Add animated orienteering course overlays and labels

This commit is contained in:
2026-03-23 16:57:40 +08:00
parent cb190f3c66
commit 3b4b3ee3ec
11 changed files with 902 additions and 13 deletions

View File

@@ -1,7 +1,28 @@
import { getTileSizePx, type CameraState } from '../camera/camera'
import { worldTileToLonLat } from '../../utils/projection'
import { type MapScene } from './mapRenderer'
import { CourseLayer, type ProjectedCourseLayers, type ProjectedCourseLeg } from '../layer/courseLayer'
import { TrackLayer } from '../layer/trackLayer'
import { GpsLayer } from '../layer/gpsLayer'
const COURSE_COLOR: [number, number, number, number] = [0.8, 0.0, 0.42, 0.96]
const EARTH_CIRCUMFERENCE_METERS = 40075016.686
const CONTROL_RING_WIDTH_RATIO = 0.2
const FINISH_INNER_RADIUS_RATIO = 0.6
const FINISH_RING_WIDTH_RATIO = 0.2
const START_RING_WIDTH_RATIO = 0.2
const LEG_WIDTH_RATIO = 0.2
const LEG_TRIM_TO_RING_CENTER_RATIO = 1 - CONTROL_RING_WIDTH_RATIO / 2
type RgbaColor = [number, number, number, number]
const GUIDE_FLOW_COUNT = 6
const GUIDE_FLOW_SPEED = 0.022
const GUIDE_FLOW_MIN_RADIUS_RATIO = 0.14
const GUIDE_FLOW_MAX_RADIUS_RATIO = 0.34
const GUIDE_FLOW_OUTER_SCALE = 1.45
const GUIDE_FLOW_INNER_SCALE = 0.56
function createShader(gl: any, type: number, source: string): any {
const shader = gl.createShader(type)
if (!shader) {
@@ -46,6 +67,7 @@ export class WebGLVectorRenderer {
canvas: any
gl: any
dpr: number
courseLayer: CourseLayer
trackLayer: TrackLayer
gpsLayer: GpsLayer
program: any
@@ -54,10 +76,11 @@ export class WebGLVectorRenderer {
positionLocation: number
colorLocation: number
constructor(trackLayer: TrackLayer, gpsLayer: GpsLayer) {
constructor(courseLayer: CourseLayer, trackLayer: TrackLayer, gpsLayer: GpsLayer) {
this.canvas = null
this.gl = null
this.dpr = 1
this.courseLayer = courseLayer
this.trackLayer = trackLayer
this.gpsLayer = gpsLayer
this.program = null
@@ -123,11 +146,16 @@ export class WebGLVectorRenderer {
}
const gl = this.gl
const course = this.courseLayer.projectCourse(scene)
const trackPoints = this.trackLayer.projectPoints(scene)
const gpsPoint = this.gpsLayer.projectPoint(scene)
const positions: number[] = []
const colors: number[] = []
if (course) {
this.pushCourse(positions, colors, course, scene, pulseFrame)
}
for (let index = 1; index < trackPoints.length; index += 1) {
this.pushSegment(positions, colors, trackPoints[index - 1], trackPoints[index], 6, [0.09, 0.43, 0.36, 0.96], scene)
}
@@ -163,13 +191,261 @@ export class WebGLVectorRenderer {
gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2)
}
getPixelsPerMeter(scene: MapScene): number {
const camera: CameraState = {
centerWorldX: scene.exactCenterWorldX,
centerWorldY: scene.exactCenterWorldY,
viewportWidth: scene.viewportWidth,
viewportHeight: scene.viewportHeight,
visibleColumns: scene.visibleColumns,
}
const tileSizePx = getTileSizePx(camera)
const centerLonLat = worldTileToLonLat({ x: scene.exactCenterWorldX, y: scene.exactCenterWorldY }, scene.zoom)
const metersPerTile = Math.cos(centerLonLat.lat * Math.PI / 180) * EARTH_CIRCUMFERENCE_METERS / Math.pow(2, scene.zoom)
if (!tileSizePx || !metersPerTile) {
return 0
}
return tileSizePx / metersPerTile
}
getMetric(scene: MapScene, meters: number): number {
return meters * this.getPixelsPerMeter(scene)
}
getControlRadiusMeters(scene: MapScene): number {
return scene.cpRadiusMeters > 0 ? scene.cpRadiusMeters : 5
}
pushCourse(
positions: number[],
colors: number[],
course: ProjectedCourseLayers,
scene: MapScene,
pulseFrame: number,
): void {
