@motionscript/geo 0.0.0-stage → 0.1.0-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +5 -0
- package/LICENSE +201 -0
- package/dist/border/format.d.ts +73 -0
- package/dist/border/format.d.ts.map +1 -0
- package/dist/border/format.js +68 -0
- package/dist/border/format.js.map +1 -0
- package/dist/border/geo-border.d.ts +44 -0
- package/dist/border/geo-border.d.ts.map +1 -0
- package/dist/border/geo-border.js +234 -0
- package/dist/border/geo-border.js.map +1 -0
- package/dist/border/geometry.d.ts +40 -0
- package/dist/border/geometry.d.ts.map +1 -0
- package/dist/border/geometry.js +382 -0
- package/dist/border/geometry.js.map +1 -0
- package/dist/border/index.d.ts +15 -0
- package/dist/border/index.d.ts.map +1 -0
- package/dist/border/index.js +15 -0
- package/dist/border/index.js.map +1 -0
- package/dist/border/loader.d.ts +31 -0
- package/dist/border/loader.d.ts.map +1 -0
- package/dist/border/loader.js +87 -0
- package/dist/border/loader.js.map +1 -0
- package/dist/border/registry.d.ts +64 -0
- package/dist/border/registry.d.ts.map +1 -0
- package/dist/border/registry.js +152 -0
- package/dist/border/registry.js.map +1 -0
- package/dist/border/selection.d.ts +21 -0
- package/dist/border/selection.d.ts.map +1 -0
- package/dist/border/selection.js +86 -0
- package/dist/border/selection.js.map +1 -0
- package/dist/border/simplify.d.ts +12 -0
- package/dist/border/simplify.d.ts.map +1 -0
- package/dist/border/simplify.js +116 -0
- package/dist/border/simplify.js.map +1 -0
- package/dist/browser/index.js +25 -0
- package/dist/browser/index.js.map +7 -0
- package/dist/browser/manifest.json +11 -0
- package/dist/globe/atmosphere.d.ts +38 -0
- package/dist/globe/atmosphere.d.ts.map +1 -0
- package/dist/globe/atmosphere.js +91 -0
- package/dist/globe/atmosphere.js.map +1 -0
- package/dist/globe/borders.d.ts +39 -0
- package/dist/globe/borders.d.ts.map +1 -0
- package/dist/globe/borders.js +116 -0
- package/dist/globe/borders.js.map +1 -0
- package/dist/globe/data/ne-110m.d.ts +25 -0
- package/dist/globe/data/ne-110m.d.ts.map +1 -0
- package/dist/globe/data/ne-110m.js +198 -0
- package/dist/globe/data/ne-110m.js.map +1 -0
- package/dist/globe/globe-places.d.ts +140 -0
- package/dist/globe/globe-places.d.ts.map +1 -0
- package/dist/globe/globe-places.js +262 -0
- package/dist/globe/globe-places.js.map +1 -0
- package/dist/globe/globe.d.ts +193 -0
- package/dist/globe/globe.d.ts.map +1 -0
- package/dist/globe/globe.js +435 -0
- package/dist/globe/globe.js.map +1 -0
- package/dist/globe/index.d.ts +17 -0
- package/dist/globe/index.d.ts.map +1 -0
- package/dist/globe/index.js +17 -0
- package/dist/globe/index.js.map +1 -0
- package/dist/globe/places.d.ts +69 -0
- package/dist/globe/places.d.ts.map +1 -0
- package/dist/globe/places.js +94 -0
- package/dist/globe/places.js.map +1 -0
- package/dist/globe/projection.d.ts +182 -0
- package/dist/globe/projection.d.ts.map +1 -0
- package/dist/globe/projection.js +215 -0
- package/dist/globe/projection.js.map +1 -0
- package/dist/globe/world-map.d.ts +83 -0
- package/dist/globe/world-map.d.ts.map +1 -0
- package/dist/globe/world-map.js +169 -0
- package/dist/globe/world-map.js.map +1 -0
- package/dist/globe/world.d.ts +46 -0
- package/dist/globe/world.d.ts.map +1 -0
- package/dist/globe/world.js +71 -0
- package/dist/globe/world.js.map +1 -0
- package/dist/index.d.ts +5 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +6 -0
- package/dist/index.js.map +1 -0
- package/dist/nodes.d.ts +19 -0
- package/dist/nodes.d.ts.map +1 -0
- package/dist/nodes.js +19 -0
- package/dist/nodes.js.map +1 -0
- package/package.json +68 -3
- package/registry.json +31 -0
- package/src/border/format.ts +147 -0
- package/src/border/geo-border.ts +260 -0
- package/src/border/geometry.ts +463 -0
- package/src/border/index.ts +14 -0
- package/src/border/loader.ts +97 -0
- package/src/border/registry.ts +191 -0
- package/src/border/selection.ts +95 -0
- package/src/border/simplify.ts +110 -0
- package/src/globe/atmosphere.ts +98 -0
- package/src/globe/borders.ts +166 -0
- package/src/globe/data/ne-110m.ts +214 -0
- package/src/globe/globe-places.ts +352 -0
- package/src/globe/globe.ts +552 -0
- package/src/globe/index.ts +16 -0
- package/src/globe/places.ts +132 -0
- package/src/globe/projection.ts +261 -0
- package/src/globe/world-map.ts +227 -0
- package/src/globe/world.ts +111 -0
- package/src/index.ts +5 -0
- package/src/nodes.ts +19 -0
- package/README.md +0 -4
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/**
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* The marker and arc lists, resolved into the things a frame draws.
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*
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* The authored shape and its serialization live in `model/globe-places.ts`,
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* shared with the inspector's tiles. What is here is the other half: turning a
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* pinned arc end into a coordinate, dropping what cannot draw, and deciding how
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* finely a tube is swept. None of it is meaningful to the panel, and all of it
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* runs on every rebuild — which is why the two halves are separate modules
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* rather than one with a flag.
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*/
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import { arcsOf, markersOf, markerColorAt, } from "./globe-places.js";
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/**
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* The markers a frame draws, in list order.
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*
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* The palette is applied **here** rather than left to the drawing code, so the
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* one place that decides what colour an uncoloured marker is also the place the
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* swatch in the panel reads — see `markerColorAt`. Position in the list is the
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* palette index, which is why a reorder recolours: the list is a ranking, and
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* the first place being the loudest is the point.
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*/
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export function drawableMarkers(value) {
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return markersOf(value).flatMap((marker, index) => marker.enabled && marker.opacity > 0
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? [
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{
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id: marker.id,
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lat: marker.lat,
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lon: marker.lon,
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color: marker.color === "" ? markerColorAt(index) : marker.color,
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size: clamp(marker.size, 0.001, 0.5),
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opacity: marker.opacity,
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},
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]
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: []);
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}
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/**
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* The arcs a frame draws, with pinned ends looked up in the marker list.
