import { useSimStore } from "@/store/simulation";
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import { storeToRefs } from "pinia";
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const simStore = useSimStore();
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const { waterLegendData } = storeToRefs(simStore);
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let water = null;
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/**
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* 销毁水体模拟层
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*/
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export function destoryWaterPrimitive() {
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if (water) {
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enableWaterArrowFlow(false);
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water.destroy();
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water = null;
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// console.log("Water simulation destroyed.");
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}
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}
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/**
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* 创建水体模拟层
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* @param {Object} options - 可选参数
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* @param {number} options.interval - 水体模拟的时间间隔(单位:毫秒)
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* @param {string} options.baseUrl - 仿真服务地址
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* @param {boolean} options.colorRender - 是否启用颜色渲染
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*/
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export async function createWaterPrimitive(options = {}) {
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const {
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baseUrl = "/simu/c2h1dc",
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interval = 1000,
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colorRender = true,
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minFlowRate = 0.1, // 新增参数
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maxFlowRate = 12, // 新增参数
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} = options;
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// 定义水深颜色映射的色标
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const colorStops = [
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"#09a2dc",
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"#58c196",
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"#bedf74",
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"#d7f06e",
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"#ffe930",
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"#fdd10a",
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"#feb652",
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"#fd7f06",
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"#fe2b07",
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"#4d0a08",
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];
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const levelCount = colorStops.length;
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const minAllowed = 0.005; // 最小允许值
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const threshold = 1; // 小值与大值分界点
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let effectiveMin = Math.max(minFlowRate, minAllowed); // 最小不能小于 0.01
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const waterHeightLevels = [];
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// 分两段构造高度数组
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for (let i = 0; i < levelCount; i++) {
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let ratio = i / (levelCount - 1); // 0 ~ 1
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let height;
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if (ratio <= 0.5) {
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// 前半段:低值区域,使用强指数增长,从 effectiveMin 到 threshold
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const localRatio = ratio * 2; // 映射到 0~1
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const expRatio = Math.pow(localRatio, 2); // 更强调低值区域密度
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height = effectiveMin + (threshold - effectiveMin) * expRatio;
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} else {
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// 后半段:高值区域,从 threshold 到 maxFlowRate,使用指数增长
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const localRatio = (ratio - 0.5) * 2; // 映射到 0~1
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const expBase = Math.exp(Math.log(maxFlowRate / threshold) / 1);
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height = threshold * Math.pow(expBase, localRatio);
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}
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waterHeightLevels.push({
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height: parseFloat(height.toFixed(2)), // 保留两位小数
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color: colorStops[i],
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});
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}
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waterLegendData.value = waterHeightLevels;
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// console.log(waterLegendData.value, "图例数据");
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|
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water = await earthCtrl.simulate.createWaterSimulateLayer({
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baseUrl,
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interval,
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color: SmartEarth.Cesium.Color.fromCssColorString("#D4F2E7"),
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loop: false,
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callback: timeCallback,
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alphaByDepth: -0.3,
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waterHeightLevels,
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colorRender,
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sizeIndex: 0,
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});
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// enableWaterArrowFlow(false);
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toggleWaterShadow(false);
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// console.log(
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// `仿真模拟参数:请求路径 ${baseUrl}, 帧间间隔 ${interval}ms, 是否开启专题渲染 ${colorRender}`
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// );
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}
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/**
|
* 初始化水体模拟视图
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*/
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export function initeWaterPrimitiveView() {
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let view = {
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destination: {
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x: -2173603.2294639186,
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y: 4338938.333124211,
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z: 4128027.401463165,
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},
|
orientation: {
|
pitch: -0.6208443477400212,
|
roll: 0.000049799989940702005,
|
heading: 3.6294612473618644,
|
},
|
};
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viewer.scene.camera.flyTo(view);
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// console.log("Camera view initialized for water simulation.");
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}
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/**
|
* 更换水透明度
|
*/
|
export function updateWaterColor(color,alpha) {
|
if (water) {
|
water.color = Cesium.Color.fromCssColorString(color);
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water.alphaByDepth = alpha;
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} else {
|
console.warn("No water simulation to pause.");
|
}
|
}
|
/**
|
* 暂停水体模拟
|
*/
|
export function pauseWaterSimulation() {
|
if (water) {
|
water.pause();
|
// console.log("暂停仿真");
|
} else {
|
console.warn("No water simulation to pause.");
|
}
|
}
|
|
/**
|
* 恢复水体模拟
|
*/
|
export function resumeWaterSimulation() {
|
if (water) {
|
water.resume();
|
// console.log("继续仿真");
|
} else {
|
console.warn("No water simulation to resume.");
|
}
|
}
|
|
/**
|
* 跳转到某个时间点的水面状态
|
* @param {number} closestIndex - 目标时间戳索引
|
*/
|
export function setTimeForWaterSimulation(closestIndex) {
|
if (water) {
|
const imageList = water.getTimeList();
|
|
if (!imageList.length) {
|
console.warn("No timestamps available for water simulation.");
|
return;
|
}
|
// const idx = Math.floor(Math.random() * imageList.length); //随机索引跳转,实际中用不到,只用作演示
|
// console.log(
|
// `Jumping to timestamp: count:[${imageList.length}], index:[${closestIndex}]`
|
// );
|
water.setTime(imageList[closestIndex]);
|
} else {
|
console.warn("No water simulation to set time for.");
|
}
|
}
|
|
/**
|
* 设置或关闭颜色渲染
|
* @param {boolean} enabled
|
*/
|
export function toggleWaterColorRender(enabled) {
|
if (water) {
|
water.colorRender = enabled;
|
// console.log(`是否开启专题渲染 ${enabled}`);
|
} else {
|
console.warn("No water simulation to toggle color rendering.");
|
}
|
}
|
// ==================【SDK 新增功能 - 箭头流向 & 阴影控制】==================
|
|
/**
|
* 开启/关闭箭头流向动画
|
* @param {boolean} enabled - 是否启用箭头动画
|
*/
|
export function enableWaterArrowFlow(enabled) {
|
if (water) {
|
// 默认关闭状态
|
water.flowEnabled = enabled; // 假设 SDK 支持此属性
|
// console.log(`箭头流向动画已${enabled ? "开启" : "关闭"}`);
|
} else {
|
console.warn("未找到水体模拟图层,请先启动洪水模拟");
|
}
|
}
|
|
/**
|
* 开启/关闭全局阴影效果
|
* @param {boolean} enabled - 是否启用阴影
|
*/
|
export function toggleWaterShadow(enabled) {
|
if (!viewer) {
|
console.warn("Cesium Viewer 未初始化,无法设置阴影");
|
return;
|
}
|
|
try {
|
earthCtrl.shadows = enabled;
|
if (enabled) {
|
earthCtrl.shadowMap.maximumDistance = 10000.0; //最大距离
|
earthCtrl.shadowMap.pointLightRadius = 50.0; //点光源半径
|
}
|
// console.log(`阴影效果已${enabled ? "开启" : "关闭"}`);
|
} catch (error) {
|
console.error("设置阴影失败:", error);
|
}
|
}
|
|
// ==================================================
|
/**
|
* 时间戳回调函数
|
* @param {number} timeStamp - 当前时间戳
|
*/
|
function timeCallback(timeStamp) {
|
// console.log(`Current timestamp: ${timeStamp}`);
|
}
|