shadow-zone / files / src / renderer.ts
renderer.ts
| 1 | import type { EarthModel } from './earth'; |
| 2 | import type { RayPath } from './rayTracer'; |
| 3 | import type { ShadowZoneResult } from './shadowZone'; |
| 4 | |
| 5 | export class Renderer { |
| 6 | private ctx: CanvasRenderingContext2D; |
| 7 | private w: number; |
| 8 | private h: number; |
| 9 | |
| 10 | constructor(private canvas: HTMLCanvasElement) { |
| 11 | this.ctx = canvas.getContext('2d')!; |
| 12 | this.w = canvas.width; |
| 13 | this.h = canvas.height; |
| 14 | } |
| 15 | |
| 16 | // Subsample rays for display so near-duplicate paths are skipped. |
| 17 | // Sorts by representative angle and keeps rays with at least minSep° separation. |
| 18 | private subsampleRays(rays: RayPath[]): RayPath[] { |
| 19 | // Show small counts exactly as-is — user explicitly chose that number. |
| 20 | if (rays.length <= 50) return rays; |
| 21 | const norm = (d: number): number => { const n = d % 360; return n > 180 ? 360 - n : n; }; |
| 22 | // Scale min separation inversely with ray count so screen density is proportional |
| 23 | // to the slider value (5× more rays → ~5× denser). Floor of 0.3° prevents |
| 24 | // drawing exact-duplicate paths that trace the same route. |
| 25 | const minSep = Math.max(0.3, 180 / rays.length); |
| 26 | |
| 27 | const withAngle = rays |
| 28 | .map(r => { |
| 29 | if (r.epicentralDistance !== null && !r.blocked) { |
| 30 | return { ray: r, angle: norm(r.epicentralDistance) }; |
| 31 | } |
| 32 | if (r.blocked && r.points.length > 0) { |
| 33 | return { ray: r, angle: r.points[r.points.length - 1].theta * 180 / Math.PI }; |
| 34 | } |
| 35 | return null; |
| 36 | }) |
| 37 | .filter((x): x is { ray: RayPath; angle: number } => x !== null) |
| 38 | .sort((a, b) => a.angle - b.angle); |
| 39 | |
| 40 | const kept: RayPath[] = []; |
| 41 | let last = -Infinity; |
| 42 | for (const { ray, angle } of withAngle) { |
| 43 | if (angle - last >= minSep) { |
| 44 | kept.push(ray); |
| 45 | last = angle; |
| 46 | } |
| 47 | } |
| 48 | return kept; |
| 49 | } |
| 50 | |
| 51 | render(model: EarthModel, rays: RayPath[], shadows: ShadowZoneResult[]): void { |
| 52 | this.w = this.canvas.width; |
| 53 | this.h = this.canvas.height; |
| 54 | const ctx = this.ctx; |
| 55 | const cx = this.w / 2; |
| 56 | const cy = this.h / 2; |
| 57 | const scale = Math.min(this.w, this.h) * 0.40; |
| 58 | const R = model.radius; |
| 59 | |
| 60 | // Clear to transparent — page background shows through, no visible square |
| 61 | ctx.clearRect(0, 0, this.w, this.h); |
| 62 | |
| 63 | // Earth layers (inner → outer) |
| 64 | const layersSorted = [...model.layers].sort((a, b) => b.rMax - a.rMax); |
| 65 | for (const layer of layersSorted) { |
| 66 | ctx.beginPath(); |
| 67 | ctx.arc(cx, cy, (layer.rMax / R) * scale, 0, Math.PI * 2); |
| 68 | ctx.fillStyle = layer.color; |
| 69 | ctx.fill(); |
| 70 | } |
| 71 | |
| 72 | // Rays — drawn on both sides (rays radiate symmetrically from the epicenter) |
| 73 | for (const ray of this.subsampleRays(rays)) { |
| 74 | if (ray.points.length < 2) continue; |
| 75 | let strokeStyle: string; |
| 76 | if (ray.blocked) { |
| 77 | strokeStyle = 'rgba(255,100,100,0.45)'; |
| 78 | } else if (ray.wave === 'S') { |
| 79 | strokeStyle = 'rgba(100,255,150,0.50)'; |
| 80 | } else { |
| 81 | strokeStyle = 'rgba(100,150,255,0.50)'; |
| 82 | } |
| 83 | ctx.strokeStyle = strokeStyle; |
| 84 | ctx.lineWidth = 2; |
| 85 | for (const mirror of [1, -1] as const) { |
| 86 | ctx.beginPath(); |
| 87 | for (let i = 0; i < ray.points.length; i++) { |
| 88 | const { r, theta } = ray.points[i]; |
