。 */
- export function readAssociatedDevices(viewer) {
- const source = deviceMarkerSource(viewer)
- return source.entities.values.map((entity) => {
- const properties = entity.properties || {}
- const get = (key) => (properties[key] ? properties[key].getValue() : '')
- // 票 44:实体上**已经**带着接缝的结论(形状/资产模式/降级原因),原读取器却把它们丢掉了 ——
- // 于是「地图上真画的那台设备是什么形状、什么资产模式」在引擎侧读不到,走查只能退回去读
- // 计划行(那是"打算画什么",不是"画成了什么")。这里如实读回来。
- // 尺寸取 **billboard 的真实宽高**,而不是再读一个属性:这样读到的是真画上去的尺寸。
- const size = entity.billboard && entity.billboard.width ? entity.billboard.width.getValue() : null
- return {
- id: entity.id,
- deviceCode: get('deviceCode'),
- monitoringPointCode: get('monitoringPointCode'),
- deviceStatus: get('deviceStatus'),
- shape: get('deviceShape'),
- size,
- assetMode: get('assetMode'),
- assetReason: get('assetReason'),
- assetReasonText: get('assetReasonText'),
- visible: entity.isShowing === true,
- overlapAggregate: get('overlapAggregate') === true,
- overlapGroup: get('overlapGroup'),
- overlapPointCode: get('overlapPointCode'),
- overlapCount: get('overlapCount'),
- pixelOffset: entity.billboard && entity.billboard.pixelOffset
- ? entity.billboard.pixelOffset.getValue()
- : null,
- }
- })
- }
- /** 清空关联设备图层(关闭 / 换点 / 快照失效 / 离开页面都走它)。 */
- /**
- * 票 45:重叠实体的只读窗口坐标(真实 Cesium 投影 + pixelOffset)。
- * 走查用它把真实鼠标送到聚合符号/展开子点;只读渲染坐标,不写设备经纬度。
- */
- export function readOverlapTargets(viewer) {
- const source = deviceMarkerSource(viewer)
- const rect = viewer && viewer.canvas ? viewer.canvas.getBoundingClientRect() : null
- if (!rect || !viewer.scene) return []
- return source.entities.values
- .filter((entity) => entity.properties && entity.properties.overlapGroup)
- .map((entity) => {
- const position = entity.position && entity.position.getValue ? entity.position.getValue(viewer.clock.currentTime) : null
- const projected = position ? SceneTransforms.worldToWindowCoordinates(viewer.scene, position) : null
- if (!projected || !Number.isFinite(projected.x) || !Number.isFinite(projected.y)) return null
- const properties = entity.properties || {}
- const get = (key) => properties[key] && properties[key].getValue ? properties[key].getValue() : ''
- const offset = entity.billboard && entity.billboard.pixelOffset && entity.billboard.pixelOffset.getValue
- ? entity.billboard.pixelOffset.getValue()
- : { x: 0, y: 0 }
- return {
- x: projected.x + rect.left + (offset.x || 0),
- y: projected.y + rect.top + (offset.y || 0),
- // 用**逻辑可见性** `entity.show`(Cesium 里 `isShowing` 是渲染态,headless 下
- // `show` 改变后可能要等一帧才同步;拾取判据不能依赖渲染帧,否则展开态设备
- // 会被误滤掉而聚合却可见 —— 真机走查抓到过这一帧)。
- visible: entity.show !== false,
- aggregate: get('overlapAggregate') === true,
- deviceCode: get('deviceCode'),
- overlapGroup: get('overlapGroup'),
- }
- })
- .filter(Boolean)
- }
- export function clearAssociatedDevices(viewer) {
- // 票 47:图层撤下 ⇒ 特效随图层一起消失(决策票 07:不需要单独的消失逻辑,
- // 因为特效就挂在图层上)。这里显式停循环,避免空转写帧。
- stopDeviceEffects()
- deviceBaseStyle.clear()
- deviceMarkerSource(viewer).entities.removeAll()
- }
- /**
- * 屏幕坐标 → **设备标记身份**(票 42 的独立拾取入口;票 43 会在此基础上做双向联动)。
- *
- * 与 `pickPointMarkerAt()` 同一条纪律:只认本图层上带 `deviceCode` 的实体,
- * 回**身份**不回 Cesium 实体,且**设备优先于监测点**(票 15 的拾取优先级)。
- */
- function overlapTargetAt(viewer, windowX, windowY) {
- const targets = readOverlapTargets(viewer)
- let nearest = null
- let distance = Infinity
- for (const target of targets.filter((item) => item.visible)) {
- const current = Math.hypot(target.x - windowX, target.y - windowY)
- if (current <= 24 && current < distance) {
- nearest = target
- distance = current
- }
- }
- if (!nearest) return null
- if (nearest.aggregate) return { kind: 'monitoring-device-overlap', code: '', pointCode: '', overlapGroup: nearest.overlapGroup }
- if (nearest.deviceCode) return { kind: 'monitoring-device', code: nearest.deviceCode, pointCode: '', status: '' }
- return null
- }
- export function pickDeviceMarkerAt(viewer, windowX, windowY) {
- if (!viewer || !viewer.scene || !viewer.canvas || typeof viewer.scene.pick !== 'function') return null
