changed the heatmap limit to use the grain height

This commit is contained in:
csawatzky 2026-04-30 09:42:02 -06:00
parent b1c676987e
commit 874be1d8b7
3 changed files with 489 additions and 525 deletions

View file

@ -79,9 +79,9 @@ export default function BaseMesh(props: BaseMeshProps) {
}; };
return ( return (
<group position={position} rotation={rotation} renderOrder={renderOrder}> <group position={position} rotation={rotation}>
{/* Main surface */} {/* Main surface */}
<mesh geometry={geometry} onClick={onClick}> <mesh geometry={geometry} onClick={onClick} renderOrder={renderOrder}>
{buildMaterial()} {buildMaterial()}
</mesh> </mesh>

View file

@ -1,3 +1,4 @@
import OrbitCameraControls from "3dModels/CameraControls/OrbitCameraControls"; import OrbitCameraControls from "3dModels/CameraControls/OrbitCameraControls";
import { Canvas } from "@react-three/fiber"; import { Canvas } from "@react-three/fiber";
import { Bin } from "models"; import { Bin } from "models";
@ -10,51 +11,54 @@ import { BuildCableData, CableData } from "../Data/BuildCableData";
import { BuildNodeData, NodeData } from "../Data/BuildNodeData"; import { BuildNodeData, NodeData } from "../Data/BuildNodeData";
import { pond } from "protobuf-ts/pond"; import { pond } from "protobuf-ts/pond";
import GrainCableFill from "../Systems/Inventory/GrainCableFill"; import GrainCableFill from "../Systems/Inventory/GrainCableFill";
import TempHeatMap from "../Systems/Heatmap/TempHeatMap"; //grain heat map import TempHeatMap from "../Systems/Heatmap/TempHeatMap";
import NodePointCloud from "../Systems/Heatmap/NodePointCloud"; //hot spots import NodePointCloud from "../Systems/Heatmap/NodePointCloud";
interface Props { interface Props {
/**
* The bin to generate a 3D model of
*/
bin: Bin bin: Bin
/**
* The scale to apply to the bin dimensions
* ie 100 would make the bin 1:100 scale
* @default 100
*/
scale: number scale: number
/**
* optional: the percent of the bin to fill using a level top, this will be used with manual and lidar controls
*/
fillPercent?: number fillPercent?: number
nodeClick?: (node: NodeData, cable: CableData) => void nodeClick?: (node: NodeData, cable: CableData) => void
/**
* toggles the grain in the bin
*/
showGrain?: boolean showGrain?: boolean
/**
* toggles the heatmap overlay
*/
showHeatmap?: boolean showHeatmap?: boolean
/**
* toggles the hotspots in the bin
*/
showHotspots?: boolean showHotspots?: boolean
} }
export default function Bin3dView(props: Props) { export default function Bin3dView(props: Props) {
//this function will generate a 3D model of a bin based on its settings using multiple meshes, cylinder for the body, cone for the roof
// and either a cone for the hopper or circle for flat bottom, it is possible to also use lathe geometry for this as well,
// it might even work better because we can control the smoothness easier with it being only one mesh rather than 3
const { bin, scale = 100, fillPercent, nodeClick, showHeatmap, showGrain, showHotspots } = props const { bin, scale = 100, fillPercent, nodeClick, showHeatmap, showGrain, showHotspots } = props
const binCenter = useMemo(() => new Vector3(0, 0, 0), []); const binCenter = useMemo(() => new Vector3(0, 0, 0), []);
const cableData = useMemo(() => BuildCableData(bin), [bin]); const cableData = useMemo(() => BuildCableData(bin), [bin]);
const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]); const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]);
const isCableInventory =
bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_AUTOMATIC ||
bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_HYBRID_CABLE;
// For cable inventory, TempHeatMap derives the wavy surface directly from
// the top nodes in nodeData — no scalar needed.
