astro-viewer 2.0.0 → 3.1.0

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Files changed (104) hide show
  1. package/dist/astroviewer.cjs +19832 -16986
  2. package/dist/astroviewer.js +1 -1
  3. package/dist/astroviewer.min.js +1 -1
  4. package/lib-esm/AstroSphere.d.ts +31 -2
  5. package/lib-esm/AstroSphere.js +267 -16
  6. package/lib-esm/AstroViewer.d.ts +33 -2
  7. package/lib-esm/AstroViewer.js +93 -0
  8. package/lib-esm/Camera.js +24 -8
  9. package/lib-esm/Config.js +12 -0
  10. package/lib-esm/Global.js +12 -0
  11. package/lib-esm/index.d.ts +8 -1
  12. package/lib-esm/index.js +18 -1
  13. package/lib-esm/model/AbstractSkyEntity.d.ts +10 -0
  14. package/lib-esm/model/AbstractSkyEntity.js +12 -0
  15. package/lib-esm/model/AstroGL.js +12 -0
  16. package/lib-esm/model/ColorMaps.js +12 -0
  17. package/lib-esm/model/MetadataColumn.js +12 -0
  18. package/lib-esm/model/MetadataManager.js +12 -0
  19. package/lib-esm/model/Point.js +12 -0
  20. package/lib-esm/model/Point2D.js +12 -0
  21. package/lib-esm/model/Source.js +12 -0
  22. package/lib-esm/model/SphereFoV.d.ts +30 -0
  23. package/lib-esm/model/SphereFoV.js +195 -0
  24. package/lib-esm/model/catalogues/CatalogueGL.js +12 -0
  25. package/lib-esm/model/catalogues/CatalogueProps.js +13 -1
  26. package/lib-esm/model/earth/WMTSAdapter.d.ts +12 -0
  27. package/lib-esm/model/earth/WMTSAdapter.js +97 -0
  28. package/lib-esm/model/earth/XYZAnchestorTile.d.ts +17 -0
  29. package/lib-esm/model/earth/XYZAnchestorTile.js +87 -0
  30. package/lib-esm/model/earth/XYZConfig.d.ts +72 -0
  31. package/lib-esm/model/earth/XYZConfig.js +13 -0
  32. package/lib-esm/model/earth/XYZFoVHelper.d.ts +9 -0
  33. package/lib-esm/model/earth/XYZFoVHelper.js +101 -0
  34. package/lib-esm/model/earth/XYZMap.d.ts +31 -0
  35. package/lib-esm/model/earth/XYZMap.js +208 -0
  36. package/lib-esm/model/earth/XYZMapDescriptor.d.ts +29 -0
  37. package/lib-esm/model/earth/XYZMapDescriptor.js +77 -0
  38. package/lib-esm/model/earth/XYZMeshBuilder.d.ts +6 -0
  39. package/lib-esm/model/earth/XYZMeshBuilder.js +108 -0
  40. package/lib-esm/model/earth/XYZTile.d.ts +38 -0
  41. package/lib-esm/model/earth/XYZTile.js +167 -0
  42. package/lib-esm/model/earth/XYZTileBuffer.d.ts +37 -0
  43. package/lib-esm/model/earth/XYZTileBuffer.js +139 -0
  44. package/lib-esm/model/earth/XYZTileRequestScheduler.d.ts +25 -0
  45. package/lib-esm/model/earth/XYZTileRequestScheduler.js +172 -0
  46. package/lib-esm/model/earth/XYZTypes.d.ts +24 -0
  47. package/lib-esm/model/earth/XYZTypes.js +13 -0
  48. package/lib-esm/model/earth/XYZVisibleTilesManager.d.ts +19 -0
  49. package/lib-esm/model/earth/XYZVisibleTilesManager.js +77 -0
  50. package/lib-esm/model/footprints/Footprint.js +12 -0
  51. package/lib-esm/model/footprints/FootprintProps.js +13 -1
  52. package/lib-esm/model/footprints/FootprintSetGL.js +13 -1
  53. package/lib-esm/model/grid/EquatorialGrid.js +20 -6
  54. package/lib-esm/model/grid/GridTextHelper.d.ts +10 -19
  55. package/lib-esm/model/grid/GridTextHelper.js +70 -67
  56. package/lib-esm/model/grid/HealpixGrid.d.ts +4 -4
  57. package/lib-esm/model/grid/HealpixGrid.js +19 -6
  58. package/lib-esm/model/grid/LonLatGrid.d.ts +40 -0
