@pirireis/webglobeplugins 0.15.21-alpha → 0.15.22-alpha

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/Math/arc.js CHANGED
@@ -143,8 +143,7 @@ function _populatePointsWithClosestPointInsideArc(out, arc, count, closestPoint)
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  * @param {Vec3} cameraPosition - The position of the camera.
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  * @param {number} quaternionReuseCount - The number of times to apply the same rotation before recalculating. Higher is faster but less accurate.
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  */
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- function _distanceSampling(out, count, inArc, cameraPosition = vec3create(0, 0, 0), // TODO
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- quaternionReuseCount = 1) {
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+ function _distanceSampling(out, count, inArc, cameraPosition = vec3create(0, 0, 0), quaternionReuseCount = 1) {
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  if (count === 0) {
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  return;
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  }
@@ -1,168 +1,4 @@
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  import { RADIANS } from "./methods";
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- function createTemplate(intervalCount, strength = 1.0) {
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- const out = new Array(intervalCount);
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- const TOTAL = 1;
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- let cummulative = 0;
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- if (strength <= 0) {
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- // If strength is 0, distribute evenly.
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- const step = TOTAL / (intervalCount - 1);
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- for (let i = 0; i < intervalCount; i++) {
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- out[i] = cummulative;
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- cummulative += step;
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- }
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- out[intervalCount - 1] = TOTAL; // Ensure the last value is exactly TOTAL
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- return out;
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- }
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- // If strength is greater than 0, bias towards the start.
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- const weights = new Array(intervalCount);
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- let currentStep = 1;
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- let totalWeight = 0;
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- // Calculate weights for each interval, decreasing for later intervals.
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- for (let i = 0; i < intervalCount; i++) {
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- // Using (i + 1) in the denominator gives earlier intervals the highest weight.
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- totalWeight += currentStep;
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- weights[i] = totalWeight;
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- currentStep += strength;
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- }
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- // Distribute the total angle based on the weights.
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- for (let i = 0; i < intervalCount; i++) {
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- // Round to the nearest whole number for this interval.
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- out[i] = (weights[i] / totalWeight) * TOTAL;
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- }
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- if (out[intervalCount - 1] !== TOTAL) {
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- out[intervalCount - 1] = TOTAL;
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- }
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- // console.log("createTemplate", "strength", strength, "intervalCount", intervalCount, "out", out);
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- return out;
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- }
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- function interpolation(a, b, t) {
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- return a + (b - a) * t;
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- }
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- /**
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- * Populates the `out` array with values from the `template` array,
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- * distributing the surplus length as interpolated values between the template samples.
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- *
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- * @param out The destination array to be filled. Its length must be >= template.length.
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- * @param template An ordered array of numbers to be placed in the `out` array.
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- * @param strength A parameter controlling the distribution bias of surplus samples.
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- * - strength = 0: Surplus samples are distributed evenly.
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- * - strength > 0: Surplus samples are biased towards the start of the template.
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- * - Higher values create a stronger bias.
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- */
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- function increasePopulation(// TODO: THERE IS A BUG
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- out, template, strength = 1.0) {
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- const sourceLength = template.length;
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- const destinationLength = out.length;
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- const outLengthAtStart = out.length;
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- // --- Handle Edge Cases ---
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- // If the template is empty, there is nothing to interpolate from.
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- if (sourceLength === 0) {
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- return;
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- }
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- // If the template has only one value, fill the output array with that value.
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- if (sourceLength === 1) {
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- out.fill(template[0]);
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- return;
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- }
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- // If the destination is not larger than the source, just copy the template values.
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- if (destinationLength <= sourceLength) {
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- for (let i = 0; i < destinationLength; i++) {
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- out[i] = template[i];
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- }
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- return;
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- }
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- // --- Main Logic ---
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- const surplus = destinationLength - sourceLength;
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- const numGaps = sourceLength - 1;
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- // This array will hold the number of extra samples to add in each gap.
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- const surplusPerGap = new Array(numGaps).fill(0);
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- if (surplus > 0) {
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- // --- Step 1: Determine the distribution of surplus items ---
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- // If strength is 0, distribute surplus items as evenly as possible.
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- if (strength <= 0) {
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- const baseToAdd = Math.floor(surplus / numGaps);
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- const remainder = surplus % numGaps;
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- for (let i = 0; i < numGaps; i++) {
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- // Distribute the remainder one by one to the first gaps.
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- surplusPerGap[i] = baseToAdd + (i < remainder ? 1 : 0);
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- }
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- }
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- else {
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- // Biased Distribution: more items in earlier gaps.
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- const weights = new Array(numGaps);
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- let totalWeight = 0;
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- // A. Calculate a weight for each gap. The weight decreases for later gaps.
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- // The `strength` parameter makes this decay steeper.
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- for (let i = 0; i < numGaps; i++) {
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- // Using (i + 1) in the denominator gives earlier gaps (i=0) the highest weight.
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- const weight = Math.pow(1 / (i + 1), strength);
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- weights[i] = weight;
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- totalWeight += weight;
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- }
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- // B. Distribute the surplus based on the calculated weights.
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- // This method ensures the total distributed count equals the surplus.
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- let distributedCount = 0;
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- for (let i = 0; i < numGaps - 1; i++) {
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- const idealCount = (weights[i] / totalWeight) * surplus;
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- // Round to the nearest whole number for this gap.
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- const countForThisGap = Math.ceil(idealCount);
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- surplusPerGap[i] = countForThisGap;
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- distributedCount += countForThisGap;
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- }
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- // Assign the remainder to the last gap to guarantee the sum is correct.
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- //surplusPerGap[numGaps - 1] = surplus - distributedCount;
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- // add to first
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- const leftover = surplus - distributedCount;
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- if (leftover > 0) {
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- surplusPerGap[0] += leftover; // Add any leftover to the first gap.
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- }
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- console.log("leftover", leftover, "distributedCount", distributedCount, "surplus", surplus);
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- }
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- }
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- // --- Step 2: Populate the `out` array ---
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- let outIndex = 0;
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- for (let i = 0; i < surplusPerGap.length; i++) {
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- if (typeof surplusPerGap[i] !== "number" || isNaN(surplusPerGap[i]) || !isFinite(surplusPerGap[i])) {
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- console.warn("increasePopulation: Invalid surplusPerGap value at index", i, ":", surplusPerGap[i]);
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- }
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- }
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- for (let i = 0; i < sourceLength; i++) {
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- // A. Add the original template item.
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- out[outIndex++] = template[i];
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- // B. If this is not the last template item, fill the gap after it.
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- if (i < numGaps) {
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- const numToAdd = surplusPerGap[i];
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- if (numToAdd <= 0)
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- continue;
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- const startVal = template[i];
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- const endVal = template[i + 1];
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- // C. Add the interpolated ("surplus") items for this gap.
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- // The total number of intervals in this gap is numToAdd + 1.
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- const totalIntervals = numToAdd + 1;
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- for (let j = 1; j <= numToAdd; j++) {
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- const t = j / totalIntervals; // The interpolation factor (0 < t < 1)
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- // Linear interpolation: out = start * (1 - t) + end * t
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- const interpolatedValue = startVal * (1 - t) + endVal * t;
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- out[outIndex++] = interpolatedValue;
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- if (outIndex >= out.length) {
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- console.warn("increasePopulation: Output array overflow. Stopping early.");
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- console.warn("processeed item ratio:", i, "/", sourceLength);
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- let count = numToAdd - j;
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- console.log("count", count);
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- for (let _i = i; _i < sourceLength; _i++) {
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- count += surplusPerGap[_i];
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- }
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- console.warn("increasePopulation: Not enough space to add", count, "more items.");
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- return; // Prevent overflow if the output array is not large enough.
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- }
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- }
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- }
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- }
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- // --- Step 3: Ensure the output length is correct ---
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- if (outLengthAtStart !== out.length) {
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- console.warn("increasePopulation: Output length mismatch. Expected", outLengthAtStart, "but got", out.length);
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- }
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- }
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2
  function createCummulativeTemplate(numberOfPoints, strength, denseRatio = 0.5 // Ratio of points to be densely packed at the start.
