Files
gods-eye-view/src/annotations/screenAnnotationRenderer.js
T
German KhokhlovandClaude Opus 5.5 3129e531e6 feat(i18n): translate the whole interface
Mark every UI string the unmarked-text check reported (534) plus text it
cannot see (helpers, joined labels, runtime-built panels), and translate
the result to Spanish and Russian: 1,679 messages each.

- Kept on purpose, with the reason where the text lives: provider and
  product names, place and camera names, codes and units, dB values, the HUD
  terminal readouts, demo shot titles that saved projects look up by title,
  and text for AI tools and the voice model.
- Modules shared with the server or AI tools stay free of the i18n import
  (local msg); the wind reading and voice session stay English and are
  translated where the page shows them.
- npm test now runs the unmarked-text check.
- Fixes on the way: a duplicated radio privacy paragraph, the contact panel
  toggle saying Expand while open, the CSS filter mistaking & for CSS.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:24:42 +04:00

888 lines
33 KiB
JavaScript

import * as Cesium from 'cesium';
import { getOverlayPaintRect } from '../overlays/worldOverlay.js';
import {
getActiveTrackedReadoutId,
TRACKED_OVERLAY_SOURCE_ID,
} from '../data/trackedReadout.js';
import { t } from '../i18n/index.js';
/** A label whose detailed outline could not be resolved. */
function outlineUnavailableLabel(label) {
return t('{label} · Detailed outline unavailable', { label: label || '' });
}
/**
* Screen-space annotation renderer (Direction B — the "whiteboard" aesthetic).
*
* Same world-anchored data model as the world-space renderer, but drawn as an
* SVG overlay that is RE-PROJECTED every frame from the world coordinates via
* `SceneTransforms.worldToWindowCoordinates`. That gives the best of both:
*
* - World-anchored, so marks PERSIST and track as the camera moves/orbits
* (unlike a frame-bound pixel overlay that has to clear on camera motion).
* - SVG-rendered, so we get the hand-drawn explainer look — sketchy strokes,
* pulsing rings, draw-on outlines, arrows, and glassy callout cards with
* leader lines — that native Cesium primitives can't express as nicely.
*
* Marks behind the globe horizon are culled with an EllipsoidalOccluder, and
* anything that projects off-screen / behind the camera is hidden.
*
* Screen-renderer contract (update is used by the hybrid outline-upgrade path):
* add(anno) / update(anno) / remove(anno) / sync(map) / destroy()
*/
const SVGNS = 'http://www.w3.org/2000/svg';
const PALETTE = {
primary: '#8be9ff',
amber: '#ffb547',
cyan: '#39d0ff',
green: '#5dff9f',
red: '#ff6b6b',
};
// Altitude-scaled marker geometry. Zoomed in (≤ NEAR_H) reticles are full-size; pulling
// back shrinks them toward small recon dots (MIN floor) so many world-anchored marks no
// longer collapse into an overlapping blob when their anchors project close together.
const MARK_SCALE_NEAR_H = 800; // m: at/below this, full-size reticles
const MARK_SCALE_FAR_H = 6000; // m: at/above this, minimum size
const MARK_SCALE_MIN = 0.32; // floor so dots never vanish
const RING_OUTER_R = 34;
const RING_INNER_R = 18;
const DOT_R = 5;
const LABEL_DOT_R = 4;
function markScale(h) {
if (!(h > MARK_SCALE_NEAR_H)) return 1;
if (h >= MARK_SCALE_FAR_H) return MARK_SCALE_MIN;
const t = (h - MARK_SCALE_NEAR_H) / (MARK_SCALE_FAR_H - MARK_SCALE_NEAR_H);
return 1 - t * (1 - MARK_SCALE_MIN);
}
export function createScreenAnnotationRenderer(
viewer,
{
overlayPaintRect = getOverlayPaintRect,
activeTrackedReadoutId = getActiveTrackedReadoutId,
} = {},
) {
injectStyles();
const { layer, svg, defs } = buildOverlay();
document.body.appendChild(layer);
const scene = viewer.scene;
const occluder = new Cesium.EllipsoidalOccluder(
Cesium.Ellipsoid.WGS84,
scene.camera.positionWC,
);
const records = new Map(); // anno.id -> { anno, group, parts }
const scratch = new Cesium.Cartesian2();
const scratchDir = new Cesium.Cartesian3();
// Per-point ground height cache. Marks must sit on the real surface, not at
// sea level — otherwise in elevated cities (Austin ~150 m) they project
// underground and parallax sinks them at oblique angles. Sampled once the
// tiles under the point load, then settled (stable, no per-frame jitter).