  59. package/lib-esm/model/grid/LonLatGrid.js +258 -0
  60. package/lib-esm/model/hips/AllSky.js +12 -0
  61. package/lib-esm/model/hips/AncestorTile.js +12 -0
  62. package/lib-esm/model/hips/FoVHelper.js +12 -0
  63. package/lib-esm/model/hips/HiPS.js +12 -9
  64. package/lib-esm/model/hips/HiPSDescriptor.js +12 -0
  65. package/lib-esm/model/hips/Tile.js +12 -0
  66. package/lib-esm/model/hips/TileBuffer.js +12 -0
  67. package/lib-esm/model/hips/VisibleTilesManager.js +12 -0
  68. package/lib-esm/model/tap/TapMetadata.js +12 -0
  69. package/lib-esm/model/tap/TapMetadataList.js +12 -0
  70. package/lib-esm/model/tap/TapRepo.js +12 -0
  71. package/lib-esm/model/terra/TerraFootprintSetGL.d.ts +4 -0
  72. package/lib-esm/model/terra/TerraFootprintSetGL.js +16 -0
  73. package/lib-esm/model/terra/TerraPointSetGL.d.ts +4 -0
  74. package/lib-esm/model/terra/TerraPointSetGL.js +16 -0
  75. package/lib-esm/services/SesameService.js +11 -3
  76. package/lib-esm/services/helpers.js +12 -0
  77. package/lib-esm/services/hipsNodeService.js +12 -0
  78. package/lib-esm/services/parse-hipslist.js +12 -0
  79. package/lib-esm/services/queryCatalogueByFoV.js +13 -1
  80. package/lib-esm/services/queryFootprintSetByFov.js +13 -1
  81. package/lib-esm/services/tapRepoService.js +13 -1
  82. package/lib-esm/services/types.js +12 -0
  83. package/lib-esm/shader/CatalogueShaderProgram.js +12 -0
  84. package/lib-esm/shader/FootprintShaderProgram.js +12 -0
  85. package/lib-esm/shader/GridShaderManager.js +12 -0
  86. package/lib-esm/shader/HiPSShaderProgram.js +12 -0
  87. package/lib-esm/shader/ShaderManager.js +12 -1
  88. package/lib-esm/shader/ShaderManagerMutliHiPS.js +12 -1
  89. package/lib-esm/shader/XYZShaderProgram.d.ts +33 -0
  90. package/lib-esm/shader/XYZShaderProgram.js +213 -0
  91. package/lib-esm/utils/CoordsType.js +12 -0
  92. package/lib-esm/utils/FoVUtils.js +12 -0
  93. package/lib-esm/utils/GeomUtils.js +12 -0
  94. package/lib-esm/utils/MouseHelper.js +12 -0
  95. package/lib-esm/utils/PerspectiveMatrixManager.js +12 -0
  96. package/lib-esm/utils/RayPickingUtils.js +12 -0
  97. package/lib-esm/utils/STCSParser.js +12 -0
  98. package/lib-esm/utils/ShaderUtility.js +13 -1
  99. package/lib-esm/utils/Utils.js +12 -0
  100. package/lib-esm/utils/XYZRayPickingUtils.d.ts +27 -0
  101. package/lib-esm/utils/XYZRayPickingUtils.js +226 -0
  102. package/package.json +1 -2
  103. package/lib-esm/model/FoV.d.ts +0 -62
  104. package/lib-esm/model/FoV.js +0 -274
@@ -0,0 +1,226 @@
1
+ /*
2
+ * AstroViewer
3
+ * Copyright (C) Fabrizio Giordano
4
+ * SPDX-License-Identifier: LicenseRef-AstroViewer-Dual-License
5
+ *
6
+ * This file is part of AstroViewer.
7
+ * AstroViewer is distributed under a dual-license model.
8
+ * Commercial use requires a separate commercial license.
9
+ * Non-commercial use is governed by LICENSE-NONCOMMERCIAL.md.
10
+ *
11
+ * See LICENSE.md, LICENSE-COMMERCIAL.md, and LICENSE-NONCOMMERCIAL.md for details.
12
+ */
13
+ /**
14
+ * Ray picking helpers for XYZ/WebMercator maps.
15
+ *
16
+ * Unlike RayPickingUtils, this module has no HEALPix dependency. It intersects
17
+ * screen rays with an XYZ sphere, converts the hit to lon/lat, then maps that
18
+ * position to XYZ z/x/y tile coordinates.
