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Author SHA1 Message Date
linkong
9dafbf4f6e release: bump version to 0.44.2 2026-04-29 18:11:37 +08:00
linkong
a87537e903 release: bump version to 0.44.1 2026-04-29 18:07:35 +08:00
12 changed files with 512 additions and 108 deletions

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@@ -1 +1 @@
0.44.0
0.44.2

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@@ -8,6 +8,25 @@ This project follows the repository versioning rule:
- `improvement` -> `+0.0.1`bugfix + 小功能混合)
- `bugfix` -> `+0.0.1`
## [0.44.2] — 2026-04-29
### 📝 Documentation
- 补充 Earth 船只图层技术文档,记录分桶 `THREE.Points` 批量渲染、同尺寸交互 overlay 和屏幕空间 picking 的设计约束。
- 同步 Earth 渲染图层顺序和样式参考,明确 AIS 船只 renderOrder、depthTest、图标尺寸、航向分桶与 hover 命中半径。
- 更新船只渲染性能计划状态,标注 `0.44.1` 已落地的实现与后续全球 AIS / LOD 演进方向。
---
## [0.44.1] — 2026-04-29
### 🐛 Fixes
- 修复 Earth 船只图层拖动不跟手的问题,将普通船只从独立 Sprite 切换为按航向分桶的批量 Points 渲染。
- 修正船只 hover/click 拾取错位,改为屏幕空间命中检测并在拖拽/惯性期间跳过 hover 拾取。
- 统一 AIS 船只普通态与交互态方向,并让 hover/locked glow 与普通图标保持同尺寸覆盖。
- 恢复船只深度测试并收敛默认图标尺寸,避免北部岛屿/冰面附近出现明显压盖陆地的视觉问题。
---
## [0.44.0] — 2026-04-29
### ✨ Highlights

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@@ -1,5 +1,17 @@
# Earth Vessel Rendering Performance Plan
## 当前状态
该计划的前端核心部分已经在 `0.44.1` 落地,但最终实现不是原文设想的 `InstancedBufferGeometry` quad而是更稳的分桶 `THREE.Points` 方案:
- 普通船只按 moving / anchored 和 `VESSEL_COURSE_BINS` 航向分桶,使用 `PointsMaterial` 批量绘制。
- 航行船只仍是带方向的三角形,停泊或低速船只仍是圆点。
- hover / locked 不再放大成世界尺寸 Sprite而是在原点位叠加同尺寸单点 glow overlay。
- picking 改为屏幕空间命中,拖动和惯性期间跳过 hover picking。
- 普通态关闭 glow交互态才显示 glow降低 overdraw 并让默认地图更干净。
后续如果需要全球 AIS 或更高船只密度,再评估是否从分桶 `Points` 升级到真正 instanced quad 或视口 bbox / LOD。
## 背景
Earth 船只图层已经形成了一套较好的视觉语言:
@@ -8,10 +20,10 @@ Earth 船只图层已经形成了一套较好的视觉语言:
- 标记按航向旋转
- 停泊或低速船只使用圆点
- 不同船型使用不同颜色
- hover / locked 状态有放大、透明度和聚焦反馈
- hover / locked 状态有 glow、透明度和聚焦反馈
- 标记带有轻微 glow / soft edge和 Earth HUD 的观感一致
当前性能问题不应通过降级成普通 `Points` 来解决。目标是在保留现有观赏性的前提下,把底层从“每艘船一个 Sprite 对象”优化为批量绘制和轻量交互。
当前性能问题不应通过降级成无方向、无船型语义的普通小点来解决。目标是在保留现有观赏性的前提下,把底层从“每艘船一个 Sprite 对象”优化为批量绘制和轻量交互。
## 当前问题判断
@@ -106,11 +118,18 @@ Earth 船只图层已经形成了一套较好的视觉语言:
目标是减少屏幕空间重叠面积,而不是改变符号设计。
## Phase 3保留视觉的批量渲染
## Phase 3保留视觉的批量渲染(已落地为分桶 Points
正式方案是把每艘船的视觉从 `THREE.Sprite` 迁移为 instanced sprite batch。
原设想是把每艘船的视觉从 `THREE.Sprite` 迁移为 instanced sprite batch。实际落地时选择了更稳的分桶 `THREE.Points`
### 1. 使用 instanced quad
- 不依赖自定义 shader。
- 不依赖 `Points` 自带 raycaster。
- 用 canvas 纹理保留三角、圆点、船型颜色和航向。
- 用 hover / locked 单点 overlay 保留交互 glow。
如果未来全球 AIS 导致分桶 `Points` 仍不够,再升级到 instanced quad。
### 1. 原候选方案instanced quad
每艘船仍然显示为带贴图/软边的 billboard但底层使用
@@ -130,7 +149,7 @@ Earth 船只图层已经形成了一套较好的视觉语言:
这样 draw call 从“每艘船一个”变为“每类船只一个”。
### 2. per-instance attributes
### 2. 原候选方案:per-instance attributes
每个 instance 存:
@@ -142,9 +161,21 @@ Earth 船只图层已经形成了一套较好的视觉语言:
- state
- mmsi / data index
hover、locked、dimmed 通过更新少量 instance attribute 实现,不再逐个修改 material。
hover、locked、dimmed 通过更新少量 instance attribute 实现,不再逐个修改 material。
### 3. 复刻当前视觉
### 3. 当前落地方案:分桶 `THREE.Points`
当前实现按以下方式复刻视觉:
- moving 船只按 `VESSEL_COURSE_BINS` 做航向分桶。
- anchored / slow 船只使用圆点分桶。
- 每个分桶生成一组 `THREE.Points`,共享 `PointsMaterial` 和 canvas 点纹理。
- `VESSEL_CONFIG.colors` 仍通过 vertex colors 表示船型颜色。
- hover / locked 在原位置叠加同尺寸单点 overlay普通态不带 glow交互态才带 glow。
这样 draw call 从“每艘船一个”变为“每个形状 / 航向分桶一组”,同时避免自定义 shader 的兼容风险。
### 4. 复刻当前视觉
视觉上继续使用当前 canvas texture 或等效 shader
@@ -213,5 +244,6 @@ hover、locked、dimmed 通过更新少量 instance attribute 实现,不再逐
1. 先做 Phase 1快速恢复地球拖动手感。
2. 再做 Phase 2减少每帧 JS 写操作。
3. 最后做 Phase 3 和 Phase 4,把船只迁移到 instanced sprite batch
3. Phase 3 和 Phase 4 已按分桶 `THREE.Points` + 屏幕空间 picking 落地
4. Phase 5 等全球船只数据或数量压力出现后再推进。
5. 如果分桶 `THREE.Points` 达到瓶颈,再评估 instanced quad。