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*
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* An end pinned to a marker that is gone drops the whole arc rather than falling
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* back to the origin. A line to null island is a picture of something that is
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* not true, and it is *harder* to notice than a missing one: an arc that
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* vanishes when its endpoint is deleted reads as a consequence, where one that
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* swings to the Gulf of Guinea reads as a bug in the projection.
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*
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* A **disabled** marker still anchors an arc, deliberately. Switching a dot off
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* is about the dot; an arc that also wanted to go is switched off itself.
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*/
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export function drawableArcs(arcsValue, markersValue) {
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const byId = new Map();
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for (const marker of markersOf(markersValue))
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byId.set(marker.id, marker);
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return arcsOf(arcsValue).flatMap((arc) => {
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if (!arc.enabled || arc.progress <= 0)
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return [];
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const from = resolveEnd(arc.from, byId);
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const to = resolveEnd(arc.to, byId);
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if (!from || !to)
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return [];
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return [
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{
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id: arc.id,
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from,
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to,
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color: arc.color,
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width: clamp(arc.width, 0.0005, 0.1),
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lift: arc.lift,
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progress: arc.progress,
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},
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];
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});
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}
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function resolveEnd(end, markers) {
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if (end.kind === "place")
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return { lat: end.lat, lon: end.lon };
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const marker = markers.get(end.markerId);
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return marker ? { lat: marker.lat, lon: marker.lon } : null;
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}
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/**
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* How many segments an arc's tube is swept along.
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*
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* Proportional to how far it goes, so a hop between neighbours is not paying for
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* a pole-to-pole path's resolution and a long haul does not visibly chord. The
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* floor keeps a very short arc from degenerating into a two-point tube, which
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* three cannot frame.
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*/
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export function arcSegments(arc) {
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const from = arc.from;
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const to = arc.to;
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const span = Math.abs(to.lat - from.lat) + Math.abs(to.lon - from.lon);
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return Math.max(8, Math.min(128, Math.round(span * 0.7)));
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}
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function clamp(value, min, max) {
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return value < min ? min : value > max ? max : value;
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}
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//# sourceMappingURL=places.js.map
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{"version":3,"file":"places.js","sourceRoot":"","sources":["../../src/globe/places.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EACL,MAAM,EACN,SAAS,EACT,aAAa,GAId,MAAM,gBAAgB,CAAA;AAuBvB;;;;;;;;GAQG;AACH,MAAM,UAAU,eAAe,CAAC,KAAa;IAC3C,OAAO,SAAS,CAAC,KAAK,CAAC,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAChD,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,OAAO,GAAG,CAAC;QAClC,CAAC,CAAC;YACE;gBACE,EAAE,EAAE,MAAM,CAAC,EAAE;gBACb,GAAG,EAAE,MAAM,CAAC,GAAG;gBACf,GAAG,EAAE,MAAM,CAAC,GAAG;gBACf,KAAK,EAAE,MAAM,CAAC,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK;gBAChE,IAAI,EAAE,KAAK,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,CAAC;gBACpC,OAAO,EAAE,MAAM,CAAC,OAAO;aACxB;SACF;QACH,CAAC,CAAC,EAAE,CACP,CAAA;AACH,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,YAAY,CAC1B,SAAiB,EACjB,YAAoB;IAEpB,MAAM,IAAI,GAAG,IAAI,GAAG,EAAuB,CAAA;IAC3C,KAAK,MAAM,MAAM,IAAI,SAAS,CAAC,YAAY,CAAC;QAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,EAAE,EAAE,MAAM,CAAC,CAAA;IAEzE,OAAO,MAAM,CAAC,SAAS,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,EAAE;QACvC,IAAI,CAAC,GAAG,CAAC,OAAO,IAAI,GAAG,CAAC,QAAQ,IAAI,CAAC;YAAE,OAAO,EAAE,CAAA;QAChD,MAAM,IAAI,GAAG,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAA;QACvC,MAAM,EAAE,GAAG,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,CAAA;QACnC,IAAI,CAAC,IAAI,IAAI,CAAC,EAAE;YAAE,OAAO,EAAE,CAAA;QAC3B,OAAO;YACL;gBACE,EAAE,EAAE,GAAG,CAAC,EAAE;gBACV,IAAI;gBACJ,EAAE;gBACF,KAAK,EAAE,GAAG,CAAC,KAAK;gBAChB,KAAK,EAAE,KAAK,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,CAAC;gBACpC,IAAI,EAAE,GAAG,CAAC,IAAI;gBACd,QAAQ,EAAE,GAAG,CAAC,QAAQ;aACvB;SACF,CAAA;IACH,CAAC,CAAC,CAAA;AACJ,CAAC;AAED,SAAS,UAAU,CACjB,GAAW,EACX,OAAiC;IAEjC,IAAI,GAAG,CAAC,IAAI,KAAK,OAAO;QAAE,OAAO,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAA;IAC/D,MAAM,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAA;IACxC,OAAO,MAAM,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,IAAI,CAAA;AAC7D,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,WAAW,CAAC,GAAgD;IAC1E,MAAM,IAAI,GAAG,GAAG,CAAC,IAAoC,CAAA;IACrD,MAAM,EAAE,GAAG,GAAG,CAAC,EAAkC,CAAA;IACjD,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,CAAA;IACtE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAA;AAC3D,CAAC;AAED,SAAS,KAAK,CAAC,KAAa,EAAE,GAAW,EAAE,GAAW;IACpD,OAAO,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,KAAK,CAAA;AACtD,CAAC","sourcesContent":["/**\n * The marker and arc lists, resolved into the things a frame draws.\n *\n * The authored shape and its serialization live in `model/globe-places.ts`,\n * shared with the inspector's tiles. What is here is the other half: turning a\n * pinned arc end into a coordinate, dropping what cannot draw, and deciding how\n * finely a tube is swept. None of it is meaningful to the panel, and all of it\n * runs on every rebuild — which is why the two halves are separate modules\n * rather than one with a flag.\n */\n\nimport {\n arcsOf,\n markersOf,\n markerColorAt,\n type ArcEnd,\n type GlobeArc,\n type GlobeMarker,\n} from \"./globe-places\"\n\n/** A marker with everything the render needs decided. */\nexport interface DrawableMarker {\n id: string\n lat: number\n lon: number\n color: string\n size: number\n opacity: number\n}\n\n/** An arc with both ends resolved to real coordinates. */\nexport interface DrawableArc {\n id: string\n from: { lat: number; lon: number }\n to: { lat: number; lon: number }\n color: string\n width: number\n lift: number\n progress: number\n}\n\n/**\n * The markers a frame draws, in list order.\n *\n * The palette is applied **here** rather than left to the drawing code, so the\n * one place that decides what colour an uncoloured marker is also the place the\n * swatch in the panel reads — see `markerColorAt`. Position in the list is the\n * palette index, which is why a reorder recolours: the list is a ranking, and\n * the first place being the loudest is the point.\n */\nexport function drawableMarkers(value: string): DrawableMarker[] {\n return markersOf(value).flatMap((marker, index) =>\n marker.enabled && marker.opacity > 0\n ? [\n {\n id: marker.id,\n lat: marker.lat,\n lon: marker.lon,\n color: marker.color === \"\" ? markerColorAt(index) : marker.color,\n size: clamp(marker.size, 0.001, 0.5),\n opacity: marker.opacity,\n },\n ]\n : []\n )\n}\n\n/**\n * The arcs a frame draws, with pinned ends looked up in the marker list.\n *\n * An end pinned to a marker that is gone drops the whole arc rather than falling\n * back to the origin. A line to null island is a picture of something that is\n * not true, and it is *harder* to notice than a missing one: an arc that\n * vanishes when its endpoint is deleted reads as a consequence, where one that\n * swings to the Gulf of Guinea reads as a bug in the projection.