//
// For flat fill percent, we convert the fill percent to a Y coordinate
// using the same volume math as GrainFillFlat and pass it as flatMaxY.
const flatMaxY = useMemo(() => {
if (isCableInventory || fillPercent === undefined) return undefined;
const radius = bin.diameter() / 2;
const sidewallH = bin.sidewallHeight();
const hopperH = bin.hopperHeight() ?? 0;
const cylVolume = Math.PI * radius * radius * sidewallH;
const hopperVol = hopperH > 0 ? (1 / 3) * Math.PI * radius * radius * hopperH : 0;
const filled = (cylVolume + hopperVol) * fillPercent;
const cylinderFillH = hopperH > 0 && filled <= hopperVol
? 0
: Math.max(0, (filled - hopperVol) / (Math.PI * radius * radius));
return -sidewallH / 2 + cylinderFillH;
}, [isCableInventory, fillPercent, bin]);
const grainInventory = () => { const grainInventory = () => {
if(bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_AUTOMATIC || if (isCableInventory) {
bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_HYBRID_CABLE){
return ( return (
<GrainCableFill <GrainCableFill
diameter={bin.diameter()} diameter={bin.diameter()}
@ -66,6 +70,7 @@ export default function Bin3dView(props: Props){
/> />
) )
} else if (fillPercent) { } else if (fillPercent) {
return (
<GrainFillFlat <GrainFillFlat
diameter={bin.diameter()} diameter={bin.diameter()}
sidewallHeight={bin.sidewallHeight()} sidewallHeight={bin.sidewallHeight()}
@ -73,6 +78,7 @@ export default function Bin3dView(props: Props){
fillPercent={fillPercent} fillPercent={fillPercent}
grainOpacity={0.3} grainOpacity={0.3}
/> />
)
} }
} }
@ -92,23 +98,30 @@ export default function Bin3dView(props: Props){
renderOrder={4} renderOrder={4}
/> />
{/* grain - cylinder*/}
{showGrain && grainInventory()} {showGrain && grainInventory()}
{/* cables */}
<BinCables cableData={cableData} nodeData={nodeData} bin={bin} binCenter={binCenter} <BinCables
cableData={cableData}
nodeData={nodeData}
bin={bin}
binCenter={binCenter}
onNodeClick={(node, cable) => { onNodeClick={(node, cable) => {
// console.log(node) if (nodeClick) nodeClick(node, cable)
// console.log(cable)
if(nodeClick){
nodeClick(node, cable)
}
}} }}
renderOrder={1}/> renderOrder={1}
/>
{showHotspots && <NodePointCloud bin={bin} nodes={nodeData} />} {showHotspots && <NodePointCloud bin={bin} nodes={nodeData} />}
{showHeatmap && <TempHeatMap bin={bin} nodes={nodeData}/>}
{showHeatmap && (
<TempHeatMap
bin={bin}
nodes={nodeData}
flatMaxY={flatMaxY}
/>
)}
</group> </group>
{/* lighting */}
<ambientLight intensity={0.2} color={"white"} /> <ambientLight intensity={0.2} color={"white"} />
<directionalLight intensity={0.2} color={"white"} position={[0, 0, 5]} /> <directionalLight intensity={0.2} color={"white"} position={[0, 0, 5]} />
<directionalLight intensity={0.2} color={"white"} position={[0, 0, -5]} /> <directionalLight intensity={0.2} color={"white"} position={[0, 0, -5]} />

View file

@ -7,6 +7,11 @@ import React from "react";
interface Props { interface Props {
bin: Bin; bin: Bin;
nodes: NodeData[]; nodes: NodeData[];
/**
* For flat fill percent inventory a scalar Y ceiling for the heatmap top.
* Used when there are no cable top nodes to drive a surface.