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@@ -253,11 +253,34 @@ AIS 船只图层入口:
船只图层当前负责:
- 请求 `/api/v1/visualization/geo/vessels`
- 将 BarentsWatch AIS GeoJSON 转为 Three.js sprite
- 将 BarentsWatch AIS GeoJSON 转为地球局部坐标 marker 数据
- 用按航向分桶的 `THREE.Points` 批量渲染普通船只 marker
- 按船型映射颜色
- 根据航行/停泊状态绘制三角形或圆点纹理
- 用单点 `THREE.Points` overlay 承载 hover / locked glow
- 支持 hover、lock、轨迹加载和视觉聚焦
船只图层不再是“每艘船一个 `THREE.Sprite`”。原始 Sprite 方案在拖动地球时会把透明对象排序、draw call 和对象级 raycast 成本全部放到主交互路径上;即使 BarentsWatch 免费 AIS 当前只覆盖挪威周边,也会让地球拖动明显不跟手。
当前设计把普通船只拆成少量批次:
- moving / anchored 分开。
- moving 船只按 `VESSEL_COURSE_BINS` 做航向分桶。
- 每个批次是一组 `THREE.PointsMaterial`,位置和颜色写入 `BufferGeometry` attribute。
- 普通态不带 glowhover / locked 时才在相同点位叠加带 glow 的单点 overlay。
方向标准以 AIS `course / cog` 为准:从正北开始顺时针。普通态和交互态都通过同一套 canvas 旋转规则生成纹理,避免 hover 后箭头方向和原 marker 不一致。
船只 hover / click 也不再对渲染对象做 `raycaster.intersectObjects()``main.js` 会:
1. 拖动地球或惯性旋转时跳过 hover picking。
2. 对 hover picking 做轻量节流。
3. 只保留正面船只作为候选。
4. 将候选船只投影到屏幕坐标。
5.`VESSEL_POINTER_RADIUS_PX` 做像素距离命中,并取最近船只。
这样 picking 位置和用户看到的屏幕 marker 对齐,也避免 `Points` 自带 raycaster 在固定屏幕尺寸图标上的命中半径错位。
图例系统已经注册 `vessels` 模式:
- [legend.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/legend.js)