\n *\n * A **disabled** marker still anchors an arc, deliberately. Switching a dot off\n * is about the dot; an arc that also wanted to go is switched off itself.\n */\nexport function drawableArcs(\n arcsValue: string,\n markersValue: string\n): DrawableArc[] {\n const byId = new Map<string, GlobeMarker>()\n for (const marker of markersOf(markersValue)) byId.set(marker.id, marker)\n\n return arcsOf(arcsValue).flatMap((arc) => {\n if (!arc.enabled || arc.progress <= 0) return []\n const from = resolveEnd(arc.from, byId)\n const to = resolveEnd(arc.to, byId)\n if (!from || !to) return []\n return [\n {\n id: arc.id,\n from,\n to,\n color: arc.color,\n width: clamp(arc.width, 0.0005, 0.1),\n lift: arc.lift,\n progress: arc.progress,\n },\n ]\n })\n}\n\nfunction resolveEnd(\n end: ArcEnd,\n markers: Map<string, GlobeMarker>\n): { lat: number; lon: number } | null {\n if (end.kind === \"place\") return { lat: end.lat, lon: end.lon }\n const marker = markers.get(end.markerId)\n return marker ? { lat: marker.lat, lon: marker.lon } : null\n}\n\n/**\n * How many segments an arc's tube is swept along.\n *\n * Proportional to how far it goes, so a hop between neighbours is not paying for\n * a pole-to-pole path's resolution and a long haul does not visibly chord. The\n * floor keeps a very short arc from degenerating into a two-point tube, which\n * three cannot frame.\n */\nexport function arcSegments(arc: Pick<GlobeArc | DrawableArc, \"from\" | \"to\">): number {\n const from = arc.from as { lat: number; lon: number }\n const to = arc.to as { lat: number; lon: number }\n const span = Math.abs(to.lat - from.lat) + Math.abs(to.lon - from.lon)\n return Math.max(8, Math.min(128, Math.round(span * 0.7)))\n}\n\nfunction clamp(value: number, min: number, max: number): number {\n return value < min ? min : value > max ? max : value\n}\n"]}
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/**
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* Where a latitude and a longitude are, in the three spaces the Globe works in:
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* the unit sphere it draws on, the equirectangular texture it paints, and the
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* orbit camera it is looked at through.
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*
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* All three are fixed by one decision, and it is the decision every other file
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* in this node depends on, so it is made here and nowhere else.
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*
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* ## The convention, and why it is not the obvious one
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* Two things have to be true at once, and motion-script's camera lets you have
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* either but not both by default:
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*
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* 1. **The stored `orbit` field reads directly as a longitude.** That would let
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* the camera be three appearance numbers *and* the Fly To command be
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* arithmetic on two of them with nothing in between.
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* 2. **East is to the right.** Looking at the Atlantic from space, Africa is
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* right of Brazil. A globe that fails this is a mirrored Earth, which no
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* amount of convenience elsewhere pays for.
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*
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* The clash: `resolveCameraPlacement` puts a camera at azimuth `a` at
|
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* `(sin a, ·, cos a)`, and `cameraOrbit` (`view3d-kit/shared.ts`) feeds it
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* `90 - orbit`, so a camera at stored orbit θ sits at `(cos θ, ·, sin θ)` and its
|
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* screen-right is `-Z`. Increasing θ therefore swings the scene **rightward** —
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* measured, not reasoned: it is what every existing 3D node does, and the globe
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* has to match or it is the one viewport whose drag goes backwards.
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*
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* So (1) is what gives. Longitude runs the *other* way round the Y axis —
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* {@link latLonToVector} negates Z, which is what puts east on the right — and a
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* camera at heading θ is consequently centred over longitude −θ. The stored
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* field is a heading, labelled "Orbit" like every other viewport's, and
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* {@link orbitForLongitude} is the one place the two are converted.
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*
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* The Fly To command is where that conversion earns its keep: its arguments
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* genuinely are a latitude and a longitude, and it turns them into a heading
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* here rather than anywhere else.
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*
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* ## The texture
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*
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* Plain equirectangular, the orientation any world map image already has:
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* longitude −180…180 left to right, latitude +90…−90 top to bottom. That falls
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* out of the convention above rather than being chosen — see {@link latLonToUV},
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* which derives it from three's own sphere generator — and it is the strongest
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* evidence the convention is right: get the handedness wrong and the map that
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* wraps correctly is a mirrored one.
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*/
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/** A point on the unit sphere. */
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export interface Vec3 {
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x: number;
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y: number;
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z: number;
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}
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/** A position on the globe, in degrees. */
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export interface LatLon {
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/** Degrees north of the equator, −90…90. */
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lat: number;
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/** Degrees east of the prime meridian, −180…180. */
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lon: number;
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}
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/**
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* The bounding box every country path is centred against.
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*
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* A `Path` centres on its *own* bounding box unless it is given one, so drawing
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* the world as one path per country and leaving this off stacks all 177 of them
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* on the origin. Passing the same frame to each is what keeps them in place —
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* the same reason the LaTeX renderer passes whole-formula bounds to every glyph.
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*/
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export declare const WORLD_BOUNDS: readonly [-180, -90, 180, 90];
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/**
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* The unit-sphere direction of a latitude and longitude.
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*
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* `z` is negated against the textbook spherical formula, which is the whole of
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* the convention above: it is what puts east on the right.
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*/
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export declare function latLonToVector({ lat, lon }: LatLon): Vec3;
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/** {@link latLonToVector}, scaled off the surface — markers, arc endpoints. */
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export declare function latLonToPosition(at: LatLon, radius: number): [number, number, number];
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/**
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* Where a latitude and longitude land in the equirectangular texture, as `uv`
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* in `[0,1]²`.