*/
flatMaxY?: number;
} }
const RADIAL_RINGS = 20; const RADIAL_RINGS = 20;
@ -21,40 +26,31 @@ const RED_OPACITY = 0.3;
const GREEN_OPACITY = 0.3; const GREEN_OPACITY = 0.3;
const YELLOW_OPACITY = 0.8; const YELLOW_OPACITY = 0.8;
// New tuning knobs
const ANGLE_JITTER = 0.2; const ANGLE_JITTER = 0.2;
const RADIAL_JITTER = 0.05; const RADIAL_JITTER = 0.05;
const LAYER_TWIST = 0.22; const LAYER_TWIST = 0.22;
// IDW power for the horizontal surface interpolation —
// matches GrainCableFill's default of 2
const SURFACE_IDW_POWER = 2;
function tempToHeat(temp: number, upper: number): number { function tempToHeat(temp: number, upper: number): number {
if (temp <= upper) return 0; if (temp <= upper) return 0;
const delta = temp - upper; const delta = temp - upper;
if (delta >= RED_DELTA) return 2; if (delta >= RED_DELTA) return 2;
if (delta >= YELLOW_DELTA) return 1 + (delta - YELLOW_DELTA) / (RED_DELTA - YELLOW_DELTA);
if (delta >= YELLOW_DELTA) {
return 1 +
(delta - YELLOW_DELTA) /
(RED_DELTA - YELLOW_DELTA);
}
return delta / YELLOW_DELTA; return delta / YELLOW_DELTA;
} }
function heatToRGB(heat: number): number[] { function heatToRGB(heat: number): number[] {
const GREEN = [0, 0.5, 0.02]; const GREEN = [0, 0.5, 0.02];
const YELLOW = [0.7, 0.86, 0.0]; const YELLOW = [0.7, 0.86, 0.0];
const RED = [0.8, 0.0, 0.01]; const RED = [0.8, 0.0, 0.01];
if (heat <= 0) if (heat <= 0) return GREEN;
return GREEN;
if (heat <= 1) { if (heat <= 1) {
const t = Math.pow(heat, 0.75); const t = Math.pow(heat, 0.75);
return [ return [
GREEN[0] + (YELLOW[0] - GREEN[0]) * t, GREEN[0] + (YELLOW[0] - GREEN[0]) * t,
GREEN[1] + (YELLOW[1] - GREEN[1]) * t, GREEN[1] + (YELLOW[1] - GREEN[1]) * t,
@ -63,7 +59,6 @@ function heatToRGB(heat:number): number[] {
} }
const t = Math.pow(heat - 1, 0.75); const t = Math.pow(heat - 1, 0.75);
return [ return [
YELLOW[0] + (RED[0] - YELLOW[0]) * t, YELLOW[0] + (RED[0] - YELLOW[0]) * t,
YELLOW[1] + (RED[1] - YELLOW[1]) * t, YELLOW[1] + (RED[1] - YELLOW[1]) * t,
@ -72,56 +67,65 @@ function heatToRGB(heat:number): number[] {
} }
interface TempAnchor { interface TempAnchor {
x:number; x: number; y: number; z: number;
y:number;
z:number;
celcius: number; celcius: number;
} }
interface SurfaceAnchor {
x: number; z: number; y: number;
}
// 3D IDW for temperature interpolation
function idwTemp( function idwTemp(
px:number, px: number, py: number, pz: number,
py:number,
pz:number,
anchors: TempAnchor[], anchors: TempAnchor[],
power: number power: number
): number { ): number {
let totalWeight = 0; let totalWeight = 0;
let weightedSum = 0; let weightedSum = 0;
for (const a of anchors) { for (const a of anchors) {
const dx = px - a.x; const dx = px - a.x;
const dy = py - a.y; const dy = py - a.y;
const dz = pz - a.z; const dz = pz - a.z;