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@@ -186,6 +186,27 @@
| footprint renderOrder | local `GROUND_FOOTPRINT_RENDER_ORDER` | `3` | footprint fill |
| footprint group renderOrder | inline | `0` | 避免 Group 排序盖过卫星点 |
## AIS 船只
| 正式名称 | 变量名 | 当前值 | 使用位置 / 说明 |
| --- | --- | --- | --- |
| 船只半径偏移 | `VESSEL_CONFIG.altitudeOffset` | `0.56` | 普通 marker 位置 |
| 船只轨迹半径偏移 | `VESSEL_CONFIG.track.altitudeOffset` | `0.7` | 选中船只轨迹线 |
| 船只 renderOrder | local `VESSEL_RENDER_ORDER` | `4.4` | 普通 marker 和交互 overlay |
| 船只轨迹 renderOrder | `VESSEL_RENDER_ORDER - 0.1` | `4.3` | 低于船只 marker |
| 船只点像素尺寸 | local `VESSEL_POINT_SIZE` | `34` | 普通 marker 与 hover / locked overlay 共享尺寸 |
| 船只纹理画布尺寸 | local `VESSEL_ATLAS_CELL_SIZE` | `128` | canvas 点纹理 |
| 航向分桶数 | local `VESSEL_COURSE_BINS` | `32` | moving 船只按 COG 分桶,降低 draw call 同时保留方向 |
| 船只 hover 拾取节流 | local `VESSEL_HOVER_PICK_INTERVAL_MS` | `100` | `main.js` hover picking |
| 船只屏幕命中半径 | local `VESSEL_POINTER_RADIUS_PX` | `22` | `main.js` 屏幕空间 picking |
| 普通船只透明度 | `VESSEL_CONFIG.marker.baseOpacity` | `0.88` | 普通 `PointsMaterial.opacity` |
| dimmed 船只透明度 | `VESSEL_CONFIG.marker.dimmedOpacity` | `0.26` | 锁定某艘船后其他批次透明度 |
| hover 船只透明度 | inline | `0.98` | hover overlay |
| locked 船只透明度 | inline | `1` | locked overlay |
| 船型颜色 | `VESSEL_CONFIG.colors.*` | cargo / tanker / passenger / fishing / military / other | `PointsMaterial.vertexColors` 和 overlay texture |
AIS 船只普通态使用批量 `THREE.Points`,不是逐船 `THREE.Sprite`。航行船只保持三角形,停泊或低速船只保持圆点;普通态不带 glowhover / locked 时在同一屏幕尺寸上叠加带 glow 的单点 overlay。AIS 航向按 `course / cog` 从正北顺时针解释,普通态和交互态必须使用同一套 canvas 旋转规则。
## 算力中心
| 正式名称 | 变量名 | 当前值 | 使用位置 / 说明 |

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@@ -30,7 +30,7 @@
| 3 | 卫星 footprint 填充 | `satellites.js` | `GROUND_FOOTPRINT_RENDER_ORDER` | depth-testedGroup renderOrder 保持 0 | Footprint 在国界线之上,但在算力中心和卫星之下。 |
| 3-5 | BGP 标记和覆盖层 | `bgp.js` | 各 marker 自身 renderOrder | BGP 拾取路径 | 保持现有 BGP 视觉层级。 |
| 4.3 | AIS 船只轨迹线 | `vessels.js` | `VESSEL_RENDER_ORDER - 0.1``CONFIG.earthRadius + VESSEL_CONFIG.track.altitudeOffset` | 跟随船只显隐,不单独参与拾取 | 选中船只后显示最近轨迹,低于船只 marker。 |
| 4.4 | AIS 船只 marker | `vessels.js` | `VESSEL_RENDER_ORDER``CONFIG.earthRadius + VESSEL_CONFIG.altitudeOffset` | 船只拾取路径;只取正面 marker | 航行船只用三角 sprite,停泊/低速用圆点;低于算力中心 `4.5`。 |
| 4.4 | AIS 船只 marker | `vessels.js` | `VESSEL_RENDER_ORDER``CONFIG.earthRadius + VESSEL_CONFIG.altitudeOffset`;普通 marker 为分桶 `THREE.Points`hover / locked 为单点 `THREE.Points` overlay | `depthTest: true``main.js` 使用屏幕空间 picking只取正面 marker | 航行船只用三角点纹理,停泊/低速用圆点;普通态无 glow交互态叠加同尺寸 glow低于算力中心 `4.5`。 |
| 4.5 | 算力中心 | `compute-centers.js` | `COMPUTE_CENTER_RENDER_ORDER` | 算力中心拾取路径 | 地表设施,保持在卫星下方。 |
| 5 | 卫星背景点 | `satellites.js` | 固定 renderOrder | 屏幕空间卫星拾取 | 位于卫星点下方。 |
| 6 | 卫星点 | `satellites.js` | 固定 renderOrder | 屏幕空间卫星拾取 | 卫星点压过 footprint 和算力中心。 |
@@ -57,4 +57,4 @@
| 中国 / 台湾 hover | `CHN``TWN` 被归到同一个 hover 高亮组tooltip 仍显示鼠标实际命中的 feature。 |
| 地形 | 只作为视觉层参与,`terrain.raycast` 已禁用。 |
| 卫星 | 使用屏幕空间卫星拾取,避免 footprint 或地表层挡住卫星点击。 |
| 船只 | 使用 sprite marker 拾取,并在 `main.js` 中先过滤正面船只;点击后可加载轨迹线。 |
| 船只 | 使用对象级 sprite raycast。`main.js` 会在拖动 / 惯性期间跳过 hover picking平时将正面船只投影到屏幕坐标用像素半径命中最近船只;点击后可加载轨迹线。 |

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@@ -16,12 +16,14 @@
## Current Version
- `main` 当前主线历史推导到:`0.16.5`
- `dev` 当前开发分支历史推导到:`0.44.0`
- `dev` 当前开发分支历史推导到:`0.44.2`
## Timeline
| Version | Type | Branch | Commit | Summary |
| --- | --- | --- | --- | --- |
| `0.44.2` | bugfix | `dev` | `pending` | 补充 Earth 船只批量渲染、屏幕拾取、图层顺序、样式参考和性能计划状态文档 |
| `0.44.1` | bugfix | `dev` | `pending` | 优化 Earth 船只批量渲染性能,修复拖动卡顿、拾取错位、交互态方向/尺寸和地表压盖问题 |
| `0.44.0` | feature | `dev` | `pending` | 重构数据源目录与采集器设置,新增 BarentsWatch AIS 连接教程、Earth 船只/缩放体验优化和仪表盘前端重启 |
| `0.43.1` | bugfix | `dev` | `pending` | 修正全量 restart 后 AI Provider 启动提示语义,避免把预期未就绪描述成异常 |
| `0.43.0` | feature | `dev` | `pending` | 新增 Earth 船舶追踪、自定义数据源映射、外部集成配置中心、Markdown 渲染器增强,并整理规则/技能文档加载约束 |