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*
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* Derived rather than chosen, from the two pieces of machinery underneath:
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*
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* - three's `SphereGeometry` puts vertex `u` at `(-cos 2πu, ·, sin 2πu)` and
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* writes `uv = (u, 1 - v)`, with `v = 0` at the north pole.
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* - motion-script uploads a rasterized surface with `flipY = true`
|
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* (`skia-render/src/three/handlers/texture.ts`), so the buffer's **first row
|
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* is `uv.y = 1`**.
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*
|
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90
|
+
* Solving `(-cos 2πu, sin 2πu)` against {@link latLonToVector}'s `(x, z)` gives
|
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91
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+
* `2πu = π + λ`, and the latitude falls straight out of `y = cos θ`. The result
|
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* is the ordinary world-map layout, which is the point.
|
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+
*/
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|
+
export declare function latLonToUV({ lat, lon }: LatLon): {
|
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|
+
u: number;
|
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|
+
v: number;
|
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|
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};
|
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|
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/**
|
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|
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* Where a latitude and longitude land in the **drawing space** of the baked
|
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100
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+
* texture: pixels, **y upward**, origin at the buffer's centre.
|
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*
|
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* Two of motion-script's conventions meet here, and neither is guessable from a
|
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|
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* picture that comes out wrong, so both are written down:
|
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104
|
+
*
|
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105
|
+
* - **The origin is the buffer's centre**, because `SkiaRenderContext.rasterize`
|
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106
|
+
* translates the offscreen canvas by half its size before handing it to the
|
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107
|
+
* source. Drawn from a top-left origin the map lands a quarter of the world
|
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108
|
+
* off the edge — and still wraps onto the sphere without complaint.
|
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109
|
+
* - **`y` is up.** A `PathCommand[]`, and a line's `points`, are authored y-up
|
|
110
|
+
* and mirrored by the backend on the way to Skia (`flipPathY`, and the
|
|
111
|
+
* `points` map beside it in `render-context.ts`). Drawn y-down the world is
|
|
112
|
+
* simply upside down — and every continent still has its own shape, so it
|
|
113
|
+
* reads as a texture flipped somewhere in the pipeline rather than as a sign
|
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114
|
+
* in the one function that decides.
|
|
115
|
+
*
|
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116
|
+
* Deliberately *not* the raw buffer's own row order. The backend's flip lands
|
|
117
|
+
* north on the first row, and `flipY` on the uploaded texture maps that row to
|
|
118
|
+
* `uv.y = 1` — which is where {@link latLonToUV} independently puts the north
|
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119
|
+
* pole. A test ties the two together rather than trusting them to agree.
|
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|
+
*/
|
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|
+
export declare function latLonToCanvas({ lat, lon }: LatLon, width: number, height: number): {
|
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x: number;
|
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123
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+
y: number;
|
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};
|
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|
+
/**
|
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126
|
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* The frame every country path is centred against, in that same space.
|
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*
|
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128
|
+
* See {@link WORLD_BOUNDS} for why passing it to each path matters.
|
|
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|
+
*/
|
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130
|
+
export declare function canvasBounds(width: number, height: number): [number, number, number, number];
|
|
131
|
+
/**
|
|
132
|
+
* The stored `orbit` heading that puts `lon` at the centre of the frame.
|
|
133
|
+
*
|
|
134
|
+
* **A negation, and it is the price of two things that matter more than the
|
|
135
|
+
* field reading as a longitude.**
|
|
136
|
+
*
|
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137
|
+
* `orbit` has to behave exactly as it does on every other 3D node: the canvas
|
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138
|
+
* drag adds to it (`orbitByDrag`), and increasing it must swing the scene the
|
|
139
|
+
* same way it swings a molecule or a surface, or the globe is the one viewport
|
|
140
|
+
* whose drag goes backwards. That pins `orbit` to `cameraOrbit` with no
|
|
141
|
+
* conversion in between.
|
|
142
|
+
*
|
|
143
|
+
* East also has to be on the right, which pins {@link latLonToVector}'s sign.
|
|
144
|
+
*
|
|
145
|
+
* Those two together force the third: a camera at heading θ is centred over
|
|
146
|
+
* longitude −θ. So the stored field is a **heading**, not a longitude — which is
|
|
147
|
+
* why the panel labels it "Orbit" like every other viewport's, and why the Fly
|
|
148
|
+
* To command, whose arguments genuinely are a latitude and a longitude,
|
|
149
|
+
* converts through here.
|
|
150
|
+
*/
|
|
151
|
+
export declare function orbitForLongitude(lon: number): number;
|
|
152
|
+
/** The longitude a stored `orbit` heading is centred over. Its own inverse. */
|
|
153
|
+
export declare function longitudeForOrbit(orbit: number): number;
|
|
154
|
+
/**
|
|
155
|
+
* Points along the great circle from `from` to `to`, `segments` spans of them.
|
|
156
|
+
*
|
|
157
|
+
* Spherical linear interpolation rather than a lerp of the two lat/lons: the
|
|
158
|
+
* latter is a rhumb line, which crosses the antimeridian the long way and bulges
|
|
159
|
+
* badly at high latitudes — a "London to Tokyo" arc drawn that way runs through
|
|
160
|
+
* Kazakhstan instead of over the pole, which is the one thing the picture exists
|
|
161
|
+
* to show.
|
|
162
|
+
*
|
|
163
|
+
* `lift` raises the middle of the arc off the surface, as a fraction of the
|
|
164
|
+
* radius, on a sine so both ends meet the sphere flush. Zero draws the path on
|
|
165
|
+
* the ground.
|
|
166
|
+
*/
|
|
167
|
+
export declare function greatCircle(from: LatLon, to: LatLon, options?: {
|
|
168
|
+
radius?: number;
|
|
169
|
+
lift?: number;
|
|
170
|
+
segments?: number;
|
|
171
|
+
}): [number, number, number][];
|
|
172
|
+
/**
|
|
173
|
+
* The signed turn from one heading to another, taking whichever way round is
|
|
174
|
+
* shorter — so 170° to −170° is a 20° nudge east rather than 340° west.
|
|
175
|
+
*
|
|
176
|
+
* The same arithmetic `camera-kit`'s unused `shortestTurn` states; it is
|
|
177
|
+
* duplicated rather than imported because that one is private to a module this
|
|
178
|
+
* package's 3D nodes do not otherwise depend on, and because a Fly To that got
|
|
179
|
+
* this wrong would be the command's single most visible failure.
