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Javascript 更改圆柱体的长度或圆的拉伸高度_Javascript_Cesium - Fatal编程技术网

Javascript 更改圆柱体的长度或圆的拉伸高度

Javascript 更改圆柱体的长度或圆的拉伸高度,javascript,cesium,Javascript,Cesium,我试图更改圆柱体的长度或圆的挤出高度,当它被添加到基本体中并显示在cesium小部件/查看器中时。例如,此气缸: var length = 100; var cylinderGeometry = new Cesium.CylinderGeometry({ length : length, topRadius : cylinderradius, bottomRadius : cylinderradius, slices: cylinderslices, v

我试图更改圆柱体的长度或圆的挤出高度,当它被添加到基本体中并显示在cesium小部件/查看器中时。例如,此气缸:

var length = 100;

var cylinderGeometry = new Cesium.CylinderGeometry({
    length : length,
    topRadius : cylinderradius,
    bottomRadius : cylinderradius,
    slices: cylinderslices,
    vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
});
var cylinder = new Cesium.GeometryInstance({
    geometry: cylinderGeometry,
    modelMatrix: Cesium.Matrix4.multiplyByTranslation(  
        Cesium.Transforms.eastNorthUpToFixedFrame(ellipsoid.cartographicToCartesian(Cesium.Cartographic.fromDegrees(lon, lat))), 
        new Cesium.Cartesian3(0.0, 0.0, length * 0.5)),
    attributes: {
        color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.RED)
    },
    id: "Cylinder1"
});
var primitive = new Cesium.Primitive({
    geometryInstances : cylinder ,
    appearance : new Cesium.PerInstanceColorAppearance({
        closed : false,
        translucent: true,
        flat: false,
        faceForward: true
    }),
    allow3DOnly: true,
    vertexCacheOptimize: true,
    allowPicking: true,
    releaseGeometryInstances: false
});

widget.scene.primitives.add(primitive);
因为它被添加到原语数组中,所以它将显示在小部件中,但例如,在2秒钟后,我收到一个通知,长度应该减半(这意味着设置为50)。有没有办法做到这一点?在
cylinderGeometry
中简单地更改它似乎不起作用

我通过创建一个具有新高度的新圆柱体,添加它并移除旧圆柱体,使其工作。然而,在显示新的圆柱体之前,它往往会闪烁圆柱体(消失了几分之一秒)。我修复了这个问题,在添加新实例后的一段时间后删除了旧实例。整个解决方案不是很优雅,并且在具有少量计算能力的设备上不能很好地工作,因此我正在寻找更好的解决方案

我不在乎这是用圆柱体还是挤压圆来实现的。如果您需要更多信息,请在问题下方的评论中询问

编辑

我实现了Matthew建议的第二个解决方案,但在它完美运行一段时间后,圆柱体停止改变高度(这在我使用解决方案时没有发生)。间隔中的回调确实会被调用。下面是一些代码,显示了我的新解决方案是什么(不起作用):


铯的几何体目前针对静态数据进行了优化。某些属性(如可见性、颜色和材质)可以动态更改,但实际修改几何体的项目(如圆柱体高度)除外要求您删除基本体并重新计算几何体。您看到的闪烁是默认情况下启用异步基本体创建的结果。有两种方法可以满足您的需要

  • 通过传递
    [options.asynchronous:false
    基元
    构造函数。这意味着当您添加新基元时,铯在准备就绪之前不会渲染。对于一个或两个对象,您不会注意到任何东西。对于许多对象,它将锁定浏览器,直到一切就绪。这确实保证您可以删除旧的/添加新的p没有任何闪烁的原语

  • 第二个选项是添加新原语(不删除旧原语),然后每帧检查新原语的
    \u state
    属性(我以为这是公共API的一部分,但显然不是)。当
    \u状态
    等于
    铯基元状态。完成
    时,您可以安全地删除旧基元,并保证新基元将呈现(因此不会闪烁)

  • 我认为我们有一个bug/feature请求公开state变量,或者在原语准备好时通知;但是使用
    \u state
    在可预见的将来应该是可以的。如果我们很快添加一个官方方法,我将更新这个问题

    希望有帮助

    编辑:由于请求了更多帮助,下面是一个完整的示例。您可以使用将以下代码复制并粘贴到Sandcastle中

    基本上,它使用scene.preRender事件而不是超时(在这里,preRender几乎总是更好的答案)。此外,如果在旧更新完成处理之前收到新更新,则在计算新更新之前删除该更新非常重要。如果仍有问题,请告诉我

    require(['Cesium'], function(Cesium) {
        "use strict";
    
        var widget = new Cesium.CesiumWidget('cesiumContainer');
    
        var ellipsoid = widget.scene.globe.ellipsoid;
        var lon = 0;
        var lat = 0;
        var cylinderradius = 30000;
        var length = 10000000;
        var cylinderslices = 32;
    
        var newPrimitive;
        var currentPrimitive;
    