19
+ */
20
+ 'use strict';
21
+ import { mat4, vec3 } from 'gl-matrix';
22
+ const MAX_MERCATOR_LAT = 85.0511287798066;
23
+ class XYZRayPickingUtils {
24
+ static getRayFromMouse(mouseX, mouseY, pMatrix, webgl, vMatrix) {
25
+ const gl = webgl;
26
+ const canvas = gl.canvas;
27
+ const rect = canvas.getBoundingClientRect();
28
+ const x = (2.0 * mouseX) / rect.width - 1.0;
29
+ const y = 1.0 - (2.0 * mouseY) / rect.height;
30
+ const rayClip = [x, y, -1.0, 1.0];
31
+ const pInv = mat4.create();
32
+ mat4.invert(pInv, pMatrix);
33
+ const rayEye4 = [0, 0, 0, 0];
34
+ XYZRayPickingUtils.mat4MultiplyVec4(pInv, rayClip, rayEye4);
35
+ const rayEye = [rayEye4[0], rayEye4[1], -1.0, 0.0];
36
+ const vInv = mat4.create();
37
+ mat4.invert(vInv, vMatrix);
38
+ const rayWorld4 = [0, 0, 0, 0];
39
+ XYZRayPickingUtils.mat4MultiplyVec4(vInv, rayEye, rayWorld4);
40
+ const rayWorld = vec3.fromValues(rayWorld4[0], rayWorld4[1], rayWorld4[2]);
41
+ vec3.normalize(rayWorld, rayWorld);
42
+ return rayWorld;
43
+ }
44
+ static raySphere(rayOrigWorld, rayDirectionWorld, sphere) {
45
+ let intersectionDistance = -1;
46
+ const L = vec3.create();
47
+ vec3.subtract(L, rayOrigWorld, sphere.center);
48
+ const b = vec3.dot(rayDirectionWorld, L);
49
+ const c = vec3.dot(L, L) - sphere.radius * sphere.radius;
50
+ const disc = b * b - c;
51
+ if (disc > 0.0) {
52
+ const s = Math.sqrt(disc);
53
+ const ta = -b + s;
54
+ const tb = -b - s;
55
+ if (ta >= 0.0 || tb >= 0.0) {
56
+ intersectionDistance = tb < 0.0 ? ta : Math.min(ta, tb);
57
+ }
58
+ }
59
+ else if (disc === 0.0) {
60
+ const t = -b;
61
+ if (t >= 0.0) {
62
+ intersectionDistance = t;
63
+ }
64
+ }
65
+ return intersectionDistance;
66
+ }
67
+ static getIntersectionPointWithModel(mouseX, mouseY, xyzModel, webgl, camera, pMatrix) {
68
+ const vMatrix = camera.getCameraMatrix();
69
+ const rayWorld = XYZRayPickingUtils.getRayFromMouse(mouseX, mouseY, pMatrix, webgl, vMatrix);
70
+ const t = XYZRayPickingUtils.raySphere(camera.getCameraPosition(), rayWorld, xyzModel);
71
+ if (t < 0) {
72
+ return null;
73
+ }
74
+ const worldHit = vec3.create();
75
+ vec3.scale(worldHit, rayWorld, t);
76
+ vec3.add(worldHit, camera.getCameraPosition(), worldHit);
77
+ const worldHit4 = [worldHit[0], worldHit[1], worldHit[2], 1.0];
78
+ const modelHit4 = [0, 0, 0, 0];
79
+ XYZRayPickingUtils.mat4MultiplyVec4(xyzModel.getModelMatrixInverse(), worldHit4, modelHit4);
80
+ return [modelHit4[0], modelHit4[1], modelHit4[2]];
81
+ }
82
+ static getLonLatFromMouse(mouseX, mouseY, xyzModel, webgl, camera, pMatrix) {
83
+ const hit = XYZRayPickingUtils.getIntersectionPointWithModel(mouseX, mouseY, xyzModel, webgl, camera, pMatrix);
84
+ return hit ? XYZRayPickingUtils.modelPointToLonLat(hit) : null;
85
+ }
86
+ static getTileFromMouse(mouseX, mouseY, z, xyzModel, webgl, camera, pMatrix) {
87
+ const lonLat = XYZRayPickingUtils.getLonLatFromMouse(mouseX, mouseY, xyzModel, webgl, camera, pMatrix);
88
+ if (!lonLat || !XYZRayPickingUtils.isMercatorLatitude(lonLat.latDeg)) {
89
+ return null;
90
+ }
91
+ return XYZRayPickingUtils.lonLatToTile(lonLat.lonDeg, lonLat.latDeg, z);
92
+ }
93
+ static getVisibleTilesFromViewport(z, xyzModel, webgl, camera, pMatrix, sampleCount = 9, padding = 2) {
94
+ const gl = webgl;
95
+ const canvas = gl.canvas;
96
+ const rect = canvas.getBoundingClientRect();
97
+ const samples = Math.max(2, Math.floor(sampleCount));
98
+ const edgeSamples = Math.max(samples * 2 + 1, 21);
99
+ const safePadding = Math.max(0, Math.floor(padding));
100
+ const tiles = [];
101
+ const addSample = (x, y) => {
102
+ const tile = XYZRayPickingUtils.getTileFromMouse(x, y, z, xyzModel, webgl, camera, pMatrix);