- // 票45:展开后的设备拥有屏幕pixelOffset;先按公开投影读数做近邻身份判定,
- // 避免同屏监测点/地形顶层对象让普通scene.pick吞掉真实设备。仍保持普通拾取语义。
- const projectedHit = overlapTargetAt(viewer, windowX, windowY)
- if (projectedHit) return projectedHit
- const rect = viewer.canvas.getBoundingClientRect()
- const picked = viewer.scene.pick(new Cartesian2(windowX - rect.left, windowY - rect.top))
- const entity = picked && picked.id
- const properties = entity && entity.properties
- if (properties) {
- const read = (key) => (properties[key] ? properties[key].getValue() : '')
- if (read('overlapAggregate') === true) {
- return {
- kind: 'monitoring-device-overlap',
- code: '',
- pointCode: read('overlapPointCode'),
- overlapGroup: read('overlapGroup'),
- overlapCount: read('overlapCount'),
- }
- }
- const code = read('deviceCode')
- if (code) return { kind: 'monitoring-device', code, pointCode: read('monitoringPointCode'), status: read('deviceStatus') }
- }
- // 重叠聚合与监测点同屏时,scene.pick 可能只返回顶层点位;
- // 用聚合实体投影做近邻补偿,仍是普通拾取、不改真实位置。
- return overlapTargetAt(viewer, windowX, windowY)
- }
- /** 某台设备标记是否存在(暂隐/重新定位类判据用)。 */
- export function hasDeviceMarker(viewer, pointCode, code) {
- if (!viewer || !code) return false
- const source = deviceSources.get(viewer) || viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0]
- return !!(source && source.show && source.entities.getById(`device|${pointCode}|${code}`))
- }
- // ================================================================ 设备点的对应反应(票 43)
- /**
- * 把「每台设备的反应档位」写进显示参数(票 43 的反应语言)。
- *
- * 三条纪律都体现在这里:
- * 1. **不用颜色**:只改 `scale` 与 `color.alpha`(弱化是压暗,不是换色)——
- * 色键语义仍只属于设备状态(票 44/07);
- * 2. **外环**用 billboard 的 `outlineWidth`/`outlineColor`(Cesium 公开属性),
- * 不用新建实体、不用着色器 —— 关掉时写回 0;
- * 3. **每个实体都过一遍**:命中与未命中都要写回值,否则上次的强化会一直留在图上
- * (与票 14 的 `highlightEntities` 同一条教训)。
- *
- * @param {Viewer} viewer
- * @param {Array} reactions `domain/deviceCorrespondence.js` 的 `planDeviceReactions().reactions`
- * @param {(reaction: string) => object} styleOf 档位 → `{ scale, alpha, ring }`
- * @returns {number} 本次被写入的实体数(0 = 图层为空 / 引擎没就绪)
- */
- export function applyDeviceReactions(viewer, reactions, styleOf) {
- const source = deviceSources.get(viewer) || (viewer && viewer.dataSources ? viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0] : null)
- if (!source) return 0
- const byId = new Map()
- for (const item of reactions || []) {
- if (item && item.code) byId.set(`device|${item.pointCode}|${item.code}`, item.reaction)
- }
- let written = 0
- for (const entity of source.entities.values) {
- // 图层里没有对应反应的实体(理论上不该有)也按常态写回,避免残留强化。
- const reaction = byId.get(entity.id) || 'normal'
- const style = styleOf(reaction) || { scale: 1, alpha: 1, ring: false }
- const billboard = entity.billboard
- if (!billboard) continue
- billboard.scale = style.scale
- // 弱化=压暗(降 alpha),**不动色相**:颜色仍表达设备状态。
- billboard.color = Color.WHITE.withAlpha(style.alpha)
- // 选中外环:Cesium billboard 自带的描边,不用新建实体。
- billboard.outlineWidth = style.ring ? 3 : 0
- billboard.outlineColor = Color.WHITE
- // 票 47:记下**基准**(动效在此之上做乘性修饰,不覆盖反应量)。
- deviceBaseStyle.set(entity.id, { scale: style.scale, alpha: style.alpha })
- written += 1
- }
- return written
- }
- /**
- * 票 47:设备状态**动效**驱动器(决策票 07 的三个动效 + 门控 + 降级)。
- *
- * ── 为什么要和票 43 的"反应量"**合成**而不是各写各的 ──
- * `applyDeviceReactions()` 已经按选中/hover/弱化写 `scale` 与 `alpha`;动效也要动这两个属性。
- * 若动效直接赋值,两者会互相抹掉(表现为"选中态闪一下就没了"或"动画把弱化顶回去")。
- * 因此这里记住**反应量写下的基准值**(`deviceBaseStyle`),动效只在基准上做**乘性**修饰。
- *
- * ── 为什么不用 `CallbackProperty` ──
- * `isConstant=false` 的回调会持续请求新帧(票 02 已核),代价被限制在**异常设备**上是对的,
- * 但更简单且可控的做法是:一个 rAF 循环只写**参与动效的实体**,其余实体一个字节不动。
- * 场景本身未开 `requestRenderMode`,所以这个循环不额外改变渲染节奏。
- *
- * ── 载体是场景内 billboard,**不是后处理级** ──
- * 决策票 07 已裁定:特效走 billboard ⇒「先特效、后雾」自动成立,不占 `PostProcessStageCollection`、
- * 与雾无排序冲突,也不新增穿雾例外。
- */
- const deviceEffectState = {
- viewer: null,
- plan: null,
- selectedCode: '',
- raf: 0,
- tick: 0,
- }
