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b2ab6f9 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 | /**
* Wave Particle Animation System for Leaflet
* Based on wind particle systems but adapted for ocean wave data
*/
class WaveParticleSystem {
constructor(map, options = {}) {
this.map = map;
this.particles = [];
this.activeParticles = [];
this.animationId = null;
this.isAnimating = false;
// Configuration
this.config = {
particleCount: options.particleCount || 1500,
particleLife: options.particleLife || 50, // frames
particleSpeed: options.particleSpeed || 1.0,
particleSize: options.particleSize || 1.5,
fadeOpacity: options.fadeOpacity || 0.98,
colorScheme: options.colorScheme || 'ocean',
trailLength: options.trailLength || 10,
...options
};
// Canvas setup
this.canvas = null;
this.ctx = null;
this.setupCanvas();
// Wave data
this.waveData = null;
this.bounds = null;
}
setupCanvas() {
// Create canvas overlay
this.canvas = document.createElement('canvas');
this.canvas.style.position = 'absolute';
this.canvas.style.top = '0';
this.canvas.style.left = '0';
this.canvas.style.pointerEvents = 'none';
this.canvas.style.zIndex = '1000';
this.ctx = this.canvas.getContext('2d');
// Add to map
this.map.getContainer().appendChild(this.canvas);
// Resize handling
this.map.on('resize', () => this.resizeCanvas());
this.map.on('zoom', () => this.handleMapChange());
this.map.on('move', () => this.handleMapChange());
this.resizeCanvas();
}
resizeCanvas() {
const container = this.map.getContainer();
this.canvas.width = container.offsetWidth;
this.canvas.height = container.offsetHeight;
this.canvas.style.width = container.offsetWidth + 'px';
this.canvas.style.height = container.offsetHeight + 'px';
}
handleMapChange() {
// Recalculate particle positions when map changes
this.updateParticleScreenPositions();
}
loadWaveData(waveData) {
this.waveData = waveData;
this.calculateBounds();
this.initializeParticles();
console.log(`Loaded ${waveData.particles ? waveData.particles.length : 0} wave data points for particle animation`);
}
calculateBounds() {
if (!this.waveData || !this.waveData.particles) return;
const lats = this.waveData.particles.map(p => p.lat);
const lons = this.waveData.particles.map(p => p.lon);
this.bounds = {
north: Math.max(...lats),
south: Math.min(...lats),
east: Math.max(...lons),
west: Math.min(...lons)
};
}
initializeParticles() {
this.particles = [];
this.activeParticles = [];
if (!this.waveData || !this.waveData.particles) return;
// Create particle pool from wave data
for (let i = 0; i < Math.min(this.config.particleCount, this.waveData.particles.length); i++) {
const wavePoint = this.waveData.particles[i];
const particle = this.createParticle(wavePoint);
this.particles.push(particle);
}
// Initialize some active particles
const initialActiveCount = Math.min(200, this.particles.length);
for (let i = 0; i < initialActiveCount; i++) {
this.activateParticle();
}
}
createParticle(wavePoint) {
return {
// Geographic position
lat: wavePoint.lat,
lon: wavePoint.lon,
// Screen position (calculated dynamically)
x: 0,
y: 0,
// Wave properties
waveHeight: wavePoint.wave_height,
waveDirection: wavePoint.wave_direction,
wavePeriod: wavePoint.wave_period,
// Velocity components (adjusted for screen space)
vx: wavePoint.u_velocity || 0,
vy: wavePoint.v_velocity || 0,
// Particle state
life: 0,
maxLife: this.config.particleLife + Math.random() * 20,
size: wavePoint.particle_size || this.config.particleSize,
opacity: 1.0,
active: false,
// Visual properties
colorIntensity: wavePoint.color_intensity || 0.5,
trail: [] // For particle trails
};
}
activateParticle() {
// Find inactive particle
const inactive = this.particles.find(p => !p.active);
if (!inactive) return;
// Reset particle properties
inactive.active = true;
inactive.life = 0;
inactive.opacity = 1.0;
inactive.trail = [];
// Random starting position within bounds
const randomWavePoint = this.waveData.particles[Math.floor(Math.random() * this.waveData.particles.length)];
inactive.lat = randomWavePoint.lat + (Math.random() - 0.5) * 2; // Small random offset
inactive.lon = randomWavePoint.lon + (Math.random() - 0.5) * 2;
// Update screen position
this.updateParticleScreenPosition(inactive);
this.activeParticles.push(inactive);
}
updateParticleScreenPosition(particle) {
const point = this.map.latLngToContainerPoint([particle.lat, particle.lon]);
particle.x = point.x;
particle.y = point.y;
}
updateParticleScreenPositions() {
this.activeParticles.forEach(particle => {
this.updateParticleScreenPosition(particle);
});
}
interpolateWaveField(lat, lon) {
if (!this.waveData || !this.waveData.particles) return { u: 0, v: 0, height: 0 };
// Simple nearest neighbor for now (could be improved with bilinear interpolation)\n let nearest = null;
let minDistance = Infinity;
\n for (const point of this.waveData.particles) {
const distance = Math.sqrt(\n Math.pow(point.lat - lat, 2) + Math.pow(point.lon - lon, 2)\n );