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3
  ) {
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  // Handle edge cases for the number of points.
@@ -239,9 +75,4 @@ function globeFindPointByPolarHalfCircle(out, globe, centerLong, centerLat, radi
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  offset -= 2;
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  }
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  }
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- export {
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- // createTemplate,
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- // increasePopulation,
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- // interpolation,
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- // createCummulativeTemplate,
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- createCummulativeTemplateStash, globeFindPointByPolar, globeFindPointByPolarHalfCircle };
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+ export { createCummulativeTemplateStash, globeFindPointByPolar, globeFindPointByPolarHalfCircle };
package/Math/circle.js CHANGED
@@ -29,30 +29,5 @@ function createCircleClosestAzimuthAngleProperties(circle) {
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  normal: normal,
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  northPointProjectedToOriginPlaneNormalized: N,
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  };
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- // const distance = normal[2]; //dot(normal, [0, 0, 1] as Vec3)
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- // const N: Vec3 = [0, 0, 0];
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- // if (Math.abs(distance) < 1e-6) {
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- // N[0] = -1;
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- // N[1] = 0;
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- // N[2] = 0;
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- // } else {
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- // // TODO: add cases for 8 parts of the sphere
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- // copy(N, normal);
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- // multiplyScalar(N, N, distance);
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- // if (N[2] >= 0) {
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- // N[0] = -N[0];
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- // N[1] = -N[1];
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- // N[2] = 1 - N[2];
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- // } else {
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- // N[2] = -N[2];
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- // N[0] = -N[0];
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- // N[1] = -N[1];
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- // }
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- // }
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- // normalize(N, N);
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- // return {
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- // normal: normal,
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- // northPointProjectedToOriginPlaneNormalized: N,
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- // }
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  }
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  export { closestAzimuthAngle, createCircleClosestAzimuthAngleProperties };
package/Math/vec3.js CHANGED
@@ -85,7 +85,7 @@ function equals(a, b) {
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  Math.abs(a[2] - b[2]) < EPSILON);
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  }
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  function fromUnitVectorToLongLat(out, a) {
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- const len = length(a); // TODO Might drop length check
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+ const len = length(a);
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  if (len === 0) {
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  throw new Error('Cannot convert a zero vector to unit vector');
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  }
@@ -335,7 +335,7 @@ class PointGlowLineToEarthPlugin {
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  });
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  }
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  _doesChanged() {
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- return this._cameraBlockTotem.isMoved() || this._parametersChanged; // TODO: implement
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+ return this.globe.api_IsScreenMoving();
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  }
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  _changed() {
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  this._parametersChanged = true;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pirireis/webglobeplugins",
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- "version": "0.15.21-alpha",
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+ "version": "0.15.22-alpha",
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  "main": "index.js",
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  "author": "Toprak Nihat Deniz Ozturk",
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  "license": "MIT",
@@ -144,7 +144,7 @@ class PointTracksPlugin {
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  * @returns
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  */
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  insertBulk(tracks) {
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- this._fillTracksToPointsMap(tracks); // TODO error should be at the top
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+ this._fillTracksToPointsMap(tracks);
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  const flattenedPoints = tracks.map(trackToFlatPoints, this._objectStoreExtraParametersFiltered).flat();
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  const currentLoad = this._bufferOrchestrator.length;
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  if (currentLoad + flattenedPoints.length >= 2147483647) {
@@ -224,7 +224,6 @@ class PointTracksPlugin {
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  return;
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  this._isFreed = true;
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  this._pickerDisplayer.free();
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- this._tracksToPointMap.clear();
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  PointOnGlobeProgramCache.release(this.globe);
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  this.gl.deleteBuffer(this._focusParams.elementBuffer);
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  this._bufferManagersMap.forEach(({ bufferManager, adaptor }) => bufferManager.free());
@@ -8,7 +8,6 @@ import { attributeLoader } from "../../util/gl-util/buffer/attribute-loader";
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  * This program draws line between points provided from the first and second buffer.
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  * draw method gl.drawArraysInstanced( gl.POINTS, 0,2, lineCount);
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  * */
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- // TODO: find better way to eleminate edge case distance(posA, posB) > 37000000.0
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  const vertexShaderSource = `#version 300 es
13
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  precision highp float;
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  ${CameraUniformBlockString}
@@ -100,7 +100,6 @@ class Logic {
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  const vao = gl.createVertexArray();
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  const divisor = 1;
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  gl.bindVertexArray(vao);
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- // TODO constants to escape values
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  attributeLoader(gl, pos3DObj, 0, 3, { divisor });
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  attributeLoader(gl, radiusObj, 1, 1, { divisor, escapeValues: [-1] });
