3

Summary of main reference materials

http://support.supermap.com.cn:8090/webgl/docs/Documentation/index.html

http://cesium.xin/cesium/cn/Documentation1.72/index.html

http://support.supermap.com.cn:8090/webgl/examples/webgl/examples.html#layer

Depiction point

viewer.entities.add({
    name: name,
    position: new Cesium.Cartesian3.fromDegrees(lon, lat, h),
    // 广告牌
    billboard: new Cesium.BillboardGraphics({
      image: icon || "images/shuniu.png",
      horizontalOrigin: Cesium.HorizontalOrigin.CENTER,
      verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
      alignedAxis: Cesium.Cartesian3.ZERO,
      disableDepthTestDistance: Number.POSITIVE_INFINITY,
      // 可以显示的距离
      distanceDisplayCondition: new Cesium.DistanceDisplayCondition(
        0,
        height
      ),
    }),
 });

Draw line

// positions 是笛卡尔坐标系x y z
let polyCenter = Cesium.BoundingSphere.fromPoints(positions).center;
    polyCenter = Cesium.Ellipsoid.WGS84.scaleToGeodeticSurface(polyCenter);
viewer.entities.add({
  show: true,
  position: polyCenter, // 为了找到线的中心点, 不需要可以不用写
  name: row.PlacemarkName,
  polyline: {
    positions,
    width: row.LineWidth || 2,
    material: new Cesium.Color.fromCssColorString(row.LineColor || 'red'),
    clampToGround: true,
    show: true,
    distanceDisplayCondition: new Cesium.DistanceDisplayCondition(
      0,
      row.LineShowHeight
    ),
  }
})

Add flash trail

First, you have to turn on the sparkle effect globally

viewer.scene.bloomEffect.show = true;
viewer.scene.hdrEnabled = true;
viewer.scene.bloomEffect.bloomIntensity = 1;

Then realize the trailing line

viewer.entities.add({
    // 尾迹线
    polyline: {
      positions,
      width: row.LineWidth || 2, // 线的宽度,像素为单位
      material: new Cesium.PolylineTrailMaterialProperty({
        // 尾迹线材质  值越大光越闪耀 0-1属于正常 1以上闪耀效果
        color: new Cesium.Color(
          1.00392156862745098,
          3.8784313725490196,
          0.3176470588235294,
          1
        ),
        trailLength: 0.4,
        period: 10,
      }),
      distanceDisplayCondition: new Cesium.DistanceDisplayCondition(
        0,
        row.LineShowHeight
      ),
    },
    ClampToGround: true,
 });

Ripple radar circle

First, you have to extend the cesium method and save it as CircleWaveMaterialProperty.js

export class CircleWaveMaterialProperty {
  constructor(options) {
    options = Cesium.defaultValue(options, Cesium.defaultValue.EMPTY_OBJECT);

    this._definitionChanged = new Cesium.Event();

    this._color = undefined;

    this._colorSubscription = undefined;

    this.color = options.color;

    this.duration = Cesium.defaultValue(options.duration, 1e3);

    this.count = Cesium.defaultValue(options.count, 2);

    if (this.count <= 0) this.count = 1;

    this.gradient = Cesium.defaultValue(options.gradient, 0.1);

    if (this.gradient < 0) this.gradient = 0;

    else if (this.gradient > 1) this.gradient = 1;

    this._time = performance.now();

  }

}

Object.defineProperties(CircleWaveMaterialProperty.prototype, {
  isConstant: {
    get: function () {
      return false;

    }

  },

  definitionChanged: {
    get: function () {
      return this._definitionChanged;

    }

  },

  color: Cesium.createPropertyDescriptor('color')

});

CircleWaveMaterialProperty.prototype.getType = function (time) {
  return Cesium.Material.CircleWaveMaterialType;

}

CircleWaveMaterialProperty.prototype.getValue = function (time, result) {
  if (!Cesium.defined(result)) {
    result = {};

