原文链接及内容

效果如下视频所示:

示例代码如下:

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/**
* 1. 初始化Viewer对象
*/
const viewer = new Cesium.Viewer("cesiumContainer", {
geocoder: false,
homeButton: false,
sceneModePicker: false,
navigationHelpButton: false,
navigationInstructionsInitiallyVisible: false,
animation: false,
timeline: false,
fullscreenButton: false,
skyBox: false,
shouldAnimate: true,
baseLayerPicker: false,
shadows: true,
});
viewer.cesiumWidget.creditContainer.style.display = "none";

/**
* 2. 定义飞机和相机目标位置
*/
//定义飞机位置
const planePosition = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883, 800.0);

//定义粒子系统相对于飞机的偏移量,用于模拟尾部效果。
const particlesOffset = new Cesium.Cartesian3(
-8.950115473940969,
34.852766731753945,
-30.235411095432937
);

//将飞机位置和粒子偏移量相加,得到相机目标位置,不是相机位置,是目标位置
const cameraLocation = Cesium.Cartesian3.add(
planePosition,
particlesOffset,
new Cesium.Cartesian3()
);
const resetCamera = function () {
viewer.camera.lookAt(cameraLocation, new Cesium.Cartesian3(-450, -300, 200));
};
resetCamera();

/**
* 3. 创建粒子图像
*/
let particleCanvas;
function getImage() {
if (!Cesium.defined(particleCanvas)) {
particleCanvas = document.createElement("canvas");
particleCanvas.width = 20;
particleCanvas.height = 20;
const context2D = particleCanvas.getContext("2d");
context2D.beginPath();
context2D.arc(8, 8, 8, 0, Cesium.Math.TWO_PI, true);
context2D.closePath();
context2D.fillStyle = "rgb(255, 255, 255)";
context2D.fill();
}
return particleCanvas;
}

/**
* 4. 在场景中添加飞机模型
*
*/
// 定义飞机的朝向(HeadingPitchRoll),俯仰角为 90 度(PI_OVER_TWO)
const hpr = new Cesium.HeadingPitchRoll(0.0, Cesium.Math.PI_OVER_TWO, 0.0);
// 使用 headingPitchRollQuaternion 将朝向转换为四元数,用于模型旋转。
const orientation = Cesium.Transforms.headingPitchRollQuaternion(
planePosition,
hpr
);
const entity = viewer.entities.add({
model: {
uri: "../SampleData/models/CesiumAir/Cesium_Air.glb",
scale: 3.5,
},
position: planePosition,
orientation,
});

/**
* 5. 创建粒子模型矩阵
*/

// 创建粒子偏移的平移矩阵
const translationOffset = Cesium.Matrix4.fromTranslation(
particlesOffset,
new Cesium.Matrix4()
);
// 创建飞机位置的平移矩阵。
const translationOfPlane = Cesium.Matrix4.fromTranslation(
planePosition,
new Cesium.Matrix4()
);
// 将飞机位置和粒子偏移量结合,生成粒子系统的模型矩阵,用于定位粒子系统。
const particlesModelMatrix = Cesium.Matrix4.multiplyTransformation(
translationOfPlane,
translationOffset,
new Cesium.Matrix4()
);

/**
* 6. 配置粒子系统参数
*/
const rocketOptions = {
numberOfSystems: 50.0,
iterationOffset: 0.1,
cartographicStep: 0.000001,
baseRadius: 0.0005,

colorOptions: [
{
minimumRed: 1.0,
green: 0.5,
minimumBlue: 0.05,
alpha: 1.0,
},
{
red: 0.9,
minimumGreen: 0.6,
minimumBlue: 0.01,
alpha: 1.0,
},
{
red: 0.8,
green: 0.05,
minimumBlue: 0.09,
alpha: 1.0,
},
{
minimumRed: 1,
minimumGreen: 0.05,
blue: 0.09,
alpha: 1.0,
},
],
};

const cometOptions = {
numberOfSystems: 100.0,
iterationOffset: 0.003,
cartographicStep: 0.0000001,
baseRadius: 0.0005,

colorOptions: [
{
red: 0.6,
green: 0.6,
blue: 0.6,
alpha: 1.0,
},
{
red: 0.6,
green: 0.6,
blue: 0.9,
alpha: 0.9,
},
{
red: 0.5,
green: 0.5,
blue: 0.7,
alpha: 0.5,
},
],
};

