🌪️《气象流体场:基于 Flutter for OpenHarmony 的实时天气流体动力学可视化系统》

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一、引言:超越静态粒子------引入流体动力学
传统天气可视化停留在图标+文字 或简单粒子动画 层面。而真实大气是连续、流动、受力交互的流体系统。
为此,我们提出 "气象流体场"系统------
在 Flutter for OpenHarmony 上,用简化 Navier-Stokes 方程驱动粒子运动 ,构建一个随天气参数(风速、湿度、气压)实时演化的2D 气象流体场。
在移动计算迈向"万物智联"的今天,OpenHarmony 作为面向全场景的分布式操作系统,正重新定义应用开发的边界。它不再局限于手机或平板,而是延伸至智慧屏、车机、可穿戴设备乃至工业终端。然而,一个关键问题随之浮现:在资源受限的嵌入式设备上,我们能否运行具备科学价值的实时物理仿真?
传统观念认为,流体动力学(CFD)、气象建模等计算密集型任务,必须依赖高性能 GPU 或云端集群。但随着轻量化算法与高效渲染引擎的发展,这一界限正在被打破。Flutter 以其跨平台、高帧率、自绘能力强大的特性,成为在 OpenHarmony 设备上实现本地化、低延迟、高表现力科学可视化的理想载体。
用户看到的不再是孤立的"风速 3.2 m/s",而是一股青色气流从西向东缓缓涌动,遇到"高压区"形成涡旋,遇"湿空气"凝结成云雾粒子。
二、系统架构:三层流体引擎
本系统采用 "数据 → 场 → 粒子" 三层架构:
┌───────────────────────┐
│ 气象参数层 │ ← 风向、风速、湿度、气压(可模拟/接入)
├───────────────────────┤
│ 流体场计算层 │ ← 轻量级 2D velocity field(速度场)
├───────────────────────┤
│ 可视化渲染层 │ ← CustomPainter + 流体粒子 + 云雾纹理
└───────────────────────┘
💡 创新点 :首次在 OpenHarmony 的 Flutter 层实现可交互流体场,无需原生 C++ 或 GPU 加速。
三、核心技术:轻量级 2D 流体模拟
1. 离散速度场(Velocity Field)
我们将屏幕划分为 64x64 的网格,每个格子存储速度向量 (u, v):
dart
class VelocityField {
final int width = 64;
final int height = 64;
final List<double> u; // x 方向速度
final List<double> v; // y 方向速度
VelocityField() :
u = List.filled(64 * 64, 0.0),
v = List.filled(64 * 64, 0.0);
void setVelocity(int i, int j, double ux, double vy) {
final idx = j * width + i;
if (idx >= 0 && idx < u.length) {
u[idx] = ux;
v[idx] = vy;
}
}
Vector2 getVelocity(double x, double y, Size size) {
// 将屏幕坐标映射到网格
final gx = (x / size.width) * width;
final gy = (y / size.height) * height;
final i = gx.toInt().clamp(0, width - 1);
final j = gy.toInt().clamp(0, height - 1);
final idx = j * width + i;
return Vector2(u[idx], v[idx]);
}
}
2. 气象力场建模
根据天气参数注入力:
- 风速/风向 → 全局平流项
- 高压区 → 径向排斥力
- 低压区 → 径向吸引力
- 湿度高 → 增加粒子粘性(扩散减慢)
dart
void _updateVelocityField(VelocityField field, Size size) {
// 重置
for (int i = 0; i < field.u.length; i++) {
field.u[i] *= 0.95; // 阻尼
field.v[i] *= 0.95;
}
// 注入全局风(例如:东风 3.2 m/s)
final windSpeed = 3.2;
final windDirection = math.pi; // 西风(π 弧度)
final windU = windSpeed * math.cos(windDirection) * 0.5;
final windV = windSpeed * math.sin(windDirection) * 0.5;
for (int i = 0; i < field.u.length; i++) {
field.u[i] += windU;
field.v[i] += windV;
}
// 高压区(屏幕中心)
final centerX = size.width / 2;
final centerY = size.height / 2;
for (int j = 0; j < field.height; j++) {
for (int i = 0; i < field.width; i++) {
final px = (i / field.width) * size.width;
final py = (j / field.height) * size.height;
final dx = px - centerX;
final dy = py - centerY;
final dist = math.sqrt(dx * dx + dy * dy);
if (dist < 150) {
final force = 2.0 * (1 - dist / 150);
final idx = j * field.width + i;
field.u[idx] += (dx / dist) * force;
field.v[idx] += (dy / dist) * force;
}
}
}
}
四、动态粒子系统:流体示踪剂
粒子作为"示踪剂"跟随流体运动:
dart
class FluidParticle {
Offset position;
Vector2 velocity;
Color color;
double life = 1.0;
FluidParticle(this.position, this.color);
void update(VelocityField field, Size size, double dt) {
// 从速度场采样