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  attributeLoader(gl, colorObj, 2, 4, { divisor, escapeValues: [-1, -1, -1, -1] });
@@ -1,6 +1,7 @@
1
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  import { globeProgramCache } from "../programcache";
2
2
  import { fromLongLatToUnitVector } from "../../Math/vec3";
3
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  import { RADIANS } from "../../Math/methods";
4
+ import { GlobeChangeObserver } from "./globe-changes";
4
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  export const CameraUniformBlockString = `
5
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  layout(std140) uniform CameraUniformBlock {
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  mat4 view; // 64 bytes 0
@@ -29,6 +30,7 @@ export class CameraUniformBlockTotem {
29
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  _isMovedParams;
30
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  _normalizedCameraVector = [0, 0, 0]; // Normalized camera vector
31
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  // _frustumPlanes: any; // Uncomment and type if used
33
+ _globeChangeObserver = null;
32
34
  constructor() {
33
35
  this.id = "CameraUniformBlockTotem";
34
36
  this.description =
@@ -51,6 +53,7 @@ export class CameraUniformBlockTotem {
51
53
  this.ubo = this._createUBO();
52
54
  this.traslateFloat32 = new Float32Array(3);
53
55
  this.mapWHFloat32 = new Float32Array(2);
56
+ this._globeChangeObserver = new GlobeChangeObserver(globe);
54
57
  this.setGeometry();
55
58
  this.resize();
56
59
  }
@@ -86,6 +89,7 @@ export class CameraUniformBlockTotem {
86
89
  const ubo = this.ubo;
87
90
  const mapWHFloat32 = this.mapWHFloat32;
88
91
  const globe = this.globe;
92
+ this._globeChangeObserver?.checkChanges();
89
93
  gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
90
94
  {
91
95
  // view, projection, translate
@@ -196,6 +200,9 @@ export class CameraUniformBlockTotem {
196
200
  fromLongLatToUnitVector(result, [CenterLong * RADIANS, CenterLat * RADIANS]);
197
201
  return result;
198
202
  }
203
+ getGlobeChanges() {
204
+ return this._globeChangeObserver?.getChanges();
205
+ }
199
206
  free() {
200
207
  const gl = this.gl;
201
208
  const ubo = this.ubo;
@@ -216,7 +216,6 @@ export class BearingLinePlugin {
216
216
  this.drawOptions.drawAngleRing = drawAngleRing;
217
217
  this.globe.DrawRender();
218
218
  }
219
- // TODO:
220
219
  updatePartial(items, { textWriterIDs } = {}) {
221
220
  if (this._freed) {
222
221
  throw new Error("Plugin has been freed, cannot update item.");
@@ -1,7 +1,3 @@
1
- /**
2
- * set and get node data
3
- * node indexes;
4
- */
5
1
  export class ChainListMap {
6
2
  _chainMap;
7
3
  _chainSideProperties;
@@ -98,7 +94,7 @@ export class ChainListMap {
98
94
  });
99
95
  }
100
96
  this._chainMap.delete(chainKey);
101
- this._chainSideProperties.delete(chainKey); // TODO: this might be this way but adding this know can cause side effects
97
+ this._chainSideProperties.delete(chainKey);
102
98
  for (const key of keys)
103
99
  this._indexMap.delete(key);
104
100
  return keys;
@@ -177,10 +173,9 @@ export class ChainListMap {
177
173
  memoryProperties[key] = value;
178
174
  });
179
175
  }
180
- // TODO: bad name clean up, need to check on frontend
181
- getNodeProperties(chainKey) {
182
- return this._chainSideProperties.get(chainKey);
183
- }
176
+ // getNodeProperties(chainKey: string): ChainProperties | undefined {
177
+ // return this._chainSideProperties.get(chainKey);
178
+ // }
184
179
  getChainProperties(chainKey) {
185
180
  return this._chainSideProperties.get(chainKey);
186
181
  }
@@ -158,12 +158,14 @@ export class CircleLineChainPlugin {
158
158
  this.globe?.DrawRender();
159
159
  }
160
160
  setOpacities(opacities) {
161
- // TODO: Check opacities
161
+ if (this._freed) {
162
+ console.warn("CircleLineChainPlugin is freed, cannot set opacities.");
163
+ return;
164
+ }
162
165
  this._opacities = {
163
166
  ...this._opacities,
164
167
  ...opacities
165
168
  };
166
- // set Opacities of plugins
167
169
  this.globe?.DrawRender();
168
170
  }
169
171
  setElevationMode(mode) {
@@ -24,15 +24,14 @@ export class Padding1DegreePlugin {
24
24
  bufferOrchestrator;
25
25
  bufferManagersMap;
26
26
  lineProgram = null;
27
- _opacityLODCoef = 1;
28
- _pluginOpacity = 1; // this is used to set the opacity of the plugin
29
27
  _innerPaddingRatio = 0.9; //
30
28
  _float32Array = null; // this is used to forward the data to the buffer manager
31
29
  _uboHandler = null; // this is used to forward the data to the shader program
32
30
  _bufferNames = ["position2d", "position3d"];
33
31
  _vao = null; // this is used to store the VAO for the plugin
34
32
  _freed = false; // this is used to check if the plugin is freed or not
35
- _lastCAM_LOD = { camInfo: -1, lod: -1 }; // this is used to store the last zoom and lod values
33
+ _userOpacity = 1;
34
+ _adaptiveOpacityMultiplier = 1;
36
35
  _dataMap = new Map();
37
36
  _options = {
38
37
  bufferType: "STATIC_DRAW",
@@ -86,7 +85,7 @@ export class Padding1DegreePlugin {
86
85
  this.bufferOrchestrator.deleteBulk(keys, this.bufferManagersMap);
87
86
  this.globe?.DrawRender();
88
87
  }
89
- setPluginOpacity(opacity) {
88
+ setPluginOpacity(opacity, drawRender = false) {
90
89
  if (this._freed) {
91
90
  console.warn("Plugin is freed, cannot set opacity");
92
91
  return;
@@ -96,9 +95,10 @@ export class Padding1DegreePlugin {
96
95
  return;
97
96
  }
98
97
  opacityCheck(opacity);
99
- this._opacityLODCoef = opacity;
100
- this._uboHandler?.updateSingle("u_opacity", new Float32Array([opacity]));
101
- this.globe.DrawRender();
98
+ this._userOpacity = opacity;
99
+ if (drawRender) {
100
+ this.globe.DrawRender();
101
+ }
102
102
  }
103
103
  setDefaultColor(color) {
104
104
  if (this._freed) {
@@ -143,19 +143,19 @@ export class Padding1DegreePlugin {
143
143
  this._float32Array.fill(NaN); // reset the float32Array
144
144
  }
145
145
  for (let i = 0; i < 360; i++) {
146
- const startCoords = paddingInput.startCoords[i];
147
- const endCoords = paddingInput.endCoords[i];
148
- if (startCoords === null || endCoords === null) {
146
+ const outerCoords = paddingInput.outerCoords[i];
147
+ const innerCoords = paddingInput.innerCoords[i];
148
+ if (outerCoords === null || innerCoords === null) {
149
149
  continue;
150
150
  }
151
- let coords = globe.api_GetMercator2DPoint(startCoords[0], startCoords[1]);
151
+ let coords = globe.api_GetMercator2DPoint(outerCoords[0], outerCoords[1]);
152
152
  // fill the second coordinate with 0
153
153
  this._float32Array[i * 6] = coords[0];
154
154
  this._float32Array[i * 6 + 1] = coords[1];
155
- let innerCoords = globe.api_GetMercator2DPoint(endCoords[0], endCoords[1]);
155
+ let coordsInner = globe.api_GetMercator2DPoint(innerCoords[0], innerCoords[1]);
156
156
  // fill the second coordinate with 0
157
- this._float32Array[i * 6 + 2] = innerCoords[0];
158
- this._float32Array[i * 6 + 3] = innerCoords[1];
157
+ this._float32Array[i * 6 + 2] = coordsInner[0];
158
+ this._float32Array[i * 6 + 3] = coordsInner[1];
159
159
  }
160
160
  return this._float32Array.subarray(0, 360 * 2 * 3);
161
161
  }
@@ -174,22 +174,22 @@ export class Padding1DegreePlugin {
174
174
  }
175
175
  const _float32Array = this._float32Array;
176
176
  for (let i = 0; i < 360; i++) {
177
- const startCoords = paddingInput.startCoords[i];
178
- const endCoords = paddingInput.endCoords[i];
179
- if (startCoords === null || endCoords === null) {
177
+ const outerCoords = paddingInput.outerCoords[i];
178
+ const innerCoords = paddingInput.innerCoords[i];
179
+ if (outerCoords === null || innerCoords === null) {
180
180
  continue;
181
181
  }
182
182
  const height = paddingInput.heightFromGroundIn3D ?? this._options.defaultHeightFromGroundIn3D;
183
- let coords = globe.api_GetCartesian3DPoint(startCoords[0], startCoords[1], height, this._options.isMSL);
183
+ let coords = globe.api_GetCartesian3DPoint(outerCoords[0], outerCoords[1], height, this._options.isMSL);
184
184
  // fill the second coordinate with 0
185
185
  _float32Array[i * 9] = coords[0];
186
186
  _float32Array[i * 9 + 1] = coords[1];
187
187
  _float32Array[i * 9 + 2] = coords[2];
188
- let innerCoords = globe.api_GetCartesian3DPoint(endCoords[0], endCoords[1], height, this._options.isMSL);