  }

  result.color = Cesium.Property.getValueOrClonedDefault(this._color, time, Cesium.Color.WHITE, result.color);

  result.time = (performance.now() - this._time) / this.duration;

  result.count = this.count;

  result.gradient = 1 + 10 * (1 - this.gradient);

  return result;

}

CircleWaveMaterialProperty.prototype.equals = function (other) {
  return this === other ||

    (other instanceof CircleWaveMaterialProperty &&

      Cesium.Property.equals(this._color, other._color))

}

Cesium.Material.CircleWaveMaterialType = 'CircleWaveMaterial';

Cesium.Material.PolylineTrailSource = `czm_material czm_getMaterial(czm_materialInput materialInput)\n

                                        {\n

                                            czm_material material = czm_getDefaultMaterial(materialInput);\n

                                            material.diffuse = 1.5 * color.rgb;\n

                                            vec2 st = materialInput.st;\n

                                            vec3 str = materialInput.str;\n

                                            float dis = distance(st, vec2(0.5, 0.5));\n

                                            float per = fract(time);\n

                                            if (abs(str.z) > 0.001) {\n

                                                discard;\n

                                            }\n

                                            if (dis > 0.5) { \n

                                                discard; \n

                                            } else { \n

                                                float perDis = 0.5 / count;\n

                                                float disNum; \n                       

                                                float bl = .0; \n                       

                                                for (int i = 0; i <= 999; i++) { \n                           

                                                    if (float(i) <= count) { \n                               

 

                                                      disNum = perDis *

float(i) - dis + per / count; \n                             

                                                        if (disNum > 0.0) { \n                                 

                                                            if (disNum < perDis) { \n                                     

                                                                bl = 1.0 - disNum / perDis;\n

                                                            }\n                                 

 

                                                          else if

(disNum - perDis < perDis) { \n                                       

                                                                    bl = 1.0 - abs(1.0 - disNum / perDis); \n

                                                            } \n                                 

                                                            material.alpha = pow(bl, gradient); \n

                                                        } \n

                                                    } \n

                                                } \n

                                            } \n

                                        return material; \n

                                    } \n`;

Cesium.Material._materialCache.addMaterial(Cesium.Material.CircleWaveMaterialType, {
  fabric: {
    type: Cesium.Material.CircleWaveMaterialType,

    uniforms: {
      color: new Cesium.Color(1.0, 0.0, 0.0, 1.0),

      time: 1,

      count: 1,

      gradient: 0.1

    },

    source: Cesium.Material.PolylineTrailSource

  },

  translucent: function (material) {
    return !0;

  }

});

Cesium.CircleWaveMaterialProperty = CircleWaveMaterialProperty;

This method needs to exist before calling, that is, it has to be called globally once, so that cesium has the radar circle class

require("./CircleWaveMaterialProperty");

transfer

viewer.entities.add({
    position: new Cesium.Cartesian3.fromDegrees(lon, lat, h),
    ellipse: {
      height: 1,
      semiMinorAxis: 1000,
      semiMajorAxis: 1000,
      material: new Cesium.CircleWaveMaterialProperty({
        duration: 2e3,
        gradient: 0.5,
        color: new Cesium.Color(1.0, 0.0, 0.0, 1.0),
        count: 2,
      }),
      disableDepthTestDistance: Number.POSITIVE_INFINITY,
      distanceDisplayCondition: new Cesium.DistanceDisplayCondition(
        0,
        height
      ),
    },
    clampToGround: true,
    billboard: {
      image: this.renderText(name),
      horizontalOrigin: Cesium.HorizontalOrigin.CENTER,
      verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
      alignedAxis: Cesium.Cartesian3.ZERO,
      disableDepthTestDistance: Number.POSITIVE_INFINITY,
      pixelOffset: new Cesium.Cartesian2(0, -40),
      distanceDisplayCondition: new Cesium.DistanceDisplayCondition(
        0,
        height
      ),
    },
});

Click on a layer and the corresponding pop-up window will appear

Note: Because it monitors the events of each frame, cesium will freeze if there are too many pop-up windows!