const distSq = dx * dx + dy * dy + dz * dz; const distSq = dx * dx + dy * dy + dz * dz;
if (distSq < 0.001) return a.celcius;
if (distSq < 0.001) const weight = 1 / Math.pow(distSq, power / 2);
return a.celcius;
const weight =
1 / Math.pow(distSq, power/2);
totalWeight += weight; totalWeight += weight;
weightedSum += a.celcius * weight; weightedSum += a.celcius * weight;
} }
return totalWeight===0 return totalWeight === 0 ? 0 : weightedSum / totalWeight;
? 0
: weightedSum/totalWeight;
} }
// deterministic pseudo-random based on indices // 2D IDW for surface height interpolation — matches GrainCableFill exactly
function hashNoise(a:number,b:number,c:number){ function idwSurfaceY(
const x = Math.sin( x: number, z: number,
a*127.1 + b*311.7 + c*74.7 anchors: SurfaceAnchor[],
) * 43758.5453; power: number
): number {
let totalWeight = 0;
let weightedY = 0;
for (const a of anchors) {
const dx = x - a.x;
const dz = z - a.z;
const distSq = dx * dx + dz * dz;
if (distSq < 0.001) return a.y;
const weight = 1 / Math.pow(distSq, power / 2);
totalWeight += weight;
weightedY += a.y * weight;
}
return totalWeight === 0 ? 0 : weightedY / totalWeight;
}
function hashNoise(a: number, b: number, c: number) {
const x = Math.sin(a * 127.1 + b * 311.7 + c * 74.7) * 43758.5453;
return (x - Math.floor(x)) * 2 - 1; return (x - Math.floor(x)) * 2 - 1;
} }
export default function TempHeatMapGPT({bin,nodes}:Props){
export default function TempHeatMap({ bin, nodes, flatMaxY }: Props) {
const binRadius = bin.diameter() / 2; const binRadius = bin.diameter() / 2;
const sidewallHeight = bin.sidewallHeight(); const sidewallHeight = bin.sidewallHeight();
const hopperHeight = bin.hopperHeight() ?? 0; const hopperHeight = bin.hopperHeight() ?? 0;
@ -131,18 +135,15 @@ interface TempAnchor {
const hopperTipY = sidewallBaseY - hopperHeight; const hopperTipY = sidewallBaseY - hopperHeight;
const maxRadiusAtY = (y: number) => { const maxRadiusAtY = (y: number) => {
if (y >= sidewallBaseY) return binRadius;
if(y>=sidewallBaseY) if (hopperHeight <= 0 || y <= hopperTipY) return 0;
return binRadius; return binRadius * ((y - hopperTipY) / hopperHeight);
if(hopperHeight<=0 || y<=hopperTipY)
return 0;
return binRadius*
((y-hopperTipY)/hopperHeight);
}; };
const anchors=useMemo(
()=>nodes // Temperature anchors — all in-grain nodes
const tempAnchors = useMemo<TempAnchor[]>(
() =>
nodes
.filter(n => n.inGrain && !n.excluded) .filter(n => n.inGrain && !n.excluded)
.map(n => ({ .map(n => ({
x: n.position.x, x: n.position.x,
@ -153,151 +154,155 @@ interface TempAnchor {
[nodes] [nodes]
); );
const maxGrainY=useMemo(()=>{ // Surface anchors — top nodes only, Y offset by half spacing
let maxY=sidewallBaseY; // Matches GrainCableFill's anchor computation exactly.