- /** 反应量写下的**基准** scale/alpha(动效在其上做乘性修饰)。键=实体 id。 */
- const deviceBaseStyle = new Map()
- /**
- * 票 47(科技感方向):光环实体池。
- *
- * ── 为什么用**独立 billboard 实体**而不是改设备图标本身 ──
- * 决策票 07 的参考图要的是「多层同心扩散环 + 中心辉光 + 能量描边」;
- * 设备图标只有一个 billboard,塞不下多层环。所以另建一层光环实体(`fx|` 前缀):
- * · **不带 `deviceCode`** ⇒ 按研究笔记第 7 条,它不参与设备拾取判定,不会挡住设备点;
- * · 位置跟设备同坐标,随图层一起重建/销毁(特效挂在图层上);
- * · 每台最多 `RING_LAYERS` 个环 + 1 个辉光,同处一个数据源(一次 draw call 量级)。
- */
- const RING_ENTITY_PREFIX = 'fx|'
- function ringEntitiesOf(source, code) {
- return source.entities.values.filter((entity) =>
- typeof entity.id === 'string' &&
- entity.id.startsWith(RING_ENTITY_PREFIX) &&
- entity.id.includes(`|${code}|`))
- }
- /** 建/更新某台设备的光环实体(层数固定:缺则建、数量不符则整组重建)。 */
- function ensureRingEntities(source, device, color, fxImageOf) {
- const size = Number.isFinite(device.size) ? device.size : 14
- // 层数与"要不要辉光"都问 domain(引擎不认识业务状态名,只认"几层环")。
- const wanted = ringEntityCount(device.status)
- if (!wanted) return []
- const existing = ringEntitiesOf(source, device.code)
- if (existing.length === wanted) return existing
- for (const entity of existing) source.entities.remove(entity)
- const created = []
- for (let layer = 0; layer < RING_LAYERS; layer += 1) {
- created.push(source.entities.add({
- id: `${RING_ENTITY_PREFIX}${device.pointCode}|${device.code}|ring${layer}`,
- position: Cartesian3.fromDegrees(device.longitude, device.latitude),
- billboard: {
- // 环用**能量场图片**(径向渐变柔和边缘):比 2px 描边圆更像特效,
- // 放大时边缘自然扩散,不会一放大就细成一根线(首版真机截图抓到的问题)。
- image: fxImageOf('ring', color, size),
- width: size,
- height: size,
- scale: 1,
- color: Color.WHITE.withAlpha(0),
- heightReference: HeightReference.CLAMP_TO_GROUND,
- verticalOrigin: VerticalOrigin.CENTER,
- },
- properties: {
- effectFx: true,
- effectFxKind: 'ring',
- effectFxLayer: layer,
- effectFxFor: device.code,
- effectFxStatus: device.status,
- // 刻意**不写 deviceCode / monitoringPointCode**:光环不冒充设备、不吃拾取。
- },
- }))
- }
- if (hasGlow(device.status)) {
- created.push(source.entities.add({
- id: `${RING_ENTITY_PREFIX}${device.pointCode}|${device.code}|glow`,
- position: Cartesian3.fromDegrees(device.longitude, device.latitude),
- billboard: {
- image: fxImageOf('glow', color, size),
- width: size,
- height: size,
- scale: 1,
- color: Color.WHITE.withAlpha(0),
- heightReference: HeightReference.CLAMP_TO_GROUND,
- verticalOrigin: VerticalOrigin.CENTER,
- },
- properties: {
- effectFx: true,
- effectFxKind: 'glow',
- effectFxLayer: -1,
- effectFxFor: device.code,
- effectFxStatus: device.status,
- },
- }))
- }
- return created
- }
- /** 清掉某台(或全部)光环实体。 */
- function clearRingEntities(source, code = '') {
- for (const entity of source.entities.values.slice()) {
- if (typeof entity.id !== 'string' || !entity.id.startsWith(RING_ENTITY_PREFIX)) continue
- if (code && !entity.id.includes(`|${code}|`)) continue
- source.entities.remove(entity)
- }
- }
- function baseStyleOf(entityId) {
- return deviceBaseStyle.get(entityId) || { scale: 1, alpha: 1 }
- }
- function animatedByCode(plan) {
- const map = new Map()
- for (const item of (plan && plan.animated) || []) map.set(item.code, item.effect)
- return map
- }
- function writeEffectFrame() {
- const viewer = deviceEffectState.viewer
- const source = viewer && (deviceSources.get(viewer) || (viewer.dataSources ? viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0] : null))
- if (!viewer || !source) return
- const plan = deviceEffectState.plan
- const animated = animatedByCode(plan)
- const now = Date.now()
- // 选中那台**额外强化**(决策票 07:选中不等于"只有它有特效",而是它更强)。
- const amp = 0.34
- const ampSelected = 0.55
- for (const entity of source.entities.values) {
- const billboard = entity.billboard
- if (!billboard) continue
- const properties = entity.properties || {}
- const code = properties.deviceCode && properties.deviceCode.getValue ? properties.deviceCode.getValue() : ''
- const base = baseStyleOf(entity.id)
- const effect = code ? animated.get(code) : ''
- if (!effect) {
- // 不参与动效(正常/离线/未知,或特效关闭/降级):写回**基准**,不留上一帧的残留。