const heightCache = new Map();
const HEIGHT_CACHE_SOFT = 600; // target size; over this we evict keys not used this frame
const HEIGHT_CACHE_HARD = 8000; // absolute ceiling (one big ring + others) — never exceeded
let projGen = 0; // bumped each projection frame; entries used this frame are "hot"
function trimHeightCache() {
if (heightCache.size <= HEIGHT_CACHE_SOFT) return;
// Evict COLD keys first (not touched this frame), so a single large area/route
// — the screen renderer can project a ring up to ~4000 points — cannot churn its
// OWN active heights out of cache and force a clampToHeight every frame.
for (const [k, v] of heightCache) {
if (heightCache.size <= HEIGHT_CACHE_SOFT) break;
if (v.gen !== projGen) heightCache.delete(k);
}
// Backstop if a single frame legitimately needs more than the soft cap.
while (heightCache.size > HEIGHT_CACHE_HARD) {
const oldest = heightCache.keys().next().value;
if (oldest === undefined) break;
heightCache.delete(oldest);
}
}
// Re-project every annotation each rendered frame so marks stay glued to the
// world. postRender runs after the camera/tiles update, so positions are exact.
const onPostRender = () => projectAll();
scene.postRender.addEventListener(onPostRender);
function color(anno) {
return PALETTE[anno.color] || PALETTE.primary;
}
// Best-effort surface height under a coordinate (clamps onto the 3D tiles).
// Returns 0 until the tile loads, then caches the validated height.
function groundHeight(lon, lat) {
const key = `${lon.toFixed(5)},${lat.toFixed(5)}`;
const cached = heightCache.get(key);
if (cached && cached.settled) {
// Mark hot for this frame + bump to most-recently-used so heights for live
// marks survive eviction while places we've navigated away from age out.
cached.gen = projGen;
heightCache.delete(key);
heightCache.set(key, cached);
return cached.h;
}
try {
if (
scene.clampToHeightSupported &&
typeof scene.clampToHeight === 'function'
) {
const c = scene.clampToHeight(
Cesium.Cartesian3.fromDegrees(lon, lat, 0),
);
if (c) {
const h = Cesium.Cartographic.fromCartesian(c).height;
if (Number.isFinite(h) && h > -430 && h < 9000) {
heightCache.set(key, { h, settled: true, gen: projGen });
trimHeightCache();
return h;
}
}
}
} catch {
/* tiles not ready */
}
const fallback = cached ? cached.h : 0;
heightCache.set(key, { h: fallback, settled: false, gen: projGen });
trimHeightCache();
return fallback;
}
function add(anno) {
const c = color(anno);
const group = svgEl('g', { class: 'gev-anno', opacity: '0' });
const parts = {};
if (anno.type === 'area' && anno.ring && anno.ring.length >= 3) {
// Synthesized (buffered/approximate) areas render DASHED + fainter, with no
// "draw-on" gesture, so they never masquerade as an authoritative boundary.
parts.poly = svgEl('polygon', {
class: anno.synthesized ? 'gev-anno-area' : 'gev-anno-area gev-draw',
fill: c,
stroke: c,
'fill-opacity': anno.synthesized ? '0.08' : '0.14',
'stroke-width': '2.5',
...(anno.synthesized ? { 'stroke-dasharray': '9 7' } : {}),
filter: 'url(#gev-sketch)',
});
group.appendChild(parts.poly);
parts.label = makeCallout(
anno.outlineUnavailable
? outlineUnavailableLabel(anno.label)
: anno.label,
c,
);
if (parts.label) group.appendChild(parts.label.node);
} else if (anno.type === 'arrow' && anno.to) {
parts.path = svgEl('path', {
class: 'gev-anno-arrow gev-draw',
fill: 'none',
stroke: c,
'stroke-width': '3',
'marker-end': `url(#gev-arrow-${anno.color || 'primary'})`,
filter: 'url(#gev-sketch)',
});
ensureArrowMarker(defs, anno.color || 'primary', c);
group.appendChild(parts.path);
parts.label = makeCallout(
anno.outlineUnavailable
? outlineUnavailableLabel(anno.label)
: anno.label,
c,
);
if (parts.label) group.appendChild(parts.label.node);
} else if (
anno.type === 'route' &&
Array.isArray(anno.path) &&
anno.path.length >= 2
) {
// Multi-waypoint path: a drawn-on polyline with a dot at each waypoint.