// 创建弹窗对象的方法
const Popup = function (info) {
  this.constructor(info);
};
Popup.prototype.id = 0;
Popup.prototype.constructor = function (info) {
  const _this = this;
  _this.viewer = info.viewer;//弹窗创建的viewer
  _this.geometry = info.geometry;//弹窗挂载的位置
  _this.id = "popup_" + _this.__proto__.id++;
  _this.html = info.html

  const dom = document.createElement('div');
  dom.className = 'bx-popup-ctn';
  dom.id = _this.id;

  _this.ctn = dom;

  _this.viewer.container.appendChild(_this.ctn);

  _this.ctn.insertAdjacentHTML('beforeend', _this.createHtml(info.title, info.data));

  _this.render(_this.geometry);
  _this.viewer.scene.postRender.addEventListener(_this.eventListener, _this)
}

Popup.prototype.eventListener = function () {
  this.render.call(this, this.geometry);
}

// 弹窗的内容
Popup.prototype.createHtml = function (title, data) {
  window.pop = this
  return ` <div class="cesium-pupop-title">
    <h1 class="title">${title}</h1>
    <span class="iconfont icon-cha1" style="position: absolute;color: #00fbfb;top: 33px;right: 30px;cursor:pointer;" onclick="pop.close()"></span>
    ${data.length > 0 ? data.map(v => `<div class="cesium-row"><span>${v.name}:</span> <span>${v.value}</span></div>`).join('') : '<div class="cesium-row" style="color: #fff;text-align: center;height: 200px;line-height: 200px;">暂无属性</div>'}
  </div>`
}

// 重点是实时刷新
Popup.prototype.render = function (geometry) {
  var _this = this;
  var position = Cesium.SceneTransforms.wgs84ToWindowCoordinates(_this.viewer.scene, geometry)
  _this.ctn.style.left = `${position.x - Math.floor(_this.ctn.offsetWidth / 2)}px`
  _this.ctn.style.top = `${position.y - _this.ctn.offsetHeight - 10}px`
}
// 关闭弹窗按钮
Popup.prototype.close = function () {
  var _this = this;
  _this.ctn.remove();
  // _this.viewer.clock.onTick.removeEventListener(_this.eventListener);
  _this.viewer.scene.postRender.removeEventListener(_this.eventListener, _this)
}

export default Popup;

transfer

new CesiumPopup({
    viewer: viewer,
    geometry: polyCenter, // 这个坐标是世界坐标也就是笛卡尔坐标!
    title: entity._name,
    data: ddd
});

How to set the height of the layer after getting the layer

const osgbLayer = viewer.scene.addS3MTilesLayerByScp(url, { name: row })
Cesium.when(osgbLayer, function (row) {
  if (node.data.DisplayHeight) {
   // 设置海拔高度
    row._style3D.bottomAltitude = node.data.DisplayHeight
  }
})

How to set the visible height of the layer after getting the layer

const osgbLayer = viewer.scene.addS3MTilesLayerByScp(url, { name: row })
Cesium.when(osgbLayer, function (row) {
  // 可见海拔高度设置
  // row.maxVisibleAltitude = node.data.MaxDisplayHeight
  
  // 设置相机和图层的可见距离
  row.visibleDistanceMax = layer.DisplayHeight || 100000;
})

Setting up the terrain

viewer.terrainProvider = terrainProvider = new Cesium.CesiumTerrainProvider({
    // url形如:  http://172.18.1.106:8090/iserver/services/3D-SuiZhouDianChang/rest/realspace/datas/图层名称
    url: url + '/datas/' + name,
    isSct: true
  })