const surfaceAnchors = useMemo<SurfaceAnchor[]>(
for(const a of anchors) () =>
if(a.y>maxY) nodes
maxY=a.y; .filter(n => n.topNode && n.inGrain && !n.excluded)
.map(n => ({
return maxY; x: n.position.x,
},[anchors,sidewallBaseY]); z: n.position.z,
y: n.position.y + n.nodeSpacing * 0.5,
const geometry=useMemo(()=>{ })),
[nodes]
if(!anchors.length)
return null;
const pointsPerLayer=
1 + RADIAL_RINGS*THETA_SEGMENTS;
const totalVerts=
HEIGHT_STEPS*pointsPerLayer +1;
const positions=
new Float32Array(totalVerts*3);
const colors=
new Float32Array(totalVerts*3);
const heats=new Float32Array(totalVerts);
const rawBottomY=
hopperHeight>0
? hopperTipY
: sidewallBaseY;
const grainBottomY=
hopperHeight>0
? hopperTipY +
(maxGrainY-hopperTipY)/HEIGHT_STEPS
: sidewallBaseY;
const grainHeight=
maxGrainY-grainBottomY;
if(grainHeight<=0)
return null;
for(let hStep=0; hStep<HEIGHT_STEPS; hStep++){
const t=hStep/(HEIGHT_STEPS-1);
const y=grainBottomY+t*grainHeight;
const allowedRadius=
maxRadiusAtY(y)*0.97;
const layerBase=
hStep*pointsPerLayer;
const centerTemp=
idwTemp(
0,y,0,
anchors,
IDW_POWER
); );
const centerHeat= // Wall clamp Y — average of surface anchor heights.
tempToHeat(centerTemp,upperThreshold); // Prevents the surface from piling up at the bin wall where there are no cables.
// Matches GrainCableFill's wallY computation.
const wallY = useMemo(() => {
if (surfaceAnchors.length === 0) return flatMaxY ?? sidewallBaseY;
return surfaceAnchors.reduce((sum, a) => sum + a.y, 0) / surfaceAnchors.length;
}, [surfaceAnchors, flatMaxY, sidewallBaseY]);
const [cr,cg,cb]= // For each (x, z) position, returns the Y ceiling of the grain surface.
heatToRGB(centerHeat); // Uses cable surface IDW when top nodes exist, falls back to flatMaxY.
const getSurfaceY = (x: number, z: number): number => {
if (surfaceAnchors.length > 0) {
// Outermost ring clamps to wallY — matches GrainCableFill
const raw = idwSurfaceY(x, z, surfaceAnchors, SURFACE_IDW_POWER);
return Math.max(sidewallBaseY, Math.min(sidewallHeight / 2, raw));
}
return flatMaxY ?? sidewallBaseY;
};
// Global max Y — highest point of the surface (used for grid bottom calc)
const maxGrainY = useMemo(() => {
if (surfaceAnchors.length > 0) {
return Math.max(...surfaceAnchors.map(a => a.y), wallY);
}
return flatMaxY ?? sidewallBaseY;
}, [surfaceAnchors, wallY, flatMaxY, sidewallBaseY]);
const geometry = useMemo(() => {
if (!tempAnchors.length) return null;
const pointsPerLayer = 1 + RADIAL_RINGS * THETA_SEGMENTS;
const totalVerts = HEIGHT_STEPS * pointsPerLayer + 1;
const positions = new Float32Array(totalVerts * 3);
const colors = new Float32Array(totalVerts * 3);
const heats = new Float32Array(totalVerts);
const rawBottomY = hopperHeight > 0 ? hopperTipY : sidewallBaseY;
const grainBottomY = hopperHeight > 0
? hopperTipY + (maxGrainY - hopperTipY) / HEIGHT_STEPS
: sidewallBaseY;
const grainHeight = maxGrainY - grainBottomY;
if (grainHeight <= 0) return null;
// Pre-compute the (x, z) position for each (ring, seg) slot so we
// can look up the surface Y ceiling per column
const colX: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