parts.poly = svgEl('polyline', {
class: 'gev-anno-arrow gev-draw',
fill: 'none',
stroke: c,
'stroke-width': '3',
'marker-end': `url(#gev-arrow-${anno.color || 'primary'})`,
filter: 'url(#gev-sketch)',
});
ensureArrowMarker(defs, anno.color || 'primary', c);
group.appendChild(parts.poly);
parts.dots = anno.path.map(() => {
const dot = svgEl('circle', {
class: 'gev-anno-dot',
fill: c,
stroke: '#06121c',
'stroke-width': '2',
r: '4',
});
group.appendChild(dot);
return dot;
});
parts.label = makeCallout(
anno.outlineUnavailable
? outlineUnavailableLabel(anno.label)
: anno.label,
c,
);
if (parts.label) group.appendChild(parts.label.node);
} else {
// pin / highlight / label — pulsing target rings + a marker dot + callout
if (anno.type !== 'label') {
parts.ringOuter = svgEl('circle', {
class: 'gev-anno-ring gev-pulse',
fill: 'none',
stroke: c,
'stroke-width': '2',
r: '34',
});
parts.ringInner = svgEl('circle', {
class: 'gev-anno-ring',
fill: c,
'fill-opacity': '0.12',
stroke: c,
'stroke-width': '2.5',
r: '18',
filter: 'url(#gev-sketch)',
});
group.appendChild(parts.ringOuter);
group.appendChild(parts.ringInner);
}
parts.dot = svgEl('circle', {
class: 'gev-anno-dot',
fill: c,
stroke: '#06121c',
'stroke-width': '2',
r: anno.type === 'label' ? '4' : '5',
});
group.appendChild(parts.dot);
parts.leader = svgEl('line', {
class: 'gev-anno-leader',
stroke: c,
'stroke-width': '1.5',
'stroke-opacity': '0.7',
});
group.appendChild(parts.leader);
parts.label = makeCallout(
anno.outlineUnavailable
? outlineUnavailableLabel(anno.label)
: anno.label,
c,
);
if (parts.label) group.appendChild(parts.label.node);
}
// Record the mark BEFORE it touches the live document, then unwind on any
// throw from here down (projectAll reaches into Cesium and can fail on a
// lost context). Previously a throw past the DOM insert left an ORPHANED
// <g>: the engine's rollback only deletes its own map entry, so the next
// annotate of the same geometry stacked a fresh mark on top of the corpse.
records.set(anno.id, { anno, group, parts });
try {
svg.appendChild(group);
// trigger draw-on / fade-in on the next frame
requestAnimationFrame(() => group.classList.add('gev-in'));
// The draw-on effect uses a fixed stroke-dasharray of 1400 (see CSS). Any
// stroke longer than 1400px (a long arrow/route on a wide window) would keep
// a permanent dash gap — the arrowhead detaches from the truncated line (H6).
// Once the dashoffset transition finishes the stroke is meant to be fully
// drawn, so drop the dasharray entirely then and the stroke reads solid at
// any length. Guarded on the specific property so an unrelated transition
// (none here, but defensive) doesn't clear it early.
for (const drawEl of group.querySelectorAll('.gev-draw')) {
drawEl.addEventListener(
'transitionend',
(e) => {
if (e.propertyName === 'stroke-dashoffset') {
drawEl.style.strokeDasharray = 'none';
}
},
{ once: true },
);
}
projectAll();
} catch (error) {
// Hard, immediate unwind — a mark that never finished has nothing to
// fade out, and the caller (engine rollback) must find a clean board.
records.delete(anno.id);
try {
group.remove();
} catch {
/* never inserted */
}
if (records.size === 0) heightCache.clear();
throw error;
}
}
/**
* Re-seat a progressive area upgrade without replacing its SVG group. The hybrid
* renderer converts the pending reticle to a centroid label; keeping the group
* preserves element identity and prevents the old/new 320 ms fades from overlapping.