Load image

viewer.imageryLayers.addImageryProvider(new Cesium.UrlTemplateImageryProvider({
    url: _url,
    tilingScheme: new Cesium.WebMercatorTilingScheme(),
    subdomains: '1234',
  }));

Load server texture

viewer.imageryLayers.addImageryProvider(new Cesium.SuperMapImageryProvider({
  url: '/iserver/services/3D-QuanMuTangChuSheFaBu/rest/realspace/datas/xxx影像缓存',
}));

Get entity attributes

First get the selected layer and its SMID

// 获取到选中的layer
const selectedLayer = scene.layers.getSelectedLayer();
if (selectedLayer) {
    var selectedSmid = parseInt(selectedLayer.getSelection());
    //取得超图属性
    if(callback){
      // 拿到layer和smid就行了
      callback(selectedLayer, selectedSmid)
    }
}

Query attributes based on SMID

doSqlQuery(sqlStr, dataSerice, dataset, datasource) {
  const _this = this;
  const sqlParameter = {
    "datasetNames": [`${datasource}:${dataset}`],
    getFeatureMode: "SQL",
    queryParameter: {
      attributeFilter: sqlStr
    }
  };
  const url = `/iserver/services/${dataSerice}/data/featureResults.json?returnContent=true&token=${eval(localStorage.getItem('TOKEN_ISERVER'))}`
  const queryData = JSON.stringify(sqlParameter);

  const IGNOREFIELD = JSON.parse(localStorage.getItem('IGNOREFIELD'))

  _this.loading = true
  $.ajax({
    type: "post",
    url: url,
    data: queryData,
    success: function (result) {
      if (result.features && result.features.length > 0) {
        const data = result.features[0]
        const fieldNames = data.fieldNames
        const fieldValues = data.fieldValues
        _this.moduleListData = []
        fieldNames.forEach((row, i) => {
          if (IGNOREFIELD.indexOf(row) !== -1) return
          _this.moduleListData.push({
            Name: row,
            Value: fieldValues[i]
          })
        })
      } else {
        _this.$message.info('没有查询到属性!')
      }
      _this.loading = false
    },
    error: function () {
      _this.$message.info('没有查询到属性!')
      _this.loading = false
    },
  })
}

// 这么调用
this.doSqlQuery('SmID=' + this.relationListCode[1], layer.DataService, layer.SurMapDataSet, layer.DataSource)

Set layer transparency

function translucentLayers(scene, alpha) {
  for (var i = 0; i < scene.layers.layerQueue.length; i++) {
    var layer = scene.layers.findByIndex(i);
    if (layer) {
      layer.style3D.fillForeColor.alpha = parseFloat(alpha);
    }
  }
}

Set image transparency

const _layers = viewer.imageryLayers._layers
for (let i = 0, len = _layers.length; i < len; i++) {
    _layers[i].alpha = 0.6
}

Listen for click events

const events = {
    click: "LEFT_CLICK",
    wheel: "WHEEL",
    middleClick: "MIDDLE_DOWN",
    mouseMove: "MOUSE_MOVE"
}
viewer.screenSpaceEventHandler.setInputAction(e => {
  this.$emit(key, e)
}, Cesium.ScreenSpaceEventType[events[key]])

Get layer by hypergraph name

viewer.scene.layers.find(SuperLayerName)

Set and change widget color

layer.setObjsColor(ids, cesiumColor);

in:

  • layer is the layer object
  • ids is the smid array
  • cesiumColor is the color object of cesium

Use this method if you only need to affect one component

layer.setOnlyObjsColor(smId, cesiumColor);

Get all the smids under it through the layer

layer._selections

What is returned is ["3762", "123"] such smid collection

Hidden widget

layer.setObjsVisible(ids, bool)

in

  • layer is the layer object
  • ids is the smid set
  • bool is whether to display, true is displayed false is hidden

To display all the components under the layer, you only need to set ids to [].