|
|
180
|
+
*/
|
|
181
|
+
export declare function shortestTurn(from: number, to: number): number;
|
|
182
|
+
//# sourceMappingURL=projection.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"projection.d.ts","sourceRoot":"","sources":["../../src/globe/projection.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6CG;AAEH,kCAAkC;AAClC,MAAM,WAAW,IAAI;IACnB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,2CAA2C;AAC3C,MAAM,WAAW,MAAM;IACrB,4CAA4C;IAC5C,GAAG,EAAE,MAAM,CAAA;IACX,oDAAoD;IACpD,GAAG,EAAE,MAAM,CAAA;CACZ;AAED;;;;;;;GAOG;AACH,eAAO,MAAM,YAAY,+BAAgC,CAAA;AAIzD;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,MAAM,GAAG,IAAI,CASzD;AAED,+EAA+E;AAC/E,wBAAgB,gBAAgB,CAC9B,EAAE,EAAE,MAAM,EACV,MAAM,EAAE,MAAM,GACb,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAG1B;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,UAAU,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,MAAM,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAEzE;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,cAAc,CAC5B,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,MAAM,EACpB,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,GACb;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAE1B;AAED;;;;GAIG;AACH,wBAAgB,YAAY,CAC1B,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,GACb,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAElC;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,iBAAiB,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAErD;AAED,+EAA+E;AAC/E,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAEvD;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,WAAW,CACzB,IAAI,EAAE,MAAM,EACZ,EAAE,EAAE,MAAM,EACV,OAAO,GAAE;IAAE,MAAM,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;CAAO,GAClE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,CAkC5B;AAED;;;;;;;;GAQG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,MAAM,CAE7D"}
|
|
@@ -0,0 +1,215 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Where a latitude and a longitude are, in the three spaces the Globe works in:
|
|
3
|
+
* the unit sphere it draws on, the equirectangular texture it paints, and the
|
|
4
|
+
* orbit camera it is looked at through.
|
|
5
|
+
*
|
|
6
|
+
* All three are fixed by one decision, and it is the decision every other file
|
|
7
|
+
* in this node depends on, so it is made here and nowhere else.
|
|
8
|
+
*
|
|
9
|
+
* ## The convention, and why it is not the obvious one
|
|
10
|
+
*
|
|
11
|
+
* Two things have to be true at once, and motion-script's camera lets you have
|
|
12
|
+
* either but not both by default:
|
|
13
|
+
*
|
|
14
|
+
* 1. **The stored `orbit` field reads directly as a longitude.** That would let
|
|
15
|
+
* the camera be three appearance numbers *and* the Fly To command be
|
|
16
|
+
* arithmetic on two of them with nothing in between.
|
|
17
|
+
* 2. **East is to the right.** Looking at the Atlantic from space, Africa is
|
|
18
|
+
* right of Brazil. A globe that fails this is a mirrored Earth, which no
|
|
19
|
+
* amount of convenience elsewhere pays for.
|
|
20
|
+
*
|
|
21
|
+
* The clash: `resolveCameraPlacement` puts a camera at azimuth `a` at
|
|
22
|
+
* `(sin a, ·, cos a)`, and `cameraOrbit` (`view3d-kit/shared.ts`) feeds it
|
|
23
|
+
* `90 - orbit`, so a camera at stored orbit θ sits at `(cos θ, ·, sin θ)` and its
|
|
24
|
+
* screen-right is `-Z`. Increasing θ therefore swings the scene **rightward** —
|
|
25
|
+
* measured, not reasoned: it is what every existing 3D node does, and the globe
|
|
26
|
+
* has to match or it is the one viewport whose drag goes backwards.
|
|
27
|
+
*
|
|
28
|
+
* So (1) is what gives. Longitude runs the *other* way round the Y axis —
|
|
29
|
+
* {@link latLonToVector} negates Z, which is what puts east on the right — and a
|
|
30
|
+
* camera at heading θ is consequently centred over longitude −θ. The stored
|
|
31
|
+
* field is a heading, labelled "Orbit" like every other viewport's, and
|
|
32
|
+
* {@link orbitForLongitude} is the one place the two are converted.
|
|
33
|
+
*
|
|
34
|
+
* The Fly To command is where that conversion earns its keep: its arguments
|
|
35
|
+
* genuinely are a latitude and a longitude, and it turns them into a heading
|
|
36
|
+
* here rather than anywhere else.
|
|
37
|
+
*
|
|
38
|
+
* ## The texture
|
|
39
|
+
*
|
|
40
|
+
* Plain equirectangular, the orientation any world map image already has:
|
|
41
|
+
* longitude −180…180 left to right, latitude +90…−90 top to bottom. That falls
|
|
42
|
+
* out of the convention above rather than being chosen — see {@link latLonToUV},
|
|
43
|
+
* which derives it from three's own sphere generator — and it is the strongest
|
|
44
|
+
* evidence the convention is right: get the handedness wrong and the map that
|
|
45
|
+
* wraps correctly is a mirrored one.
|
|
46
|
+
*/
|
|
47
|
+
/**
|
|
48
|
+
* The bounding box every country path is centred against.
|
|
49
|
+
*
|
|
50
|
+
* A `Path` centres on its *own* bounding box unless it is given one, so drawing
|
|
51
|
+
* the world as one path per country and leaving this off stacks all 177 of them
|
|
52
|
+
* on the origin. Passing the same frame to each is what keeps them in place —
|
|
53
|
+
* the same reason the LaTeX renderer passes whole-formula bounds to every glyph.
|
|
54
|
+
*/
|
|
55
|
+
export const WORLD_BOUNDS = [-180, -90, 180, 90];
|
|
56
|
+
const DEG = Math.PI / 180;
|
|
57
|
+
/**
|
|
58
|
+
* The unit-sphere direction of a latitude and longitude.
|
|
59
|
+
*
|
|
60
|
+
* `z` is negated against the textbook spherical formula, which is the whole of
|
|
61
|
+
* the convention above: it is what puts east on the right.
|
|
62
|
+
*/
|
|
63
|
+
export function latLonToVector({ lat, lon }) {
|
|
64
|
+
const phi = lat * DEG;
|
|
65
|
+
const lambda = lon * DEG;
|
|
66
|
+
const ring = Math.cos(phi);
|
|
67
|
+
return {
|
|
68
|
+
x: ring * Math.cos(lambda),
|
|
69
|
+
y: Math.sin(phi),
|
|
70
|
+
z: -ring * Math.sin(lambda),
|
|
71
|
+
};
|
|
72
|
+
}
|
|
73
|
+
/** {@link latLonToVector}, scaled off the surface — markers, arc endpoints. */
|
|
74
|
+
export function latLonToPosition(at, radius) {
|
|
75
|
+
const { x, y, z } = latLonToVector(at);
|
|
76
|
+
return [x * radius, y * radius, z * radius];
|
|
77
|
+
}
|
|
78
|
+
/**
|
|
79
|
+
* Where a latitude and longitude land in the equirectangular texture, as `uv`
|
|
80
|
+
* in `[0,1]²`.
|
|
81
|
+
*
|
|
82
|
+
* Derived rather than chosen, from the two pieces of machinery underneath:
|
|
83
|
+
*
|
|
84
|
+
* - three's `SphereGeometry` puts vertex `u` at `(-cos 2πu, ·, sin 2πu)` and
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* writes `uv = (u, 1 - v)`, with `v = 0` at the north pole.