*/
function update(anno, { empty = false } = {}) {
const rec = records.get(anno.id);
if (!rec) {
if (!empty) add(anno);
return;
}
rec.anno = anno;
if (anno.outlineUnavailable && rec.parts.label) {
rec.parts.label.text.textContent = outlineUnavailableLabel(anno.label);
sizeCallout(rec.parts.label);
}
if (empty) {
for (const child of Array.from(rec.group.children)) child.remove();
rec.parts = {};
rec.hidden = true;
projectAll();
return;
}
rec.hidden = false;
// Pending areas are initially rendered by this branch as point reticles. On
// outline resolution the hybrid renderer changes only their screen proxy to a
// label, whose dot/leader/callout already exist; remove the two reticle rings and
// keep every remaining node (especially the group and callout) alive.
if (anno.type === 'label' && rec.parts.dot) {
rec.parts.ringOuter?.remove();
rec.parts.ringInner?.remove();
delete rec.parts.ringOuter;
delete rec.parts.ringInner;
rec.parts.dot.setAttribute('r', String(LABEL_DOT_R));
projectAll();
return;
}
// Area-type updates route through the hybrid proxy only.
}
function project(lon, lat) {
// Anchor at the real surface height (cached + validated), so marks sit on
// the ground/building instead of at sea level. The settle-once cache keeps
// it stable (no per-frame jitter that earlier broke nearby projections).
const world = Cesium.Cartesian3.fromDegrees(
lon,
lat,
groundHeight(lon, lat),
);
// Reject points behind the camera (they produce wrapped/extreme coords).
Cesium.Cartesian3.subtract(world, scene.camera.positionWC, scratchDir);
if (Cesium.Cartesian3.dot(scratchDir, scene.camera.directionWC) <= 0)
return null;
// Reject points beyond the globe horizon.
if (!occluder.isPointVisible(world)) return null;
const win = Cesium.SceneTransforms.worldToWindowCoordinates(
scene,
world,
scratch,
);
if (!win || !Number.isFinite(win.x) || !Number.isFinite(win.y)) return null;
// Reject absurd off-screen projections (anchor not in view).
const w = scene.canvas.clientWidth || scene.canvas.width;
const h = scene.canvas.clientHeight || scene.canvas.height;
if (win.x < -w || win.x > 2 * w || win.y < -h || win.y > 2 * h) return null;
return { x: win.x, y: win.y };
}
// Tracked-entity z-order: the tracked aircraft is a Cesium billboard in the
// CANVAS, which sits BELOW this SVG overlay (z-90, HTML over canvas). So a screen mark
// could hide it. After layout, any mark whose ACTUAL projected bounding box (rings,
// leader, polygon, route line, callout card — not just the anchor) INTERSECTS the
// tracked subject's screen FOOTPRINT is faded. The complete card footprint comes
// from the host's ACTUAL painted rectangle after final layout; the billboard extent
// is unioned for aircraft/satellites that also own a native tracked graphic.
const TRACKED_BBOX_MARGIN = 8; // px buffer added around the footprint
const TRACKED_FADE_EASE = 0.22; // per-frame ease toward hidden(0) / visible(1)
const TRACKED_HYSTERESIS_PX = 18; // dead-band so the overlap test can't flip-flop
const _scratchTrackedWin = new Cesium.Cartesian2();
// Evaluate a NearFarScalar (billboard scaleByDistance) at a camera distance.
function nearFarValue(nfs, dist) {
if (dist <= nfs.near) return nfs.nearValue;
if (dist >= nfs.far) return nfs.farValue;
const t = (dist - nfs.near) / (nfs.far - nfs.near);
return nfs.nearValue + t * (nfs.farValue - nfs.nearValue);
}
// Tracked-subject screen footprint, or null when neither host card nor native
// tracked graphic painted. The host rectangle is authoritative for the card.
function trackedEntityRect() {
const trackedId = activeTrackedReadoutId();
const painted = trackedId
? overlayPaintRect(TRACKED_OVERLAY_SOURCE_ID, trackedId)
: null;
let left = painted?.x;
let right = painted ? painted.x + painted.w : undefined;
let top = painted?.y;
let bottom = painted ? painted.y + painted.h : undefined;
const ent = viewer.trackedEntity;
const now = Cesium.JulianDate.now();
const world =
typeof ent?.gevDisplayPosition === 'function'
? ent.gevDisplayPosition()
: null;
const win = world
? Cesium.SceneTransforms.worldToWindowCoordinates(
scene,
world,
_scratchTrackedWin,
)
: null;
// Billboard box — centered on the anchor, magnified by scaleByDistance.