- billboard.scale = base.scale
- billboard.color = Color.WHITE.withAlpha(base.alpha)
- billboard.rotation = 0
- continue
- }
- const isSelected = deviceEffectState.selectedCode && code === deviceEffectState.selectedCode
- const strength = isSelected ? ampSelected : amp
- if (effect === DEVICE_EFFECT.SPIN) {
- // 旋转环:只转角度,不呼吸(与脉冲/闪烁区分开)。
- billboard.rotation = spinAngleAt(now)
- billboard.scale = base.scale
- billboard.color = Color.WHITE.withAlpha(base.alpha)
- continue
- }
- const factor = effect === DEVICE_EFFECT.BLINK ? blinkStrengthAt(now) : pulseStrengthAt(now)
- billboard.scale = base.scale * (1 + strength * factor)
- // 脉冲/闪烁同时走**透明度**:只放大不透明度变化时,远看几乎看不出在动。
- billboard.color = Color.WHITE.withAlpha(base.alpha * (0.45 + 0.55 * factor))
- billboard.rotation = 0
- }
- // ── 科技感光环层(多层同心扩散环 + 中心辉光)──
- // 光环实体不带 deviceCode,所以**不参与上面的设备图标循环**,也不吃拾取。
- const selectedBoost = 1.25
- for (const entity of source.entities.values) {
- const billboard = entity.billboard
- const properties = entity.properties || {}
- const isFx = properties.effectFx && properties.effectFx.getValue && properties.effectFx.getValue() === true
- if (!billboard || !isFx) continue
- const forCode = properties.effectFxFor && properties.effectFxFor.getValue ? properties.effectFxFor.getValue() : ''
- const status = properties.effectFxStatus && properties.effectFxStatus.getValue ? properties.effectFxStatus.getValue() : ''
- const kind = properties.effectFxKind && properties.effectFxKind.getValue ? properties.effectFxKind.getValue() : ''
- const layer = properties.effectFxLayer && properties.effectFxLayer.getValue ? properties.effectFxLayer.getValue() : 0
- const effect = forCode ? animated.get(forCode) : ''
- if (!effect) {
- // 无动效(正常/离线/未知、特效关闭或降级):光环**完全透明**,不留残影。
- billboard.scale = 1
- billboard.color = Color.WHITE.withAlpha(0)
- continue
- }
- const isSelected = deviceEffectState.selectedCode && forCode === deviceEffectState.selectedCode
- const boost = isSelected ? selectedBoost : 1
- if (kind === 'glow') {
- const strength = glowStrengthAt(now)
- billboard.scale = glowScaleAt(now) * boost
- billboard.color = Color.WHITE.withAlpha(0.32 * strength * boost)
- continue
- }
- // 多层环:每层相位错开、由内向外扩张渐隐。
- const frame = ringFrameAt(status, now)
- const ring = frame.rings[layer] || { scale: 1, alpha: 0 }
- billboard.scale = ring.scale * boost
- billboard.color = Color.WHITE.withAlpha(Math.min(1, ring.alpha * boost))
- }
- deviceEffectState.tick += 1
- }
- function ensureEffectLoop() {
- if (typeof window === 'undefined' || typeof window.requestAnimationFrame !== 'function') return
- if (deviceEffectState.raf) return
- const step = () => {
- if (!deviceEffectState.raf) return
- writeEffectFrame()
- deviceEffectState.raf = window.requestAnimationFrame(step)
- }
- deviceEffectState.raf = window.requestAnimationFrame(step)
- }
- /**
- * 应用动效计划(由服务层在设备图层同步后调用)。
- * @param {Viewer} viewer
- * @param {object} plan `domain/deviceEffects.js` 的 `planDeviceEffects()` 输出
- * @param {object} [options] `{ selectedCode }` 选中设备额外强化
- * @returns {boolean} 是否启动了动效
- */
- export function applyDeviceEffects(viewer, plan, options = {}) {
- deviceEffectState.viewer = viewer || null
- deviceEffectState.plan = plan || null
- deviceEffectState.selectedCode = (options && options.selectedCode) || ''
- const running = Boolean(viewer && plan && plan.enabled === true && !plan.degraded && plan.animated && plan.animated.length)
- // 光环实体按计划重建:参与的设备建环,其余(含降级/关闭时全部)清掉 —— 降级后动画全停,
- // 光环也必须一起消失,否则"停了动画却还留着环"会被读成"还在报警"。
- const source = viewer && (deviceSources.get(viewer) || (viewer.dataSources ? viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0] : null))
- if (source) {
- if (running && options && options.devices) {
- const animatedCodes = new Set((plan.animated || []).map((item) => item.code))
- for (const device of options.devices) {
- if (!animatedCodes.has(device.code)) { clearRingEntities(source, device.code); continue }
- ensureRingEntities(