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* - motion-script uploads a rasterized surface with `flipY = true`
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* (`skia-render/src/three/handlers/texture.ts`), so the buffer's **first row
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* is `uv.y = 1`**.
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*
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* Solving `(-cos 2πu, sin 2πu)` against {@link latLonToVector}'s `(x, z)` gives
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* `2πu = π + λ`, and the latitude falls straight out of `y = cos θ`. The result
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* is the ordinary world-map layout, which is the point.
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*/
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export function latLonToUV({ lat, lon }) {
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return { u: (lon + 180) / 360, v: 0.5 + lat / 180 };
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}
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/**
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* Where a latitude and longitude land in the **drawing space** of the baked
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* texture: pixels, **y upward**, origin at the buffer's centre.
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*
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* Two of motion-script's conventions meet here, and neither is guessable from a
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* picture that comes out wrong, so both are written down:
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*
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* - **The origin is the buffer's centre**, because `SkiaRenderContext.rasterize`
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* translates the offscreen canvas by half its size before handing it to the
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* source. Drawn from a top-left origin the map lands a quarter of the world
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* off the edge — and still wraps onto the sphere without complaint.
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* - **`y` is up.** A `PathCommand[]`, and a line's `points`, are authored y-up
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* and mirrored by the backend on the way to Skia (`flipPathY`, and the
|
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* `points` map beside it in `render-context.ts`). Drawn y-down the world is
|
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* simply upside down — and every continent still has its own shape, so it
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* reads as a texture flipped somewhere in the pipeline rather than as a sign
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* in the one function that decides.
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*
|
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* Deliberately *not* the raw buffer's own row order. The backend's flip lands
|
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* north on the first row, and `flipY` on the uploaded texture maps that row to
|
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* `uv.y = 1` — which is where {@link latLonToUV} independently puts the north
|
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|
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* pole. A test ties the two together rather than trusting them to agree.
|
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*/
|
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|
+
export function latLonToCanvas({ lat, lon }, width, height) {
|
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return { x: (lon / 360) * width, y: (lat / 180) * height };
|
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|
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}
|
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|
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/**
|
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* The frame every country path is centred against, in that same space.
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*
|
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* See {@link WORLD_BOUNDS} for why passing it to each path matters.
|
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+
*/
|
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|
+
export function canvasBounds(width, height) {
|
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|
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return [-width / 2, -height / 2, width / 2, height / 2];
|
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+
}
|
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/**
|
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|
+
* The stored `orbit` heading that puts `lon` at the centre of the frame.
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*
|
|
134
|
+
* **A negation, and it is the price of two things that matter more than the
|
|
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|
+
* field reading as a longitude.**
|
|
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+
*
|
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137
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+
* `orbit` has to behave exactly as it does on every other 3D node: the canvas
|
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|
+
* drag adds to it (`orbitByDrag`), and increasing it must swing the scene the
|
|
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|
+
* same way it swings a molecule or a surface, or the globe is the one viewport
|
|
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|
+
* whose drag goes backwards. That pins `orbit` to `cameraOrbit` with no
|
|
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|
+
* conversion in between.
|
|
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|
+
*
|
|
143
|
+
* East also has to be on the right, which pins {@link latLonToVector}'s sign.
|
|
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|
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*
|
|
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|
+
* Those two together force the third: a camera at heading θ is centred over
|
|
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|
+
* longitude −θ. So the stored field is a **heading**, not a longitude — which is
|
|
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|
+
* why the panel labels it "Orbit" like every other viewport's, and why the Fly
|
|
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|
+
* To command, whose arguments genuinely are a latitude and a longitude,
|
|
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|
+
* converts through here.
|
|
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|
+
*/
|
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|
+
export function orbitForLongitude(lon) {
|
|
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|
+
return -lon;
|
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+
}
|
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|
+
/** The longitude a stored `orbit` heading is centred over. Its own inverse. */
|
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|
+
export function longitudeForOrbit(orbit) {
|
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+
return -orbit;
|
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+
}
|
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|
+
/**
|
|
159
|
+
* Points along the great circle from `from` to `to`, `segments` spans of them.
|
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+
*
|
|
161
|
+
* Spherical linear interpolation rather than a lerp of the two lat/lons: the
|
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|
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* latter is a rhumb line, which crosses the antimeridian the long way and bulges
|
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* badly at high latitudes — a "London to Tokyo" arc drawn that way runs through
|
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* Kazakhstan instead of over the pole, which is the one thing the picture exists
|
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* to show.
|
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*
|
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* `lift` raises the middle of the arc off the surface, as a fraction of the
|
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* radius, on a sine so both ends meet the sphere flush. Zero draws the path on
|
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* the ground.
|
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|
+
*/
|
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|
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export function greatCircle(from, to, options = {}) {
|
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const radius = options.radius ?? 1;
|
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|
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const lift = options.lift ?? 0;
|
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174
|
+
const segments = Math.max(1, Math.floor(options.segments ?? 64));
|
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|
+
const a = latLonToVector(from);
|
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|
+
const b = latLonToVector(to);
|
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|
+
const dot = clamp(a.x * b.x + a.y * b.y + a.z * b.z, -1, 1);
|
|
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|
+
const omega = Math.acos(dot);
|
|
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|
+
const points = [];
|
|
180
|
+
for (let i = 0; i <= segments; i++) {
|
|
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|
+
const t = i / segments;
|
|
182
|
+
// Antipodal or coincident endpoints leave the plane of the circle
|
|
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|
+
// undefined; a straight blend is the honest answer for both, and
|
|
184
|
+
// renormalising below puts it back on the sphere either way.
|
|
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|
+
const [wa, wb] = Math.abs(omega) < 1e-6
|
|
186
|
+
? [1 - t, t]
|
|
187
|
+
: [
|
|
188
|
+
Math.sin((1 - t) * omega) / Math.sin(omega),
|
|
189
|
+
Math.sin(t * omega) / Math.sin(omega),
|
|
190
|
+
];
|
|
191
|
+
const x = a.x * wa + b.x * wb;
|
|
192
|
+
const y = a.y * wa + b.y * wb;
|
|
193
|
+
const z = a.z * wa + b.z * wb;
|
|
194
|
+
const length = Math.hypot(x, y, z) || 1;
|
|
195
|
+
const scale = (radius * (1 + lift * Math.sin(Math.PI * t))) / length;
|
|
196
|
+
points.push([x * scale, y * scale, z * scale]);
|
|
197
|
+
}
|
|
198
|
+
return points;
|
|
199
|
+
}
|
|
200
|
+
/**
|
|
201
|
+
* The signed turn from one heading to another, taking whichever way round is
|
|
202
|
+
* shorter — so 170° to −170° is a 20° nudge east rather than 340° west.