const bb = ent?.billboard;
if (bb && win && Number.isFinite(win.x) && Number.isFinite(win.y)) {
const baseW = bb.width?.getValue?.(now) ?? 28;
const baseH = bb.height?.getValue?.(now) ?? 28;
let scale = 1;
const sbd = bb.scaleByDistance?.getValue?.(now);
if (sbd)
scale = nearFarValue(
sbd,
Cesium.Cartesian3.distance(scene.camera.positionWC, world),
);
const hw = (baseW * scale) / 2;
const hh = (baseH * scale) / 2;
const bbLeft = win.x - hw;
const bbRight = win.x + hw;
const bbTop = win.y - hh;
const bbBottom = win.y + hh;
left = Number.isFinite(left) ? Math.min(left, bbLeft) : bbLeft;
right = Number.isFinite(right) ? Math.max(right, bbRight) : bbRight;
top = Number.isFinite(top) ? Math.min(top, bbTop) : bbTop;
bottom = Number.isFinite(bottom) ? Math.max(bottom, bbBottom) : bbBottom;
}
if (![left, right, top, bottom].every(Number.isFinite)) return null;
const m = TRACKED_BBOX_MARGIN;
return {
left: left - m,
right: right + m,
top: top - m,
bottom: bottom + m,
};
}
function projectAll() {
if (!records.size) return;
projGen += 1; // new frame: entries touched below are "hot" and survive trimming
const trackedRect = trackedEntityRect();
occluder.cameraPosition = scene.camera.positionWC;
const h = scene.canvas.clientHeight || scene.canvas.height;
const w = scene.canvas.clientWidth || scene.canvas.width;
svg.setAttribute('viewBox', `0 0 ${w} ${h}`);
// Shrink point-marker geometry as the camera pulls back (declutter the blob).
const mScale = markScale(
viewer.camera.positionCartographic?.height ?? 1000,
);
for (const rec of records.values()) {
const { anno, group, parts } = rec;
if (rec.hidden) {
group.style.display = 'none';
continue;
}
group.setAttribute('opacity', String(anno.alpha ?? 1));
if (anno.type === 'area' && parts.poly) {
const pts = [];
let cx = 0;
let cy = 0;
let n = 0;
for (const [lon, lat] of anno.ring) {
const p = project(lon, lat);
if (!p) continue;
pts.push(`${p.x.toFixed(1)},${p.y.toFixed(1)}`);
cx += p.x;
cy += p.y;
n++;
}
if (pts.length >= 3) {
parts.poly.setAttribute('points', pts.join(' '));
group.style.display = '';
if (parts.label)
positionCallout(parts.label, cx / n, cy / n - 6, true);
} else {
group.style.display = 'none';
}
} else if (anno.type === 'arrow' && parts.path) {
const a = project(anno.anchor.lon, anno.anchor.lat);
const b = project(anno.to.lon, anno.to.lat);
if (a && b) {
// gentle arc so the connector reads as a drawn gesture, not a ruler line
const mx = (a.x + b.x) / 2;
const my = (a.y + b.y) / 2;
const dx = b.x - a.x;
const dy = b.y - a.y;
const len = Math.hypot(dx, dy) || 1;
const bow = Math.min(60, len * 0.18);
const ctrlX = mx - (dy / len) * bow;
const ctrlY = my + (dx / len) * bow;
parts.path.setAttribute(
'd',
`M ${a.x.toFixed(1)} ${a.y.toFixed(1)} Q ${ctrlX.toFixed(1)} ${ctrlY.toFixed(1)} ${b.x.toFixed(1)} ${b.y.toFixed(1)}`,
);
group.style.display = '';
// Anchor the label to the (stable) endpoint midpoint, lifted toward the bow.