const controlRadiusMeters = this.getControlRadiusMeters(scene)
for (const leg of course.legs) {
this.pushCourseLeg(positions, colors, leg, controlRadiusMeters, scene)
}
const guideLeg = this.getGuideLeg(course)
if (guideLeg) {
this.pushGuidanceFlow(positions, colors, guideLeg, controlRadiusMeters, scene, pulseFrame)
}
for (const start of course.starts) {
this.pushStartTriangle(positions, colors, start.point.x, start.point.y, start.headingDeg, controlRadiusMeters, scene)
}
for (const control of course.controls) {
this.pushRing(
positions,
colors,
control.point.x,
control.point.y,
this.getMetric(scene, controlRadiusMeters),
this.getMetric(scene, controlRadiusMeters * (1 - CONTROL_RING_WIDTH_RATIO)),
COURSE_COLOR,
scene,
)
}
for (const finish of course.finishes) {
this.pushRing(
positions,
colors,
finish.point.x,
finish.point.y,
this.getMetric(scene, controlRadiusMeters),
this.getMetric(scene, controlRadiusMeters * (1 - FINISH_RING_WIDTH_RATIO)),
COURSE_COLOR,
scene,
)
this.pushRing(
positions,
colors,
finish.point.x,
finish.point.y,
this.getMetric(scene, controlRadiusMeters * FINISH_INNER_RADIUS_RATIO),
this.getMetric(scene, controlRadiusMeters * FINISH_INNER_RADIUS_RATIO * (1 - FINISH_RING_WIDTH_RATIO / FINISH_INNER_RADIUS_RATIO)),
COURSE_COLOR,
scene,
)
}
}
getGuideLeg(course: ProjectedCourseLayers): ProjectedCourseLeg | null {
return course.legs.length ? course.legs[0] : null
}
pushCourseLeg(
positions: number[],
colors: number[],
leg: ProjectedCourseLeg,
controlRadiusMeters: number,
scene: MapScene,
): void {
const trimmed = this.getTrimmedCourseLeg(leg, controlRadiusMeters, scene)
if (!trimmed) {
return
}
this.pushSegment(positions, colors, trimmed.from, trimmed.to, this.getMetric(scene, controlRadiusMeters * LEG_WIDTH_RATIO), COURSE_COLOR, scene)
}
pushGuidanceFlow(
positions: number[],
colors: number[],
leg: ProjectedCourseLeg,
controlRadiusMeters: number,
scene: MapScene,
pulseFrame: number,
): void {
const trimmed = this.getTrimmedCourseLeg(leg, controlRadiusMeters, scene)
if (!trimmed) {
return
}
const dx = trimmed.to.x - trimmed.from.x
const dy = trimmed.to.y - trimmed.from.y
const length = Math.sqrt(dx * dx + dy * dy)
if (!length) {
return
}
for (let index = 0; index < GUIDE_FLOW_COUNT; index += 1) {
const progress = (pulseFrame * GUIDE_FLOW_SPEED + index / GUIDE_FLOW_COUNT) % 1
const eased = progress * progress
const x = trimmed.from.x + dx * progress
const y = trimmed.from.y + dy * progress
const radius = this.getMetric(
scene,
controlRadiusMeters * (GUIDE_FLOW_MIN_RADIUS_RATIO + (GUIDE_FLOW_MAX_RADIUS_RATIO - GUIDE_FLOW_MIN_RADIUS_RATIO) * eased),
)
const outerColor = this.getGuideFlowOuterColor(eased)
const innerColor = this.getGuideFlowInnerColor(eased)
this.pushCircle(positions, colors, x, y, radius * GUIDE_FLOW_OUTER_SCALE, outerColor, scene)
this.pushCircle(positions, colors, x, y, radius * GUIDE_FLOW_INNER_SCALE, innerColor, scene)
}
}
getTrimmedCourseLeg(
leg: ProjectedCourseLeg,
controlRadiusMeters: number,
scene: MapScene,
): { from: { x: number; y: number }; to: { x: number; y: number } } | null {
return this.trimSegment(
leg.from,
leg.to,
this.getLegTrim(leg.fromKind, controlRadiusMeters, scene),
this.getLegTrim(leg.toKind, controlRadiusMeters, scene),
)
}
getGuideFlowOuterColor(progress: number): RgbaColor {
return [1, 0.18, 0.6, 0.16 + progress * 0.34]
}
getGuideFlowInnerColor(progress: number): RgbaColor {
return [1, 0.95, 0.98, 0.3 + progress * 0.54]
}
getLegTrim(kind: ProjectedCourseLeg['fromKind'], controlRadiusMeters: number, scene: MapScene): number {
if (kind === 'start') {