const colZ: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
const colSurfaceY: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
// Use the outermost layer's radius for surface Y lookup (no jitter/twist)
// so the surface shape matches GrainCableFill cleanly
const topLayerAllowedRadius = maxRadiusAtY(maxGrainY) * 0.97;
for (let ring = 0; ring < RADIAL_RINGS; ring++) {
const u = (ring + 1) / RADIAL_RINGS;
const rFrac = 1 - Math.pow(1 - u, 2.2);
const r = rFrac * topLayerAllowedRadius;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const angle = (seg / THETA_SEGMENTS) * Math.PI * 2;
const x = Math.cos(angle) * r;
const z = Math.sin(angle) * r;
const ci = ring * THETA_SEGMENTS + seg;
colX[ci] = x;
colZ[ci] = z;
// Outermost ring uses wallY, inner rings use full IDW surface
colSurfaceY[ci] = ring === RADIAL_RINGS - 1
? wallY
: getSurfaceY(x, z);
}
}
// Center column surface Y
const centerSurfaceY = getSurfaceY(0, 0);
for (let hStep = 0; hStep < HEIGHT_STEPS; hStep++) {
const t = hStep / (HEIGHT_STEPS - 1);
const layerBase = hStep * pointsPerLayer;
const allowedRadius = maxRadiusAtY(grainBottomY + t * grainHeight) * 0.97;
// Center vertex — Y is lerped from bottom to its column surface ceiling
const centerY = grainBottomY + t * (centerSurfaceY - grainBottomY);
const centerTemp = idwTemp(0, centerY, 0, tempAnchors, IDW_POWER);
const centerHeat = tempToHeat(centerTemp, upperThreshold);
const [cr, cg, cb] = heatToRGB(centerHeat);
positions[layerBase * 3] = 0; positions[layerBase * 3] = 0;
positions[layerBase*3+1]=y; positions[layerBase * 3 + 1] = centerY;
positions[layerBase * 3 + 2] = 0; positions[layerBase * 3 + 2] = 0;
colors[layerBase * 3] = cr; colors[layerBase * 3] = cr;
colors[layerBase * 3 + 1] = cg; colors[layerBase * 3 + 1] = cg;
colors[layerBase * 3 + 2] = cb; colors[layerBase * 3 + 2] = cb;
heats[layerBase] = centerHeat;
for (let ring = 0; ring < RADIAL_RINGS; ring++) { for (let ring = 0; ring < RADIAL_RINGS; ring++) {
//biases density towards the walls of the bin
const u = (ring + 1) / RADIAL_RINGS; const u = (ring + 1) / RADIAL_RINGS;
const rFrac = 1 - Math.pow(1 - u, 2.2); const rFrac = 1 - Math.pow(1 - u, 2.2);
for (let seg = 0; seg < THETA_SEGMENTS; seg++) { for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const noiseA = hashNoise(hStep, ring, seg);
const noiseR = hashNoise(seg, hStep, ring + 11);
const noiseA= const baseRadius = rFrac * allowedRadius;
hashNoise(hStep,ring,seg); const jitterRadius = baseRadius + noiseR * RADIAL_JITTER * allowedRadius;
const r = Math.max(0, Math.min(jitterRadius, allowedRadius));
const noiseR=
hashNoise(seg,hStep,ring+11);
const baseRadius=
rFrac*allowedRadius;
const jitterRadius=
baseRadius +
noiseR*
RADIAL_JITTER*
allowedRadius;
const r=Math.max(
0,
Math.min(
jitterRadius,
allowedRadius
)
);
const layerPhase=
t*LAYER_TWIST;
const layerPhase = t * LAYER_TWIST;
const angle = const angle =
(seg/THETA_SEGMENTS) (seg / THETA_SEGMENTS) * Math.PI * 2 +
*Math.PI*2 layerPhase +
+ layerPhase noiseA * ANGLE_JITTER;
+ noiseA*ANGLE_JITTER;
const x = Math.cos(angle) * r; const x = Math.cos(angle) * r;