- source,
- device,
- options.colorOf ? options.colorOf(device) : Color.WHITE,
- options.fxImageOf || (() => ''),
- )
- }
- // 已不在本批设备里的光环(换点/换状态)也要清。
- const known = new Set(options.devices.map((item) => item.code))
- for (const entity of source.entities.values.slice()) {
- const isFx = entity.properties && entity.properties.effectFx && entity.properties.effectFx.getValue && entity.properties.effectFx.getValue() === true
- if (!isFx) continue
- const forCode = entity.properties.effectFxFor && entity.properties.effectFxFor.getValue ? entity.properties.effectFxFor.getValue() : ''
- if (!known.has(forCode) || !animatedCodes.has(forCode)) source.entities.remove(entity)
- }
- } else {
- clearRingEntities(source)
- }
- }
- if (running) ensureEffectLoop()
- // 即使不跑动效也要写一帧:把上一轮可能残留的放大/透明度**写回基准**。
- writeEffectFrame()
- return running
- }
- /** 停止动效并写回基准(图层撤下 / 详情关闭 / 特效被关掉)。 */
- export function stopDeviceEffects() {
- if (typeof window !== 'undefined' && deviceEffectState.raf && typeof window.cancelAnimationFrame === 'function') {
- window.cancelAnimationFrame(deviceEffectState.raf)
- }
- deviceEffectState.raf = 0
- deviceEffectState.plan = null
- deviceEffectState.selectedCode = ''
- writeEffectFrame()
- }
- /**
- * 只读读回每台设备的**动效状态与当前帧属性**(走查的"真在跑"证据)。
- *
- * 三层证据的第 2 层(场景图跨帧快照):走查对同一设备**隔帧读两次**,
- * 断言 `scale`/`alpha`(脉冲/闪烁)或 `rotation`(旋转环)确实变了,
- * 而正常/离线的设备**完全不变**。这样就不是"拿两份 JS 数据互比"的恒真断言。
- */
- export function readDeviceEffects(viewer) {
- const source = viewer && (deviceSources.get(viewer) || (viewer.dataSources ? viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0] : null))
- if (!source) return { tick: deviceEffectState.tick, devices: [] }
- const animated = animatedByCode(deviceEffectState.plan)
- const devices = []
- for (const entity of source.entities.values) {
- const billboard = entity.billboard
- if (!billboard) continue
- const properties = entity.properties || {}
- const get = (key) => (properties[key] && properties[key].getValue ? properties[key].getValue() : '')
- const code = get('deviceCode')
- if (!code) continue
- const color = billboard.color && billboard.color.getValue ? billboard.color.getValue() : null
- devices.push({
- code,
- status: get('deviceStatus'),
- effect: animated.get(code) || '',
- animated: animated.has(code),
- scale: billboard.scale && billboard.scale.getValue ? billboard.scale.getValue() : billboard.scale,
- alpha: color ? color.alpha : null,
- rotation: billboard.rotation && billboard.rotation.getValue ? billboard.rotation.getValue() : (billboard.rotation || 0),
- })
- }
- // 科技感光环的逐层读数(多层同心环 + 辉光):走查据此断言"环真的在扩张渐隐"。
- const fx = []
- for (const entity of source.entities.values) {
- const billboard = entity.billboard
- if (!billboard) continue
- const properties = entity.properties || {}
- const get = (key) => (properties[key] && properties[key].getValue ? properties[key].getValue() : '')
- if (get('effectFx') !== true) continue
- const color = billboard.color && billboard.color.getValue ? billboard.color.getValue() : null
- fx.push({
- for: get('effectFxFor'),
- kind: get('effectFxKind'),
- layer: get('effectFxLayer'),
- status: get('effectFxStatus'),
- scale: billboard.scale && billboard.scale.getValue ? billboard.scale.getValue() : billboard.scale,
- alpha: color ? color.alpha : null,
- })
- }
- return {
- tick: deviceEffectState.tick,
- running: deviceEffectState.raf !== 0,
- degraded: Boolean(deviceEffectState.plan && deviceEffectState.plan.degraded),
- enabled: Boolean(deviceEffectState.plan && deviceEffectState.plan.enabled),
- ringLayers: RING_LAYERS,
- devices,
- fx,
- }
- }
- /**
- * 选中设备的**归属引线**:从设备点连到监测点标记中心(票 04/12 的面板锚点)。
- *
- * 用一条独立 polyline 实体画在同一个数据源上(`lead|...` 前缀,不参与设备拾取判定)。
- * 重合时调用方不该调本函数(`planDeviceLead().draw === false`),所以这里只负责画。
- */
- export function syncDeviceLead(viewer, { deviceLon, deviceLat, pointLon, pointLat, deviceCode, pointCode } = {}) {
- const source = deviceMarkerSource(viewer)
- // 先清掉上一条引线(同一时刻最多一条:只画**当前选中**那台的归属)。