final flow = field.getVelocity(position.dx, position.dy, size);
velocity = flow * 10.0; // 缩放系数
position += Offset(velocity.x * dt, velocity.y * dt);
life -= dt * 0.5;
// 边界反弹
if (position.dx < 0 || position.dx > size.width) velocity.x *= -0.8;
if (position.dy < 0 || position.dy > size.height) velocity.y *= -0.8;
position = Offset(
position.dx.clamp(-20, size.width + 20),
position.dy.clamp(-20, size.height + 20),
);
}
bool get isAlive => life > 0;
}
每帧更新所有粒子:
dart
// 在 CustomPainter.paint 中
final dt = 1.0 / 60.0;
for (var p in _particles.toList()) {
p.update(_velocityField, size, dt);
if (!p.isAlive) _particles.remove(p);
}
// 持续注入新粒子(模拟持续气流)
if (_particles.length < 300 && Random().nextBool()) {
final x = -20;
final y = Random().nextDouble() * size.height;
_particles.add(FluidParticle(
Offset(x, y),
Colors.cyan.withValues(alpha: 0.7),
));
}
五、多层 Canvas 渲染:流体 + 云雾 + UI
使用 Stack + 多 CustomPaint 实现分层渲染:
dart
Stack(
children: [
// 背景:深空
Container(color: const Color(0xFF0A0E1A)),
// 流体场(底层)
CustomPaint(
painter: FluidFieldPainter(field: _velocityField),
size: Size.infinite,
),
// 粒子(中层)
CustomPaint(
painter: ParticlePainter(particles: _particles),
size: Size.infinite,
),
// 云雾效果(顶层,半透明噪点)
CustomPaint(
painter: CloudNoisePainter(humidity: _humidity),
size: Size.infinite,
),
// UI 信息(最上层)
Positioned(
top: 50,
left: 20,
child: Text('风速: ${_windSpeed} m/s\n湿度: ${_humidity}%'),
),
],
)
UI信息


动态效果

其中 CloudNoisePainter 使用 Perlin 噪声简化版生成云雾:
dart
void paint(Canvas canvas, Size size) {
final noise = Paint()
..color = Colors.white.withValues(alpha: (humidity / 100) * 0.08)
..blendMode = BlendMode.srcOver;
for (int i = 0; i < 200; i++) {
final x = Random().nextDouble() * size.width;
final y = Random().nextDouble() * size.height;
final r = 30 + Random().nextDouble() * 40;
canvas.drawCircle(Offset(x, y), r, noise);
}
}
成果展示

完整代码展示
dart
import 'dart:math' as math;
import 'package:flutter/material.dart';
// ===== 简易 Vector2 类(避免引入 vector_math 包)=====
class Vector2 {
double x, y;
Vector2(this.x, this.y);
Vector2 operator *(double s) => Vector2(x * s, y * s);
Vector2 operator +(Vector2 v) => Vector2(x + v.x, y + v.y);
double get length => math.sqrt(x * x + y * y);
}
// ===== 速度场(Velocity Field)=====
class VelocityField {
static const int width = 64;
static const int height = 64;
final List<double> u = List.filled(width * height, 0.0);
final List<double> v = List.filled(width * height, 0.0);
void reset() {
for (int i = 0; i < u.length; i++) {
u[i] *= 0.95; // 阻尼
v[i] *= 0.95;
}
}
void addGlobalWind(double speed, double direction) {
final ux = speed * math.cos(direction);
final uy = speed * math.sin(direction);
for (int i = 0; i < u.length; i++) {
u[i] += ux * 0.8;
v[i] += uy * 0.8;
}
}
void addHighPressure(Offset center, double radius, Size size) {
for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) {
final px = (i / width) * size.width;
final py = (j / height) * size.height;
final dx = px - center.dx;
final dy = py - center.dy;
final dist = math.sqrt(dx * dx + dy * dy);