if (parts.label)
positionCallout(
parts.label,
mx + (ctrlX - mx) * 0.5,
my + (ctrlY - my) * 0.5 - 8,
true,
);
} else {
group.style.display = 'none';
}
} else if (anno.type === 'route' && parts.poly) {
const projected = anno.path.map((pt) => project(pt.lon, pt.lat));
const pts = [];
for (const p of projected) {
if (p) pts.push(`${p.x.toFixed(1)},${p.y.toFixed(1)}`);
}
if (pts.length >= 2) {
parts.poly.setAttribute('points', pts.join(' '));
// dots at each resolvable waypoint; hide the rest
parts.dots.forEach((dot, i) => {
const p = projected[i];
if (p) {
dot.setAttribute('cx', p.x.toFixed(1));
dot.setAttribute('cy', p.y.toFixed(1));
dot.style.display = '';
} else {
dot.style.display = 'none';
}
});
group.style.display = '';
// label at the middle waypoint
const mid =
projected.filter(Boolean)[
Math.floor(projected.filter(Boolean).length / 2)
];
if (parts.label && mid)
positionCallout(parts.label, mid.x, mid.y - 12, true);
} else {
group.style.display = 'none';
}
} else {
const p = project(anno.anchor.lon, anno.anchor.lat);
if (p) {
group.style.display = '';
const baseDotR = anno.type === 'label' ? LABEL_DOT_R : DOT_R;
if (parts.dot) {
parts.dot.setAttribute('cx', p.x.toFixed(1));
parts.dot.setAttribute('cy', p.y.toFixed(1));
parts.dot.setAttribute('r', (baseDotR * mScale).toFixed(1));
}
if (parts.ringOuter) {
parts.ringOuter.setAttribute('cx', p.x.toFixed(1));
parts.ringOuter.setAttribute('cy', p.y.toFixed(1));
parts.ringOuter.setAttribute(
'r',
(RING_OUTER_R * mScale).toFixed(1),
);
}
if (parts.ringInner) {
parts.ringInner.setAttribute('cx', p.x.toFixed(1));
parts.ringInner.setAttribute('cy', p.y.toFixed(1));
parts.ringInner.setAttribute(
'r',
(RING_INNER_R * mScale).toFixed(1),
);
}
if (parts.label) {
// Keep the callout tucked near the (now smaller) reticle by scaling its offset.
const lx = p.x + 18 * mScale;
const ly = p.y - 34 * mScale;
positionCallout(parts.label, lx, ly, false);
if (parts.leader) {
parts.leader.setAttribute('x1', p.x.toFixed(1));
parts.leader.setAttribute('y1', p.y.toFixed(1));
parts.leader.setAttribute('x2', lx.toFixed(1));
parts.leader.setAttribute(
'y2',
(ly + parts.label.height).toFixed(1),
);
parts.label._leader = parts.leader; // so de-collision can re-point it
}
}
} else {
group.style.display = 'none';
}
}
}
// Keep clustered callouts readable.
const placed = [];
for (const rec of records.values()) {
const cal = rec.parts.label;
if (
cal &&
cal.sized &&
rec.group.style.display !== 'none' &&
Number.isFinite(cal._x)
) {
placed.push(cal);
}
}
if (placed.length > 1) decollideCallouts(placed);
// Tracked-entity z-order — runs AFTER all geometry + callout de-collision so each
// group's bbox reflects its final on-screen extent. Any mark whose bbox INTERSECTS
// the tracked entity's screen footprint is faded toward FULLY HIDDEN (target 0, not a
// partial dim) so the tracked plane/ship reads as genuinely ON TOP. The fade is EASED
// per frame (no abrupt pop as the entity crosses a mark) and reverses smoothly when
// it moves off. Every screen mark here is point-like (pins/labels/reticles/arrows) —
// the big area/route footprints live in the world layer — so fully hiding an
// overlapped one is safe and not jarring.
for (const rec of records.values()) {
const { anno, group } = rec;
if (group.style.display === 'none') continue;
const cur = rec._trackedFade ?? 1;
let overlapping = false;
if (trackedRect) {
let bb = null;
try {
bb = group.getBBox();
} catch {
bb = null;
}
if (bb && (bb.width !== 0 || bb.height !== 0)) {
// HYSTERESIS: a mark that's already hidden must clear the rect by
// TRACKED_HYSTERESIS_PX before it starts showing again; one that's visible fades
// as soon as it touches. The dead-band stops the overlap test from flip-flopping
// frame-to-frame (the pulsing reticle stroke + de-collided cards keep the bbox in
// motion), which was the source of the flicker.
const m = cur < 0.5 ? TRACKED_HYSTERESIS_PX : 0;
overlapping =
bb.x <= trackedRect.right + m &&
bb.x + bb.width >= trackedRect.left - m &&
bb.y <= trackedRect.bottom + m &&
bb.y + bb.height >= trackedRect.top - m;
}
}
const target = overlapping ? 0 : 1;
const next = cur + (target - cur) * TRACKED_FADE_EASE;
rec._trackedFade = Math.abs(next - target) < 0.02 ? target : next;
// Only override when faded — otherwise leave the base alpha (set above) intact.