103
+ if (!tile)
104
+ return;
105
+ tiles.push(tile);
106
+ tiles.push(...XYZRayPickingUtils.getNeighborTiles(tile, safePadding));
107
+ };
108
+ for (let iy = 0; iy < samples; iy++) {
109
+ const y = samples === 1 ? rect.height / 2 : (iy / (samples - 1)) * rect.height;
110
+ for (let ix = 0; ix < samples; ix++) {
111
+ const x = samples === 1 ? rect.width / 2 : (ix / (samples - 1)) * rect.width;
112
+ addSample(x, y);
113
+ }
114
+ }
115
+ for (let i = 0; i < edgeSamples; i++) {
116
+ const t = edgeSamples === 1 ? 0.5 : i / (edgeSamples - 1);
117
+ const x = t * rect.width;
118
+ const y = t * rect.height;
119
+ addSample(x, 0);
120
+ addSample(x, rect.height);
121
+ addSample(0, y);
122
+ addSample(rect.width, y);
123
+ }
124
+ return XYZRayPickingUtils.fillSmallTileGaps(XYZRayPickingUtils.deduplicateTiles(tiles));
125
+ }
126
+ static modelPointToLonLat(point) {
127
+ const [x, y, z] = point;
128
+ const len = Math.hypot(x, y, z);
129
+ if (!Number.isFinite(len) || len === 0) {
130
+ return { lonDeg: 0, latDeg: 0 };
131
+ }
132
+ const lonDeg = (Math.atan2(y, x) * 180) / Math.PI;
133
+ const latDeg = (Math.asin(Math.max(-1, Math.min(1, z / len))) * 180) / Math.PI;
134
+ return { lonDeg, latDeg };
135
+ }
136
+ static lonLatToTile(lonDeg, latDeg, z) {
137
+ const zoom = Math.max(0, Math.floor(z));
138
+ const dim = 2 ** zoom;
139
+ const x = Math.floor(((lonDeg + 180) / 360) * dim);
140
+ const y = Math.floor(XYZRayPickingUtils.latToTileY(latDeg, zoom));
141
+ return {
142
+ z: zoom,
143
+ x: XYZRayPickingUtils.wrapTileX(x, dim),
144
+ y: XYZRayPickingUtils.clampTileY(y, dim),
145
+ };
146
+ }
147
+ static getNeighborTiles(tile, ring = 1) {
148
+ const dim = 2 ** tile.z;
149
+ const tiles = [];
150
+ const safeRing = Math.max(0, Math.floor(ring));
151
+ for (let dx = -safeRing; dx <= safeRing; dx++) {
152
+ for (let dy = -safeRing; dy <= safeRing; dy++) {
153
+ tiles.push({
154
+ z: tile.z,
155
+ x: XYZRayPickingUtils.wrapTileX(tile.x + dx, dim),
156
+ y: XYZRayPickingUtils.clampTileY(tile.y + dy, dim),
157
+ });
158
+ }
159
+ }
160
+ return XYZRayPickingUtils.deduplicateTiles(tiles);
161
+ }
162
+ static deduplicateTiles(tiles) {
163
+ const map = new Map();
164
+ for (const tile of tiles) {
165
+ map.set(`${tile.z}/${tile.x}/${tile.y}`, tile);
166
+ }
167
+ return Array.from(map.values());
168
+ }
169
+ static fillSmallTileGaps(tiles) {
170
+ if (tiles.length === 0) {
171
+ return tiles;
172
+ }
173
+ const zoom = tiles[0].z;
174
+ const dim = 2 ** zoom;
175
+ const map = new Map();
176
+ const key = (tile) => `${tile.z}/${tile.x}/${tile.y}`;
177
+ const add = (tile) => {
178
+ map.set(key(tile), tile);
179
+ };
180
+ const has = (x, y) => (y >= 0 && y < dim && map.has(`${zoom}/${XYZRayPickingUtils.wrapTileX(x, dim)}/${y}`));
181
+ for (const tile of tiles) {
182
+ add(tile);
183
+ }
184
+ for (const tile of tiles) {
185
+ const x = tile.x;
186
+ const y = tile.y;
187
+ if (has(x - 2, y) && !has(x - 1, y)) {
188
+ add({ z: zoom, x: XYZRayPickingUtils.wrapTileX(x - 1, dim), y });
189
+ }
190
+ if (has(x + 2, y) && !has(x + 1, y)) {
191
+ add({ z: zoom, x: XYZRayPickingUtils.wrapTileX(x + 1, dim), y });
192
+ }
193
+ if (has(x, y - 2) && !has(x, y - 1)) {
194
+ add({ z: zoom, x, y: y - 1 });
195
+ }
196
+ if (has(x, y + 2) && !has(x, y + 1)) {
197
+ add({ z: zoom, x, y: y + 1 });
198
+ }
199
+ }
200
+ return Array.from(map.values());
201
+ }
202
+ static latToTileY(latDeg, z) {
203
+ const lat = Math.max(-MAX_MERCATOR_LAT, Math.min(MAX_MERCATOR_LAT, latDeg));
204
+ const latRad = (lat * Math.PI) / 180;
205
+ const dim = 2 ** z;
206