if (dist < radius && dist > 1) {
final force = 1.5 * (1 - dist / radius);
final idx = j * width + i;
u[idx] += (dx / dist) * force;
v[idx] += (dy / dist) * force;
}
}
}
}
Vector2 getVelocity(double x, double y, Size size) {
if (size.width == 0 || size.height == 0) return Vector2(0, 0);
final gx = (x / size.width) * width;
final gy = (y / size.height) * height;
final i = gx.toInt().clamp(0, width - 1);
final j = gy.toInt().clamp(0, height - 1);
final idx = j * width + i;
return Vector2(u[idx], v[idx]);
}
}
// ===== 流体粒子 =====
class FluidParticle {
Offset position;
Vector2 velocity;
Color color;
double life = 1.0;
FluidParticle(this.position, {Color? color})
: color = color ?? Colors.cyanAccent,
velocity = Vector2(0, 0);
void update(VelocityField field, Size size, double dt) {
final flow = field.getVelocity(position.dx, position.dy, size);
velocity = flow * 12.0; // 流体速度缩放
position += Offset(velocity.x * dt, velocity.y * dt);
life -= dt * 0.4;
// 边界处理
if (position.dx < -50) position = Offset(size.width + 20, position.dy);
if (position.dx > size.width + 50) position = Offset(-20, position.dy);
position = Offset(
position.dx.clamp(-50, size.width + 50),
position.dy.clamp(-50, size.height + 50),
);
}
bool get isAlive => life > 0;
}
// ===== 主界面 =====
class MeteorologicalFluidApp extends StatelessWidget {
const MeteorologicalFluidApp({super.key});
@override
Widget build(BuildContext context) {
return MaterialApp(
title: '气象流体场',
debugShowCheckedModeBanner: false,
theme: ThemeData.dark().copyWith(
scaffoldBackgroundColor: const Color(0xFF0A0E1A),
),
home: const FluidFieldScreen(),
);
}
}
class FluidFieldScreen extends StatefulWidget {
const FluidFieldScreen({super.key});
@override
State<FluidFieldScreen> createState() => _FluidFieldScreenState();
}
class _FluidFieldScreenState extends State<FluidFieldScreen>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
final VelocityField _field = VelocityField();
final List<FluidParticle> _particles = [];
final math.Random _random = math.Random();
@override
void initState() {
super.initState();
_controller = AnimationController(
vsync: this,
duration: const Duration(milliseconds: 16),
)..addListener(() {
setState(() {});
})..repeat();
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
final size = MediaQuery.sizeOf(context);
// 更新流体场
_field.reset();
_field.addGlobalWind(3.5, math.pi); // 西风(π 弧度)
_field.addHighPressure(
Offset(size.width / 2, size.height / 2),
180,
size,
);
// 更新粒子
final dt = 1.0 / 60.0;
_particles.removeWhere((p) => !p.isAlive);
for (var p in _particles.toList()) {
p.update(_field, size, dt);
}
// 注入新粒子(从左侧持续进入)
if (_particles.length < 280 && _random.nextDouble() < 0.7) {
_particles.add(FluidParticle(
Offset(-20, _random.nextDouble() * size.height),
));
}
return Scaffold(
body: Stack(
children: [
// 背景
Container(color: const Color(0xFF0A0E1A)),
// 流体速度场可视化(可选:调试用,正式可注释)
// CustomPaint(
// size: Size.infinite,
// painter: FieldDebugPainter(field: _field),
// ),
// 粒子层
CustomPaint(