const z = Math.sin(angle) * r; const z = Math.sin(angle) * r;
const temp=idwTemp( // Per-column surface Y ceiling — this is what gives the wavy top
x,y,z, const ci = ring * THETA_SEGMENTS + seg;
anchors, const surfaceY = colSurfaceY[ci];
IDW_POWER
);
const heat= // Lerp this vertex Y from grainBottomY up to its column surface ceiling
tempToHeat(temp,upperThreshold); const y = grainBottomY + t * (surfaceY - grainBottomY);
const [vr,vg,vb]= const temp = idwTemp(x, y, z, tempAnchors, IDW_POWER);
heatToRGB(heat); const heat = tempToHeat(temp, upperThreshold);
const [vr, vg, vb] = heatToRGB(heat);
const vi= const vi = layerBase + 1 + ring * THETA_SEGMENTS + seg;
layerBase+
1+
ring*THETA_SEGMENTS+
seg;
heats[vi] = heat; heats[vi] = heat;
positions[vi * 3] = x; positions[vi * 3] = x;
positions[vi * 3 + 1] = y; positions[vi * 3 + 1] = y;
positions[vi * 3 + 2] = z; positions[vi * 3 + 2] = z;
colors[vi * 3] = vr; colors[vi * 3] = vr;
colors[vi * 3 + 1] = vg; colors[vi * 3 + 1] = vg;
colors[vi * 3 + 2] = vb; colors[vi * 3 + 2] = vb;
@ -305,24 +310,10 @@ interface TempAnchor {
} }
} }
const idx=( const idx = (hStep: number, ring: number, seg: number) => {
hStep:number, if (ring < 0) return hStep * pointsPerLayer;
ring:number, const s = ((seg % THETA_SEGMENTS) + THETA_SEGMENTS) % THETA_SEGMENTS;
seg:number return hStep * pointsPerLayer + 1 + ring * THETA_SEGMENTS + s;
)=>{
if(ring<0)
return hStep*pointsPerLayer;
const s=
((seg%THETA_SEGMENTS)
+THETA_SEGMENTS)
%THETA_SEGMENTS;
return hStep*pointsPerLayer+
1+
ring*THETA_SEGMENTS+
s;
}; };
const green: number[] = []; const green: number[] = [];
@ -330,33 +321,20 @@ interface TempAnchor {
const red: number[] = []; const red: number[] = [];
function pushTri(a: number, b: number, c: number) { function pushTri(a: number, b: number, c: number) {
const avg = (heats[a] + heats[b] + heats[c]) / 3;
const avg=( if (avg < 1) green.push(a, b, c);
heats[a]+heats[b]+heats[c] else if (avg < 2) yellow.push(a, b, c);
)/3; else red.push(a, b, c);
if(avg<1)
green.push(a,b,c);
else if(avg<2)
yellow.push(a,b,c);
else
red.push(a,b,c);
} }
for (let h = 0; h < HEIGHT_STEPS - 1; h++) { for (let h = 0; h < HEIGHT_STEPS - 1; h++) {
for (let ring = 0; ring < RADIAL_RINGS - 1; ring++) { for (let ring = 0; ring < RADIAL_RINGS - 1; ring++) {
for (let seg = 0; seg < THETA_SEGMENTS; seg++) { for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS; const next = (seg + 1) % THETA_SEGMENTS;
const a = idx(h, ring, seg); const a = idx(h, ring, seg);
const b = idx(h, ring, next); const b = idx(h, ring, next);
const e = idx(h + 1, ring, seg); const e = idx(h + 1, ring, seg);
const f = idx(h + 1, ring, next); const f = idx(h + 1, ring, next);
// indices.push(a,e,b);
// indices.push(e,f,b);
pushTri(a, e, b); pushTri(a, e, b);
pushTri(e, f, b); pushTri(e, f, b);
} }
@ -364,74 +342,46 @@ interface TempAnchor {
// center fill // center fill
for (let seg = 0; seg < THETA_SEGMENTS; seg++) { for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS; const next = (seg + 1) % THETA_SEGMENTS;
const center0 = idx(h, -1, 0); const center0 = idx(h, -1, 0);