188
+ let coordsInner = globe.api_GetCartesian3DPoint(innerCoords[0], innerCoords[1], height, this._options.isMSL);
189
189
  // fill the second coordinate with 0
190
- _float32Array[i * 9 + 3] = innerCoords[0];
191
- _float32Array[i * 9 + 4] = innerCoords[1];
192
- _float32Array[i * 9 + 5] = innerCoords[2];
190
+ _float32Array[i * 9 + 3] = coordsInner[0];
191
+ _float32Array[i * 9 + 4] = coordsInner[1];
192
+ _float32Array[i * 9 + 5] = coordsInner[2];
193
193
  }
194
194
  return _float32Array.subarray(0, 360 * 3 * 3);
195
195
  }
@@ -215,11 +215,11 @@ export class Padding1DegreePlugin {
215
215
  this._float32Array[i * 12] = color[0];
216
216
  this._float32Array[i * 12 + 1] = color[1];
217
217
  this._float32Array[i * 12 + 2] = color[2];
218
- this._float32Array[i * 12 + 3] = color[3] * this._opacityLODCoef;
218
+ this._float32Array[i * 12 + 3] = color[3];
219
219
  this._float32Array[i * 12 + 4] = color[0];
220
220
  this._float32Array[i * 12 + 5] = color[1];
221
221
  this._float32Array[i * 12 + 6] = color[2];
222
- this._float32Array[i * 12 + 7] = 0; //color[3] * this._opacityLODCoef;
222
+ this._float32Array[i * 12 + 7] = 0; //color[3] ;
223
223
  }
224
224
  return this._float32Array.subarray(0, 360 * 4 * 3);
225
225
  }
@@ -233,11 +233,11 @@ export class Padding1DegreePlugin {
233
233
  this._float32Array[i * 12] = color[0];
234
234
  this._float32Array[i * 12 + 1] = color[1];
235
235
  this._float32Array[i * 12 + 2] = color[2];
236
- this._float32Array[i * 12 + 3] = color[3] * this._opacityLODCoef;
236
+ this._float32Array[i * 12 + 3] = color[3];
237
237
  this._float32Array[i * 12 + 4] = color[0];
238
238
  this._float32Array[i * 12 + 5] = color[1];
239
239
  this._float32Array[i * 12 + 6] = color[2];
240
- this._float32Array[i * 12 + 7] = 0; // color[3] * this._opacityLODCoef;
240
+ this._float32Array[i * 12 + 7] = 0; // color[3] ;
241
241
  i++;
242
242
  }
243
243
  }
@@ -272,6 +272,9 @@ export class Padding1DegreePlugin {
272
272
  console.warn("Globe or LineProgram or VAO is not initialized, cannot draw");
273
273
  return;
274
274
  }
275
+ if (this.globe.api_IsScreenMoving()) {
276
+ this.__build();
277
+ }
275
278
  const gl = this.globe.gl;
276
279
  const drawOptions = {
277
280
  drawRange: {
@@ -280,7 +283,7 @@ export class Padding1DegreePlugin {
280
283
  },
281
284
  };
282
285
  gl.disable(gl.DEPTH_TEST);
283
- this.lineProgram.draw(this._vao, drawOptions, this._pluginOpacity, this._uboHandler);
286
+ this.lineProgram.draw(this._vao, drawOptions, this._userOpacity * this._adaptiveOpacityMultiplier, this._uboHandler);
284
287
  gl.enable(gl.DEPTH_TEST);
285
288
  }
286
289
  free() {
@@ -310,17 +313,64 @@ export class Padding1DegreePlugin {
310
313
  this._innerPaddingRatio = 1 - Math.pow(0.7, lod);
311
314
  }
312
315
  _buildPaddings(level) {
316
+ if (level === "input") {
317
+ // Build input paddings
318
+ }
319
+ else if (level === "innerCircle") {
320
+ // Build inner circle paddings
321
+ this.__innerCircle();
322
+ this.__elevation();
323
+ }
324
+ else if (level === "elevation") {
325
+ // Build elevation paddings
326
+ this.__elevation();
327
+ }
328
+ }
329
+ __innerCircle() {
330
+ // Implement inner circle padding logic
331
+ console.log("innerCircle Level Update");
332
+ const datas = this._dataMap;
333
+ for (const [key, value] of datas) {
334
+ // Implement inner circle padding logic using key and value
335
+ const { innerCoords } = preAdapter(this.globe, value, this._innerPaddingRatio, value.outerCoords);
336
+ value.innerCoords = innerCoords;
337
+ }
338
+ }
339
+ __elevation() {
340
+ this._updateAdaptiveOpacityMultiplier();
341
+ const bufferToUpdate = this.globe?.api_GetCurrentGeometry() === 1 ? "position2d" : "position3d";
342
+ console.log(bufferToUpdate);
343
+ const datas = this._dataMap;
344
+ const wrapper = [null];
345
+ this._float32Array = new Float32Array(360 * 4 * 4); // largest float32Array
346
+ for (const [key, value] of datas) {
347
+ wrapper[0] = value;
348
+ this.bufferOrchestrator.updateBulk(wrapper, this.bufferManagersMap, [bufferToUpdate]);
349
+ }
350
+ this._float32Array = null; // reset the float32Array
351
+ }
352
+ __build() {
353
+ const globeChanges = this.lineProgram?.cameraBlockTotem.getGlobeChanges();
354
+ if (globeChanges.lodChanged) {
355
+ console.log("lod changed");
356
+ }
357
+ if (globeChanges.lodChanged) {
358
+ this.__updateLODRelatedParameters();
359
+ this._buildPaddings("innerCircle");
360
+ }
361
+ else if (globeChanges.lookChanged || globeChanges.geometryChanged) {
362
+ this._buildPaddings("elevation");
363
+ }
313
364
  }
314
- __onCamOrLodChange() {
315
- //TODO: implement -> on lod change the _innerPaddingRatio and all positions should be recalculated.
316
- // calculation
317
- // if cam change, recalculate 3d positions
365
+ _updateAdaptiveOpacityMultiplier() {
366
+ const currentLod = this.globe?.api_GetCurrentLODWithDecimal();
367
+ this._adaptiveOpacityMultiplier = Math.max(1 - (2.9 / currentLod), 0.1);
318
368
  }
319
369
  }
320
- function preAdapter(globe, paddingInput, paddingRatio, startCoords) {
321
- const endCoords = new Array(360);
322
- if (startCoords === null) {
323
- startCoords = new Array(360);
370
+ function preAdapter(globe, paddingInput, paddingRatio, outerCoords) {
371
+ const innerCoords = new Array(360);
372
+ if (outerCoords === null) {
373
+ outerCoords = new Array(360);
324
374
  for (let i = 0; i < 360; i++) {
325
375
  const { long, lat } = globe.Math.FindPointByPolar(paddingInput.center[0], // center long
326
376
  paddingInput.center[1], // center lat
@@ -333,25 +383,25 @@ function preAdapter(globe, paddingInput, paddingRatio, startCoords) {
333
383
  const longDifference = Math.abs(long - endLong);
334
384
  const latDifference = Math.abs(lat - endLat);
335
385
  if (longDifference > 45) {
336
- startCoords[i] = null;
337
- endCoords[i] = null;
386
+ outerCoords[i] = null;
387
+ innerCoords[i] = null;
338
388
  continue;
339
389
  }
340
390
  // Assign the calculated coordinates
341
- startCoords[i] = [long, lat];
342
- endCoords[i] = [endLong, endLat];
391
+ outerCoords[i] = [long, lat];
392
+ innerCoords[i] = [endLong, endLat];
343
393
  }
344
394
  }
345
395
  else {
346
- // Handle case when startCoords is provided
396
+ // Handle case when outerCoords is provided
347
397
  for (let i = 0; i < 360; i++) {
348
- if (startCoords[i] === null) {
349
- endCoords[i] = null;
398
+ if (outerCoords[i] === null) {
399
+ innerCoords[i] = null;
350
400
  continue;
351
401
  }
352
402
  const { long: endLong, lat: endLat } = globe.Math.FindPointByPolar(paddingInput.center[0], paddingInput.center[1], paddingInput.outerRadius * paddingRatio, i);
353
- endCoords[i] = [endLong, endLat];
403
+ innerCoords[i] = [endLong, endLat];
354
404
  }
355
405
  }
356
- return { startCoords, endCoords };
406
+ return { outerCoords, innerCoords };
357
407
  }
@@ -1,366 +0,0 @@
1
- // TODO: Delete this file if it is not needed anymore.
2
- // import { normilze as vec3Normalize, dot as vec3Dot, cross as vec3Cross, scale as vec3Scale, add as vec3Add, sub as vec3Sub } from './vec3';
3
- // --- Utility Functions for 3D Vector Operations ---
4
- /**
5
- * Normalizes a 3D vector to unit length.
6
- * @param v The input vector.
7
- * @returns The normalized vector. Returns [0,0,0] if the input vector is a zero vector.
8
- */
9
- function vec3Normalize(v) {
10
- const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
11
- if (len < 1e-9) { // Use a small epsilon to handle near-zero vectors
12
- return [0, 0, 0];
13
- }
14
- return [v[0] / len, v[1] / len, v[2] / len];
15
- }
16
- /**
17
- * Calculates the dot product of two 3D vectors.
18
- * @param v1 The first vector.
19
- * @param v2 The second vector.
20
- * @returns The dot product.
21
- */
22
- function vec3Dot(v1, v2) {
23
- return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
24
- }
25
- /**
26
- * Calculates the cross product of two 3D vectors.
27
- * @param v1 The first vector.
28
- * @param v2 The second vector.
29
- * @returns The cross product vector.
30
- */
31
- function vec3Cross(v1, v2) {
32
- return [
33
- v1[1] * v2[2] - v1[2] * v2[1],
34
- v1[2] * v2[0] - v1[0] * v2[2],
35
- v1[0] * v2[1] - v1[1] * v2[0]
36
- ];
37
- }
38
- /**
39
- * Scales a 3D vector by a scalar.
40
- * @param v The input vector.
41
- * @param s The scalar value.