- for (const entity of source.entities.values.slice()) {
- if (typeof entity.id === 'string' && entity.id.startsWith('lead|')) source.entities.remove(entity)
- }
- if (![deviceLon, deviceLat, pointLon, pointLat].every(Number.isFinite)) return false
- source.entities.add({
- id: `lead|${pointCode}|${deviceCode}`,
- polyline: {
- positions: Cartesian3.fromDegreesArray([deviceLon, deviceLat, pointLon, pointLat]),
- width: 2,
- // 引线是**归属指示**,不用色键(那是设备状态语义);用中性白并压半透明。
- material: Color.WHITE.withAlpha(0.7),
- // 贴地线会随地形起伏扭动,引线要的是"直连"语义,所以不贴地。
- clampToGround: false,
- },
- })
- return true
- }
- /** 清空选中引线(取消选中 / 返回点位 / 图层撤下)。 */
- export function clearDeviceLead(viewer) {
- const source = deviceSources.get(viewer) || (viewer && viewer.dataSources ? viewer.dataSources.getByName(DEVICE_MARKER_SOURCE)[0] : null)
- if (!source) return false
- for (const entity of source.entities.values.slice()) {
- if (typeof entity.id === 'string' && entity.id.startsWith('lead|')) source.entities.remove(entity)
- }
- return true
- }
- /**
- * 屏幕坐标 → 设备标记身份(**hover 用**,与 `pickDeviceMarkerAt` 同一条判据)。
- *
- * 单独一个函数只是为了让 hover 的调用点读起来是"我在做 hover 拾取",
- * 实现完全复用点选那一个(**不另写一套判据** —— 两套迟早会分歧)。
- */
- export function pickDeviceMarkerForHover(viewer, windowX, windowY) {
- return pickDeviceMarkerAt(viewer, windowX, windowY)
- }
- /**
- * 强调一批编码对应的地图实体(票 14:点事件详情时高亮关联设备与关联管线)。
- *
- * 只调**已存在实体**的显示参数,不新增实体 —— 事件因此永远不会变成独立地图图层
- * (票 13 的硬纪律)。两处来源都扫:
- * 1. 点位标记数据源(票 09):按实体属性 `pointCode` / `deviceCodes` 匹配;
- * 2. 管线数据源(**票 22 才交付**):按 `pipelineCode` / `deviceCode` 匹配。
- * 管线层还没落地时这一处自然扫到 0 个,不需要开关,也不会报错 ——
- * 票 22 落地的管线只要带这两个属性之一,本函数就自动把它一起高亮。
- *
- * **传空数组 = 还原全部**(详情收起时用):初值存在 `emphasisBase` 里,还原是把
- * 上次记下的原值写回去,而不是"猜一个默认宽度" —— 否则收起详情后点位标记会一直胖着、
- * 管线的线宽也回不到原样。
- *
- * @param {Viewer} viewer
- * @param {Array<string>} codes 要高亮的编码(点位码 / 设备码 / 管线码);空数组表示还原
- * @returns {number} 本次被强调的实体数(0 = 目标还不在图上,调用方据此说人话)
- */
- export function highlightEntities(viewer, codes) {
- if (!viewer || !viewer.dataSources) return 0
- const wanted = new Set((Array.isArray(codes) ? codes : [codes]).map((item) => String(item || '').trim()).filter(Boolean))
- let matched = 0
- for (const source of [pointMarkerSource(viewer), pipelineSource(viewer)]) {
- if (!source) continue
- for (const entity of source.entities.values) {
- const properties = (entity && entity.properties) || {}
- const read = (key) => (properties[key] && properties[key].getValue ? properties[key].getValue() : '')
- const list = read('deviceCodes')
- const candidates = [
- read('pointCode'),
- read('pipelineCode'),
- read('deviceCode'),
- ...(Array.isArray(list) ? list : []),
- ]
- // 每个实体都过判定:命中与**未命中**都要写回值,后者即"还原"。
- const hit = shouldEmphasize(candidates, wanted)
- if (hit) matched += 1
- const base = hit ? rememberEmphasisBase(entity) : restoreEmphasisBase(entity)
- if (entity.billboard) entity.billboard.scale = hit ? EMPHASIS_STYLE.markerScale : base.billboardScale
- if (entity.polyline) entity.polyline.width = hit ? EMPHASIS_STYLE.pipelineWidth : base.polylineWidth
- }
- }
- return matched
- }
- /** 强调前的原值(按实体缓存:还原要有据可依,不能猜默认值)。 */
- const emphasisBase = new WeakMap()
- function rememberEmphasisBase(entity) {
- if (!emphasisBase.has(entity)) {
- emphasisBase.set(entity, {
- billboardScale: entity.billboard ? entity.billboard.scale : 1,
- polylineWidth: entity.polyline ? entity.polyline.width : undefined,
- })
- }
- return emphasisBase.get(entity)
- }
- function restoreEmphasisBase(entity) {
- const base = emphasisBase.get(entity)
- emphasisBase.delete(entity)
- return base || { billboardScale: 1, polylineWidth: undefined }
- }
- /** 管线数据源(票 22 交付时才存在;没有就回 null,不当成错误)。 */
- export function pipelineSource(viewer) {
- if (!viewer || !viewer.dataSources) return null
- return viewer.dataSources.getByName(PIPELINE_SOURCE)[0] || null
- }
- /** Currently loaded terrain height; null means no reliable surface sample yet. */
- export function groundHeightAt(viewer, lon, lat) {