const center1 = idx(h + 1, -1, 0); const center1 = idx(h + 1, -1, 0);
const a = idx(h, 0, seg); const a = idx(h, 0, seg);
const b = idx(h, 0, next); const b = idx(h, 0, next);
const c = idx(h + 1, 0, seg); const c = idx(h + 1, 0, seg);
const d = idx(h + 1, 0, next); const d = idx(h + 1, 0, next);
pushTri(center0, c, a); pushTri(center0, c, a);
pushTri(center0, center1, c); pushTri(center0, center1, c);
pushTri(a, c, b); pushTri(a, c, b);
pushTri(b, c, d); pushTri(b, c, d);
} }
} }
const tipVertexIndex=
HEIGHT_STEPS*pointsPerLayer;
// Hopper tip
const tipVertexIndex = HEIGHT_STEPS * pointsPerLayer;
if (hopperHeight > 0) { if (hopperHeight > 0) {
const tipTemp = idwTemp(0, rawBottomY, 0, tempAnchors, IDW_POWER);
const tipTemp=idwTemp( const tipHeat = tempToHeat(tipTemp, upperThreshold);
0, const [tr, tg, tb] = heatToRGB(tipHeat);
rawBottomY,
0,
anchors,
IDW_POWER
);
const tipHeat=
tempToHeat(
tipTemp,
upperThreshold
);
const [tr,tg,tb]=
heatToRGB(tipHeat);
positions[tipVertexIndex * 3] = 0; positions[tipVertexIndex * 3] = 0;
positions[tipVertexIndex * 3 + 1] = rawBottomY; positions[tipVertexIndex * 3 + 1] = rawBottomY;
positions[tipVertexIndex * 3 + 2] = 0; positions[tipVertexIndex * 3 + 2] = 0;
colors[tipVertexIndex * 3] = tr; colors[tipVertexIndex * 3] = tr;
colors[tipVertexIndex * 3 + 1] = tg; colors[tipVertexIndex * 3 + 1] = tg;
colors[tipVertexIndex * 3 + 2] = tb; colors[tipVertexIndex * 3 + 2] = tb;
const outerRing=RADIAL_RINGS-1; heats[tipVertexIndex] = tipHeat;
const outerRing = RADIAL_RINGS - 1;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) { for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS; const next = (seg + 1) % THETA_SEGMENTS;
pushTri(tipVertexIndex, idx(0, outerRing, next), idx(0, outerRing, seg));
const a=idx(0,outerRing,seg);
const b=idx(0,outerRing,next);
pushTri(tipVertexIndex,b,a)
} }
} }
function makeGeo(indices: number[]) { function makeGeo(indices: number[]) {
const g = new THREE.BufferGeometry(); const g = new THREE.BufferGeometry();
g.setAttribute( g.setAttribute("position", new THREE.BufferAttribute(positions, 3));
'position', g.setAttribute("color", new THREE.BufferAttribute(colors, 3));
new THREE.BufferAttribute(positions,3)
);
g.setAttribute(
'color',
new THREE.BufferAttribute(colors,3)
);
g.setIndex(indices); g.setIndex(indices);
return g; return g;
} }
@ -439,21 +389,23 @@ function makeGeo(indices:number[]){
return { return {
green: makeGeo(green), green: makeGeo(green),
yellow: makeGeo(yellow), yellow: makeGeo(yellow),
red:makeGeo(red) red: makeGeo(red),
}; };
}, [ }, [
anchors, tempAnchors,
surfaceAnchors,
wallY,
maxGrainY, maxGrainY,
hopperTipY, hopperTipY,
sidewallBaseY, sidewallBaseY,
binRadius, binRadius,
upperThreshold, upperThreshold,
hopperHeight, hopperHeight,
flatMaxY,
]); ]);
if(!geometry) if (!geometry) return null;
return null;
return ( return (
<React.Fragment> <React.Fragment>
<mesh geometry={geometry.green} renderOrder={1}> <mesh geometry={geometry.green} renderOrder={1}>
@ -487,5 +439,4 @@ function makeGeo(indices:number[]){
</mesh> </mesh>
</React.Fragment> </React.Fragment>
); );
} }