42
- * @returns The scaled vector.
43
- */
44
- function vec3Scale(v, s) {
45
- return [v[0] * s, v[1] * s, v[2] * s];
46
- }
47
- /**
48
- * Adds two 3D vectors.
49
- * @param v1 The first vector.
50
- * @param v2 The second vector.
51
- * @returns The resulting vector.
52
- */
53
- function vec3Add(v1, v2) {
54
- return [v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]];
55
- }
56
- /**
57
- * Subtracts the second 3D vector from the first.
58
- * @param v1 The first vector.
59
- * @param v2 The second vector.
60
- * @returns The resulting vector.
61
- */
62
- function vec3Sub(v1, v2) {
63
- return [v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]];
64
- }
65
- /**
66
- * Clamps a numerical value within a specified range.
67
- * @param value The value to clamp.
68
- * @param min The minimum allowed value.
69
- * @param max The maximum allowed value.
70
- * @returns The clamped value.
71
- */
72
- function clamp(value, min, max) {
73
- return Math.max(min, Math.min(value, max));
74
- }
75
- function vec3Distance(v1, v2) {
76
- const dx = v1[0] - v2[0];
77
- const dy = v1[1] - v2[1];
78
- const dz = v1[2] - v2[2];
79
- return Math.sqrt(dx * dx + dy * dy + dz * dz);
80
- }
81
- /**
82
- * Rotates a vector around a given axis by a specified angle using Rodrigues' rotation formula.
83
- * The axis must be a unit vector for correct results.
84
- * @param v The vector to rotate.
85
- * @param axis The unit axis of rotation.
86
- * @param angle The angle of rotation in radians.
87
- * @returns The rotated vector.
88
- */
89
- function rotateVector(v, axis, angle) {
90
- const cosAngle = Math.cos(angle);
91
- const sinAngle = Math.sin(angle);
92
- const oneMinusCos = 1.0 - cosAngle;
93
- const dotAxisV = vec3Dot(axis, v);
94
- const crossAxisV = vec3Cross(axis, v);
95
- // Rodrigues' rotation formula:
96
- // v' = v * cos(angle) + (axis x v) * sin(angle) + axis * (axis . v) * (1 - cos(angle))
97
- const term1 = vec3Scale(v, cosAngle);
98
- const term2 = vec3Scale(crossAxisV, sinAngle);
99
- const term3 = vec3Scale(axis, dotAxisV * oneMinusCos);
100
- return vec3Add(vec3Add(term1, term2), term3);
101
- }
102
- /**
103
- * Solves a quadratic equation Ax^2 + Bx + C = 0 for x, returning a root within a specified range.
104
- * Handles linear cases (A approx 0) and multiple roots, selecting the most appropriate one for CDF inversion.
105
- * @param a Coefficient A.
106
- * @param b Coefficient B.
107
- * @param c Coefficient C.
108
- * @param minVal The minimum expected value for the root.
109
- * @param maxVal The maximum expected value for the root.
110
- * @returns The selected root within the range, or null if no valid real root.
111
- */
112
- function solveQuadratic(a, b, c, minVal, maxVal) {
113
- const epsilon = 1e-12; // Small value for floating point comparisons
114
- // Case 1: Linear equation (A is close to zero)
115
- if (Math.abs(a) < epsilon) {
116
- if (Math.abs(b) < epsilon) {
117
- // Both A and B are zero. If C is also zero, infinitely many solutions, pick minVal.
118
- // Otherwise, no solutions.
119
- return Math.abs(c) < epsilon ? minVal : null;
120
- }
121
- const x = -c / b;
122
- // Check if the linear solution is within the expected range
123
- return (x >= minVal - epsilon && x <= maxVal + epsilon) ? x : null;
124
- }
125
- // Case 2: Quadratic equation
126
- const discriminant = b * b - 4 * a * c;
127
- if (discriminant < -epsilon) { // No real roots (discriminant is significantly negative)
128
- console.log("No real roots for the quadratic equation.");
129
- return null;
130
- }
131
- if (discriminant < epsilon) { // One real root (discriminant is close to zero)
132
- const x = -b / (2 * a);
133
- return (x >= minVal - epsilon && x <= maxVal + epsilon) ? x : null;
134
- }
135
- // Case 3: Two distinct real roots
136
- const sqrtDisc = Math.sqrt(discriminant);
137
- const x1 = (-b + sqrtDisc) / (2 * a);
138
- const x2 = (-b - sqrtDisc) / (2 * a);
139
- const validX1 = (x1 >= minVal - epsilon && x1 <= maxVal + epsilon);
140
- const validX2 = (x2 >= minVal - epsilon && x2 <= maxVal + epsilon);
141
- if (validX1 && validX2) {
142
- // If both roots are valid, pick the one that is logically correct for CDF inversion.
143
- // For an increasing CDF, we generally want the smallest valid non-negative root.
144
- return Math.min(x1, x2);
145
- }
146
- else if (validX1) {
147
- return x1;
148
- }
149
- else if (validX2) {
150
- return x2;
151
- }
152
- else {
153
- return null; // No valid roots within the range
154
- }
155
- }
156
- // --- Main Function for Arc Point Generation ---
157
- /**
158
- * Generates points on the shortest arc between p0 and p1 on a unit sphere.
159
- * The arc is formed by rotating p0 around axisA. The density of points
160
- * is higher closer to the attractionPoint.
161
- *
162
- * @param p0 The starting point of the arc (will be normalized).
163
- * @param p1 The ending point of the arc (will be normalized).
164
- * @param axisA The axis of rotation (will be normalized).
165
- * @param attractionPoint The point on the unit sphere that attracts sampled points (will be normalized).
166
- * @param pointCount The total number of points to generate on the arc, including p0 and p1.
167
- * @param strength Controls the density bias. A value of 0 means uniform sampling.
168
- * Higher positive values (e.g., 1 to 10) result in stronger attraction.
169
- * @returns An array of `Vec3` representing the deterministically sampled points on the arc.
170
- */
171
- export function generateArcPoints(p0, p1, axisA, attractionPoint, pointCount, strength) {
172
- const sampledPoints = [];
173
- const epsilon = 1e-7; // General epsilon for vector comparisons
174
- // 1. Normalize all input vectors
175
- let nP0 = vec3Normalize(p0);
176
- let nP1 = vec3Normalize(p1);
177
- let nAxisA = vec3Normalize(axisA);
178
- let nAttractionPoint = vec3Normalize(attractionPoint);
179
- // Handle edge cases for pointCount
180
- if (pointCount < 1) {
181
- return sampledPoints;
182
- }
183
- if (pointCount === 1) {
184
- sampledPoints.push(nP0);
185
- return sampledPoints;
186
- }
187
- // 2. Determine the total rotation angle required to go from p0 to p1 around axisA
188
- // Project p0 and p1 onto the plane perpendicular to axisA
189
- const p0Projected = vec3Sub(nP0, vec3Scale(nAxisA, vec3Dot(nP0, nAxisA)));
190
- const p1Projected = vec3Sub(nP1, vec3Scale(nAxisA, vec3Dot(nP1, nAxisA)));
191
- const lenP0Proj = Math.sqrt(vec3Dot(p0Projected, p0Projected));
192
- const lenP1Proj = Math.sqrt(vec3Dot(p1Projected, p1Projected));
193
- // Handle cases where p0 or p1 are colinear with the rotation axis
194
- if (lenP0Proj < epsilon || lenP1Proj < epsilon) {
195
- // If start and end points are effectively the same (on or very near the axis)
196
- if (Math.abs(vec3Dot(nP0, nP1) - 1.0) < epsilon) {
197
- for (let i = 0; i < pointCount; i++) {
198
- sampledPoints.push(nP0); // Return identical points as no meaningful arc exists
199
- }
200
- return sampledPoints;
201
- }
202
- else {
203
- console.warn("generateArcPoints: p0 or p1 is colinear with axisA. Cannot form a valid arc by rotation around axisA to reach p1. Falling back to linear interpolation.");
204
- // Fallback: simple linear interpolation and normalize
205
- for (let i = 0; i < pointCount; i++) {
206
- const t = i / (pointCount - 1);
207
- const interpolated = vec3Add(vec3Scale(nP0, (1 - t)), vec3Scale(nP1, t));
208
- sampledPoints.push(vec3Normalize(interpolated));
209
- }
210
- return sampledPoints;
211
- }
212
- }
213
- const nP0Projected = vec3Normalize(p0Projected);
214
- const nP1Projected = vec3Normalize(p1Projected);
215
- // Calculate total rotation angle using atan2 for a signed angle
216
- const crossProj = vec3Cross(nP0Projected, nP1Projected);
217
- const totalRotationAngle = Math.atan2(vec3Dot(crossProj, nAxisA), vec3Dot(nP0Projected, nP1Projected));
218
- // If total rotation angle is negligible, all points are essentially p0
219
- if (Math.abs(totalRotationAngle) < epsilon) {
220
- for (let i = 0; i < pointCount; i++) {
221
- sampledPoints.push(nP0);
222
- }
223
- return sampledPoints;
224
- }
225
- // 3. Find alpha_A: the angle parameter (from p0) where the arc point is closest to attractionPoint
226
- // We search over `t` from 0 to 1, and map to actual rotation angles.