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@@ -1,6 +1,6 @@
{
"name": "planet-frontend",
"version": "0.44.0",
"version": "0.44.2",
"private": true,
"packageManager": "bun@1",
"dependencies": {

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@@ -258,6 +258,7 @@ let lastBGPClickTime = 0;
let lastBGPClickCollector = null;
let lastBGPClickType = null;
let lastBGPClickPos = { x: 0, y: 0 };
let lastVesselHoverPickTime = 0;
let earthTexture = null;
let animationFrameId = null;
let initialized = false;
@@ -295,7 +296,9 @@ const scratchBGPWorldPosition = new THREE.Vector3();
const scratchComputeCenterDirection = new THREE.Vector3();
const scratchComputeCenterWorldPosition = new THREE.Vector3();
const scratchVesselDirection = new THREE.Vector3();
const scratchVesselCameraLocal = new THREE.Vector3();
const scratchVesselWorldPosition = new THREE.Vector3();
const scratchVesselScreenPosition = new THREE.Vector3();
const scratchSatelliteWorldPosition = new THREE.Vector3();
const scratchSatelliteScreenPosition = new THREE.Vector3();
const scratchViewCenterWorld = new THREE.Vector3();
@@ -310,6 +313,8 @@ const TOOLTIP_CURSOR_OFFSET = 14; // px offset from cursor for hover tooltips
const TOOLTIP_COORDS_OFFSET = 10; // px offset for earth-coordinate tooltip
const RELATED_SATELLITE_HIGHLIGHT_COLOR = "#7dd3fc";
const DRAG_POINTER_THRESHOLD_PX = 8;
const VESSEL_HOVER_PICK_INTERVAL_MS = 100;
const VESSEL_POINTER_RADIUS_PX = 22;
const GLOBE_DRAGGING_CLASS = "is-globe-dragging";
const HUD_INTERACTIVE_SELECTORS = [
".earth-left-column",
@@ -364,6 +369,13 @@ function setGlobeDraggingUiState(active) {
document.documentElement.classList.toggle(GLOBE_DRAGGING_CLASS, active);
}
function hasActiveGlobeInertia() {
return (
Math.abs(inertialVelocity.x) > INERTIA_MIN_VELOCITY ||
Math.abs(inertialVelocity.y) > INERTIA_MIN_VELOCITY
);
}
function getDragRotationFactor() {
const zoom = Math.max(getZoomLevel(), 0.01);
const scale = THREE.MathUtils.clamp(
@@ -540,21 +552,92 @@ function getFrontFacingVesselMarkers(markers) {
const earth = getEarth();
if (!earth) return markers;
scratchCameraToEarth.subVectors(camera.position, earth.position).normalize();
scratchVesselCameraLocal.copy(camera.position);
earth.worldToLocal(scratchVesselCameraLocal);
scratchVesselCameraLocal.normalize();
return markers.filter((marker) => {
scratchVesselWorldPosition.copy(marker.position);
marker.parent?.localToWorld(scratchVesselWorldPosition);
scratchVesselDirection
.subVectors(scratchVesselWorldPosition, earth.position)
.normalize();
scratchVesselDirection.copy(marker.position).normalize();
return (
scratchCameraToEarth.dot(scratchVesselDirection) >
scratchVesselCameraLocal.dot(scratchVesselDirection) >
SATELLITE_CONFIG.frontFacingDotThreshold
);
});
}
function getVesselPointerIntersections() {
const earth = getEarth();
if (!earth) return [];
scratchVesselCameraLocal.copy(camera.position);
earth.worldToLocal(scratchVesselCameraLocal);
scratchVesselCameraLocal.normalize();
const pointerX = ((interactionMouse.x + 1) / 2) * window.innerWidth;
const pointerY = ((1 - interactionMouse.y) / 2) * window.innerHeight;
const radiusSq = VESSEL_POINTER_RADIUS_PX * VESSEL_POINTER_RADIUS_PX;
const intersections = [];
getVesselMarkers().forEach((marker) => {
scratchVesselDirection.copy(marker.position).normalize();
if (
scratchVesselCameraLocal.dot(scratchVesselDirection) <=
SATELLITE_CONFIG.frontFacingDotThreshold
) {
return;
}
scratchVesselWorldPosition.copy(marker.position);
earth.localToWorld(scratchVesselWorldPosition);
scratchVesselScreenPosition.copy(scratchVesselWorldPosition).project(camera);
if (
scratchVesselScreenPosition.z < -1 ||
scratchVesselScreenPosition.z > 1
) {
return;
}
const screenX = (scratchVesselScreenPosition.x * 0.5 + 0.5) * window.innerWidth;
const screenY = (-scratchVesselScreenPosition.y * 0.5 + 0.5) * window.innerHeight;