+ return ((1 - Math.asinh(Math.tan(latRad)) / Math.PI) / 2) * dim;
207
+ }
208
+ static isMercatorLatitude(latDeg) {
209
+ return Math.abs(latDeg) <= MAX_MERCATOR_LAT;
210
+ }
211
+ static wrapTileX(x, dim) {
212
+ return ((x % dim) + dim) % dim;
213
+ }
214
+ static clampTileY(y, dim) {
215
+ return Math.max(0, Math.min(dim - 1, y));
216
+ }
217
+ static mat4MultiplyVec4(a, b, out) {
218
+ const d = b[0], e = b[1], g = b[2], w = b[3];
219
+ out[0] = a[0] * d + a[4] * e + a[8] * g + a[12] * w;
220
+ out[1] = a[1] * d + a[5] * e + a[9] * g + a[13] * w;
221
+ out[2] = a[2] * d + a[6] * e + a[10] * g + a[14] * w;
222
+ out[3] = a[3] * d + a[7] * e + a[11] * g + a[15] * w;
223
+ return out;
224
+ }
225
+ }
226
+ export default XYZRayPickingUtils;
package/package.json CHANGED
@@ -1,8 +1,7 @@
1
1
  {
2
2
  "name": "astro-viewer",
3
3
  "description": "Astrobrowser 3d engine.",
4
-
5
- "version": "2.0.0",
4
+ "version": "3.1.0",
6
5
  "keywords": [
7
6
  "HiPS",
8
7
  "HiPS cutout",
@@ -1,62 +0,0 @@
1
- /**
2
- * FoV singleton (TypeScript)
3
- * - Uses computePerspectiveMatrixSingleton.pMatrix
4
- * - Guards acos domain (numeric safety)
5
- * - Uses vec3.transformMat4 instead of custom mat4*vec3
6
- * - Keeps original “insideSphere ? 360 - angle : angle” behavior
7
- */
8
- import { ReadonlyMat4 } from 'gl-matrix';
9
- import { HealpixGrid } from './grid/HealpixGrid.js';
10
- import Camera from '../Camera.js';
11
- export declare class FoV {
12
- private static readonly MIN_FOV_DEG;
13
- private fovXDeg;
14
- private fovYDeg;
15
- private ratio;
16
- private _minFoV;
17
- private _webgl;
18
- constructor(webgl: WebGL2RenderingContext);
19
- /** Recomputes FoV for current camera + projection */
20
- getFoV(insideSphere: boolean, healpixGridSingleton: HealpixGrid, camera: Camera, pMatrix: ReadonlyMat4): FoV;
21
- private computeRatio;
22
- changeMinFov(deg: number): void;
23
- get minFoV(): number;
24
- get xFoV(): number;
25
- get yFoV(): number;
26
- computeDistanceFromAngle(angleDeg: number): number;
27
- /** FoV half-screen chord angle doubled (deg) along a given canvas axis */
28
- private computeAngle;
29
- /**
30
- * Computes the camera position (x,y,z) along the current view direction that would
31
- * yield the requested minFoV (in degrees), assuming the camera is OUTSIDE the sphere.
32
- * This method does NOT mutate the camera; it only returns the suggested position.
33
- *
34
- * Geometry: for a sphere of radius R observed from distance d (from center),
35
- * the apparent angular diameter is 2*arcsin(R/d). Our minFoV is that angular diameter
36
- * along the tighter axis; we solve for d and place the camera on the current
37
- * center→camera direction with that distance.
38
- *
39
- * @param targetMinFoVDeg Desired min FoV in degrees, 0 < targetMinFoVDeg < 180
40
- * @returns Tuple [x, y, z] for the recommended camera position in world coordinates.
41
- */
42
- computeCameraPositionForMinFoV(targetMinFoVDeg: number): [number, number, number];
43
- /**
44
- * Computes the camera world-space position required to achieve a target FoV (deg),
45
- * keeping the same viewing direction. Acts as the inverse of computeAngle().
46
- *
47
- * @param targetFoVDeg desired full FoV angle in degrees (0 < FoV < 180)
48
- * @param canvasWidth canvas width in pixels
49
- * @param canvasHeight canvas height in pixels
50
- * @returns [x, y, z] coordinates for the new camera position
51
- */
52
- computeCameraPositionForFoV(targetFoVDeg: number): [number, number, number];
53
- /**
54
- * Return a camera position such that the sphere's apparent angular diameter
55
- * (the silhouette, not the surface coverage) equals targetAngularDiameterDeg.