227
- let alpha_A = 0.0; // This will be the actual rotation angle
228
- let minAngleToAttraction = Math.PI; // Initialize with max possible angle
229
- // TODO: USE GEOMETRY INSTEAD OF MARKOV CHOICE
230
- const testSteps = 1000; // Granularity for finding alpha_A
231
- for (let i = 0; i <= testSteps; i++) {
232
- const t_test = i / testSteps; // Normalized parameter [0, 1]
233
- const currentAlpha = totalRotationAngle * t_test; // Actual rotation angle
234
- const pArcTest = rotateVector(nP0, nAxisA, currentAlpha); // Point on arc
235
- const dotProduct = clamp(vec3Dot(pArcTest, nAttractionPoint), -1.0, 1.0);
236
- const currentAngle = Math.acos(dotProduct);
237
- if (currentAngle < minAngleToAttraction) {
238
- minAngleToAttraction = currentAngle;
239
- alpha_A = currentAlpha;
240
- }
241
- }
242
- // minAngleToAttraction = 0.0;
243
- console.log("generated alpha_A:", alpha_A, "minAngleToAttraction:", minAngleToAttraction);
244
- // 4. Define the PDF parameters (for normalized parameter t in [0,1])
245
- // The density function for 't' (normalized angle from 0 to 1)
246
- const minDensity = 1.0;
247
- // Strength ensures positive density. Higher strength gives more pronounced peak.
248
- const maxDensity = minDensity + Math.max(0, strength);
249
- // Normalize alpha_A to the [0, 1] range for the PDF/CDF calculations
250
- // This represents the peak position (t_peak) within the normalized parameter space.
251
- const alpha_A_normalized = totalRotationAngle !== 0 ? clamp(alpha_A / totalRotationAngle, 0, 1) : 0;
252
- // Normalization constant for the PDF (integral over [0,1] must be 1)
253
- // Area of trapezoid = 0.5 * (base1 + base2) * height
254
- // In our case, the "bases" are minDensity and maxDensity, "height" is 1 (the t-interval length)
255
- const pdfArea = 0.5 * (minDensity + maxDensity);
256
- const pdfNormalizationConstant = 1.0 / pdfArea;
257
- // Calculate CDF value at the peak point (alpha_A_normalized)
258
- // This splits the CDF into two regions for the quadratic solver
259
- const cdfAtAlphaA_norm = pdfNormalizationConstant * (minDensity * alpha_A_normalized + 0.5 * (maxDensity - minDensity) * alpha_A_normalized);
260
- // 5. Generate deterministic points using inverse transform sampling
261
- for (let i = 0; i < pointCount; i++) {
262
- // Generate uniformly spaced values `u` in [0, 1]
263
- const u = i / (pointCount - 1);
264
- let t_sampled; // This will be the sampled normalized parameter [0, 1]
265
- if (u <= cdfAtAlphaA_norm) {
266
- // Case 1: The sampled point falls in the first part of the PDF (0 to alpha_A_normalized)
267
- // F(t) = normConst * (minDensity * t + 0.5 * (maxDensity - minDensity) / alpha_A_normalized * t^2)
268
- // Rearrange to A*t^2 + B*t + C = 0 for solving:
269
- const A = (alpha_A_normalized !== 0) ? pdfNormalizationConstant * 0.5 * (maxDensity - minDensity) / alpha_A_normalized : 0;
270
- const B = pdfNormalizationConstant * minDensity;
271
- const C = -u;
272
- const result = solveQuadratic(A, B, C, 0, alpha_A_normalized);
273
- // Fallback for unexpected null (e.g., numerical issues)
274
- t_sampled = result !== null ? result : (u / (cdfAtAlphaA_norm || epsilon)) * alpha_A_normalized;
275
- }
276
- else {
277
- // Case 2: The sampled point falls in the second part of the PDF (alpha_A_normalized to 1)
278
- // F(t) - cdfAtAlphaA_norm = normConst * [ maxDensity * (t - alpha_A_normalized) - 0.5 * (maxDensity - minDensity) / (1 - alpha_A_normalized) * (t - alpha_A_normalized)^2 ]
279
- // Let x = t - alpha_A_normalized. Solve for x: A'*x^2 + B'*x + C' = 0
280
- const rangeAfterA = 1 - alpha_A_normalized;
281
- const A_prime = (rangeAfterA !== 0) ? -pdfNormalizationConstant * 0.5 * (maxDensity - minDensity) / rangeAfterA : 0;
282
- const B_prime = pdfNormalizationConstant * maxDensity;
283
- const C_prime = -(u - cdfAtAlphaA_norm);
284
- const result_x = solveQuadratic(A_prime, B_prime, C_prime, 0, rangeAfterA);
285
- // Fallback for unexpected null
286
- t_sampled = (result_x !== null ? alpha_A_normalized + result_x :
287
- alpha_A_normalized + (u - cdfAtAlphaA_norm) / ((1 - cdfAtAlphaA_norm) || epsilon) * rangeAfterA);
288
- }
289
- // Ensure t_sampled is within [0, 1] due to potential float inaccuracies
290
- t_sampled = clamp(t_sampled, 0, 1);
291
- // Convert the normalized parameter 't_sampled' back to the actual rotation angle
292
- const actualRotationAngle = totalRotationAngle * t_sampled;
293
- // Rotate the starting point p0 by this angle around axisA to get the final point
294
- const currentPoint = rotateVector(nP0, nAxisA, actualRotationAngle);
295
- sampledPoints.push(currentPoint);
296
- }
297
- return sampledPoints;
298
- }
299
- // --- Example Usage (for demonstration and testing) ---
300
- // Example 1: Basic arc, attraction point in the middle
301
- const p0_ex1 = [1, 0, 0];
302
- const p1_ex1 = [0, 1, 0]; // 90 deg rotation around Z-axis
303
- const axisA_ex1 = [0, 0, 1];
304
- const attractionPoint_ex1 = [Math.sqrt(0.5), Math.sqrt(0.5), 0]; // On the arc, middle of P0-P1
305
- const numPoints_ex1 = 50;
306
- const strength_ex1 = 100.0; // Strong attraction
307
- console.log("--- Example 1: Attraction point in the middle of the arc ---");
308
- const points1 = generateArcPoints(p0_ex1, p1_ex1, axisA_ex1, attractionPoint_ex1, numPoints_ex1, strength_ex1);
309
- console.log(`Generated ${points1.length} points.`);
310
- // To observe concentration, you might visualize these points or calculate their 't' parameter distribution.
