312 lines
11 KiB
JavaScript
312 lines
11 KiB
JavaScript
/*
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* Original code from https://github.com/RaymanNg/3D-Wind-Field
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* under the MIT license.
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*
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* MIT License
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*
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* Copyright (c) 2019 Rayman Ng
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OF OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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class WindLayer {
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constructor(viewer, options = {}) {
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this.viewer = viewer;
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this.scene = viewer.scene;
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this.camera = viewer.camera;
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this.ellipsoid = viewer.scene.globe.ellipsoid;
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this.options = options;
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this.windData = null;
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this.particleSystem = null;
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this.visible = false;
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// A promise that resolves when the layer is ready
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this.readyPromise = this.init();
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}
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init() {
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return this.loadWindData().then(() => {
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if (this.windData) {
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this.particleSystem = new ParticleSystem(this.scene, {
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windData: this.windData,
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...this.options.particleSystem
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});
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// Apply the stored visibility state once ready
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this.particleSystem.polylines.show = this.visible;
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}
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}).catch(error => {
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console.error("Error initializing WindLayer:", error);
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// Propagate error to allow for further handling
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throw error;
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});
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}
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async loadWindData() {
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try {
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const response = await fetch(this.options.windDataUrl || 'api/wind.php');
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if (!response.ok) {
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throw new Error(`HTTP error! status: ${response.status}`);
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}
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const data = await response.json();
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this.windData = this.processWindData(data);
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} catch (error) {
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console.error('Error loading or processing wind data:', error);
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throw error; // Re-throw to be caught by the init promise chain
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}
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}
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processWindData(data) {
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let uComponent = null, vComponent = null;
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data.forEach(record => {
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const type = record.header.parameterCategory + ',' + record.header.parameterNumber;
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if (type === '2,2') uComponent = record;
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if (type === '2,3') vComponent = record;
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});
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if (!uComponent || !vComponent) {
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console.error("Wind data components not found.");
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return null;
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}
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const header = uComponent.header;
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return {
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nx: header.nx,
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ny: header.ny,
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lo1: header.lo1,
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la1: header.la1,
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dx: header.dx,
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dy: header.dy,
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u: uComponent.data,
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v: vComponent.data
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};
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}
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setVisible(visible) {
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this.visible = visible;
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// Use the promise to safely apply visibility
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this.readyPromise.then(() => {
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if (this.particleSystem) {
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this.particleSystem.polylines.show = this.visible;
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}
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});
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}
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setOptions(options) {
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this.readyPromise.then(() => {
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if (this.particleSystem) {
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this.particleSystem.applyOptions(options);
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}
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});
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}
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pause() {
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this.readyPromise.then(() => {
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if (this.particleSystem) {
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this.particleSystem.pause();
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}
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});
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}
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play() {
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this.readyPromise.then(() => {
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if (this.particleSystem) {
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this.particleSystem.play();
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}
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});
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}
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isPlaying() {
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return this.particleSystem && this.particleSystem.isPlaying;
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}
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setParticleDensity(density) {
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this.readyPromise.then(() => {
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if (this.particleSystem) {
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this.particleSystem.setParticleCount(density);
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}
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});
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}
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}
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class ParticleSystem {
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constructor(scene, options) {
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this.scene = scene;
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this.options = options;
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this.windData = options.windData;
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// Use a polyline collection instead of a point collection
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this.polylines = this.scene.primitives.add(new Cesium.PolylineCollection());
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this.particles = [];
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this.isPlaying = true;
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this.createParticles();
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this.scene.preRender.addEventListener(this.update, this);
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}
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createParticles() {
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const particleCount = this.options.particleCount || 10000;
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for (let i = 0; i < particleCount; i++) {
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const p = this.createParticle();
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this.particles.push(p);
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// Create a polyline for each particle. It will be updated in the update loop.
