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