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skills/orchestrator/templates/space-view.js
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const SpaceView = (() => {
"use strict";
const RAD = Math.PI / 180;
const DEFAULTS = {
graph: {axis: "none", yaw: 30, pitch: 20, zoom: 1, pan_x: 0, pan_y: 0},
sky: {azimuth: 180, altitude: 0, fov: 180},
};
const LIMITS = {
graph: {yaw: [-180, 180], pitch: [-90, 90], zoom: [0.25, 4], pan_x: [-2000, 2000], pan_y: [-2000, 2000]},
sky: {azimuth: [0, 360], altitude: [-30, 85], fov: [20, 240]},
};
const AXES = ["none", "time", "spawn"];
const DEPTH = 600;
const LEVELS = 4;
const FRAME = 860;
const DISTANCE = 1600;
const NEAR = 120;
const HORIZON = 0.86;
const REACH = 0.94;
const clamp = (value, low, high) => Math.min(Math.max(value, low), high);
const signed = (deg) => ((((deg + 180) % 360) + 360) % 360) - 180;
const around = (deg) => ((deg % 360) + 360) % 360;
function ease(progress) {
return progress < 0.5 ? 4 * progress ** 3 : 1 - (-2 * progress + 2) ** 3 / 2;
}
function turn(from, to, share) {
const full = 2 * Math.PI;
const delta = ((((to - from + Math.PI) % full) + full) % full) - Math.PI;
return from + delta * share;
}
function rotation(yaw, pitch) {
const [cy, sy, cp, sp] = [Math.cos(yaw * RAD), Math.sin(yaw * RAD), Math.cos(pitch * RAD), Math.sin(pitch * RAD)];
return [cy, 0, sy, sp * sy, cp, -sp * cy, -cp * sy, sp, cp * cy];
}
function apply(matrix, point) {
return {
x: matrix[0] * point.x + matrix[1] * point.y + matrix[2] * point.z,
y: matrix[3] * point.x + matrix[4] * point.y + matrix[5] * point.z,
z: matrix[6] * point.x + matrix[7] * point.y + matrix[8] * point.z,
};
}
function camera(view, width, height) {
return {matrix: rotation(view.yaw, view.pitch), scale: (Math.min(width, height) / FRAME) * view.zoom, panX: view.pan_x, panY: view.pan_y, cx: width / 2, cy: height / 2, width, height};
}
function project(cam, point) {
const turned = apply(cam.matrix, point);
const reach = DISTANCE + turned.z;
if (reach < NEAR) {
return null;
}
const size = (cam.scale * DISTANCE) / reach;
return {x: cam.cx + (turned.x + cam.panX) * size, y: cam.cy + (turned.y + cam.panY) * size, depth: turned.z, size};
}
function depthSort(items) {
return [...items].sort((a, b) => b.depth - a.depth);
}
function depthOf(axis, sample, range) {
if (axis === "time") {
const [low, high] = range;
const share = high > low ? clamp((sample.ts - low) / (high - low), 0, 1) : 1;
return DEPTH * (0.5 - share);
}
if (axis === "spawn") {
return -DEPTH / 2 + (DEPTH / LEVELS) * clamp(sample.level, 0, LEVELS);
}
return 0;
}
function clampView(kind, view) {
const limits = LIMITS[kind];
const wrapped = kind === "graph" ? {...view, yaw: signed(view.yaw)} : {...view, azimuth: around(view.azimuth)};
return Object.fromEntries(Object.entries(wrapped).map(([key, value]) => [key, Object.hasOwn(limits, key) ? clamp(value, limits[key][0], limits[key][1]) : value]));
}
function tidy(view) {
return Object.fromEntries(Object.entries(view).map(([key, value]) => [key, typeof value === "number" ? Math.round(value * 100) / 100 : value]));
}
function tween(kind, from, to, share) {
const angle = kind === "graph" ? "yaw" : "azimuth";
return Object.fromEntries(Object.entries(to).map(([key, value]) => {
if (typeof value !== "number") {
return [key, value];
}
if (key === angle) {
return [key, turn(from[key] * RAD, value * RAD, share) / RAD];
}
return [key, from[key] + (value - from[key]) * share];
}));
}
function lens(view, width, height) {
return {matrix: rotation(-view.azimuth, -view.altitude), kx: width / view.fov, ky: ((REACH * HORIZON * height) / 90) * (180 / view.fov), cx: width / 2, cy: HORIZON * height, width, height, view};
}
function place(sight, alt, az) {
const flat = Math.cos(alt * RAD);
const turned = apply(sight.matrix, {x: Math.sin(az * RAD) * flat, y: -Math.sin(alt * RAD), z: Math.cos(az * RAD) * flat});
const lon = Math.atan2(turned.x, turned.z) / RAD;
const lat = Math.asin(clamp(-turned.y, -1, 1)) / RAD;
return {x: sight.cx + sight.kx * lon, y: sight.cy - sight.ky * lat, lon, lat};
}
function horizon(sight, steps) {
return Array.from({length: steps + 1}, (_, index) => place(sight, 0, sight.view.azimuth - 180 + (360 * index) / steps)).sort((a, b) => a.x - b.x);
}
function compass(azimuth) {
return Math.round(around(azimuth) / 45) % 8;
}
return {
DEFAULTS, LIMITS, AXES, DEPTH, LEVELS, REACH,
clamp, ease, turn, rotation, apply, camera, project, depthSort, depthOf, clampView, tidy, tween, lens, place, horizon, compass,
};
})();
if (typeof module === "object" && module.exports) {
module.exports = SpaceView;
}