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this.polylines.add({
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positions: [p.position, p.position], // Start with a zero-length line
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width: this.options.lineWidth || 1.0,
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material: new Cesium.Material({
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fabric: {
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type: 'Color',
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uniforms: {
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color: Cesium.Color.WHITE.withAlpha(0.0) // Initially transparent
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}
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}
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})
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});
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}
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}
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createParticle() {
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const lon = Math.random() * 360 - 180;
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const lat = Math.random() * 180 - 90;
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const altitude = this.options.particleHeight || 10000;
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const position = Cesium.Cartesian3.fromDegrees(lon, lat, altitude);
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return {
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position: position,
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previousPosition: position, // Store previous position for the tail of the line
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age: Math.floor(Math.random() * (this.options.maxAge || 120)),
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maxAge: this.options.maxAge || 120,
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speed: Math.random() * (this.options.particleSpeed || 5)
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};
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}
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getWind(position) {
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const cartographic = Cesium.Cartographic.fromCartesian(position);
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const lon = Cesium.Math.toDegrees(cartographic.longitude);
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const lat = Cesium.Math.toDegrees(cartographic.latitude);
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const { nx, ny, lo1, la1, dx, dy, u, v } = this.windData;
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const i = Math.floor((lon - lo1) / dx);
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const j = Math.floor((la1 - lat) / dy);
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if (i >= 0 && i < nx && j >= 0 && j < ny) {
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const index = j * nx + i;
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return { u: u[index], v: v[index] };
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}
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return { u: 0, v: 0 };
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}
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update() {
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if (this.polylines.length === 0 || !this.polylines.show) return;
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for (let i = 0; i < this.particles.length; i++) {
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const particle = this.particles[i];
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const polyline = this.polylines.get(i);
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if (particle.age >= particle.maxAge) {
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Object.assign(particle, this.createParticle());
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// Reset polyline to a zero-length, transparent line
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polyline.positions = [particle.position, particle.position];
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if (polyline.material && polyline.material.uniforms) {
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polyline.material.uniforms.color = Cesium.Color.WHITE.withAlpha(0.0);
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}
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continue; // Skip to next particle
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}
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const wind = this.getWind(particle.position);
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const speed = particle.speed;
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const metersPerDegree = 111320;
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const vx = wind.u * speed / metersPerDegree;
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const vy = wind.v * speed / metersPerDegree;
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// Store current position as the previous one
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particle.previousPosition = particle.position;
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const cartographic = Cesium.Cartographic.fromCartesian(particle.position);
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cartographic.longitude += Cesium.Math.toRadians(vx);
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cartographic.latitude += Cesium.Math.toRadians(vy);
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particle.position = Cesium.Cartesian3.fromRadians(
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cartographic.longitude,
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cartographic.latitude,
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cartographic.height
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);
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particle.age++;
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// Update polyline positions to create a line segment
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polyline.positions = [particle.previousPosition, particle.position];
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// Fade the line based on age
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if (polyline.material && polyline.material.uniforms) {
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polyline.material.uniforms.color = Cesium.Color.WHITE.withAlpha(1 - (particle.age / particle.maxAge));
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}
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}
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}
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applyOptions(options) {
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this.options = Object.assign(this.options, options);
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// Apply new options to existing polylines
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for (let i = 0; i < this.polylines.length; i++) {
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const polyline = this.polylines.get(i);
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if (options.lineWidth) {
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polyline.width = options.lineWidth;
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}
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}
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}
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setParticleCount(density) {
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const maxParticles = this.options.maxParticles || this.options.particleCount || 10000;
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if (!this.options.maxParticles) {
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this.options.maxParticles = maxParticles;
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}
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const newParticleCount = Math.floor(maxParticles * density);
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this.polylines.removeAll();
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this.particles = [];
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for (let i = 0; i < newParticleCount; i++) {
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const p = this.createParticle();
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this.particles.push(p);
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this.polylines.add({
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positions: [p.position, p.position],
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width: this.options.lineWidth || 1.0,
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material: new Cesium.Material({
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fabric: {
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type: 'Color',
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uniforms: {
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color: Cesium.Color.WHITE.withAlpha(0.0)
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}
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}
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})
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});
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}
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}
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pause() {
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this.isPlaying = false;
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this.scene.preRender.removeEventListener(this.update, this);
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}
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play() {
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this.isPlaying = true;
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this.scene.preRender.addEventListener(this.update, this);
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}
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}
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