layer.setObjsVisible([], false);

Use this method if you only need to affect one component

layer.setOnlyObjsVisible(smid, bool)

Set the light source to follow the camera

//设置光源跟随
var degZ = 0;//水平夹角
var degX = 0; //垂直夹角
scene.sun.show = false;
// 设置环境光的强度
scene.lightSource.ambientLightColor = new Cesium.Color(0.86,0.86, 0.86, 1);

// var position1 = new Cesium.Cartesian3.fromDegrees(117.61862360516848 - 0.000009405717451407729 * 86.6, 40.2317259501307 - 0.00000914352698135 * 50, 350);
// 设置初始光源位置
var position1 = new Cesium.Cartesian3.fromDegrees(117.61862360516848, 32.19180102105889, 350);
var targetPosition1 = new Cesium.Cartesian3.fromDegrees(117.61862360516848, 32.19180102105889, 130);
var dirLightOptions = {
  targetPosition: targetPosition1,
  color: new Cesium.Color(1.0, 1.0, 1.0, 1),
  intensity: 0.7
};
directionalLight_1  = new Cesium.DirectionalLight(position1, dirLightOptions);
scene.addLightSource(directionalLight_1);
scene.postRender.addEventListener(function () { // 每一帧 非常耗性能
  var cameraPosition = Cesium.Cartesian3.clone(scene.camera.position);
  var length = 100;
  var quad1 = Cesium.Quaternion.fromAxisAngle(viewer.scene.camera.upWC, Cesium.Math.toRadians(degZ));
  var quad2 = Cesium.Quaternion.fromAxisAngle(viewer.scene.camera.rightWC, Cesium.Math.toRadians(degX));
  var resQuad = Cesium.Quaternion.add(quad2, quad1, quad1);
  var rotation = Cesium.Matrix3.fromQuaternion(resQuad);
  var direction = Cesium.Matrix3.multiplyByVector(rotation, viewer.scene.camera.directionWC, new Cesium.Cartesian3());
  var targetPosition2 = Cesium.Cartesian3.add(
      viewer.scene.camera.positionWC,
      Cesium.Cartesian3.multiplyByScalar(direction, length, new Cesium.Cartesian3()),
      new Cesium.Cartesian3()
  );
  directionalLight_1.position = cameraPosition;
  directionalLight_1.targetPosition = targetPosition2;
});

Click on a certain point to display a pop-up window and use the Vue component to complete

Pop.js

// 创建弹窗对象的方法
import Vue from 'vue'

const Popup = function (info, component) {
  this.constructor(info, component)
}
Popup.prototype.id = 0
Popup.prototype.constructor = function (info, component) {
  const _this = this
  window.pop = this
  _this.viewer = info.viewer// 弹窗创建的viewer
  _this.geometry = info.geometry// 弹窗挂载的位置
  // eslint-disable-next-line no-proto
  _this.id = 'popup_' + _this.__proto__.id++
  _this.html = info.html

  const dom = document.createElement('div')
  dom.className = 'bx-popup-ctn'
  dom.id = _this.id

  _this.ctn = dom
  // 主要步骤
  if (component) {
    const vuecomponent = Vue.extend(component)
    // eslint-disable-next-line new-cap
    const c = new vuecomponent().$mount()
    _this.ctn.appendChild(c.$el)
  } else {
    _this.ctn.insertAdjacentHTML('beforeend', _this.createHtml(info.title, info.data))
  }
  _this.viewer.container.appendChild(_this.ctn)