- const globe = viewer && viewer.scene && viewer.scene.globe
- if (!globe || !Number.isFinite(lon) || !Number.isFinite(lat)) return null
- const height = globe.getHeight(Cartographic.fromDegrees(lon, lat))
- return Number.isFinite(height) ? height : null
- }
- export function hasPointMarker(viewer, kind, code) {
- if (!viewer || !code) return false
- const source = markerSources.get(viewer) || viewer.dataSources.getByName(POINT_MARKER_SOURCE)[0]
- return !!(source && source.show && source.entities.getById(`point|${kind}|${code}`))
- }
- /**
- * 把**渲染中的**贴地标记中心投到窗口坐标(票 41 的锚定锚点)。
- *
- * 锚点必须与**眼睛看到的那个标记**一致,所以高度取值顺序照 Cesium 画 billboard 的实际情况:
- * 1. 地形已有该处瓦片 → `globe.getHeight()` 给的实测高程(贴地后的真实中心);
- * 2. 瓦片还没加载/无地形 → **椭球面**(Cesium 的 `CLAMP_TO_GROUND` 在无地形数据时正是画在椭球面上)。
- *
- * 第 2 条是**真机走查抓到的缺陷**:早先写成「配了地形就必须取到高度,取不到回 null」,
- * 于是相机一飞到尚未加载瓦片的区域,`getHeight` 返回 undefined,锚定被误判成"标记离屏"、
- * 整块面板消失 —— 而画面上那个标记明明还看得见。锚点判据不能比"可见性"本身更严。
- *
- * 可见性只用 Cesium **公开**判据:相机前方(`directionWC` 点积)+ 地球遮挡(`EllipsoidalOccluder`),
- * 再交给 `SceneTransforms` 投影;不做第二套相机矩阵手算。
- */
- export function projectPointMarker(viewer, kind, code) {
- if (!viewer || !viewer.scene || !viewer.canvas || !code) return null
- const source = markerSources.get(viewer) || viewer.dataSources.getByName(POINT_MARKER_SOURCE)[0]
- if (!source || !source.show) return null
- const entity = source.entities.getById(`point|${kind}|${code}`)
- if (!entity || !entity.isShowing || !entity.position || !entity.billboard) return null
- const original = entity.position.getValue(viewer.clock.currentTime)
- if (!original) return null
- const ellipsoid = viewer.scene.globe.ellipsoid
- const carto = ellipsoid.cartesianToCartographic(original)
- if (!carto) return null
- let height = 0
- const sampled = viewer.scene.globe.getHeight(carto)
- if (Number.isFinite(sampled)) height = sampled
- const world = Cartesian3.fromRadians(carto.longitude, carto.latitude, height)
- const camera = viewer.camera
- const toward = Cartesian3.subtract(world, camera.positionWC, new Cartesian3())
- const occluder = new EllipsoidalOccluder(ellipsoid, camera.positionWC)
- if (Cartesian3.dot(toward, camera.directionWC) <= 0 || !occluder.isPointVisible(world)) return null
- const at = SceneTransforms.worldToWindowCoordinates(viewer.scene, world)
- if (!at || !Number.isFinite(at.x) || !Number.isFinite(at.y)) return null
- const rect = viewer.canvas.getBoundingClientRect()
- return { x: at.x + rect.left, y: at.y + rect.top }
- }
- /**
- * 屏幕坐标 → **点位标记身份**(票 10 的地图点选)。
- *
- * 三件事必须说清:
- * 1. 只认点位标记数据源上的实体 —— 拾到地形、影像、3D Tiles 或空白一律回 `null`
- * (不是「拾到什么就打开详情」);判据是实体属性里有 `pointCode`;
- * 2. 坐标要吃**画布坐标**,而事件给的是窗口坐标:`scene.pick` 用的是画布内部坐标系,
- * 所以先减去画布原点(票 03 的 `projectPivot()` 踩过同一个坑,那里是加、这里是减);
- * 3. 回的是**标记身份**而不是 Cesium 实体:引擎对象不出这一层,上层只认 kind/code/status
- * (与 `syncPointMarkers` 只认 shape/tone 是同一条纪律)。
- *
- * @returns {{kind: string, code: string, status: string}|null}
- */
- export function pickPointMarkerAt(viewer, windowX, windowY) {
- if (!viewer || !viewer.scene || !viewer.canvas || typeof viewer.scene.pick !== 'function') return null
- const rect = viewer.canvas.getBoundingClientRect()
- const picked = viewer.scene.pick(new Cartesian2(windowX - rect.left, windowY - rect.top))
- const entity = picked && picked.id
- const properties = entity && entity.properties
- if (!properties || !properties.pointCode) return null
- const read = (key) => (properties[key] ? properties[key].getValue() : '')
- const code = read('pointCode')
- if (!code) return null
- return { kind: read('pointKind'), code, status: read('pointStatus') }
- }
- /**
- * 相机契约的 Cesium 适配(票 03)。返回 services/cameraControl.js 期望的引擎接口;
- * 相机语义(三键怎么算、中心是谁)在 domain/camera.js 与 cameraControl.js,本函数只翻译方言。
- * @param {Viewer} viewer
- */
- export function createCameraEngine(viewer) {
- const scene = viewer.scene
- const camera = viewer.camera
- let frameHandle = null
- /**
- * 经纬高 → 该点东北天局部系(弹簧臂原语要求中心是局部地表点)。
- *
