mirror of
https://github.com/cds-astro/aladin-lite.git
synced 2026-04-28 11:53:18 -07:00
rotation improve perf and numerical instabilities
This commit is contained in:
@@ -11,7 +11,7 @@
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let aladin;
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A.init.then(() => {
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aladin = A.aladin('#aladin-lite-div', {survey: "https://cds.unistra.fr/~boch/bug-al-om-change-relative-url/CDS_P_GALEXGR6_7_FUV", target: "05 40 59.12 -02 27 04.1", fov: 2, log: false});
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aladin = A.aladin('#aladin-lite-div', {survey: "./data/hips/CDS_P_DSS2_color", target: "05 40 59.12 -02 27 04.1", fov: 2, log: false});
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});
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</script>
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@@ -495,7 +495,7 @@ impl App {
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self.inertia.is_some()
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}
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pub(crate) fn update(&mut self, dt: DeltaTime) -> Result<bool, JsValue> {
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pub(crate) fn update(&mut self, dt: f64) -> Result<bool, JsValue> {
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// a timer stopping the frame if it takes too long
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// useful for garanting a framerate
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let rendering_timer = Time::now();
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@@ -1731,7 +1731,6 @@ impl App {
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}
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} else {
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/* 1. Rotate by computing the angle between the last and current position */
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let d = math::vector::angle3(&prev_pos, &cur_pos);
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let axis = prev_pos.cross(cur_pos).normalize();
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@@ -12,16 +12,16 @@ pub struct Inertia {
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// Vector of rotation
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axis: Vector3<f64>,
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// The time when the inertia begins
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time_start: Time,
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time_prev: Time,
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north_up: bool,
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}
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impl Inertia {
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pub fn new(ampl: f64, axis: Vector3<f64>, north_up: bool) -> Self {
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Inertia {
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time_start: Time::now(),
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time_prev: Time::now(),
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ampl,
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speed: ampl,
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speed: (ampl * 0.5).min(0.1),
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axis,
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north_up,
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}
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@@ -52,18 +52,22 @@ impl Inertia {
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}
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}*/
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pub fn apply(&mut self, camera: &mut CameraViewPort, proj: &ProjectionType, _dt: DeltaTime) {
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let t = ((Time::now() - self.time_start).as_millis() / 1000.0) as f64;
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pub fn apply(&mut self, camera: &mut CameraViewPort, proj: &ProjectionType, dt: f64) {
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self.time_prev = Time::now();
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// Initial angular velocity
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let v0 = self.ampl * 0.5;
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//let v0 = self.ampl * 0.5;
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// Friction coefficient (tweak this)
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let damping = 2.5;
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let damping = 5e-3;
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self.speed *= (-damping * dt).exp();
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let delta_angle = self.speed * dt;
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// Exponential decay of angular velocity
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self.speed = (v0 * (-damping * t).exp()).min(3.0);
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// self.speed = (v0 * (-damping * t).exp()).min(3.0);
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camera.apply_axis_rotation(&self.axis, self.speed.to_angle(), proj);
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//camera.apply_axis_rotation(&self.axis, self.speed.to_angle(), proj);
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camera.apply_axis_rotation(&self.axis, delta_angle.to_angle(), proj);
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if self.north_up {
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camera.set_position_angle(0.0.to_angle(), proj);
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@@ -194,15 +194,15 @@ impl WebClient {
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///
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/// # Return
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/// Whether the view is moving or not
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pub fn update(&mut self, dt: f32) -> Result<bool, JsValue> {
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pub fn update(&mut self, dt: f64) -> Result<bool, JsValue> {
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// dt refers to the time taking (in ms) rendering the previous frame
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self.dt = DeltaTime::from_millis(dt);
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self.dt = DeltaTime::from_millis(dt as f32);
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// Update the application and get back the
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// world coordinates of the center of projection in (ra, dec)
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self.app.update(
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// Time of the previous frame rendering
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self.dt,
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dt,
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)
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}
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@@ -1,5 +1,6 @@
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use crate::math;
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use crate::math::angle::ToAngle;
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use cgmath::One;
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use cgmath::Vector3;
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use cgmath::{BaseFloat, InnerSpace};
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use cgmath::{Euler, Quaternion};
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@@ -111,27 +112,50 @@ where
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// Define a rotation from an axis and a angle
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pub fn from_axis_angle(axis: &Vector3<S>, angle: Angle<S>) -> Rotation<S> {
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let angle: Rad<S> = angle.into();
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let mat = Matrix3::from_axis_angle(axis.normalize(), angle);
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(&mat).into()
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let half = angle.0 * S::from(0.5).unwrap();
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let (s, c) = half.sin_cos();
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let axis = axis.normalize();
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let q = Quaternion::new(c, axis.x * s, axis.y * s, axis.z * s);
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Rotation(q)
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}
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// Define a rotation from a normalized vector
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pub fn from_sky_position(pos: &Vector3<S>) -> Rotation<S> {
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let (lon, lat) = math::lonlat::xyz_to_radec(pos);
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let qy = Self::from_axis_angle(&Vector3::unit_y(), lon);
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let qx = Self::from_axis_angle(&Vector3::unit_x(), -lat);
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(qy * qx)
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}
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/*pub fn from_sky_position(pos: &Vector3<S>) -> Rotation<S> {
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let (lon, lat) = math::lonlat::xyz_to_radec(pos);
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let rot_y = Matrix3::from_angle_y(lon);
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let rot_x = Matrix3::from_angle_x(-lat);
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let mat = rot_y * rot_x;
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(&(mat)).into()
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}
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}*/
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// Apply a rotation to a position
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pub fn rotate(&self, pos_world_space: &Vector3<S>) -> Vector3<S> {
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let w2m: &Matrix3<S> = &self.into();
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pub fn rotate(&self, v: &Vector3<S>) -> Vector3<S> {
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/*let w2m: &Matrix3<S> = &self.into();
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w2m * v*/
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let qvec = self.0.v; // vector part of the quaternion
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w2m * pos_world_space
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// uv = qvec × v
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let uv = qvec.cross(*v);
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// uuv = qvec × uv
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let uuv = qvec.cross(uv);
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// v' = v + 2 * (uv * q.w + uuv)
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*v + ((uv * self.0.s) + uuv) * (S::from(2.0).unwrap())
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}
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pub fn inv_rotate(&self, pos_model_space: &Vector3<S>) -> Vector3<S> {
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let w2m: &Matrix3<S> = &self.into();
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let m2w = w2m.transpose();
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File diff suppressed because it is too large
Load Diff
@@ -1392,8 +1392,10 @@ export let View = (function () {
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// Elapsed time since last loop
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const now = performance.now();
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const elapsedTime = now - timestamp;
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this.dt = elapsedTime;
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const elapsedTime = now - this.prevTime;
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this.prevTime = now;
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//this.dt = elapsedTime;
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this.moving = this.wasm.update(elapsedTime);
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