if (distance < minDistance) {\n minDistance = distance;\n nearest = point;\n }\n }\n \n if (nearest && minDistance < 2.0) { // Within 2 degrees\n return {\n u: nearest.u_velocity || 0,\n v: nearest.v_velocity || 0,\n height: nearest.wave_height || 0,\n direction: nearest.wave_direction || 0\n };\n }\n \n return { u: 0, v: 0, height: 0, direction: 0 };\n }\n \n updateParticles() {\n const zoom = this.map.getZoom();\n const speedScale = Math.pow(2, zoom - 2) * this.config.particleSpeed;\n \n this.activeParticles = this.activeParticles.filter(particle => {\n // Age the particle\n particle.life++;\n \n // Check if particle should die\n if (particle.life > particle.maxLife) {\n particle.active = false;\n return false;\n }\n \n // Get wave field at current position\n const field = this.interpolateWaveField(particle.lat, particle.lon);\n \n // Update velocity based on local wave field\n particle.vx = field.u * speedScale * 100; // Scale for screen pixels\n particle.vy = -field.v * speedScale * 100; // Negative because screen Y increases downward\n \n // Update position\n particle.x += particle.vx;\n particle.y += particle.vy;\n \n // Convert back to geographic coordinates\n const latlng = this.map.containerPointToLatLng([particle.x, particle.y]);\n particle.lat = latlng.lat;\n particle.lon = latlng.lng;\n \n // Update trail\n particle.trail.push({ x: particle.x, y: particle.y });\n if (particle.trail.length > this.config.trailLength) {\n particle.trail.shift();\n }\n \n // Update opacity (fade with age)\n particle.opacity = 1.0 - (particle.life / particle.maxLife);\n \n // Check bounds\n const bounds = this.map.getBounds();\n const margin = 100; // pixels\n if (particle.x < -margin || particle.x > this.canvas.width + margin ||\n particle.y < -margin || particle.y > this.canvas.height + margin) {\n // Particle is off screen, deactivate\n particle.active = false;\n return false;\n }\n \n return true;\n });\n \n // Maintain particle count by activating new ones\n const targetActive = Math.min(300, this.particles.length);\n while (this.activeParticles.length < targetActive) {\n this.activateParticle();\n }\n }\n \n getParticleColor(particle) {\n const intensity = particle.colorIntensity;\n const opacity = particle.opacity;\n \n switch (this.config.colorScheme) {\n case 'ocean':\n // Blue to white based on wave height\n const r = Math.floor(intensity * 255);\n const g = Math.floor(100 + intensity * 155);\n const b = 255;\n return `rgba(${r}, ${g}, ${b}, ${opacity})`;\n \n case 'heatmap':\n // Heat map colors\n if (intensity < 0.3) {\n return `rgba(0, 0, ${Math.floor(255 * intensity / 0.3)}, ${opacity})`;\n } else if (intensity < 0.7) {\n const green = Math.floor(255 * (intensity - 0.3) / 0.4);\n return `rgba(0, ${green}, 255, ${opacity})`;\n } else {\n const red = Math.floor(255 * (intensity - 0.7) / 0.3);\n return `rgba(${red}, 255, 255, ${opacity})`;\n }\n \n default:\n return `rgba(255, 255, 255, ${opacity})`;\n }\n }\n \n drawParticles() {\n // Clear canvas with fade effect\n this.ctx.fillStyle = `rgba(0, 0, 0, ${1 - this.config.fadeOpacity})`;\n this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);\n \n // Draw particles\n this.activeParticles.forEach(particle => {\n this.drawParticle(particle);\n });\n }\n \n drawParticle(particle) {\n const color = this.getParticleColor(particle);\n \n // Draw particle trail\n if (particle.trail.length > 1) {\n this.ctx.beginPath();\n this.ctx.strokeStyle = color;\n this.ctx.lineWidth = 1;\n this.ctx.globalAlpha = particle.opacity * 0.3;\n \n this.ctx.moveTo(particle.trail[0].x, particle.trail[0].y);\n for (let i = 1; i < particle.trail.length; i++) {\n this.ctx.lineTo(particle.trail[i].x, particle.trail[i].y);\n }\n this.ctx.stroke();\n }\n \n // Draw particle\n this.ctx.beginPath();\n this.ctx.fillStyle = color;\n this.ctx.globalAlpha = particle.opacity;\n this.ctx.arc(particle.x, particle.y, particle.size, 0, 2 * Math.PI);\n this.ctx.fill();\n \n // Reset alpha\n this.ctx.globalAlpha = 1.0;\n }\n \n animate() {\n if (!this.isAnimating) return;\n \n this.updateParticles();\n this.drawParticles();\n \n this.animationId = requestAnimationFrame(() => this.animate());\n }\n \n start() {\n if (this.isAnimating) return;\n \n this.isAnimating = true;\n console.log('Starting wave particle animation');\n this.animate();\n }\n \n stop() {\n if (!this.isAnimating) return;\n \n this.isAnimating = false;\n if (this.animationId) {\n cancelAnimationFrame(this.animationId);\n this.animationId = null;\n }\n console.log('Stopped wave particle animation');\n }\n \n setColorScheme(scheme) {\n this.config.colorScheme = scheme;\n }\n \n setParticleSpeed(speed) {\n this.config.particleSpeed = speed;\n }\n \n setParticleCount(count) {\n this.config.particleCount = count;\n // Reinitialize if needed\n if (this.waveData) {\n this.initializeParticles();\n }\n }\n \n destroy() {\n this.stop();\n \n if (this.canvas && this.canvas.parentNode) {\n this.canvas.parentNode.removeChild(this.canvas);\n }\n \n this.map.off('resize');\n this.map.off('zoom');\n this.map.off('move');\n \n this.particles = [];\n this.activeParticles = [];\n this.waveData = null;\n }\n}\n\n// Export for use in other modules\nif (typeof module !== 'undefined' && module.exports) {\n module.exports = WaveParticleSystem;\n} else if (typeof window !== 'undefined') {\n window.WaveParticleSystem = WaveParticleSystem;\n} |