const deltaX = screenX - pointerX;
const deltaY = screenY - pointerY;
const distancePxSq = deltaX * deltaX + deltaY * deltaY;
if (distancePxSq > radiusSq) return;
intersections.push({
object: marker,
point: scratchVesselWorldPosition.clone(),
distance: camera.position.distanceTo(scratchVesselWorldPosition),
distancePxSq,
});
});
return intersections.sort((a, b) => a.distancePxSq - b.distancePxSq);
}
function shouldSkipVesselHoverPicking() {
return isDragging || hasActiveGlobeInertia();
}
function getVesselHoverIntersections() {
if (!getShowVessels()) {
return { checked: true, intersects: [] };
}
if (shouldSkipVesselHoverPicking()) {
return { checked: false, intersects: [] };
}
const now = performance.now();
if (now - lastVesselHoverPickTime < VESSEL_HOVER_PICK_INTERVAL_MS) {
return { checked: false, intersects: [] };
}
lastVesselHoverPickTime = now;
return {
checked: true,
intersects: getVesselPointerIntersections(),
};
}
function applyBGPHoverState(marker) {
resetTransientBGPStates();
if (!marker) {
@@ -590,14 +673,14 @@ function applyComputeCenterHoverState(marker) {
}
function resetTransientVesselStates() {
getVesselMarkers().forEach((marker) => {
if (marker !== lockedObject) {
setVesselMarkerState(marker, "normal");
}
});
if (hoveredVessel && hoveredVessel !== lockedObject) {
setVesselMarkerState(hoveredVessel, "normal");
}
hoveredVessel = null;
}
function applyVesselHoverState(marker) {
if (isSameVessel(hoveredVessel, marker)) return;
resetTransientVesselStates();
if (!marker) {
hoveredVessel = null;
@@ -3134,11 +3217,8 @@ function onMouseMove(event) {
const computeCenterIntersects = getShowComputeCenters()
? interactionRaycaster.intersectObjects(frontFacingComputeCenterMarkers)
: [];
const vesselIntersects = getShowVessels()
? interactionRaycaster.intersectObjects(
getFrontFacingVesselMarkers(getVesselMarkers()),
)
: [];
const vesselPick = getVesselHoverIntersections();
const vesselIntersects = vesselPick.intersects;
let hoveredSat = null;
let hoveredSatIndexFromIntersect = null;
@@ -3161,7 +3241,7 @@ function onMouseMove(event) {
const hoveredComputeCenterMarker =
computeCenterIntersects.length > 0 ? computeCenterIntersects[0].object : null;
const hoveredVesselMarker =
vesselIntersects.length > 0 ? vesselIntersects[0].object : null;
vesselPick.checked && vesselIntersects.length > 0 ? vesselIntersects[0].object : null;
if (
hoveredComputeCenter &&
@@ -3169,7 +3249,11 @@ function onMouseMove(event) {
) {
clearTransientHoverState();
}
if (hoveredVessel && !isSameVessel(hoveredVessel, hoveredVesselMarker)) {
if (
vesselPick.checked &&
hoveredVessel &&
!isSameVessel(hoveredVessel, hoveredVesselMarker)
) {
clearTransientHoverState();
}
@@ -3216,6 +3300,7 @@ function onMouseMove(event) {
);
objectTooltipShown = true;
} else if (
vesselPick.checked &&
hoveredVesselMarker &&
getShowVessels() &&
lockedObjectType !== "vessel"
@@ -3262,7 +3347,9 @@ function onMouseMove(event) {
} else if (!lockedObjectType && !isCruisePresentationPinned()) {
resetTransientBGPStates();
resetTransientComputeCenterStates();
resetTransientVesselStates();
if (vesselPick.checked) {
resetTransientVesselStates();
}
hideInfoCard();
}
@@ -3483,9 +3570,7 @@ function onClick(event) {
)
: [];
const vesselIntersects = getShowVessels()
? interactionRaycaster.intersectObjects(
getFrontFacingVesselMarkers(getVesselMarkers()),
)
? getVesselPointerIntersections()
: [];
const satIntersects = getSatellitePointerIntersections(event);
@@ -3681,9 +3766,7 @@ function animate() {
const earth = getEarth();
const deltaTime = clock.getDelta() * 1000;
const hasInertia =
Math.abs(inertialVelocity.x) > INERTIA_MIN_VELOCITY ||
Math.abs(inertialVelocity.y) > INERTIA_MIN_VELOCITY;
const hasInertia = hasActiveGlobeInertia();
if (getAutoRotate() && getRotationMode() === ROTATION_MODE.ROTATE && earth) {
earth.rotation.y += CONFIG.rotationSpeed * (deltaTime / 16);