// (The CSS `transition: opacity` was removed from .gev-anno so this per-frame JS ease
// is the ONLY easing — previously the two fought and produced an opacity oscillation.)
if (rec._trackedFade !== 1) {
group.setAttribute(
'opacity',
String((anno.alpha ?? 1) * rec._trackedFade),
);
}
}
}
function remove(anno) {
const rec = records.get(anno.id);
if (!rec) return;
rec.group.classList.remove('gev-in');
rec.group.classList.add('gev-out');
const node = rec.group;
window.setTimeout(() => {
try {
node.remove();
} catch {
/* gone */
}
}, 360);
records.delete(anno.id);
// Board emptied → drop accumulated height samples (natural reset point).
if (records.size === 0) heightCache.clear();
}
function sync() {
// Positioning is driven by the postRender loop; nothing to batch here.
projectAll();
}
function destroy() {
try {
scene.postRender.removeEventListener(onPostRender);
} catch {
/* torn down */
}
try {
layer.remove();
} catch {
/* gone */
}
records.clear();
heightCache.clear();
}
return { add, update, remove, sync, destroy };
}
// --- SVG helpers ------------------------------------------------------------
function buildOverlay() {
const layer = document.createElement('div');
layer.className = 'gev-screen-whiteboard';
const svg = document.createElementNS(SVGNS, 'svg');
svg.setAttribute('class', 'gev-screen-whiteboard-svg');
svg.setAttribute('preserveAspectRatio', 'none');
const defs = document.createElementNS(SVGNS, 'defs');
// subtle hand-drawn wobble for strokes
defs.innerHTML = `
<filter id="gev-sketch" x="-20%" y="-20%" width="140%" height="140%">
<feTurbulence type="fractalNoise" baseFrequency="0.014" numOctaves="2" seed="7" result="n"/>
<feDisplacementMap in="SourceGraphic" in2="n" scale="2.2" xChannelSelector="R" yChannelSelector="G"/>
</filter>`;
svg.appendChild(defs);
layer.appendChild(svg);
return { layer, svg, defs };
}
function makeCallout(text, c) {
if (!text) return null;
const node = document.createElementNS(SVGNS, 'g');
node.setAttribute('class', 'gev-anno-callout');
const rect = document.createElementNS(SVGNS, 'rect');
rect.setAttribute('rx', '5');
rect.setAttribute('class', 'gev-anno-card');
const t = document.createElementNS(SVGNS, 'text');
t.setAttribute('class', 'gev-anno-text');
t.setAttribute('x', '9');
t.setAttribute('y', '16');
t.textContent = text;
const accent = document.createElementNS(SVGNS, 'rect');
accent.setAttribute('class', 'gev-anno-accent');
accent.setAttribute('width', '3');
accent.setAttribute('rx', '1.5');
accent.setAttribute('fill', c);
node.appendChild(rect);
node.appendChild(accent);
node.appendChild(t);
const callout = {
node,
rect,
text: t,
accent,
width: 0,
height: 26,
sized: false,
};
// size the card to the text once it is in the DOM
requestAnimationFrame(() => sizeCallout(callout));
return callout;
}
function sizeCallout(callout) {
try {
const bbox = callout.text.getBBox();
const w = Math.max(24, bbox.width + 18);
const h = Math.max(22, bbox.height + 10);
callout.rect.setAttribute('width', String(w));
callout.rect.setAttribute('height', String(h));
callout.accent.setAttribute('height', String(h - 8));
callout.accent.setAttribute('x', '0');
callout.accent.setAttribute('y', '4');
callout.width = w;
callout.height = h;
callout.sized = true;
} catch {
/* not laid out yet */
}
}
function positionCallout(callout, x, y, center) {
if (!callout.sized) sizeCallout(callout);
const tx = center ? x - callout.width / 2 : x;
callout._x = tx;
callout._y = y;
callout.node.setAttribute(
'transform',
`translate(${tx.toFixed(1)}, ${y.toFixed(1)})`,
);
}
/**
* Nudge overlapping callout cards apart so labels stay readable when several
* marks cluster on screen. Simple top-down sweep: each card that overlaps an
* earlier one is pushed just below it. O(n²) but n is small.