/**
* 7. 定义粒子运动逻辑
*/
let scratchCartesian3 = new Cesium.Cartesian3();
let scratchCartographic = new Cesium.Cartographic();
const forceFunction = function (options, iteration) {
return function (particle, dt) {
dt = Cesium.Math.clamp(dt, 0.0, 0.05);

scratchCartesian3 = Cesium.Cartesian3.normalize(
particle.position,
new Cesium.Cartesian3()
);
scratchCartesian3 = Cesium.Cartesian3.multiplyByScalar(
scratchCartesian3,
-40.0 * dt,
scratchCartesian3
);

scratchCartesian3 = Cesium.Cartesian3.add(
particle.position,
scratchCartesian3,
scratchCartesian3
);

scratchCartographic = Cesium.Cartographic.fromCartesian(
scratchCartesian3,
Cesium.Ellipsoid.WGS84,
scratchCartographic
);

const angle = (Cesium.Math.PI * 2.0 * iteration) / options.numberOfSystems;
iteration += options.iterationOffset;
scratchCartographic.longitude +=
Math.cos(angle) * options.cartographicStep * 30.0 * dt;
scratchCartographic.latitude +=
Math.sin(angle) * options.cartographicStep * 30.0 * dt;

particle.position = Cesium.Cartographic.toCartesian(scratchCartographic);
};
};

/**
* 8. 创建粒子系统
*/
const matrix4Scratch = new Cesium.Matrix4();
let scratchAngleForOffset = 0.0;
const scratchOffset = new Cesium.Cartesian3();
const imageSize = new Cesium.Cartesian2(15.0, 15.0);
function createParticleSystems(options, systemsArray) {
const length = options.numberOfSystems;
for (let i = 0; i < length; ++i) {
scratchAngleForOffset = (Math.PI * 2.0 * i) / options.numberOfSystems;
scratchOffset.x += options.baseRadius * Math.cos(scratchAngleForOffset);
scratchOffset.y += options.baseRadius * Math.sin(scratchAngleForOffset);

const emitterModelMatrix = Cesium.Matrix4.fromTranslation(
scratchOffset,
matrix4Scratch
);
const color = Cesium.Color.fromRandom(
options.colorOptions[i % options.colorOptions.length]
);
const force = forceFunction(options, i);

const item = viewer.scene.primitives.add(
new Cesium.ParticleSystem({
image: getImage(),
startColor: color,
endColor: color.withAlpha(0.0),
particleLife: 3.5,
speed: 0.00005,
imageSize: imageSize,
emissionRate: 30.0,
emitter: new Cesium.CircleEmitter(0.1),
lifetime: 0.1,
updateCallback: force,
modelMatrix: particlesModelMatrix,
emitterModelMatrix: emitterModelMatrix,
})
);
systemsArray.push(item);
}
}

const rocketSystems = [];
const cometSystems = [];
createParticleSystems(rocketOptions, rocketSystems);
createParticleSystems(cometOptions, cometSystems);

/**
*
* 9. 控制粒子系统的显示
*/
function showAll(systemsArray, show) {
const length = systemsArray.length;
for (let i = 0; i < length; ++i) {
systemsArray[i].show = show;
}
}

const options = [
{
text: "彗星尾巴(视觉效果)",
onselect: function () {
showAll(rocketSystems, false);
showAll(cometSystems, true);
resetCamera();
},
},
{
text: "火箭推进器(视觉效果)",
onselect: function () {
showAll(cometSystems, false);
showAll(rocketSystems, true);
resetCamera();
},
},
];
Sandcastle.addToolbarMenu(options);
showAll(cometSystems, true);