View File

@@ -1,15 +1,29 @@
import * as THREE from "three";
import { CONFIG, PATHS, VESSEL_CONFIG } from "./constants.js";
import { getSurfaceMarkerCameraScale, latLonToVector3 } from "./utils.js";
import { latLonToVector3 } from "./utils.js";
const vesselGroup = new THREE.Group();
const vesselMarkers = [];
const textureCache = new Map();
let vesselPoints = null;
let vesselPointObjects = [];
let hoverOverlaySprite = null;
let lockedOverlaySprite = null;
let showVessels = false;
let activeTrackLine = null;
let lastVisualStateKey = "";
let visualStateVersion = 0;
const VESSEL_RENDER_ORDER = 4.4;
const VESSEL_POINT_SIZE = 34;
const VESSEL_ATLAS_CELL_SIZE = 128;
const VESSEL_COURSE_BINS = 32;
function invalidateVesselVisualState() {
visualStateVersion += 1;
lastVisualStateKey = "";
}
function normalizeVesselType(value, code) {
const type = String(value || "").trim().toLowerCase();
@@ -22,36 +36,87 @@ function normalizeVesselType(value, code) {
return "other";
}
function createVesselTexture(type, anchored) {
const textureKey = `${type}:${anchored ? "anchored" : "moving"}`;
if (textureCache.has(textureKey)) return textureCache.get(textureKey);
const color = VESSEL_CONFIG.colors[type] || VESSEL_CONFIG.colors.other;
const canvas = document.createElement("canvas");
canvas.width = 96;
canvas.height = 96;
const context = canvas.getContext("2d");
context.clearRect(0, 0, 96, 96);
context.save();
context.translate(48, 48);
function drawVesselShape(context, anchored, glow, color = "#ffffff") {
context.fillStyle = color;
context.globalAlpha = anchored ? 0.55 : 0.96;
context.shadowColor = color;
context.shadowBlur = anchored ? 8 : 14;
if (glow) {
context.shadowColor = color;
context.shadowBlur = anchored ? 8 : 14;
}
context.beginPath();
if (anchored) {
context.arc(0, 0, 18, 0, Math.PI * 2);
context.arc(0, 0, 24, 0, Math.PI * 2);
} else {
context.moveTo(0, -28);
context.lineTo(21, 24);
context.lineTo(0, 13);
context.lineTo(-21, 24);
context.moveTo(0, -37);
context.lineTo(28, 32);
context.lineTo(0, 17);
context.lineTo(-28, 32);
context.closePath();
}
context.fill();
}
function createVesselPointTexture(anchored, courseBin = 0) {
const textureKey = `vessel-point:${anchored ? "anchored" : "moving"}:${courseBin}`;
if (textureCache.has(textureKey)) return textureCache.get(textureKey);
const canvas = document.createElement("canvas");
canvas.width = VESSEL_ATLAS_CELL_SIZE;
canvas.height = VESSEL_ATLAS_CELL_SIZE;
const context = canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
context.translate(canvas.width / 2, canvas.height / 2);
if (!anchored) {
context.rotate((courseBin / VESSEL_COURSE_BINS) * Math.PI * 2);
}
drawVesselShape(context, anchored, false);
context.restore();
const texture = new THREE.CanvasTexture(canvas);
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.needsUpdate = true;
textureCache.set(textureKey, texture);
return texture;
}
function createVesselOverlayTexture(marker, glow = true) {
const kind = marker?.userData?.vessel_kind || "other";
const anchored = Boolean(marker?.userData?.anchored);
const courseBin = marker ? getCourseBin(marker) : 0;
const textureKey = [
"vessel-overlay",
kind,
anchored ? "anchored" : "moving",
courseBin,
glow ? "glow" : "plain",
].join(":");
if (textureCache.has(textureKey)) return textureCache.get(textureKey);
const canvas = document.createElement("canvas");
canvas.width = VESSEL_ATLAS_CELL_SIZE;
canvas.height = VESSEL_ATLAS_CELL_SIZE;
const context = canvas.getContext("2d");
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
context.translate(canvas.width / 2, canvas.height / 2);
if (!anchored) {
context.rotate((courseBin / VESSEL_COURSE_BINS) * Math.PI * 2);
}
drawVesselShape(
context,
anchored,
glow,
VESSEL_CONFIG.colors[kind] || VESSEL_CONFIG.colors.other,
);
context.restore();
const texture = new THREE.CanvasTexture(canvas);
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.needsUpdate = true;
textureCache.set(textureKey, texture);
return texture;
@@ -80,16 +145,7 @@ function buildVesselMarkerData(feature) {
}
function createVesselMarker(markerData) {
const material = new THREE.SpriteMaterial({
map: createVesselTexture(markerData.type, markerData.anchored),
transparent: true,
depthWrite: false,
opacity: VESSEL_CONFIG.marker.baseOpacity,
rotation: markerData.anchored
? 0
: THREE.MathUtils.degToRad(-markerData.course),
});
const marker = new THREE.Sprite(material);
const marker = new THREE.Object3D();
marker.position.copy(
latLonToVector3(
markerData.latitude,
