本文主要是介绍turf.buffer转化交叉线时 生产带洞的复杂多边形,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
生成
// 将线数据转换为指定宽度的面数据
const bufferedPolygon = turf.buffer(line, bufferWidth, { units: 'meters' });
判断渲染
bufferedPolygon.geometry.coordinates.length > 1
//即为带洞的复杂多边形
let buffereLength = bufferedPolygon.geometry.coordinates.length;
var x = {positions:undefined,//由于挖的这个洞,是x本身的一种数组集合,所以每一个对象里,又是一个x的形式holes:[]
}
for (let index = 0; index < buffereLength; index++) {if (index==0) {let arr1 = bufferedPolygon.geometry.coordinates[index].map(coord => [coord[0], coord[1]]);let position = Cesium.Cartesian3.fromDegreesArray(arr1.flat(4));x.positions = position}else {let arr2 = bufferedPolygon.geometry.coordinates[index].map(coord => [coord[0], coord[1]]);let holes = Cesium.Cartesian3.fromDegreesArray(arr2.flat(4));x.holes.push({positions: holes })}
}
//渲染
var polygon1 = new Cesium.PolygonGeometry({polygonHierarchy: x,// hierarchy:x,// extrudedHeight:0, //与height不能同时存在,否则height不生效height: this.polylineHeight,// perPositionHeight:false,// outline: true,// outlineWidth: 100,// fill: false,// arcType: Cesium.ArcType.RHUMB,// material: Cesium.Color.RED,vertexFormat: Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT
});
let River1 = new Cesium.Primitive({geometryInstances: new Cesium.GeometryInstance({geometry: polygon1}),appearance: new Cesium.EllipsoidSurfaceAppearance({aboveGround: true}),show: true
});
River1.id = "roadLine_" + roadLineArr[i].id
var River1_Material = new Cesium.Material({fabric: {type: 'Color',uniforms: {color: materialColor,// frequency: 100.0,// animationSpeed: 0.005,// amplitude: 10.0,}}
});
River1.appearance.material = River1_Material;viewer.scene.primitives.add(River1);
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