add map on bike
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@@ -8,12 +8,8 @@ export interface EbikeGPSMapProps {
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* 3D world position of the player/bike (GPS start point)
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* If omitted, snaps to [0,0,0]
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*/
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startPos?: { x: number; y: number; z: number };
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/**
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* 3D world position of the destination/target (GPS end point)
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*/
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destPos?: { x: number; y: number; z: number };
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startPos?: { x: number; y: number; z: number } | undefined;
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destPos?: { x: number; y: number; z: number } | undefined;
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/**
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* Optional custom URL to the map background texture.
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@@ -41,6 +37,11 @@ export interface EbikeGPSMapProps {
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* Height of the 3D plane mesh (default: 1)
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*/
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height?: number;
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/**
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* Optional world position for the GPS screen (defaults to origin)
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*/
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position?: [number, number, number];
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}
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/**
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@@ -56,6 +57,7 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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worldBounds,
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width = 1,
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height = 1,
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position = [0, 0, 0],
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}) => {
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const [waypoints, setWaypoints] = useState<Waypoint[]>([]);
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const [mapImage, setMapImage] = useState<HTMLImageElement | HTMLCanvasElement | null>(null);
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@@ -235,10 +237,10 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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if (activePath.length > 1) {
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// Pass 1: Wide transparent orange bloom
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ctx.beginPath();
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let pt = worldToCanvas(activePath[0].x, activePath[0].z, size);
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let pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
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ctx.moveTo(pt.x, pt.y);
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for (let i = 1; i < activePath.length; i++) {
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pt = worldToCanvas(activePath[i].x, activePath[i].z, size);
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pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
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ctx.lineTo(pt.x, pt.y);
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}
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ctx.strokeStyle = 'rgba(249, 115, 22, 0.2)'; // Faint bright orange
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@@ -251,10 +253,10 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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// Pass 2: Saturated glow core
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ctx.beginPath();
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pt = worldToCanvas(activePath[0].x, activePath[0].z, size);
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pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
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ctx.moveTo(pt.x, pt.y);
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for (let i = 1; i < activePath.length; i++) {
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pt = worldToCanvas(activePath[i].x, activePath[i].z, size);
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pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
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ctx.lineTo(pt.x, pt.y);
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}
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ctx.strokeStyle = '#f97316'; // Vibrant orange
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@@ -265,10 +267,10 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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// Pass 3: High-intensity white core
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ctx.beginPath();
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pt = worldToCanvas(activePath[0].x, activePath[0].z, size);
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pt = worldToCanvas(activePath[0]!.x, activePath[0]!.z, size);
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ctx.moveTo(pt.x, pt.y);
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for (let i = 1; i < activePath.length; i++) {
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pt = worldToCanvas(activePath[i].x, activePath[i].z, size);
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pt = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
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ctx.lineTo(pt.x, pt.y);
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}
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ctx.strokeStyle = '#fff7ed'; // Cream white
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@@ -280,8 +282,8 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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const segments: { start: { x: number; y: number }; end: { x: number; y: number }; len: number }[] = [];
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let totalLen = 0;
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for (let i = 0; i < activePath.length - 1; i++) {
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const p1 = worldToCanvas(activePath[i].x, activePath[i].z, size);
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const p2 = worldToCanvas(activePath[i + 1].x, activePath[i + 1].z, size);
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const p1 = worldToCanvas(activePath[i]!.x, activePath[i]!.z, size);
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const p2 = worldToCanvas(activePath[i + 1]!.x, activePath[i + 1]!.z, size);
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const len = Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
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segments.push({ start: p1, end: p2, len });
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totalLen += len;
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@@ -290,7 +292,7 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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if (totalLen > 0) {
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const targetLen = totalLen * animTimeRef.current;
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let currentLen = 0;
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let dotPt = segments[0].start;
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let dotPt = segments[0]!.start;
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for (const seg of segments) {
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if (currentLen + seg.len >= targetLen) {
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@@ -378,9 +380,9 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
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}, [waypoints, startPos, destPos, bounds, mapImage]);
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return (
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<mesh castShadow receiveShadow>
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<mesh castShadow receiveShadow position={position as any}>
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<planeGeometry args={[width, height]} />
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<meshBasicMaterial toneMapped={false} transparent={true} opacity={1} depthWrite={false}>
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<meshBasicMaterial toneMapped={false} transparent={true} opacity={1} depthWrite={false} side={THREE.DoubleSide}>
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<canvasTexture
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ref={textureRef}
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attach="map"
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