*/
function decollideCallouts(callouts) {
callouts.sort((a, b) => a._y - b._y);
for (let i = 0; i < callouts.length; i++) {
const a = callouts[i];
for (let j = 0; j < i; j++) {
const b = callouts[j];
const overlapX = a._x < b._x + b.width + 6 && a._x + a.width + 6 > b._x;
const overlapY = a._y < b._y + b.height && a._y + a.height > b._y;
if (overlapX && overlapY) {
a._y = b._y + b.height + 5;
a.node.setAttribute(
'transform',
`translate(${a._x.toFixed(1)}, ${a._y.toFixed(1)})`,
);
if (a._leader) {
a._leader.setAttribute('x2', a._x.toFixed(1));
a._leader.setAttribute('y2', a._y.toFixed(1));
}
}
}
}
}
function ensureArrowMarker(defs, key, c) {
if (defs.querySelector(`#gev-arrow-${key}`)) return;
const marker = document.createElementNS(SVGNS, 'marker');
marker.setAttribute('id', `gev-arrow-${key}`);
marker.setAttribute('viewBox', '0 0 10 10');
marker.setAttribute('refX', '8');
marker.setAttribute('refY', '5');
marker.setAttribute('markerWidth', '7');
marker.setAttribute('markerHeight', '7');
marker.setAttribute('orient', 'auto-start-reverse');
const path = document.createElementNS(SVGNS, 'path');
path.setAttribute('d', 'M 0 0 L 10 5 L 0 10 z');
path.setAttribute('fill', c);
marker.appendChild(path);
defs.appendChild(marker);
}
function svgEl(tag, attrs) {
const el = document.createElementNS(SVGNS, tag);
for (const [k, v] of Object.entries(attrs)) el.setAttribute(k, v);
return el;
}
function injectStyles() {
if (document.getElementById('gev-screen-whiteboard-styles')) return;
const style = document.createElement('style');
style.id = 'gev-screen-whiteboard-styles';
style.textContent = `
.gev-screen-whiteboard { position: fixed; inset: 0; pointer-events: none; z-index: 90; }
.gev-screen-whiteboard-svg { position: absolute; inset: 0; width: 100%; height: 100%; overflow: visible; }
/* No CSS opacity transition here on purpose: group opacity is driven per-frame in JS
(the 260ms fade-in via computeAlpha, and the tracked-entity z-order ease). A CSS
transition fought those per-frame writes and made the tracked-fade opacity oscillate
(flicker). Fade-OUT keeps its own transition via .gev-anno.gev-out below. */
.gev-anno-ring { filter: drop-shadow(0 0 6px currentColor); }
.gev-anno-dot { filter: drop-shadow(0 0 5px rgba(255,255,255,0.6)); }
.gev-anno-area { filter: drop-shadow(0 0 5px currentColor); }
.gev-anno-arrow { filter: drop-shadow(0 0 4px currentColor); stroke-linecap: round; }
.gev-anno-leader { stroke-dasharray: 2 3; }
.gev-anno-card { fill: rgba(8,18,28,0.78); stroke: rgba(255,255,255,0.14); stroke-width: 1; }
.gev-anno-text { fill: #eaf6ff; font: 600 13px "JetBrains Mono", ui-monospace, monospace; letter-spacing: 0.02em; }
/* draw-on: outlined shapes reveal their stroke */
.gev-draw { stroke-dasharray: 1400; stroke-dashoffset: 1400; }
.gev-anno.gev-in .gev-draw { transition: stroke-dashoffset 900ms ease-out; stroke-dashoffset: 0; }
/* opacity-only fade-in: a CSS transform here would override the SVG transform
attribute used to POSITION the callout and snap it to 0,0. */
.gev-anno-callout { opacity: 0; }
.gev-anno.gev-in .gev-anno-callout { animation: gev-pop 320ms ease-out both; }
.gev-anno.gev-out { opacity: 0 !important; transition: opacity 320ms ease; }
.gev-pulse { animation: gev-ring-pulse 1.8s ease-in-out infinite; transform-box: fill-box; transform-origin: center; }
@keyframes gev-ring-pulse { 0%,100% { opacity: 0.9; stroke-width: 2; } 50% { opacity: 0.35; stroke-width: 3.5; } }
@keyframes gev-pop { from { opacity: 0; } to { opacity: 1; } }
`;
document.head.appendChild(style);
}