return this.getMetric(scene, controlRadiusMeters * (1 - START_RING_WIDTH_RATIO / 2))
}
if (kind === 'finish') {
return this.getMetric(scene, controlRadiusMeters * (1 - FINISH_RING_WIDTH_RATIO / 2))
}
return this.getMetric(scene, controlRadiusMeters * LEG_TRIM_TO_RING_CENTER_RATIO)
}
trimSegment(
from: { x: number; y: number },
to: { x: number; y: number },
fromTrim: number,
toTrim: number,
): { from: { x: number; y: number }; to: { x: number; y: number } } | null {
const dx = to.x - from.x
const dy = to.y - from.y
const length = Math.sqrt(dx * dx + dy * dy)
if (!length || length <= fromTrim + toTrim) {
return null
}
const ux = dx / length
const uy = dy / length
return {
from: {
x: from.x + ux * fromTrim,
y: from.y + uy * fromTrim,
},
to: {
x: to.x - ux * toTrim,
y: to.y - uy * toTrim,
},
}
}
pushStartTriangle(
positions: number[],
colors: number[],
centerX: number,
centerY: number,
headingDeg: number | null,
controlRadiusMeters: number,
scene: MapScene,
): void {
const startRadius = this.getMetric(scene, controlRadiusMeters)
const startRingWidth = this.getMetric(scene, controlRadiusMeters * START_RING_WIDTH_RATIO)
const headingRad = ((headingDeg === null ? 0 : headingDeg) - 90) * Math.PI / 180
const vertices = [0, 1, 2].map((index) => {
const angle = headingRad + index * (Math.PI * 2 / 3)
return {
x: centerX + Math.cos(angle) * startRadius,
y: centerY + Math.sin(angle) * startRadius,
}
})
this.pushSegment(positions, colors, vertices[0], vertices[1], startRingWidth, COURSE_COLOR, scene)
this.pushSegment(positions, colors, vertices[1], vertices[2], startRingWidth, COURSE_COLOR, scene)
this.pushSegment(positions, colors, vertices[2], vertices[0], startRingWidth, COURSE_COLOR, scene)
}
pushRing(
positions: number[],
colors: number[],
centerX: number,
centerY: number,
outerRadius: number,
innerRadius: number,
color: RgbaColor,
scene: MapScene,
): void {
const segments = 36
for (let index = 0; index < segments; index += 1) {
const startAngle = index / segments * Math.PI * 2
const endAngle = (index + 1) / segments * Math.PI * 2
const outerStart = this.toClip(centerX + Math.cos(startAngle) * outerRadius, centerY + Math.sin(startAngle) * outerRadius, scene)
const outerEnd = this.toClip(centerX + Math.cos(endAngle) * outerRadius, centerY + Math.sin(endAngle) * outerRadius, scene)
const innerStart = this.toClip(centerX + Math.cos(startAngle) * innerRadius, centerY + Math.sin(startAngle) * innerRadius, scene)
const innerEnd = this.toClip(centerX + Math.cos(endAngle) * innerRadius, centerY + Math.sin(endAngle) * innerRadius, scene)
this.pushTriangle(positions, colors, outerStart, outerEnd, innerStart, color)
this.pushTriangle(positions, colors, innerStart, outerEnd, innerEnd, color)
}
}
pushSegment(
positions: number[],
colors: number[],
start: { x: number; y: number },
end: { x: number; y: number },
width: number,
color: [number, number, number, number],
color: RgbaColor,
scene: MapScene,
): void {
const deltaX = end.x - start.x
@@ -196,7 +472,7 @@ export class WebGLVectorRenderer {
centerX: number,
centerY: number,
radius: number,
color: [number, number, number, number],
color: RgbaColor,
scene: MapScene,
): void {
const segments = 20
@@ -216,7 +492,7 @@ export class WebGLVectorRenderer {
first: { x: number; y: number },
second: { x: number; y: number },
third: { x: number; y: number },
color: [number, number, number, number],
color: RgbaColor,
): void {
positions.push(first.x, first.y, second.x, second.y, third.x, third.y)
for (let index = 0; index < 3; index += 1) {
@@ -237,3 +513,5 @@ export class WebGLVectorRenderer {
}
}
}