A Cesium plugin for GPU-accelerated visualization of wind field data with particle animation.
Wind Layer | Terrain Occlusion |
---|---|
- ⚡️ Real-time wind field visualization using particle system
- 🚀 GPU-accelerated particle computation and rendering
- 🎨 Customizable particle appearance and behavior
- 🏔️ Terrain occlusion support, particles are blocked by terrain
pnpm add cesium-wind-layer
import { Viewer } from 'cesium';
import { WindLayer } from 'cesium-wind-layer';
// Create Cesium viewer
const viewer = new Viewer('cesiumContainer');
// Prepare wind data
const windData = {
u: {
array: Float32Array, // U component of wind velocity
min: number, // Optional: minimum value
max: number // Optional: maximum value
},
v: {
array: Float32Array, // V component of wind velocity
min: number, // Optional: minimum value
max: number // Optional: maximum value
},
width: number, // Data grid width
height: number, // Data grid height
bounds: {
west: number, // Western boundary (longitude)
south: number, // Southern boundary (latitude)
east: number, // Eastern boundary (longitude)
north: number // Northern boundary (latitude)
}
};
// Create wind layer with options
const windLayer = new WindLayer(viewer, windData, {
particlesTextureSize: 100, // Size of the particle texture. Determines the maximum number of particles (size squared).
particleHeight: 1000, // Height of particles above ground
lineWidth: { min: 1, max: 2 }, // Width of particle trails
lineLength: { min: 20, max: 100 }, // Length range of particle trails
speedFactor: 1.0, // Speed multiplier
dropRate: 0.003, // Rate at which particles are dropped
dropRateBump: 0.001, // Additional drop rate for slow particles
colors: ['white'], // Colors for particles
flipY: false, // Flip Y coordinates if needed
domain: undefined, // Optional: domain for speed
displayRange: undefined, // Optional: display range for speed
dynamic: true, // Whether to enable dynamic particle animation
});
Main class for wind visualization.
interface WindLayerOptions {
particlesTextureSize: number; // Size of the particle texture. Determines the maximum number of particles (size squared). Default is 100.
particleHeight: number; // Height of particles above the ground in meters. Default is 0.
lineWidth: { min: number; max: number }; // Width range of particle trails in pixels. Default is { min: 1, max: 2 }.
lineLength: { min: number; max: number }; // Length range of particle trails. Default is { min: 20, max: 100 }.
speedFactor: number; // Factor to adjust the speed of particles. Default is 1.0.
dropRate: number; // Rate at which particles are dropped (reset). Default is 0.003.
dropRateBump: number; // Additional drop rate for slow-moving particles. Default is 0.001.
colors: string[]; // Array of colors for particles. Can be used to create color gradients. Default is ['white'].
flipY: boolean; // Whether to flip the Y-axis of the wind data. Default is false.
useViewerBounds: boolean; // Whether to use the viewer bounds to generate particles. Default is false.
domain?: { // Controls the speed rendering range. Default is undefined.
min?: number; // Minimum speed value for rendering
max?: number; // Maximum speed value for rendering
};
displayRange?: { // Controls the speed display range for visualization. Default is undefined.
min?: number; // Minimum speed value for display
max?: number; // Maximum speed value for display
};
dynamic: boolean; // Whether to enable dynamic particle animation. Default is true.
}
Method | Description |
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add() |
Add the wind layer to the scene |
remove() |
Remove the wind layer from the scene |
show: boolean |
Get or set the visibility of the wind layer |
updateWindData(data: WindData) |
Update the wind field data |
updateOptions(options: Partial<WindLayerOptions>) |
Update the options of the wind layer |
getDataAtLonLat(lon: number, lat: number): WindDataAtLonLat | null |
Get the wind data at a specific longitude and latitude, returns both original and interpolated values. Returns null if coordinates are outside bounds |
zoomTo(duration?: number) |
Zoom the camera to fit the wind field extent |
isDestroyed(): boolean |
Check if the wind layer has been destroyed |
destroy() |
Clean up resources and destroy the wind layer |
demo.mp4
You can also try the online demo or check out the example code.