56
- * Keeps current view direction; does not mutate the camera.
57
- *
58
- * @param targetAngularDiameterDeg desired apparent diameter in degrees (0<α<180)
59
- * @returns [x,y,z] world position
60
- */
61
- computeCameraPositionForAngularDiameter(targetAngularDiameterDeg: number): [number, number, number];
62
- }
@@ -1,274 +0,0 @@
1
- 'use strict';
2
- /**
3
- * FoV singleton (TypeScript)
4
- * - Uses computePerspectiveMatrixSingleton.pMatrix
5
- * - Guards acos domain (numeric safety)
6
- * - Uses vec3.transformMat4 instead of custom mat4*vec3
7
- * - Keeps original “insideSphere ? 360 - angle : angle” behavior
8
- */
9
- import { vec3, mat4 } from 'gl-matrix';
10
- import RayPickingUtils from '../utils/RayPickingUtils.js';
11
- import { radToDeg } from '../utils/Utils.js';
12
- export class FoV {
13
- static MIN_FOV_DEG = 1e-6;
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- fovXDeg = 180;
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- fovYDeg = 180;
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- ratio = +0;
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- _minFoV = 180;
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- _webgl;
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- constructor(webgl) {
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- this._webgl = webgl;
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- }
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- /** Recomputes FoV for current camera + projection */
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- getFoV(insideSphere, healpixGridSingleton, camera, pMatrix) {
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- // const gl = webgl
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- const gl = this._webgl;
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- if (!gl || !gl.canvas) {
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- // Handle the error or assign default values
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- this.fovXDeg = 180;
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- this.fovYDeg = 180;
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- this._minFoV = this.minFoV;
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- return this;
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- }
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- // horizontal FoV: ray through (centerY)
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- // const xFoVComputed = this.computeAngle(0, gl.canvas.height / 2, insideSphere, healpixGridSingleton, camera)
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- const canvas = gl.canvas;
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- const rect = canvas.getBoundingClientRect();
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- const canvasWidth = rect.width;
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- const canvasHeight = rect.height;
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- // const xFoVComputed = this.computeAngle(0, gl.canvas.height / 2, insideSphere, healpixGridSingleton, camera, pMatrix)
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- const xFoVComputed = this.computeAngle(0, canvasHeight / 2, insideSphere, healpixGridSingleton, camera, pMatrix);
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- this.fovXDeg = xFoVComputed.angleDeg;
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- // vertical FoV: ray through (centerX)
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- // const yFoVComputed = this.computeAngle(gl.canvas.width / 2, 0, insideSphere, healpixGridSingleton, camera, pMatrix)
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- const yFoVComputed = this.computeAngle(canvasWidth / 2, 0, insideSphere, healpixGridSingleton, camera, pMatrix);
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- this.fovYDeg = yFoVComputed.angleDeg;
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- this._minFoV = this.minFoV;
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- this.ratio = this.computeRatio(camera);
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- return this;
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- }
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- computeRatio(camera) {
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- // const camera = global.camera
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- if (!camera)
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- throw Error("Camera not defined");
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- const pos = camera.getCameraPosition();
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- const distanceFromCenter = Math.sqrt(pos[0] * pos[0] + pos[1] * pos[1] + pos[2] * pos[2]);
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- // const distanceFromSphere = distanceFromCenter - healpixGridSingleton.RADIUS
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- const ratio = distanceFromCenter / this.fovYDeg;
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- return ratio;
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- }
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- changeMinFov(deg) {
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- console.log("inside changeMinFov");
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- if (this.fovYDeg <= this.fovXDeg) {
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- this.fovYDeg = deg;
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- }
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- else {
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- this.fovXDeg = deg;
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- }
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- console.log("changeMinFov: ping");
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- this.minFoV;
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- // this.fovYDeg <= this.fovXDeg ? this.fovYDeg = deg : this.fovXDeg = deg
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- }
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- get minFoV() {
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- const minFov = this.fovYDeg <= this.fovXDeg ? this.fovYDeg : this.fovXDeg;
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- this._minFoV = Math.max(minFov, FoV.MIN_FOV_DEG);
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- return this._minFoV;
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- }
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- get xFoV() {
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- return this.fovXDeg;
