I'm trying to draw a polyline (with animation effect which draws the in x time) between various points (I need to draw a plane route over time). I'm new to Cesium and I couldn't find any solution which achieves that.
I also need the polyline to be longer/shorter when the user moves along time.
I'd like to use Entity API, but in the example it only shows an aircraft going through an already drawn path.
I like this effect, but do you think is possible to draw the line from the source to the destination without an aircraft?. I mean, at time x it begins to draw the path, and at time x+10 it ends drawing the line, then the line disappears. But if I go back to the time x+5, it should show only half the path.
I am interested in this too, but when using paths with over a hundred tracks really hindering performance. Is there another way to get roughly the same effect?
You can use the leadTime and trailTime properties of PathGraphics to define how much of the path to draw. Set leadTime to 0 so no path shows in front of the current time, and trailTime to the length of the interval to keep drawing it starting at the first position.
Replace the path in the Interpolation demo with the code snippet below to see this work.
path : {
resolution : 1,
leadTime: 0,
trailTime: 360,
material : new Cesium.PolylineGlowMaterialProperty({
glowPower : 0.1,
color : Cesium.Color.YELLOW
}),
width : 10
}
How do we load the existing path and then update the path as the entity moves. This is for the case when cesium is loaded to display say a live aircraft flightpath and then
track that aircraft.
Dug into this a little deeper and found that our performance issues were only in the Chrome browser. Any special settings I need to turn on (I do have WebGL turned in)? Firefox the app runs great.