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https://github.com/bilawalsidhu/gods-eye-view.git
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250 lines
8.8 KiB
JavaScript
250 lines
8.8 KiB
JavaScript
import { advectParticle, sampleWind, windColor, windSpeed } from './model.js';
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/**
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* Canvas particle renderer for a global wind field.
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*
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* Particles are advected in lon/lat by the sampled field and projected to the
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* screen through Cesium each frame. Particles hidden by the globe are skipped
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* with an `EllipsoidalOccluder`, and trails fade into a translucent backdrop.
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*
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* @param {{cesium: object, container: HTMLElement, getViewer: Function}} options
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*/
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export function createWindRendering({ cesium, container, getViewer } = {}) {
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let canvas = null;
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let context = null;
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let field = null;
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let particles = [];
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let frame = null;
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let running = false;
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let lastTime = 0;
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let cssWidth = 1;
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let cssHeight = 1;
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let warned = false;
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let cameraSignature = null;
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const randomParticle = () => ({
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lon: Math.random() * 360 - 180,
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lat: Math.random() * 178 - 89,
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age: Math.random() * 180,
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});
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/**
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* Spawn a particle inside the current view. Prefers the camera's visible
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* rectangle (robust at any zoom), then ellipsoid picking, then a whole-globe
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* fallback. Seeding globally would leave almost nothing on screen at regional
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* zoom, which reads as "the layer is broken".
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*/
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const spawnParticle = (scene) => {
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const camera = scene?.camera;
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if (camera?.computeViewRectangle && cesium.Ellipsoid && cesium.Math) {
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try {
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const rect = camera.computeViewRectangle(cesium.Ellipsoid.WGS84);
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if (rect) {
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const west = cesium.Math.toDegrees(rect.west);
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let east = cesium.Math.toDegrees(rect.east);
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const south = cesium.Math.toDegrees(rect.south);
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const north = cesium.Math.toDegrees(rect.north);
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if (east < west) east += 360; // rectangle crosses the antimeridian
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const lon = west + Math.random() * (east - west);
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const lat = south + Math.random() * (north - south);
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return {
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lon: ((((lon + 180) % 360) + 360) % 360) - 180,
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lat: Math.max(-89, Math.min(89, lat)),
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age: Math.random() * 30,
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};
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}
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} catch {
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/* fall through to the global fallback */
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}
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}
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return randomParticle();
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};
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const budget = () =>
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Math.max(200, Math.min(4000, Math.floor((cssWidth * cssHeight) / 300)));
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const seed = () => {
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particles = [];
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const limit = budget();
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const scene = getViewer?.()?.scene;
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for (let i = 0; i < limit; i += 1) particles.push(spawnParticle(scene));
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};
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const resize = (viewer) => {
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const ratio = Math.min(2, globalThis.devicePixelRatio || 1);
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const sceneCanvas = viewer?.scene?.canvas;
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cssWidth = sceneCanvas?.clientWidth || container?.clientWidth || 1;
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cssHeight = sceneCanvas?.clientHeight || container?.clientHeight || 1;
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const width = Math.floor(cssWidth * ratio);
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const height = Math.floor(cssHeight * ratio);
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// Assigning either dimension clears a real canvas, even if unchanged.
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if (canvas.width === width && canvas.height === height) return;
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canvas.width = width;
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canvas.height = height;
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canvas.style.width = `${cssWidth}px`;
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canvas.style.height = `${cssHeight}px`;
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context.setTransform?.(ratio, 0, 0, ratio, 0, 0);
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};
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/** Project lon/lat to CSS pixels, or null when hidden by the globe. */
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const project = (scene, occluder, lon, lat) => {
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if (!Number.isFinite(lon) || !Number.isFinite(lat)) return null;
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const cartesian = cesium.Cartesian3.fromDegrees(lon, lat, 0);
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if (occluder && !occluder.isPointVisible(cartesian)) return null;
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return cesium.SceneTransforms.worldToWindowCoordinates(scene, cartesian);
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};
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const draw = (time) => {
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frame = null;
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if (!running) return;
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const viewer = getViewer?.();
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if (!viewer || viewer.isDestroyed?.()) return;
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try {
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resize(viewer);
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if (particles.length !== budget()) seed();
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const camera = viewer.scene.camera;
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const signature = [
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camera?.positionWC?.x,
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camera?.positionWC?.y,
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camera?.positionWC?.z,
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camera?.heading,
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camera?.pitch,
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camera?.roll,
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].join(',');
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if (signature !== cameraSignature) {
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context.clearRect(0, 0, cssWidth, cssHeight);
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cameraSignature = signature;
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}
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const dt = lastTime
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? Math.min(1, Math.max(0, (time - lastTime) / 1000))
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: 0.016;
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lastTime = time;
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// Fade previous trails by ERASING them (destination-out). A translucent
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// black fill would instead accumulate alpha and saturate the overlay.