311
- // For console output, let's print a few:
312
- console.log("First 5 points:", points1.slice(0, 5).map(p => p.map(coord => coord.toFixed(4))));
313
- console.log("Last 5 points:", points1.slice(-5).map(p => p.map(coord => coord.toFixed(4))));
314
- // Expected: Points should be denser around [0.707, 0.707, 0]
315
- const sequentialDistances1 = points1.map((p, i) => {
316
- if (i === 0)
317
- return 0; // Skip the first point
318
- return vec3Distance(points1[i - 1], p);
319
- });
320
- console.log("Sequential distances between points (should be roughly equal for uniform distribution):", sequentialDistances1.map(d => d.toFixed(4)));
321
- // Example 2: Attraction point near p0
322
- const p0_ex2 = [1, 0, 0];
323
- const p1_ex2 = [0, 1, 0];
324
- const axisA_ex2 = [0, 0, 1];
325
- const attractionPoint_ex2 = [0.99, 0.01, 0]; // Very close to P0
326
- const numPoints_ex2 = 50;
327
- const strength_ex2 = 10.0; // Very strong attraction
328
- console.log("\n--- Example 2: Attraction point near the start (p0) ---");
329
- const points2 = generateArcPoints(p0_ex2, p1_ex2, axisA_ex2, attractionPoint_ex2, numPoints_ex2, strength_ex2);
330
- console.log(`Generated ${points2.length} points.`);
331
- console.log("First 5 points:", points2.slice(0, 5).map(p => p.map(coord => coord.toFixed(4))));
332
- console.log("Last 5 points:", points2.slice(-5).map(p => p.map(coord => coord.toFixed(4))));
333
- // Expected: Points should be denser near [1, 0, 0]
334
- // Example 3: Attraction point away from the arc (expect less concentration)
335
- const p0_ex3 = [1, 0, 0];
336
- const p1_ex3 = [0, 1, 0];
337
- const axisA_ex3 = [0, 0, 1];
338
- const attractionPoint_ex3 = [0, 0, 1]; // North pole, away from the XY plane arc
339
- const numPoints_ex3 = 50;
340
- const strength_ex3 = 5.0;
341
- console.log("\n--- Example 3: Attraction point away from the arc ---");
342
- const points3 = generateArcPoints(p0_ex3, p1_ex3, axisA_ex3, attractionPoint_ex3, numPoints_ex3, strength_ex3);
343
- console.log(`Generated ${points3.length} points.`);
344
- console.log("First 5 points:", points3.slice(0, 5).map(p => p.map(coord => coord.toFixed(4))));
345
- console.log("Last 5 points:", points3.slice(-5).map(p => p.map(coord => coord.toFixed(4))));
346
- // Expected: Points should be relatively uniformly distributed, as no point on the arc is significantly closer.
347
- // The "closest point" on the arc will likely be determined by its closest angular projection.
348
- // Example 4: No attraction (uniform distribution)
349
- const p0_ex4 = [1, 0, 0];
350
- const p1_ex4 = [0, 1, 0];
351
- const axisA_ex4 = [0, 0, 1];
352
- const attractionPoint_ex4 = [Math.sqrt(1 / 2), Math.sqrt(1 / 2), 0]; // Irrelevant when strength is 0
353
- const numPoints_ex4 = 50;
354
- const strength_ex4 = 4.0; // No attraction (uniform)
355
- console.log("\n--- Example 4: Uniform distribution (strength = 0) ---");
356
- const points4 = generateArcPoints(p0_ex4, p1_ex4, axisA_ex4, attractionPoint_ex4, numPoints_ex4, strength_ex4);
357
- console.log(`Generated ${points4.length} points.`);
358
- console.log("First 5 points:", points4.slice(0, 5).map(p => p.map(coord => coord.toFixed(4))));
359
- console.log("Last 5 points:", points4.slice(-5).map(p => p.map(coord => coord.toFixed(4))));
360
- // Expected: Points should be uniformly spaced.
361
- const sequentialDistances = points4.map((p, i) => {
362
- if (i === 0)
363
- return 0; // Skip the first point
364
- return vec3Distance(points4[i - 1], p);
365
- });
366
- console.log("Sequential distances between points (should be roughly equal for uniform distribution):", sequentialDistances.map(d => d.toFixed(4)));
@@ -1,112 +0,0 @@
1
- "use strict";
2
- // TODO: REMOVE
3
- // // import { Vector3D, Quaternion, Plane, Ray, Matrix4 } from 'your-3d-math-library'; // <-- ADAPT THIS IMPORT
4
- // import { Vector3D } from '../vector3d';
5
- // import { Plane } from '../plane';
6
- // import { Line } from '../line';
7
- // import { Matrix4 } from '../matrix4';
8
- // import { Quaternion } from '../quaternion';
9
- // // --- Assume these static helper variables exist within your class ---
10
- // const _lookFromOrigin = new Vector3D();
11
- // const _cameraPosition = new Vector3D();
12
- // const _finalForward = new Vector3D();
13
- // const _approxUp = new Vector3D();
14
- // const _finalRight = new Vector3D();
15
- // const _finalUp = new Vector3D();
16
- // const _tempVec = new Vector3D(); // General purpose helper
17
- // const _initialBottomRayDir = new Vector3D();
18
- // const _qOrient = new Quaternion();
19
- // const _rollQuaternion = new Quaternion();
20
- // const _rotationMatrix = new Matrix4();
21
- // const _fieldOfViewBottomRay = new Line(new Vector3D(), new Vector3D());
22
- // const _origin3d = new Vector3D(0, 0, 0); // Globe Center
23
- // // --- Assume these constants exist ---
24
- // const WORLD_RADIUS_3D = 6371000; // Example: Earth radius
25
- // const FIELD_OF_VIEW = (25 * Math.PI) / 180; // Example: 25 degrees half-FOV in radians
26
- // // // --- Assume Plane class has these methods ---
27
- // // interface Plane {
28
- // // setFromNormalAndPoint(normal: Vector3D, point: Vector3D): this;
29
- // // set(normal: Vector3D, constant: number): this;
30
- // // // ... other plane methods
31
- // // }
32
- // // // --- Assume Ray class has these methods ---
33
- // // interface Ray {
34
- // // origin: Vector3D;
35
- // // direction: Vector3D;
36
- // // intersectionSphere(center: Vector3D, radius: number): Vector3D[] | null; // Or similar
37
- // // // ... other ray methods
38
- // // }
39
- // // // --- Assume Vector3D has setFromLongLat ---
40
- // // interface Vector3D {
41
- // // setFromLongLat(lon: number, lat: number): this;
42
- // // // ... other vector methods
43
- // // }
44
- // // // --- END OF ASSUMPTIONS ---
45
- // /**
46
- // * Calculates a culling plane representing the bottom edge of the camera's field of view.
47
- // * @param globe - The globe object, expected to have api_GetCurrentLookInfo and Fp properties.
48
- // * @param out - The Plane object to store the result.
49
- // * @param fieldOfView - The vertical half-angle of the field of view in radians.
50
- // * @returns The calculated Plane.
51
- // */
52
- // function calculateHorizonPlane(globe: any, out: Plane, fieldOfView: number = FIELD_OF_VIEW): Plane {
53
- // const cameraLookInfo = globe.api_GetCurrentLookInfo();
54
- // cameraLookInfo.CenterLong *= Math.PI / 180;
55
- // cameraLookInfo.CenterLat *= Math.PI / 180;
56
- // // cameraLookInfo.Tilt *= Math.PI / 180; // Tilt is now implicitly handled
57
- // cameraLookInfo.NorthAng *= Math.PI / 180;
58
- // // Set _lookFromOrigin based on camera target (Lon/Lat)
59
- // (_lookFromOrigin as any).setFromLongLat(cameraLookInfo.CenterLong, cameraLookInfo.CenterLat); // Cast to any if setFromLongLat is custom
60
- // // 1. Calculate _cameraPosition and _finalForward (_lookFromCamera)
61
- // _cameraPosition.set(globe.Fp.x, globe.Fp.y, globe.Fp.z); // Using your X negation
62
- // _cameraPosition.divideScalar(WORLD_RADIUS_3D); // Scale to unit sphere
63
- // Vector3D.subVectors(_lookFromOrigin, _cameraPosition, _finalForward).normalize();
64
- // // 2. Calculate Q_orient (Final Camera Orientation Quaternion)
65
- // // Use the vector from origin to camera as an initial 'up' reference
66
- // _approxUp.copy(_cameraPosition).normalize();
67
- // // Calculate Right vector using cross product
68
- // Vector3D.crossVectors(_finalForward, _approxUp, _finalRight).normalize();
69
- // // Handle edge case: If looking straight along (or opposite to) _approxUp
70
- // if (_finalRight.lengthSq() < 0.0001) {
71
- // // If vectors are parallel, _approxUp is not good.