| 89 | const px = cx + mirror * (r / R) * scale * Math.sin(theta); |
| 90 | const py = cy - (r / R) * scale * Math.cos(theta); |
| 91 | if (i === 0) ctx.moveTo(px, py); |
| 92 | else ctx.lineTo(px, py); |
| 93 | } |
| 94 | ctx.stroke(); |
| 95 | } |
| 96 | } |
| 97 | |
| 98 | // Thin surface ring |
| 99 | ctx.beginPath(); |
| 100 | ctx.arc(cx, cy, scale, 0, Math.PI * 2); |
| 101 | ctx.strokeStyle = 'rgba(180,180,220,0.4)'; |
| 102 | ctx.lineWidth = 1; |
| 103 | ctx.stroke(); |
| 104 | |
| 105 | // Shadow zone arcs — drawn on top of the surface ring, centered on the surface |
| 106 | if (shadows.length > 0) { |
| 107 | const arcW = scale * 0.05; |
| 108 | ctx.lineWidth = arcW; |
| 109 | ctx.strokeStyle = 'rgba(255,60,60,0.70)'; |
| 110 | for (const shadow of shadows) { |
| 111 | for (const side of [1, -1]) { |
| 112 | const startAngle = -Math.PI / 2 + side * (shadow.start * Math.PI) / 180; |
| 113 | const endAngle = -Math.PI / 2 + side * (shadow.end * Math.PI) / 180; |
| 114 | ctx.beginPath(); |
| 115 | ctx.arc(cx, cy, scale, Math.min(startAngle, endAngle), Math.max(startAngle, endAngle)); |
| 116 | ctx.stroke(); |
| 117 | } |
| 118 | } |
| 119 | } |
| 120 | |
| 121 | // Angle labels |
| 122 | ctx.font = '11px system-ui'; |
| 123 | ctx.textAlign = 'center'; |
| 124 | ctx.textBaseline = 'middle'; |
| 125 | const labelAngles = [0, 30, 60, 90, 120, 150, 180]; |
| 126 | for (const deg of labelAngles) { |
| 127 | for (const side of [1, -1]) { |
| 128 | if (deg === 0 || deg === 180) { |
| 129 | if (side === -1) continue; // only draw once |
| 130 | } |
| 131 | const rad = (deg * Math.PI) / 180 * side; |
| 132 | const labelR = scale + 18; |
| 133 | const lx = cx + labelR * Math.sin(rad); |
| 134 | const ly = cy - labelR * Math.cos(rad); |
| 135 | ctx.fillStyle = '#8888aa'; |
| 136 | ctx.fillText(`${deg}°`, lx, ly); |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | // Earthquake marker at top |
| 141 | const eqX = cx; |
| 142 | const eqY = cy - scale; |
| 143 | ctx.font = '16px system-ui'; |
| 144 | ctx.textAlign = 'center'; |
| 145 | ctx.textBaseline = 'bottom'; |
| 146 | ctx.fillText('⚡', eqX, eqY - 4); |
| 147 | |
| 148 | // Layer name labels |
| 149 | ctx.textBaseline = 'middle'; |
| 150 | ctx.font = '11px system-ui'; |
| 151 | ctx.fillStyle = 'rgba(255,255,255,0.55)'; |
| 152 | for (const layer of model.layers) { |
| 153 | const midR = ((layer.rMin + layer.rMax) / 2 / R) * scale; |
| 154 | // Only label if the ring is wide enough |
| 155 | if ((layer.rMax - layer.rMin) / R * scale < 14) continue; |
| 156 | ctx.textAlign = 'center'; |
| 157 | ctx.fillText(layer.name, cx, cy + midR); |
| 158 | } |
| 159 | |
| 160 | // Legend — top-left corner of the canvas |
| 161 | const legendItems = [ |
| 162 | { color: 'rgba(100,150,255,0.90)', lineH: 2, label: 'P-waves' }, |
| 163 | { color: 'rgba(100,255,150,0.85)', lineH: 2, label: 'S-waves' }, |
| 164 | { color: 'rgba(255,60,60,0.80)', lineH: 6, label: 'Shadow zone' }, |
| 165 | ]; |
| 166 | const itemH = 15; |
| 167 | const swatchW = 18; |
| 168 | const lx0 = 12; |
| 169 | ctx.font = '11px system-ui'; |
| 170 | ctx.textAlign = 'left'; |
| 171 | ctx.textBaseline = 'middle'; |
| 172 | for (let i = 0; i < legendItems.length; i++) { |
| 173 | const item = legendItems[i]; |
| 174 | const ly = 12 + i * itemH; |
| 175 | ctx.strokeStyle = item.color; |
| 176 | ctx.lineWidth = item.lineH; |
| 177 | ctx.beginPath(); |
| 178 | ctx.moveTo(lx0, ly); |
| 179 | ctx.lineTo(lx0 + swatchW, ly); |
| 180 | ctx.stroke(); |
| 181 | ctx.fillStyle = 'rgba(200,200,220,0.85)'; |
| 182 | ctx.fillText(item.label, lx0 + swatchW + 6, ly); |
| 183 | } |
| 184 | |
| 185 | } |
| 186 | } |