        //This function creates a new cylinder that is half the length of the old one.
        function decreaseLength() {
            //If there's a pending primitive already, remove it.
            if(Cesium.defined(newPrimitive)){
                widget.scene.primitives.remove(newPrimitive);
            }
    
            length /= 2;
    
            var cylinderGeometry = new Cesium.CylinderGeometry({
                length : length,
                topRadius : cylinderradius,
                bottomRadius : cylinderradius,
                slices: cylinderslices,
                vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
            });
    
            var cylinder = new Cesium.GeometryInstance({
                geometry: cylinderGeometry,
                modelMatrix: Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(ellipsoid.cartographicToCartesian(Cesium.Cartographic.fromDegrees(lon, lat))),
                                                                  new Cesium.Cartesian3(0.0, 0.0, length * 0.5)),
                attributes: {
                    color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.RED)
                },
                id: "Cylinder1"
            });
    
            newPrimitive = new Cesium.Primitive({
                geometryInstances : cylinder ,
                appearance : new Cesium.PerInstanceColorAppearance({
                    closed : false,
                    translucent: true,
                    flat: false,
                    faceForward: true
                }),
                allow3DOnly: true,
                vertexCacheOptimize: true,
                allowPicking: true,
                releaseGeometryInstances: false
            });
    
            //We add the new cylinder immediately, but don't remove the old one yet.
            widget.scene.primitives.add(newPrimitive);
        }
    
        //Create the initial cylinder.
        decreaseLength();
    
        //Subscribe to the preRender event so we can check the primitive every frame.
        widget.scene.preRender.addEventListener(function(scene, time) {
            //Remove the old cylinder once the new one is ready.
            if(Cesium.defined(newPrimitive) && newPrimitive._state === Cesium.PrimitiveState.COMPLETE){
                if(Cesium.defined(currentPrimitive)){
                    widget.scene.primitives.remove(currentPrimitive);
                }
                currentPrimitive = newPrimitive;
                newPrimitive = undefined;
            }
        });
    
        Sandcastle.addToolbarButton('Decrease Length', decreaseLength);
        Sandcastle.finishedLoading();
    });
    

    感谢您的帮助,此时您的第二个选项看起来是最佳解决方案,我不希望我的其他操作因此而停止。我有点难过,因为没有办法动态更改高度,但我想此解决方案是一个很好的替代方案!实现第二个选项效果很好,但成本很高■气缸停止移动的迭代次数(计时器每1.5秒改变一次高度)。我用我现在正在做的事情编辑了我的问题,你能看一下吗?没问题,我添加了一个完整的示例。我得到
    未捕获的类型错误:无法读取未定义的属性“addEventListener”
    预渲染是否真的是新的/仅在Sandcastle中可用?
    
    require(['Cesium'], function(Cesium) {
        "use strict";
    
        var widget = new Cesium.CesiumWidget('cesiumContainer');
    
        var ellipsoid = widget.scene.globe.ellipsoid;
        var lon = 0;
        var lat = 0;
        var cylinderradius = 30000;
        var length = 10000000;
        var cylinderslices = 32;
    
        var newPrimitive;
        var currentPrimitive;
    
        //This function creates a new cylinder that is half the length of the old one.
        function decreaseLength() {
            //If there's a pending primitive already, remove it.
            if(Cesium.defined(newPrimitive)){
                widget.scene.primitives.remove(newPrimitive);
            }
    
            length /= 2;
    
            var cylinderGeometry = new Cesium.CylinderGeometry({
                length : length,
                topRadius : cylinderradius,
                bottomRadius : cylinderradius,
                slices: cylinderslices,
                vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
            });
    
            var cylinder = new Cesium.GeometryInstance({
                geometry: cylinderGeometry,
                modelMatrix: Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(ellipsoid.cartographicToCartesian(Cesium.Cartographic.fromDegrees(lon, lat))),
                                                                  new Cesium.Cartesian3(0.0, 0.0, length * 0.5)),
                attributes: {
                    color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.RED)
                },
                id: "Cylinder1"
            });
    
            newPrimitive = new Cesium.Primitive({
                geometryInstances : cylinder ,
                appearance : new Cesium.PerInstanceColorAppearance({
                    closed : false,
                    translucent: true,
                    flat: false,
                    faceForward: true
                }),
                allow3DOnly: true,
                vertexCacheOptimize: true,
                allowPicking: true,
                releaseGeometryInstances: false
            });
    
            //We add the new cylinder immediately, but don't remove the old one yet.
            widget.scene.primitives.add(newPrimitive);
        }
    
        //Create the initial cylinder.
        decreaseLength();
    
        //Subscribe to the preRender event so we can check the primitive every frame.
        widget.scene.preRender.addEventListener(function(scene, time) {
            //Remove the old cylinder once the new one is ready.
            if(Cesium.defined(newPrimitive) && newPrimitive._state === Cesium.PrimitiveState.COMPLETE){
                if(Cesium.defined(currentPrimitive)){
                    widget.scene.primitives.remove(currentPrimitive);
                }
                currentPrimitive = newPrimitive;
                newPrimitive = undefined;
            }
        });
    
        Sandcastle.addToolbarButton('Decrease Length', decreaseLength);
        Sandcastle.finishedLoading();
    });