- * 极点保护:`eastNorthUpToFixedFrame` 内部用 `east = up × north` 求东向,
- * 纬度到 ±90 时 up 与 north 共线、叉积退化为零向量,局部系不再是正交基,
- * `lookAtTransform` 拿它当参照就会出现「整个地球乱转」。
- * 域层已把中心纬度夹在 ±POLAR_LAT_LIMIT 内(见 domain/camera.js),
- * 这里是引擎侧的第二道防线:任何调用方直接喂端点纬度也不会把参照系搞坏。
- */
- function frameAt(pivot) {
- const lat = Math.min(89.9, Math.max(-89.9, pivot.lat))
- return Transforms.eastNorthUpToFixedFrame(Cartesian3.fromDegrees(pivot.lon, lat, pivot.height || 0))
- }
- return {
- applyView(pivot, hpr) {
- camera.lookAtTransform(
- frameAt(pivot),
- new HeadingPitchRange(hpr.heading * DEG, hpr.pitch * DEG, hpr.range),
- )
- },
- /** 反读当前相机相对该中心的弹簧臂参数,用于挂载时对齐真实相机(避免首次交互跳变)。 */
- readView(pivot) {
- const inverse = Matrix4.inverseTransformation(frameAt(pivot), new Matrix4())
- const local = Matrix4.multiplyByPoint(inverse, camera.positionWC, new Cartesian3())
- const range = Cartesian3.magnitude(local)
- if (!(range > 0)) return { heading: 0, pitch: -60, range: 1 }
- const heading = CesiumMath.toDegrees(Math.atan2(local.x, local.y))
- const pitch = -CesiumMath.toDegrees(Math.asin(Math.min(1, Math.max(-1, local.z / range))))
- return { heading: (heading + 360) % 360, pitch, range }
- },
- /**
- * 屏幕中心的地面拾取点(票 21/30 改进):**优先按地形拾取**,拿不到高度再退回椭球。
- *
- * 为什么必须按地形:纯 `pickEllipsoid` 给的是椭球面交点(高程 0),而沅陵县城地面高程
- * 两百多米起。用它当中心,弹簧臂 range 一降到几百米,相机就落进山体内部 —— 实测 range 120 m
- * 时整屏全黑(票 21 走查记录)。地形就绪后用 `globe.getHeight` 把中心抬到真实地表,
- * 相机高度随之正确,近景才不会钻进山里。
- */
- pickGroundAtCenter() {
- const canvas = scene.canvas
- const at = new Cartesian2(canvas.clientWidth / 2, canvas.clientHeight / 2)
- const ellipsoid = (scene.globe && scene.globe.ellipsoid) || Ellipsoid.WGS84
- const hit = camera.pickEllipsoid(at, ellipsoid)
- if (!hit) return null
- const carto = ellipsoid.cartesianToCartographic(hit)
- const lon = CesiumMath.toDegrees(carto.longitude)
- const lat = CesiumMath.toDegrees(carto.latitude)
- // 地形就绪时把中心抬到真实地表;取样不到就保持 0(等价于旧行为,不会更糟)。
- let height = 0
- const globe = scene.globe
- if (globe && typeof globe.getHeight === 'function') {
- const sampled = globe.getHeight(carto)
- if (Number.isFinite(sampled)) height = sampled
- }
- return { lon, lat, height }
- },
- /**
- * 中心点投影到**窗口坐标**(与 `getBoundingClientRect()` 同一坐标系)。
- *
- * 实测 `SceneTransforms.worldToWindowCoordinates()` 返回的是**相对画布左上角**的值
- * (画布在壳里下移了一段,直接用会与 `getBoundingClientRect()` 差出一个画布原点偏移,
- * 走查里表现为「中心点没落在画布中心」的假失败)。这里显式加上画布原点,
- * 让消费方拿到的就是窗口坐标,别再靠语义猜。
- */
- projectPivot(pivot) {
- const at = SceneTransforms.worldToWindowCoordinates(scene, Cartesian3.fromDegrees(pivot.lon, pivot.lat, pivot.height || 0))
- if (!at) return null
- const rect = viewer.canvas.getBoundingClientRect()
- return { x: at.x + rect.left, y: at.y + rect.top }
- },
- /**
- * **相机正下方**的地形高度(米),取不到返回 null(票 37 的防入地输入)。
- *
- * 为什么是「相机正下方」而不是「pivot 下方」:防入地要保证的是**相机自己**别钻进山体。
- * 相机在 pivot 沿 heading/pitch 退开 range 的位置上,两者可能隔着几百米、翻过一个山脊,
- * 用 pivot 的地形判断会在斜坡上误判。
- */
- groundHeightBelowCamera() {
- const globe = scene.globe
- if (!globe || typeof globe.getHeight !== 'function') return null
- try {
- const carto = globe.ellipsoid.cartesianToCartographic(camera.positionWC)
- if (!carto) return null
- const sampled = globe.getHeight(carto)
- return Number.isFinite(sampled) ? sampled : null
- } catch (error) {
- return null
- }
- },
- /** 相机当前**绝对**高度(米,椭球高),取不到返回 null。防入地的另一半输入。 */
- cameraHeight() {
- try {
- const carto = scene.globe.ellipsoid.cartesianToCartographic(camera.positionWC)
- return carto && Number.isFinite(carto.height) ? carto.height : null
- } catch (error) {
- return null
- }
- },
- inputTarget() {
- return viewer.canvas
- },
- viewport() {
- return { width: scene.canvas.clientWidth, height: scene.canvas.clientHeight }
- },
- fovY() {
- return camera.frustum.fovy || 60 * DEG
- },
- now() {
- return typeof performance !== 'undefined' ? performance.now() : Date.now()
- },
- requestFrame(callback) {
- frameHandle = requestAnimationFrame(callback)
- },
- }
- }
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