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- }
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- get yFoV() {
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- return this.fovYDeg;
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- }
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- computeDistanceFromAngle(angleDeg) {
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- const desiredFoV = angleDeg;
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- const distance = desiredFoV * this.ratio;
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- // return Math.abs(distance)
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- return distance;
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- }
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- /** FoV half-screen chord angle doubled (deg) along a given canvas axis */
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- computeAngle(canvasX, canvasY, insideSphere, healpixGridSingleton, camera, pMatrix) {
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- // const pMatrix = computePerspectiveMatrixSingleton.pMatrix
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- if (!pMatrix) {
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- // Handle the error or assign a default value
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- console.warn('FoV: projection matrix is null');
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- return { angleDeg: 180, distance: 1 };
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- }
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- const vMatrix = camera.getCameraMatrix();
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- if (!camera) {
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- // Handle the error or assign a default value
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- console.warn('FoV: camera is null');
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- return { angleDeg: 180, distance: 1 };
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- }
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- const rayWorld = RayPickingUtils.getRayFromMouse(canvasX, canvasY, pMatrix, this._webgl, vMatrix);
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- const intersectionDistance = RayPickingUtils.raySphere(camera.getCameraPosition(), rayWorld, healpixGridSingleton);
105
- let angleDeg;
106
- if (intersectionDistance > 0) {
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- // world-space intersection point on the sphere
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- const hit = vec3.create();
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- vec3.scale(hit, rayWorld, intersectionDistance);
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- vec3.add(hit, camera.getCameraPosition(), hit);
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- const center = healpixGridSingleton.center;
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- // vectors from sphere center
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- const vHit = vec3.create();
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- vec3.subtract(vHit, hit, center);
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- // reference vector: rotate world +Z into current camera orientation, then from center
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- const refWorldZ = vec3.fromValues(center[0], center[1], center[2] + healpixGridSingleton.radius);
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- const vInv = mat4.create();
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- mat4.invert(vInv, camera.getCameraMatrix());
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- const refCamZ = vec3.create();
120
- vec3.transformMat4(refCamZ, refWorldZ, vInv);
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- const vRef = vec3.create();
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- vec3.subtract(vRef, refCamZ, center);
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- // angle between vHit and vRef, doubled
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- const dot = vec3.dot(vHit, vRef);
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- const n1 = vec3.length(vHit);
126
- const n2 = vec3.length(vRef);
127
- // numeric safety for acos
128
- const c = Math.min(1, Math.max(-1, dot / (n1 * n2)));
129
- const angleRad = Math.acos(c);
130
- angleDeg = 2 * radToDeg(angleRad);
131
- }
132
- else {
133
- angleDeg = 180;
134
- }
135
- const finalAngle = insideSphere ? 360 - angleDeg : angleDeg;
136
- // return insideSphere ? 360 - angleDeg : angleDeg
137
- return { angleDeg: finalAngle, distance: intersectionDistance };
138
- }
139
- /**
140
- * Computes the camera position (x,y,z) along the current view direction that would
141
- * yield the requested minFoV (in degrees), assuming the camera is OUTSIDE the sphere.
142
- * This method does NOT mutate the camera; it only returns the suggested position.
143
- *
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- * Geometry: for a sphere of radius R observed from distance d (from center),
145
- * the apparent angular diameter is 2*arcsin(R/d). Our minFoV is that angular diameter
146
- * along the tighter axis; we solve for d and place the camera on the current
147
- * center→camera direction with that distance.
148
- *
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- * @param targetMinFoVDeg Desired min FoV in degrees, 0 < targetMinFoVDeg < 180
150
- * @returns Tuple [x, y, z] for the recommended camera position in world coordinates.
151
- */
152
- computeCameraPositionForMinFoV(targetMinFoVDeg) {
153
- // const camera = global.camera
154
- // const center = healpixGridSingleton.center
155
- // const R = healpixGridSingleton.radius
156
- // if (!camera) {
157
- // console.warn('FoV.computeCameraPositionForMinFoV: camera not available; returning a sensible default.')
158
- // return [center[0], center[1], center[2] + 2 * R]
159
- // }
160
- // // Clamp and validate input
161
- // const eps = 1e-6
162
- // const clamped = Math.max(eps, Math.min(180 - eps, targetMinFoVDeg))
163
- // const halfRad = (clamped * Math.PI / 180) * 0.5
164
- // // Distance from center needed to achieve the angular diameter
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- // // minFoV = 2 * arcsin(R / d) => d = R / sin(minFoV/2)
166
- // const sinHalf = Math.sin(halfRad)
167
- // if (sinHalf <= 0) {
168
- // console.warn('FoV.computeCameraPositionForMinFoV: invalid targetMinFoVDeg, using fallback.')
