first implementation of pathfinding
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import React, { useRef, useEffect, useState, useMemo } from 'react';
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import * as THREE from 'three';
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import { useGPS } from './useGPS';
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import type { WorldBounds } from './useGPS';
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// ==========================================
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// 1. Premium 2D HUD GPS Overlay Component
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// ==========================================
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export interface GPSMinimapHUDProps {
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bwMaskUrl: string;
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colorMapUrl: string;
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gridWidth: number;
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gridHeight: number;
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worldBounds: WorldBounds;
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playerPos: { x: number; z: number };
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destPos?: { x: number; z: number };
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size?: number; // Size of HUD in pixels
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}
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/**
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* A beautiful, glassmorphic 2D HUD overlay that renders the GPS Minimap
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* in the corner of the screen.
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*/
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export const GPSMinimapHUD: React.FC<GPSMinimapHUDProps> = ({
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bwMaskUrl,
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colorMapUrl,
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gridWidth,
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gridHeight,
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worldBounds,
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playerPos,
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destPos,
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size = 200,
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}) => {
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const canvasRef = useRef<HTMLCanvasElement | null>(null);
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const gpsOptions = useMemo(() => ({
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bwMaskUrl,
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colorMapUrl,
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gridWidth,
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gridHeight,
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worldBounds,
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}), [bwMaskUrl, colorMapUrl, gridWidth, gridHeight, worldBounds]);
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const { calculateWorldPath, renderGPSToCanvas, loading, error } = useGPS(gpsOptions);
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useEffect(() => {
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if (loading || error || !canvasRef.current) return;
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// Calculate A* path in world coordinates
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const path = destPos ? calculateWorldPath(playerPos, destPos) : [];
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// Render path onto HUD canvas
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renderGPSToCanvas(canvasRef.current, path, playerPos, destPos, {
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pathColor: '#3b82f6', // Premium vibrant blue
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pathWidth: 5,
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playerColor: '#ef4444', // Hot red for player
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playerSize: 6,
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destColor: '#10b981', // Emerald green for destination
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destSize: 6,
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});
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}, [playerPos, destPos, loading, error, calculateWorldPath, renderGPSToCanvas]);
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return (
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<div style={hudStyles.container(size)}>
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{loading && <div style={hudStyles.statusText}>Initializing GPS...</div>}
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{error && <div style={{ ...hudStyles.statusText, color: '#ef4444' }}>GPS Error: {error}</div>}
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{!loading && !error && (
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<canvas
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ref={canvasRef}
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width={size * 2} // Double size for retina/high-DPI screens
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height={size * 2}
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style={hudStyles.canvas(size)}
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/>
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)}
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</div>
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);
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};
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// ==========================================
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// 2. 3D Handlebar Screen Mesh Component (R3F)
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// ==========================================
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export interface GPSBikeScreenProps {
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bwMaskUrl: string;
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colorMapUrl: string;
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gridWidth: number;
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gridHeight: number;
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worldBounds: WorldBounds;
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playerPos: { x: number; z: number };
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destPos?: { x: number; z: number };
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width?: number; // 3D Plane Width
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height?: number; // 3D Plane Height
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}
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/**
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* A Three.js 3D plane mesh that renders the GPS dynamically as a CanvasTexture.
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* This can be directly attached to the bike's handlebars in your 3D world.
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*/
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export const GPSBikeScreen: React.FC<GPSBikeScreenProps> = ({
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bwMaskUrl,
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colorMapUrl,
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gridWidth,
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gridHeight,
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worldBounds,
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playerPos,
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destPos,
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width = 0.4,
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height = 0.4,
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}) => {
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// Offscreen canvas to render the GPS texture onto
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const [offscreenCanvas] = useState(() => {
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const canvas = document.createElement('canvas');
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canvas.width = 512;
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canvas.height = 512;
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return canvas;
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});
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const textureRef = useRef<THREE.CanvasTexture | null>(null);
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const gpsOptions = useMemo(() => ({
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bwMaskUrl,
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colorMapUrl,
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gridWidth,
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gridHeight,
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worldBounds,
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}), [bwMaskUrl, colorMapUrl, gridWidth, gridHeight, worldBounds]);
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const { calculateWorldPath, renderGPSToCanvas, loading } = useGPS(gpsOptions);
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useEffect(() => {
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if (loading) return;
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// Calculate A* path
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const path = destPos ? calculateWorldPath(playerPos, destPos) : [];
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// Render path onto our offscreen canvas
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renderGPSToCanvas(offscreenCanvas, path, playerPos, destPos, {
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pathColor: '#60a5fa', // Bright neon blue
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pathWidth: 8,
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playerColor: '#ff0055', // Neon pink-red for bike
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playerSize: 10,
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destColor: '#00ffcc', // Vibrant cyan for target
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destSize: 10,
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});
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// Notify Three.js that the texture needs an update
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if (textureRef.current) {
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textureRef.current.needsUpdate = true;
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}
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}, [playerPos, destPos, loading, calculateWorldPath, renderGPSToCanvas, offscreenCanvas]);
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return (
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<mesh castShadow receiveShadow>
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<planeGeometry args={[width, height]} />
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<meshBasicMaterial toneMapped={false}>
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<canvasTexture
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ref={textureRef}
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attach="map"
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image={offscreenCanvas}
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minFilter={THREE.LinearFilter}
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magFilter={THREE.LinearFilter}
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/>
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</meshBasicMaterial>
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</mesh>
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);
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};
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// ==========================================
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// Styles for HUD (Premium Glassmorphism)
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// ==========================================
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const hudStyles = {
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container: (size: number): React.CSSProperties => ({
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position: 'absolute',
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bottom: '24px',
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right: '24px',
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width: `${size}px`,
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height: `${size}px`,
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borderRadius: '24px',
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overflow: 'hidden',
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border: '1px solid rgba(255, 255, 255, 0.15)',
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boxShadow: '0 8px 32px 0 rgba(0, 0, 0, 0.37), 0 0 15px rgba(59, 130, 246, 0.2)',
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backdropFilter: 'blur(8px)',
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WebkitBackdropFilter: 'blur(8px)',
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background: 'rgba(15, 23, 42, 0.6)', // Sleek dark slate
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display: 'flex',
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alignItems: 'center',
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justifyContent: 'center',
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zIndex: 1000,
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pointerEvents: 'none',
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transition: 'all 0.3s cubic-bezier(0.4, 0, 0.2, 1)',
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}),
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canvas: (size: number): React.CSSProperties => ({
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width: `${size}px`,
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height: `${size}px`,
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display: 'block',
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}),
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statusText: {
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color: '#94a3b8',
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fontFamily: 'system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif',
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fontSize: '12px',
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fontWeight: 500,
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letterSpacing: '0.05em',
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} as React.CSSProperties,
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};
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