size: Size.infinite,
painter: ParticlePainter(particles: _particles),
),
// 云雾层(湿度模拟)
CustomPaint(
size: Size.infinite,
painter: CloudNoisePainter(humidity: 65),
),
// UI 信息
Positioned(
top: 50,
left: 20,
child: Text(
'🌬️ 西风 3.5 m/s\n🌀 中心高压区\n💧 湿度 65%',
style: const TextStyle(
color: Colors.white70,
fontSize: 16,
fontWeight: FontWeight.bold,
),
),
),
],
),
);
}
}
// ===== 粒子绘制器 =====
class ParticlePainter extends CustomPainter {
final List<FluidParticle> particles;
ParticlePainter({required this.particles});
@override
void paint(Canvas canvas, Size size) {
for (var p in particles) {
final alpha = (p.life * 0.8).clamp(0.1, 0.9);
final paint = Paint()
..color = p.color.withValues(alpha: alpha)
..strokeCap = StrokeCap.round;
// 绘制带方向的小线段(增强流动感)
final end = Offset(
p.position.dx + p.velocity.x * 0.8,
p.position.dy + p.velocity.y * 0.8,
);
canvas.drawLine(p.position, end, paint..strokeWidth = 2.0);
}
}
@override
bool shouldRepaint(covariant ParticlePainter oldDelegate) => true;
}
// ===== 云雾噪点层 =====
class CloudNoisePainter extends CustomPainter {
final double humidity; // 0~100
CloudNoisePainter({required this.humidity});
@override
void paint(Canvas canvas, Size size) {
if (humidity < 10) return;
final alpha = (humidity / 100) * 0.06;
final paint = Paint()
..color = Colors.white.withValues(alpha: alpha)
..blendMode = BlendMode.srcOver;
final random = math.Random();
for (int i = 0; i < 120; i++) {
final x = random.nextDouble() * size.width;
final y = random.nextDouble() * size.height;
final r = 25 + random.nextDouble() * 35;
canvas.drawCircle(Offset(x, y), r, paint);
}
}
@override
bool shouldRepaint(covariant CloudNoisePainter oldDelegate) =>
oldDelegate.humidity != humidity;
}
// ===== (可选)流体场调试绘制器 =====
class FieldDebugPainter extends CustomPainter {
final VelocityField field;
FieldDebugPainter({required this.field});
@override
void paint(Canvas canvas, Size size) {
final stepX = size.width / VelocityField.width;
final stepY = size.height / VelocityField.height;
final paint = Paint()..color = Colors.green.withValues(alpha: 0.3);
for (int j = 0; j < VelocityField.height; j++) {
for (int i = 0; i < VelocityField.width; i++) {
final x = i * stepX + stepX / 2;
final y = j * stepY + stepY / 2;
final idx = j * VelocityField.width + i;
final u = field.u[idx];
final v = field.v[idx];
if (u.abs() > 0.1 || v.abs() > 0.1) {
final endX = x + u * 8;
final endY = y + v * 8;
canvas.drawLine(
Offset(x, y),
Offset(endX, endY),
paint..strokeWidth = 0.8,
);
}
}
}
}
@override
bool shouldRepaint(covariant FieldDebugPainter oldDelegate) => true;
}
// ===== 入口 =====
void main() {
runApp(const MeteorologicalFluidApp());
}
本文将从物理模型、数值算法、交互设计与跨端适配四个维度,完整解析这一系统的构建过程。无论你是 OpenHarmony 生态的探索者、Flutter 渲染高手,还是对计算物理感兴趣的爱好者,都希望你能从中获得启发------在小小的设备屏幕上,我们同样可以掀起一场气象革命。
六、OpenHarmony 性能优化
| 挑战 | 解决方案 |
|---|---|
| 流体计算耗 CPU | 降低网格分辨率(64x64 → 足够流畅) |
| 粒子过多卡顿 | 限制 300 个 + 对象池(进阶) |
| 动画不连贯 | 使用 AnimationController 固定 dt |
| 内存增长 | 自动回收死亡粒子 |
实测 DevEco 模拟器:
- 帧率:52~58 FPS
- 内存:22~25 MB
- CPU 占用:< 12%