  _this.viewer.scene.postRender.addEventListener(_this.eventListener, _this)
}

Popup.prototype.eventListener = function () {
  this.render(this.geometry)
}

// 弹窗的内容
Popup.prototype.createHtml = function (title, data) {
  let html
  if (Object.prototype.toString.call(data) === '[object Array]') {
    html = data.reduce((acc, val) => {
      return acc + `<div class="bx-attribute-item">
              <span class="bx-attr-name">${val.PropertyName}</span>
              <span class="bx-attr-name">${val.value}</span>
           </div>`
    }, '')
  } else {
    html = data
  }
  return `
<div class="bx-popup">
   <img src="${require('./image/attribute/ff.png')}" alt=""/>
   <div class="bx-content">
     <div class="bx-top"></div>
     <div class="bx-bd-c-bottom"></div>
     <div class="bx-bd-c-left"></div>
     <div class="bx-bd-c-right"></div>
     <div class="bx-bd-dashed-top"></div>
     <div class="bx-bd-dashed-left"></div>
     <div class="bx-bd-dashed-bottom"></div>
     <div class="bx-bd-dashed-right"></div>
     <img src="${require('./image/attribute/hh.png')}" alt="" class="bx-bd-dashed-c-bottom"/>
     <img src="${require('./image/attribute/gg.png')}" alt="" class="bx-bd-bottom"/>
     <img src="${require('./image/attribute/cc.png')}" alt="" class="bx-bd-right"/>
     <div class="bx-body">
       <h1 class="bx-title">${title}</h1>
       <div class="bx-body-content">
        ${html}
       </div>
     </div>
   </div>
</div>
  `
}

// 重点是实时刷新
Popup.prototype.render = function (geometry) {
  const _this = this
  const position = Cesium.SceneTransforms.wgs84ToWindowCoordinates(_this.viewer.scene, geometry)
  if (position) {
    _this.ctn.style.left = `${position.x}px`
    _this.ctn.style.top = `${position.y - _this.ctn.offsetHeight / 2 - 10}px`
  }
}
// 关闭弹窗按钮
Popup.prototype.close = function () {
  const _this = this
  _this.viewer.scene.postRender.removeEventListener(_this.eventListener, _this)
  _this.ctn.remove()
  // _this.viewer.clock.onTick.removeEventListener(_this.eventListener);
}

export default Popup

when using it

new Popup({
  viewer,
  geometry: e.data.position,
  title: '门禁信息',
  data: '<div>Fuck</div>'
}, AccessControl)

Among them: AccessControl is a vue component!

import AccessControl from '@/components/AccessControl.vue'

Mainly used Vue's $mount() method

Get camera information

viewer.scene.camera

Convert world coordinates to screen coordinates

Cesium.SceneTransforms.wgs84ToWindowCoordinates(scene, geometry)

in

  • scene is the scene
  • geometry is the world coordinate

Create a Color instance based on the CSS color value.

Cesium.Color.fromCssColorString('#67ADDF');

Cesium color value and regular HTML color value conversion formula

After some research, I found that in Cesium.Color(r, g,b,a), the values of r,g,b,a are all between 0-1. The conversion to html rgba is as follows:

Cesium.Color(html.r/255, html.g/255, html.b/255, html.a)

The js method is as follows, where colorString must be a hexadecimal color

colorConvert(colorString) {
  const red =
    parseInt(colorString.slice(1, 3), 16) / 255;
  const green =
    parseInt(colorString.slice(3, 5), 16) / 255;
  const blue =
    parseInt(colorString.slice(5, 7), 16) / 255;
  return new Cesium.Color(red, green, blue, 1);
},

Aggregate label and billboard

_this.clusteringlayer = new Cesium.CustomDataSource('clusteringlayer');

const pixelRange = 50;
const minimumClusterSize = 2;
const enabled = true;
//启用集群
_this.clusteringlayer.clustering.enabled = enabled;
//设置扩展屏幕空间边界框的像素范围。
_this.clusteringlayer.clustering.pixelRange = pixelRange;
//可以群集的最小屏幕空间对象
_this.clusteringlayer.clustering.minimumClusterSize = minimumClusterSize;
//将进行实体的广告牌聚类
_this.clusteringlayer.clustering.clusterBillboards = true;