169
- // return [center[0], center[1], center[2] + 2 * R]
170
- // }
171
- // let d = R / sinHalf
172
- // // Ensure we remain strictly outside the sphere
173
- // d = Math.max(d, R + 1e-4)
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- // // Use the current center→camera direction to keep orientation
175
- // const camPos = camera.getCameraPosition()
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- // let dirX = camPos[0] - center[0]
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- // let dirY = camPos[1] - center[1]
178
- // let dirZ = camPos[2] - center[2]
179
- // const len = Math.hypot(dirX, dirY, dirZ)
180
- // if (len < eps) {
181
- // // If somehow at the center, use +Z as a default direction
182
- // dirX = 0; dirY = 0; dirZ = 1;
183
- // } else {
184
- // dirX /= len
185
- // dirY /= len
186
- // dirZ /= len
187
- // }
188
- // const newX = center[0] + dirX * d
189
- // const newY = center[1] + dirY * d
190
- // const newZ = center[2] + dirZ * d
191
- // return [newX, newY, newZ]
192
- return [0, 0, 0];
193
- }
194
- /**
195
- * Computes the camera world-space position required to achieve a target FoV (deg),
196
- * keeping the same viewing direction. Acts as the inverse of computeAngle().
197
- *
198
- * @param targetFoVDeg desired full FoV angle in degrees (0 < FoV < 180)
199
- * @param canvasWidth canvas width in pixels
200
- * @param canvasHeight canvas height in pixels
201
- * @returns [x, y, z] coordinates for the new camera position
202
- */
203
- computeCameraPositionForFoV(targetFoVDeg) {
204
- // const camera = global.camera;
205
- // const center = healpixGridSingleton.center;
206
- // const R = healpixGridSingleton.radius;
207
- // if (!camera) {
208
- // console.warn("FoV.computeCameraPositionForFoV: camera missing.");
209
- // return [center[0], center[1], center[2] + 2 * R];
210
- // }
211
- // const eps = 1e-6;
212
- // const clamped = Math.max(eps, Math.min(180 - eps, targetFoVDeg));
213
- // const halfRad = (clamped * Math.PI) / 360.0; // half-angle in radians
214
- // // Distance from center that yields this FoV
215
- // const sinHalf = Math.sin(halfRad);
216
- // if (sinHalf <= 0) {
217
- // console.warn("FoV.computeCameraPositionForFoV: invalid FoV.");
218
- // return [center[0], center[1], center[2] + 2 * R];
219
- // }
220
- // let d = R / sinHalf;
221
- // // Slightly outside sphere to avoid clipping
222
- // d = Math.max(d, R + 1e-4);
223
- // // Get current viewing direction
224
- // const camPos = camera.getCameraPosition();
225
- // let dirX = camPos[0] - center[0];
226
- // let dirY = camPos[1] - center[1];
227
- // let dirZ = camPos[2] - center[2];
228
- // const len = Math.hypot(dirX, dirY, dirZ);
229
- // if (len < eps) {
230
- // dirX = 0; dirY = 0; dirZ = 1;
231
- // } else {
232
- // dirX /= len;
233
- // dirY /= len;
234
- // dirZ /= len;
235
- // }
236
- // const newX = center[0] + dirX * d;
237
- // const newY = center[1] + dirY * d;
238
- // const newZ = center[2] + dirZ * d;
239
- // return [newX, newY, newZ];
240
- return [0, 0, 0];
241
- }
242
- /**
243
- * Return a camera position such that the sphere's apparent angular diameter
244
- * (the silhouette, not the surface coverage) equals targetAngularDiameterDeg.
245
- * Keeps current view direction; does not mutate the camera.
246
- *
247
- * @param targetAngularDiameterDeg desired apparent diameter in degrees (0<α<180)
248
- * @returns [x,y,z] world position
249
- */
250
- computeCameraPositionForAngularDiameter(targetAngularDiameterDeg) {
251
- // const camera = global.camera;
252
- // const center = healpixGridSingleton.center;
253
- // const R = healpixGridSingleton.radius;
254
- // if (!camera) {
255
- // console.warn('computeCameraPositionForAngularDiameter: camera missing.');
256
- // return [center[0], center[1], center[2] + 2 * R];
257
- // }
258
- // const eps = 1e-6;
259
- // const α = Math.max(eps, Math.min(180 - eps, targetAngularDiameterDeg));
260
- // const half = (α * Math.PI) / 360.0;
261
- // const sinHalf = Math.sin(half);
262
- // // d = R / sin(α/2)
263
- // let d = R / sinHalf;
264
- // d = Math.max(d, R + 1e-4); // stay outside
265
- // // project along current center→camera direction
266
- // const [cx, cy, cz] = center as [number, number, number];
267
- // const [px, py, pz] = camera.getCameraPosition();
268
- // let dx = px - cx, dy = py - cy, dz = pz - cz;
269
- // const L = Math.hypot(dx, dy, dz);
270
- // if (L < eps) { dx = 0; dy = 0; dz = 1; } else { dx /= L; dy /= L; dz /= L; }
271
- // return [cx + dx * d, cy + dy * d, cz + dz * d];
272
- return [0, 0, 0];
273
- }
274
- }