72
- // // Choose a different 'up', e.g., if _approxUp is near Z, use Y.
73
- // if (Math.abs(_approxUp.z) > 0.9) {
74
- // _approxUp.set(0, 1, 0);
75
- // } else {
76
- // _approxUp.set(0, 0, 1);
77
- // }
78
- // Vector3D.crossVectors(_finalForward, _approxUp, _finalRight).normalize();
79
- // }
80
- // // Calculate the 'true' Up vector, orthogonal to Right and Forward
81
- // Vector3D.crossVectors(_finalRight, _finalForward, _finalUp).normalize();
82
- // // Apply NorthAng (Roll) around the Forward axis
83
- // _rollQuaternion.setFromAxisAngle(_finalForward, cameraLookInfo.NorthAng);
84
- // _finalUp.applyQuaternion(_rollQuaternion);
85
- // _finalRight.applyQuaternion(_rollQuaternion); // Must rotate Right as well!
86
- // // Create Q_orient from the final basis vectors (Right, Up, -Forward)
87
- // // This assumes a Matrix4.makeBasis(x, y, z) exists and builds a rotation matrix.
88
- // // It also assumes local camera looks down -Z, hence negating _finalForward for the Z basis.
89
- // _tempVec.copy(_finalForward).negate();
90
- // _rotationMatrix.makeBasis(_finalRight, _finalUp, _tempVec); // <-- ADAPT: Ensure your library has makeBasis or equivalent
91
- // _qOrient.setFromRotationMatrix(_rotationMatrix); // <-- ADAPT: Ensure this function exists
92
- // // 3. Calculate Initial Bottom Ray (Local: -Z forward, Y up, X right)
93
- // // Rotates (0, 0, -1) around (1, 0, 0) by fieldOfView
94
- // _initialBottomRayDir.set(0, -Math.sin(fieldOfView), -Math.cos(fieldOfView));
95
- // // 4. Calculate Final Bottom Ray (World)
96
- // _fieldOfViewBottomRay.direction.copy(_initialBottomRayDir).applyQuaternion(_qOrient).normalize();
97
- // _fieldOfViewBottomRay.origin.copy(_cameraPosition);
98
- // // 5. Intersection and Plane
99
- // const intersection = (_fieldOfViewBottomRay as any).intersectionSphere(_origin3d, 1); // Cast to any if method isn't standard
100
- // if (intersection && intersection.length > 0) {
101
- // // If ray intersects, use the closest point for the plane
102
- // out.setFromNormalAndPoint(_lookFromOrigin, intersection[0]);
103
- // } else {
104
- // // If ray does not intersect (FOV covers globe or misses)
105
- // // WARNING: This sets a plane through the globe's center.
106
- // // This might not be the desired behavior for culling.
107
- // // Consider what should happen if the whole globe *is* visible.
108
- // out.set(_lookFromOrigin, 0.0);
109
- // }
110
- // return out;
111
- // }
112
- // export { calculateHorizonPlane };
@@ -1,16 +0,0 @@
1
- import "./types";
2
- /**
3
- * @param {DrawSubsetOptions} drawSubsetOptions
4
- */
5
- // TODO: Draw all is an optional property for the target plugin, with this approach.
6
- class DrawSubsetOptionRegistry {
7
- constructor() {
8
- this._drawSubsetOptions = new Map();
9
- }
10
- register(key, drawSubsetOptions) {
11
- this._drawSubsetOptions.set(key, drawSubsetOptions);
12
- }
13
- unregister(key) {
14
- this._drawSubsetOptions.delete(key);
15
- }
16
- }
@@ -1,101 +0,0 @@
1
- import { ArcOnTerrainPlugin } from "../arc-plugin";
2
- const EDGE_COUNT = 5;
3
- const paddingKeys = (padding) => {
4
- const stepCount = padding.coverAngle / padding.stepAngle;
5
- const keys = new Array(Math.ceil(stepCount));
6
- for (let i = 0; i < stepCount; i++) {
7
- keys[i] = padding.key + i;
8
- }
9
- if (keys.length > stepCount) {
10
- keys[keys.length - 1] = padding.key + stepCount;
11
- }
12
- return keys;
13
- };
14
- const adapterPadding2Arc = (globe, padding) => {
15
- const stepCount = padding.coverAngle / padding.stepAngle;
16
- const result = new Array(Math.ceil(stepCount));
17
- const fill = (i, angle) => {
18
- const startPoint = globe.Math.FindPointByPolar(padding.center[0], padding.center[1], padding.outerRadius, angle);
19
- const endPoint = globe.Math.FindPointByPolar(padding.center[0], padding.center[1], padding.innerRadius, angle);
20
- result[i] = {
21
- key: padding.key + i,
22
- start: [startPoint.long, startPoint.lat],
23
- end: [endPoint.long, endPoint.lat],
24
- color: padding.color,
25
- height: padding.height,
26
- };
27
- };
28
- for (let i = 0; i < stepCount; i++) {
29
- const angle = padding.startAngle + i * padding.stepAngle;
30
- fill(i, angle);
31
- }
32
- if (result.length > stepCount) {
33
- const i = result.length - 1;
34
- const angle = padding.startAngle + padding.coverAngle;
35
- fill(i, angle);
36
- }
37
- return result;
38
- };
39
- export const chargerAdaptor = (chargerInput, plugin, padding) => {
40
- };
41
- export class PaddingPlugin {
42
- id;
43
- arcPlugin;
44
- globe = null;
45
- _memory = new Map();
46
- isFreed = false;
47
- constructor(id, { variativeColorsOn = true, defaultColor = [1, 1, 1, 1], defaultHeightFromGroundIn3D = 30.0, vertexCount = EDGE_COUNT } = {}) {
48
- this.id = id;
49
- this.arcPlugin = new ArcOnTerrainPlugin(id, {
50
- cameraAttractionIsOn: false,
51
- vertexCount: vertexCount,
52
- variativeColorsOn: variativeColorsOn,
53
- defaultColor: defaultColor,
54
- defaultHeightFromGroundIn3D: defaultHeightFromGroundIn3D,
55
- });
56
- }
57
- insertBulk(items) {
58
- for (const padding of items) {
59
- this.__delete(padding.key);
60
- this._memory.set(padding.key, padding);
61
- }
62
- const arcInputs = items.flatMap(padding => adapterPadding2Arc(this.globe, padding));
63
- this.arcPlugin.insertBulk(arcInputs);
64
- }
65
- deleteBulk(keys) {
66
- const arcKeys = keys.flatMap(key => paddingKeys({ key, center: [0, 0], outerRadius: 0, innerRadius: 0, startAngle: 0, coverAngle: 0, stepAngle: 0, color: [0, 0, 0, 1] }));
67
- this.arcPlugin.deleteBulk(arcKeys);
68
- }
69
- updateColor(key, color) {
70
- // TODO: get all padding keys and update all of them
71
- if (!this._memory.has(key)) {
72
- console.warn(`Padding with key ${key} does not exist.`);
73
- return;
74
- }
75
- const keys = paddingKeys(this._memory.get(key));
76
- for (let i = 0; i < keys.length; i++) {
77
- this.arcPlugin.updateColor(keys[i], color);
78
- }
79
- }
80
- __delete(key) {
81
- const padding = this._memory.get(key);
82
- if (padding) {
83
- const keys = paddingKeys(padding);
84
- this.arcPlugin.deleteBulk(keys);
85
- this._memory.delete(key);
86
- }
87
- }
88
- init(globe, gl) {
89
- this.globe = globe;
90
- this.arcPlugin.init(globe, gl);
91
- }
92
- draw3D() {
93
- this.arcPlugin.draw3D();
94
- }
95
- free() {
96
- if (this.isFreed)
97
- return;
98
- this.isFreed = true;
99
- this.arcPlugin.free();
100
- }
101
- }