class FireEffect {
constructor(viewer) {
this.viewer = viewer;
this.viewModel = {
emissionRate: 300,
gravity: 0.0, //设置重力参数
minimumParticleLife: 1,
maximumParticleLife: 2,
minimumSpeed: 10.0, //粒子发射的最小速度
maximumSpeed: 200.0, //粒子发射的最大速度
startScale: 0.0,
endScale: 2.0,
particleSize: 50.0,
};
this.emitterModelMatrix = new Cesium.Matrix4();
this.translation = new Cesium.Cartesian3();
this.rotation = new Cesium.Quaternion();
this.hpr = new Cesium.HeadingPitchRoll();
this.trs = new Cesium.TranslationRotationScale();
this.scene = this.viewer.scene;
this.particleSystem = null;
this.entity = this.viewer.entities.add({
//选择粒子放置的坐标
position: Cesium.Cartesian3.fromDegrees(114.287848, 38.027024, 280.0),
});
this.init();
}
init() {
this.viewer.clock.shouldAnimate = true;
this.viewer.scene.globe.depthTestAgainstTerrain = false;
var particleSystem = this.scene.primitives.add(
new Cesium.ParticleSystem({
//生成所需粒子的图片路径
image: "./imgs/smoke.png",
//粒子在生命周期开始时的颜色
startColor: new Cesium.Color(1.0, 0.5, 0, 1),
//粒子在生命周期结束时的颜色
endColor: new Cesium.Color(0.0, 0, 0, 0),
//粒子在生命周期开始时初始比例
startScale: this.viewModel.startScale,
//粒子在生命周期结束时比例
endScale: this.viewModel.endScale,
//以像素为单位缩放粒子图像尺寸
imageSize: new Cesium.Cartesian2(
this.viewModel.particleSize,
this.viewModel.particleSize
),
//每秒发射的粒子数
emissionRate: this.viewModel.emissionRate,
//粒子系统是否应该在完成时循环其爆发
loop: true,
//系统的粒子发射器
emitter: new Cesium.CircleEmitter(200.0),
//设置粒子的大小是否以米或像素为单位
sizeInMeters: true,
//粒子发射的最小速度
minimumSpeed: this.viewModel.minimumSpeed,
//粒子发射的最大速度
maximumSpeed: this.viewModel.maximumSpeed,
//粒子系统发射粒子的时间(秒)
lifetime: 16.0,
//粒子生命的可能持续时间的最小界限
minimumParticleLife: this.viewModel.minimumParticleLife,
//粒子生命的可能持续时间的最大界限
maximumParticleLife: this.viewModel.maximumParticleLife,
// 粒子质量的最小界限
minimumMass: 0.0,
// 粒子质量的最大界限
maximumMass: 1.0,
})
);
this.particleSystem = particleSystem;
this.preUpdateEvent();
}
//场景渲染事件
preUpdateEvent() {
this.viewer.scene.preUpdate.addEventListener((scene, time) => {
//发射器地理位置
this.particleSystem.modelMatrix = this.computeModelMatrix(
this.entity,
time
);
//发射器局部位置
this.particleSystem.emitterModelMatrix = this.computeEmitterModelMatrix();
// 将发射器旋转
if (this.viewModel.spin) {
this.viewModel.heading += 1.0;
this.viewModel.pitch += 1.0;
this.viewModel.roll += 1.0;
}
});
}
computeModelMatrix(entity, time) {
return entity.computeModelMatrix(time, new Cesium.Matrix4());
}
computeEmitterModelMatrix() {
this.hpr = Cesium.HeadingPitchRoll.fromDegrees(0.0, 0.0, 0.0, this.hpr);
this.trs.translation = Cesium.Cartesian3.fromElements(
0.0,
0.0,
0.0,
this.translation
);
this.trs.rotation = Cesium.Quaternion.fromHeadingPitchRoll(
this.hpr,
this.rotation
);
return Cesium.Matrix4.fromTranslationRotationScale(
this.trs,
this.emitterModelMatrix
);
}
removeEvent() {
this.viewer.scene.preUpdate.removeEventListener(this.preUpdateEvent, this);
this.emitterModelMatrix = undefined;
this.translation = undefined;
this.rotation = undefined;
this.hpr = undefined;
this.trs = undefined;
}
//移除粒子特效
remove() {
() => {
return this.removeEvent();
}; //清除事件
this.viewer.scene.primitives.remove(this.particleSystem); //删除粒子对象
this.viewer.entities.remove(this.entity); //删除entity
}
}
Cesium火焰特效
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平台声明:文章内容(如有图片或视频亦包括在内)由作者上传并发布,文章内容仅代表作者本人观点,简书系信息发布平台,仅提供信息存储服务。
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