@@ -97,9 +153,6 @@ function createVesselMarker(markerData) {
CONFIG.earthRadius + VESSEL_CONFIG.altitudeOffset,
),
);
marker.scale.setScalar(VESSEL_CONFIG.marker.baseScale);
marker.renderOrder = VESSEL_RENDER_ORDER;
marker.visible = showVessels;
marker.userData = {
...markerData,
type: "vessel",
@@ -107,10 +160,88 @@ function createVesselMarker(markerData) {
baseScale: VESSEL_CONFIG.marker.baseScale,
state: "normal",
};
vesselGroup.add(marker);
vesselMarkers.push(marker);
}
function colorToRgbArray(colorValue) {
const color = new THREE.Color(colorValue || VESSEL_CONFIG.colors.other);
return [color.r, color.g, color.b];
}
function getCourseBin(marker) {
if (marker.userData.anchored) return 0;
const course = Number(marker.userData.course || 0);
const normalized = ((course % 360) + 360) % 360;
return Math.round((normalized / 360) * VESSEL_COURSE_BINS) % VESSEL_COURSE_BINS;
}
function buildVesselPoints() {
vesselPoints = new THREE.Group();
vesselPoints.visible = showVessels;
vesselPoints.renderOrder = VESSEL_RENDER_ORDER;
vesselPoints.userData = { type: "vessel_points" };
vesselPointObjects = [];
const groups = new Map();
vesselMarkers.forEach((marker, index) => {
const anchored = Boolean(marker.userData.anchored);
const courseBin = getCourseBin(marker);
const key = `${anchored ? "anchored" : "moving"}:${courseBin}`;
if (!groups.has(key)) {
groups.set(key, {
anchored,
courseBin,
markers: [],
markerIndexes: [],
});
}
const group = groups.get(key);
group.markers.push(marker);
group.markerIndexes.push(index);
});
groups.forEach((group) => {
const count = group.markers.length;
const positions = new Float32Array(count * 3);
const colors = new Float32Array(count * 3);
group.markers.forEach((marker, index) => {
positions[index * 3] = marker.position.x;
positions[index * 3 + 1] = marker.position.y;
positions[index * 3 + 2] = marker.position.z;
const [r, g, b] = colorToRgbArray(VESSEL_CONFIG.colors[marker.userData.vessel_kind]);
colors[index * 3] = r;
colors[index * 3 + 1] = g;
colors[index * 3 + 2] = b;
});
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
geometry.computeBoundingSphere();
const material = new THREE.PointsMaterial({
map: createVesselPointTexture(group.anchored, group.courseBin),
size: VESSEL_POINT_SIZE,
sizeAttenuation: false,
vertexColors: true,
transparent: true,
opacity: VESSEL_CONFIG.marker.baseOpacity,
depthWrite: false,
depthTest: true,
alphaTest: 0.01,
});
const points = new THREE.Points(geometry, material);
points.renderOrder = VESSEL_RENDER_ORDER;
points.frustumCulled = false;
points.userData = {
type: "vessel_points",
};
vesselPointObjects.push(points);
vesselPoints.add(points);
});
vesselGroup.add(vesselPoints);
}
function clearGroup(group) {
for (let index = group.children.length - 1; index >= 0; index -= 1) {
const child = group.children[index];
@@ -120,13 +251,24 @@ function clearGroup(group) {
}
}
function getDistanceScale(camera) {
return getSurfaceMarkerCameraScale(camera, {
altitudeOffset: VESSEL_CONFIG.altitudeOffset,
referenceFov: 75,
min: VESSEL_CONFIG.sizeStabilization.min,
max: VESSEL_CONFIG.sizeStabilization.max,
function disposeVesselRenderObjects() {
if (vesselPoints?.parent) {
vesselPoints.parent.remove(vesselPoints);
}
vesselPointObjects.forEach((points) => {
points.geometry?.dispose?.();
points.material?.dispose?.();
});
hoverOverlaySprite?.geometry?.dispose?.();
hoverOverlaySprite?.material?.dispose?.();
hoverOverlaySprite?.parent?.remove?.(hoverOverlaySprite);
lockedOverlaySprite?.geometry?.dispose?.();
lockedOverlaySprite?.material?.dispose?.();
lockedOverlaySprite?.parent?.remove?.(lockedOverlaySprite);
vesselPoints = null;
vesselPointObjects = [];
hoverOverlaySprite = null;
lockedOverlaySprite = null;
}
export function getVesselMarkers() {
@@ -143,10 +285,11 @@ export function getShowVessels() {
export function toggleVessels(show) {
showVessels = Boolean(show);
invalidateVesselVisualState();
vesselGroup.visible = showVessels;
vesselMarkers.forEach((marker) => {
marker.visible = showVessels;
});
if (vesselPoints) {
vesselPoints.visible = showVessels;
}
if (activeTrackLine) {
activeTrackLine.visible = showVessels;
}
@@ -168,12 +311,16 @@ function clearVesselTrack() {
export function setVesselMarkerState(marker, state = "normal") {
if (!marker || marker.userData?.type !== "vessel") return;
if (marker.userData.state === state) return;
marker.userData.state = state;
invalidateVesselVisualState();
}
export function clearVesselData(earth) {
vesselMarkers.length = 0;