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context.globalCompositeOperation = 'destination-out';
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context.fillStyle = 'rgba(0, 0, 0, 0.02)';
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context.fillRect(0, 0, cssWidth, cssHeight);
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if (!field) return;
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const scene = viewer.scene;
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// Real wind (m/s) is invisible at globe scale, so the advection is
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// exaggerated in proportion to camera height: the same visual speed is
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// legible whether the camera is at street level or over a whole hemisphere.
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const cameraHeight = scene.camera?.positionCartographic?.height ?? 1e6;
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const speedScale = Math.max(1, Math.min(4000, cameraHeight / 400));
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let occluder = null;
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try {
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if (
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cesium.EllipsoidalOccluder &&
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cesium.Ellipsoid &&
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scene.camera?.positionWC
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)
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occluder = new cesium.EllipsoidalOccluder(
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cesium.Ellipsoid.WGS84,
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scene.camera.positionWC,
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);
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} catch {
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occluder = null; // fall back to frustum-only culling
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}
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context.lineWidth = 1.8;
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context.globalAlpha = 0.9;
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// Normal (non-additive) blending: additive strokes saturate to white when
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// many trails overlap over a dark globe.
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context.globalCompositeOperation = 'source-over';
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for (const particle of particles) {
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const wind = sampleWind(field, particle.lon, particle.lat);
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const before = { lon: particle.lon, lat: particle.lat };
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advectParticle(particle, wind, dt, { speedScale });
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particle.age += dt;
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// A NaN/Infinity position (polar divide-by-zero or a bad grid value)
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// must never reach Cesium: it throws and would abort the whole frame.
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if (!Number.isFinite(particle.lon) || !Number.isFinite(particle.lat)) {
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Object.assign(particle, spawnParticle(scene));
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continue;
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}
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const point = project(scene, occluder, particle.lon, particle.lat);
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const offscreen =
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!point ||
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point.x < 0 ||
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point.y < 0 ||
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point.x > cssWidth ||
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point.y > cssHeight;
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if (particle.age > 240 || offscreen) {
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Object.assign(particle, spawnParticle(scene));
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continue;
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}
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const previous = project(scene, occluder, before.lon, before.lat);
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if (!previous) continue;
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const speed = windSpeed(wind.u, wind.v);
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context.strokeStyle = windColor(speed);
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context.beginPath();
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context.moveTo(previous.x, previous.y);
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context.lineTo(point.x, point.y);
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context.stroke();
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}
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context.globalAlpha = 1;
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} catch (error) {
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if (!warned) {
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console.warn('[Data:Wind] frame failed:', error?.message || error);
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warned = true;
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}
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}
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frame = globalThis.requestAnimationFrame(draw);
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};
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return {
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/** Create and append the overlay canvas. */
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attach() {
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if (canvas) return;
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canvas = document.createElement('canvas');
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canvas.dataset.gevWind = '1';
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canvas.style.position = 'absolute';
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canvas.style.inset = '0';
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canvas.style.pointerEvents = 'none';
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canvas.style.zIndex = '1';
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context = canvas.getContext('2d');
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container.appendChild(canvas);
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},
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/** Install a wind field and (re)seed particles. */
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setField(next) {
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field = next?.grid ? { ...next.grid, u: next.u, v: next.v } : next;
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if (canvas) {
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resize(getViewer?.());
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seed();
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if (running && frame === null)
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frame = globalThis.requestAnimationFrame(draw);
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}
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},
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/** Start the animation loop. Safe to call before a field is installed. */
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start() {
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if (running || !canvas) return;
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running = true;
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lastTime = 0;
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if (field) frame = globalThis.requestAnimationFrame(draw);
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},
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/** Stop the animation loop. */
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stop() {
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running = false;
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if (frame !== null) globalThis.cancelAnimationFrame(frame);
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frame = null;
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},
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/** Clear the canvas and particles without removing the canvas. */
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clear() {
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field = null;
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particles = [];
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context?.clearRect(0, 0, cssWidth, cssHeight);
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},
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/** Stop and remove the overlay canvas. Idempotent. */
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destroy() {
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this.stop();
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this.clear();
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canvas?.remove();
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canvas = null;
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context = null;
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},
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/** Test seam: the current particle count. */
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getParticleCount() {
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return particles.length;
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},
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};
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}
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