|
|
203
|
+
*
|
|
204
|
+
* The same arithmetic `camera-kit`'s unused `shortestTurn` states; it is
|
|
205
|
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* duplicated rather than imported because that one is private to a module this
|
|
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|
+
* package's 3D nodes do not otherwise depend on, and because a Fly To that got
|
|
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|
+
* this wrong would be the command's single most visible failure.
|
|
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|
+
*/
|
|
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|
+
export function shortestTurn(from, to) {
|
|
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|
+
return ((((to - from) % 360) + 540) % 360) - 180;
|
|
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|
+
}
|
|
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|
+
function clamp(value, min, max) {
|
|
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|
+
return value < min ? min : value > max ? max : value;
|
|
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|
+
}
|
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|
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//# sourceMappingURL=projection.js.map
|
|
@@ -0,0 +1 @@
|
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1
|
+
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A globe that fails this is a mirrored Earth, which no\n * amount of convenience elsewhere pays for.\n *\n * The clash: `resolveCameraPlacement` puts a camera at azimuth `a` at\n * `(sin a, ·, cos a)`, and `cameraOrbit` (`view3d-kit/shared.ts`) feeds it\n * `90 - orbit`, so a camera at stored orbit θ sits at `(cos θ, ·, sin θ)` and its\n * screen-right is `-Z`. Increasing θ therefore swings the scene **rightward** —\n * measured, not reasoned: it is what every existing 3D node does, and the globe\n * has to match or it is the one viewport whose drag goes backwards.\n *\n * So (1) is what gives. Longitude runs the *other* way round the Y axis —\n * {@link latLonToVector} negates Z, which is what puts east on the right — and a\n * camera at heading θ is consequently centred over longitude −θ. The stored\n * field is a heading, labelled \"Orbit\" like every other viewport's, and\n * {@link orbitForLongitude} is the one place the two are converted.\n *\n * The Fly To command is where that conversion earns its keep: its arguments\n * genuinely are a latitude and a longitude, and it turns them into a heading\n * here rather than anywhere else.\n *\n * ## The texture\n *\n * Plain equirectangular, the orientation any world map image already has:\n * longitude −180…180 left to right, latitude +90…−90 top to bottom. That falls\n * out of the convention above rather than being chosen — see {@link latLonToUV},\n * which derives it from three's own sphere generator — and it is the strongest\n * evidence the convention is right: get the handedness wrong and the map that\n * wraps correctly is a mirrored one.\n */\n\n/** A point on the unit sphere. */\nexport interface Vec3 {\n x: number\n y: number\n z: number\n}\n\n/** A position on the globe, in degrees. */\nexport interface LatLon {\n /** Degrees north of the equator, −90…90. */\n lat: number\n /** Degrees east of the prime meridian, −180…180. */\n lon: number\n}\n\n/**\n * The bounding box every country path is centred against.\n *\n * A `Path` centres on its *own* bounding box unless it is given one, so drawing\n * the world as one path per country and leaving this off stacks all 177 of them\n * on the origin. Passing the same frame to each is what keeps them in place —\n * the same reason the LaTeX renderer passes whole-formula bounds to every glyph.\n */\nexport const WORLD_BOUNDS = [-180, -90, 180, 90] as const\n\nconst DEG = Math.PI / 180\n\n/**\n * The unit-sphere direction of a latitude and longitude.\n *\n * `z` is negated against the textbook spherical formula, which is the whole of\n * the convention above: it is what puts east on the right.\n */\nexport function latLonToVector({ lat, lon }: LatLon): Vec3 {\n const phi = lat * DEG\n const lambda = lon * DEG\n const ring = Math.cos(phi)\n return {\n x: ring * Math.cos(lambda),\n y: Math.sin(phi),\n z: -ring * Math.sin(lambda),\n }\n}\n\n/** {@link latLonToVector}, scaled off the surface — markers, arc endpoints. */\nexport function latLonToPosition(\n at: LatLon,\n radius: number\n): [number, number, number] {\n const { x, y, z } = latLonToVector(at)\n return [x * radius, y * radius, z * radius]\n}\n\n/**\n * Where a latitude and longitude land in the equirectangular texture, as `uv`\n * in `[0,1]²`.\n *\n * Derived rather than chosen, from the two pieces of machinery underneath:\n *\n * - three's `SphereGeometry` puts vertex `u` at `(-cos 2πu, ·, sin 2πu)` and\n * writes `uv = (u, 1 - v)`, with `v = 0` at the north pole.\n * - motion-script uploads a rasterized surface with `flipY = true`\n * (`skia-render/src/three/handlers/texture.ts`), so the buffer's **first row\n * is `uv.y = 1`**.\n *\n * Solving `(-cos 2πu, sin 2πu)` against {@link latLonToVector}'s `(x, z)` gives\n * `2πu = π + λ`, and the latitude falls straight out of `y = cos θ`. The result\n * is the ordinary world-map layout, which is the point.\n */\nexport function latLonToUV({ lat, lon }: LatLon): { u: number; v: number } {\n return { u: (lon + 180) / 360, v: 0.5 + lat / 180 }\n}\n\n/**\n * Where a latitude and longitude land in the **drawing space** of the baked\n * texture: pixels, **y upward**, origin at the buffer's centre.\n *\n * Two of motion-script's conventions meet here, and neither is guessable from a\n * picture that comes out wrong, so both are written down:\n *\n * - **The origin is the buffer's centre**, because `SkiaRenderContext.rasterize`\n * translates the offscreen canvas by half its size before handing it to the\n * source. Drawn from a top-left origin the map lands a quarter of the world\n * off the edge — and still wraps onto the sphere without complaint.\n * - **`y` is up.** A `PathCommand[]`, and a line's `points`, are authored y-up\n * and mirrored by the backend on the way to Skia (`flipPathY`, and the\n * `points` map beside it in `render-context.ts`). Drawn y-down the world is\n * simply upside down — and every continent still has its own shape, so it\n * reads as a texture flipped somewhere in the pipeline rather than as a sign\n * in the one function that decides.\n *\n * Deliberately *not* the raw buffer's own row order. The backend's flip lands\n * north on the first row, and `flipY` on the uploaded texture maps that row to\n * `uv.y = 1` — which is where {@link latLonToUV} independently puts the north\n * pole. A test ties the two together rather than trusting them to agree.\n */\nexport function latLonToCanvas(\n { lat, lon }: LatLon,\n width: number,\n height: number\n): { x: number; y: number } {\n return { x: (lon / 360) * width, y: (lat / 180) * height }\n}\n\n/**\n * The frame every country path is centred against, in that same space.\n *\n * See {@link WORLD_BOUNDS} for why passing it to each path matters.\n */\nexport function canvasBounds(\n width: number,\n height: number\n): [number, number, number, number] {\n return [-width / 2, -height / 2, width / 2, height / 2]\n}\n\n/**\n * The stored `orbit` heading that puts `lon` at the centre of the frame.\n *\n * **A negation, and it is the price of two things that matter more than the\n * field reading as a longitude.**\n *\n * `orbit` has to behave exactly as it does on every other 3D node: the canvas\n * drag adds to it (`orbitByDrag`), and increasing it must swing the scene the\n * same way it swings a molecule or a surface, or the globe is the one viewport\n * whose drag goes backwards. That pins `orbit` to `cameraOrbit` with no\n * conversion in between.\n *\n * East also has to be on the right, which pins {@link latLonToVector}'s sign.\n *\n * Those two together force the third: a camera at heading θ is centred over\n * longitude −θ. So the stored field is a **heading**, not a longitude — which is\n * why the panel labels it \"Orbit\" like every other viewport's, and why the Fly\n * To command, whose arguments genuinely are a latitude and a longitude,\n * converts through here.\n */\nexport function orbitForLongitude(lon: number): number {\n return -lon\n}\n\n/** The longitude a stored `orbit` heading is centred over. Its own inverse. */\nexport function longitudeForOrbit(orbit: number): number {\n return -orbit\n}\n\n/**\n * Points along the great circle from `from` to `to`, `segments` spans of them.\n *\n * Spherical linear interpolation rather than a lerp of the two lat/lons: the\n * latter is a rhumb line, which crosses the antimeridian the long way and bulges\n * badly at high latitudes — a \"London to Tokyo\" arc drawn that way runs through\n * Kazakhstan instead of over the pole, which is the one thing the picture exists\n * to show.