invalidateVesselVisualState();
clearVesselSelection();
vesselMarkers.length = 0;
disposeVesselRenderObjects();
clearGroup(vesselGroup);
if (earth && vesselGroup.parent === earth) {
earth.remove(vesselGroup);
@@ -196,6 +343,7 @@ export async function loadVessels(_scene, earth, options = {}) {
.filter(Boolean)
.slice(0, VESSEL_CONFIG.maxRenderedMarkers)
.forEach((markerData) => createVesselMarker(markerData));
buildVesselPoints();
if (earth && !vesselGroup.parent) {
earth.add(vesselGroup);
@@ -256,26 +404,102 @@ export function getVesselLegendItems() {
];
}
export function updateVesselVisualState(lockedObjectType, lockedObject, camera) {
const hasFocus = lockedObjectType === "vessel" && lockedObject;
const distanceScale = getDistanceScale(camera);
vesselMarkers.forEach((marker) => {
const isLocked = lockedObjectType === "vessel" && lockedObject === marker;
const state = marker.userData?.state || "normal";
let opacity = VESSEL_CONFIG.marker.baseOpacity;
let scaleMultiplier = 1;
if (isLocked) {
opacity = 1;
scaleMultiplier = VESSEL_CONFIG.marker.lockedScale;
} else if (state === "hover") {
opacity = 0.98;
scaleMultiplier = VESSEL_CONFIG.marker.hoverScale;
} else if (hasFocus) {
opacity = VESSEL_CONFIG.marker.dimmedOpacity;
scaleMultiplier = VESSEL_CONFIG.marker.dimmedScale;
}
marker.material.opacity = showVessels ? opacity : 0;
marker.scale.setScalar(marker.userData.baseScale * scaleMultiplier * distanceScale);
marker.visible = showVessels;
function ensureOverlaySprite(kind) {
const existing = kind === "locked" ? lockedOverlaySprite : hoverOverlaySprite;
if (existing) return existing;
const geometry = new THREE.BufferGeometry();
geometry.setAttribute(
"position",
new THREE.BufferAttribute(new Float32Array(3), 3),
);
const material = new THREE.PointsMaterial({
size: VESSEL_POINT_SIZE,
sizeAttenuation: false,
transparent: true,
depthWrite: false,
depthTest: true,
opacity: 1,
alphaTest: 0.01,
});
const overlay = new THREE.Points(geometry, material);
overlay.renderOrder = VESSEL_RENDER_ORDER + (kind === "locked" ? 0.2 : 0.1);
overlay.frustumCulled = false;
overlay.visible = false;
vesselGroup.add(overlay);
if (kind === "locked") {
lockedOverlaySprite = overlay;
} else {
hoverOverlaySprite = overlay;
}
return overlay;
}
function updateOverlaySprite(overlay, marker, opacity) {
if (!overlay) return;
if (!marker) {
overlay.visible = false;
return;
}
const texture = createVesselOverlayTexture(marker, true);
if (overlay.material.map !== texture) {
overlay.material.map = texture;
overlay.material.needsUpdate = true;
}
overlay.material.opacity = opacity;
overlay.material.size = VESSEL_POINT_SIZE;
const positionAttribute = overlay.geometry.getAttribute("position");
positionAttribute.setXYZ(0, marker.position.x, marker.position.y, marker.position.z);
positionAttribute.needsUpdate = true;
overlay.visible = showVessels;
}
export function updateVesselVisualState(lockedObjectType, lockedObject, camera) {
if (!showVessels || vesselMarkers.length === 0 || !vesselPoints) {
if (lastVisualStateKey !== "hidden") {
if (vesselPoints) vesselPoints.visible = false;
if (hoverOverlaySprite) hoverOverlaySprite.visible = false;
if (lockedOverlaySprite) lockedOverlaySprite.visible = false;
lastVisualStateKey = "hidden";
}
return;
}
vesselPoints.visible = true;
const hasFocus = lockedObjectType === "vessel" && lockedObject;
const lockedKey = hasFocus
? lockedObject?.userData?.mmsi || lockedObject?.uuid || "locked"
: "none";
const stateKey = [
"visible",
lockedObjectType || "none",
lockedKey,
visualStateVersion,
].join(":");
if (stateKey === lastVisualStateKey) return;
lastVisualStateKey = stateKey;
vesselPointObjects.forEach((points) => {
points.visible = showVessels;
points.material.opacity = hasFocus
? VESSEL_CONFIG.marker.dimmedOpacity
: VESSEL_CONFIG.marker.baseOpacity;
points.material.size = VESSEL_POINT_SIZE;
});
const hoverMarker = vesselMarkers.find(
(marker) => marker.userData?.state === "hover" && marker !== lockedObject,
);
updateOverlaySprite(
ensureOverlaySprite("hover"),
hoverMarker,
0.98,
);
updateOverlaySprite(
ensureOverlaySprite("locked"),
hasFocus ? lockedObject : null,
1,
);
}

View File

@@ -1,6 +1,6 @@
[project]
name = "planet"
version = "0.44.0"
version = "0.44.2"
description = "智能星球计划 - 态势感知系统"
requires-python = ">=3.14"
dependencies = [

2
uv.lock generated
View File

@@ -475,7 +475,7 @@ wheels = [
[[package]]
name = "planet"
version = "0.44.0"
version = "0.44.2"
source = { virtual = "." }
dependencies = [
{ name = "aiofiles" },