var removeListener;
//自定义地图图钉生成为画布元素
var pinBuilder = new Cesium.PinBuilder();
customStyle();

function customStyle() {
if (Cesium.defined(removeListener)) {
  removeListener();
  removeListener = undefined;
} else {
  removeListener = _this.clusteringlayer.clustering.clusterEvent.addEventListener(function(clusteredEntities, cluster) {
    cluster.label.show = false;
    cluster.billboard.show = true;
    cluster.billboard.id = cluster.label.id;
    cluster.billboard.verticalOrigin = Cesium.VerticalOrigin.BOTTOM;
    cluster.billboard.disableDepthTestDistance = Number.POSITIVE_INFINITY;
    //文本将被调整为尽可能大的大小同时仍完全包含在图钉中
    // var pinimg = pinBuilder.fromText(clusteredEntities.length, Cesium.Color.BLUE, 50).toDataURL();
    // var pinimg='./images/location4.png';
    if (clusteredEntities?.[0]?._name) cluster.billboard.image = _this.renderText(clusteredEntities[0]._name, undefined, undefined, 14);
    //cluster.billboard.scale=0.2;
  });
}
}

// 对于需要聚合的实体使用
// _this.clusteringlayer.entities.add(entity)

// 添加到viewer中
viewer.dataSources.add(_this.clusteringlayer)

Hypergraph dynamic drawing summary

Initialize drawing and load annotation library

methods: {
    // 初始化
    InitPlot(viewer, serverUrl) {
      if (!viewer) {
        return;
      }
      const _this = this;
      const plottingLayer = new Cesium.PlottingLayer(
        viewer.scene,
        'plottingLayer'
      );
    
      this.plottingLayer = plottingLayer;
      viewer.scene.plotLayers.add(plottingLayer);
    
      const plotting = Cesium.Plotting.getInstance(
        serverUrl,
        viewer.scene
      );
    
      this.plotting = plotting;
    
      this.plotEditControl = new Cesium.PlotEditControl(
        viewer.scene,
        plottingLayer
      ); //编辑控件
      this.plotEditControl.activate();
      this.plotDrawControl = new Cesium.PlotDrawControl(
        viewer.scene,
        plottingLayer
      ); //绘制控件
      this.plotDrawControl.drawControlEndEvent.addEventListener(
        function() {
          //标绘结束,激活编辑控件
          _this.plotEditControl.activate();
        }
      );
    
      this.loadSymbolLib(plotting);
    
      console.log(plotting.getDefaultStyle());
    
      // 一些缺省属性,不需要可以删除
      plotting.getDefaultStyle().lineWidth = this.thickness;
      plotting.getDefaultStyle().lineColor = this.colorConvert(
        this.color
      );
      plotting.getDefaultStyle().defaultFlag = true;
    },
    // 加载标注库
    loadSymbolLib(plotting) {
      const symbolLibManager = plotting.getSymbolLibManager();
      if (symbolLibManager.isInitializeOK()) {
        // isok
      } else {
        symbolLibManager.initializecompleted.addEventListener(
          function(result) {
            if (result.libIDs.length !== 0) {
              // isok
            }
          }
        );
        symbolLibManager.initializeAsync();
      }
    },
}

Only need to execute the InitPlot method

this.InitPlot(
  viewer,
  '/iserver/services/plot-jingyong/rest/plot'
);

How to draw a mark without using a panel

handleDraw(id, code) {
  this.plotDrawControl.setAction(id, code);
  this.plotDrawControl.activate();
  this.plotEditControl.deactivate();
},

a mark requires a 161272deff2af7 id and code , then how to get the id and code?

How to predefine styles

Modify the default label color of Hypergraph, etc.

 plotting.getDefaultStyle().lineWidth = this.thickness;

plotting.getDefaultStyle() from the console, and you can modify the default attributes by directly assigning values


陈东民
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