\n *\n * `lift` raises the middle of the arc off the surface, as a fraction of the\n * radius, on a sine so both ends meet the sphere flush. Zero draws the path on\n * the ground.\n */\nexport function greatCircle(\n from: LatLon,\n to: LatLon,\n options: { radius?: number; lift?: number; segments?: number } = {}\n): [number, number, number][] {\n const radius = options.radius ?? 1\n const lift = options.lift ?? 0\n const segments = Math.max(1, Math.floor(options.segments ?? 64))\n\n const a = latLonToVector(from)\n const b = latLonToVector(to)\n\n const dot = clamp(a.x * b.x + a.y * b.y + a.z * b.z, -1, 1)\n const omega = Math.acos(dot)\n\n const points: [number, number, number][] = []\n for (let i = 0; i <= segments; i++) {\n const t = i / segments\n // Antipodal or coincident endpoints leave the plane of the circle\n // undefined; a straight blend is the honest answer for both, and\n // renormalising below puts it back on the sphere either way.\n const [wa, wb] =\n Math.abs(omega) < 1e-6\n ? [1 - t, t]\n : [\n Math.sin((1 - t) * omega) / Math.sin(omega),\n Math.sin(t * omega) / Math.sin(omega),\n ]\n\n const x = a.x * wa + b.x * wb\n const y = a.y * wa + b.y * wb\n const z = a.z * wa + b.z * wb\n const length = Math.hypot(x, y, z) || 1\n const scale = (radius * (1 + lift * Math.sin(Math.PI * t))) / length\n\n points.push([x * scale, y * scale, z * scale])\n }\n return points\n}\n\n/**\n * The signed turn from one heading to another, taking whichever way round is\n * shorter — so 170° to −170° is a 20° nudge east rather than 340° west.\n *\n * The same arithmetic `camera-kit`'s unused `shortestTurn` states; it is\n * duplicated rather than imported because that one is private to a module this\n * package's 3D nodes do not otherwise depend on, and because a Fly To that got\n * this wrong would be the command's single most visible failure.\n */\nexport function shortestTurn(from: number, to: number): number {\n return ((((to - from) % 360) + 540) % 360) - 180\n}\n\nfunction clamp(value: number, min: number, max: number): number {\n return value < min ? min : value > max ? max : value\n}\n"]}
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/**
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* The world as a flat drawing — the one `Graphics2D` that becomes the sphere's
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* texture.
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* Baking the map in 2D rather than tessellating it in 3D is the node's central
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* decision, and it is not a shortcut. A WebGL line ignores any width above one
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* pixel (motion-script says so outright on `LineStroke3D`), so borders drawn as
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* 3D lines are hairlines at every zoom and every resolution, and the only way to
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* thicken one is to sweep a tube along it — three hundred tubes, for a picture
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* that is flat. Drawn here, a border is an ordinary stroke: any weight, any
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* colour, joined and antialiased by Skia, and it costs one rasterize rather than
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* one per frame.
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*
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* Everything here is therefore *style*, and the node's cache key is exactly the
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* arguments below. Nothing that moves — a marker, an arc, the camera — is drawn
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* into this, because baking something that moves would put every frame of its
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*
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* ## One path per country, and this is the whole performance story
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*
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* The obvious shape is one `path` op holding all 289 rings — the nonzero fill
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* rule sorts out what is land, and it is one op instead of 177. **Do not do
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* that.** Skia's cost for filling and stroking a single path is badly
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* superlinear in its *contour* count, and the difference is not marginal:
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* one path, 289 contours, 10,649 commands 10,691 ms
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* one path per country (177 of them) 205 ms
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*
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* Measured in the browser, on the same data, at the same resolution — a 52×
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* difference, and the reason adding a Globe to a scene used to lock the app for
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* ten seconds. It is also almost independent of the texture's resolution (256²
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* and 2048² are within 10% of each other), which is the tell that the cost is
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* geometry, not pixels, and that turning the map down would not have saved it.
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*
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* Lesotho out of South Africa, and Lesotho's own path paints it back.
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*
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* ## The lines are a separate pass, and have to be
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*
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* every international border twice — once from each side, since both countries
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* carry it — and a doubly-composited antialiased fringe reads as a line half
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* again as wide as the coastlines beside it. `borders.ts` deduplicates the
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* segments and stitches them into runs; this file strokes those instead, so
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import { Graphics2D } from "@motionscript/core";
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/** Everything that changes the baked pixels. Also the node's cache key. */
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export interface WorldMapStyle {
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/** Buffer width in pixels. Height is half of it — the equirectangular ratio. */
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width: number;
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ocean: string;
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land: string;
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/**
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*
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*/
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border: string;
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borderWidth: number;
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graticule: boolean;
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graticuleColor: string;
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/** Degrees between graticule lines. */
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graticuleStep: number;
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}
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/** The buffer's height for a given width — equirectangular is always 2:1. */
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export declare function mapHeight(width: number): number;
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/**
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* The map, drawn.
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*
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* sixty times a second, to produce the same image. `Globe` holds one against
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* this style; nothing else should call this.
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*/
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export declare function worldMapGraphics(style: WorldMapStyle): Graphics2D;
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//# sourceMappingURL=world-map.d.ts.map
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