fix: Fix wave circle shape when hypocenter is near antimeridian
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@@ -98,24 +98,25 @@ namespace Cryville.EEW.Unity.Map.Element {
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for (int d = 0; d < 360; d++) {
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Quaternion q = Quaternion.AngleAxis(d, axis);
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Vector3 p = q * rp;
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Vector2 p2 = ToTilePos(p).ToVector2();
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if (lp2 != null) {
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float dx = p2.x - lp2.Value.x;
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if (MathF.Abs(dx) >= 0.5) {
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_vertexBuffer[d] = p2.x < 0.5 ? p2 + new Vector2(1, 0) : p2 - new Vector2(1, 0);
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renderer.AddSegment(_vertexBuffer, segmentIndex, d - segmentIndex + 1);
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segmentIndex = d;
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}
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}
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_vertexBuffer[d] = p2;
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lp2 = p2;
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AddVertex(renderer, ref lp2, ref segmentIndex, d, p);
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}
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Vector2 rp2 = ToTilePos(rp).ToVector2();
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_vertexBuffer[360] = rp2;
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AddVertex(renderer, ref lp2, ref segmentIndex, 360, rp);
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renderer.AddSegment(_vertexBuffer, segmentIndex, 361 - segmentIndex);
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}
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renderer.SetMaterial(isHistory ? m_historyMaterial : m_ongoingMaterial);
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}
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void AddVertex(MultiLineRenderer renderer, ref Vector2? lp2, ref int segmentIndex, int d, Vector3 p) {
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Vector2 p2 = ToTilePos(p).ToVector2();
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if (lp2 != null && MathF.Abs(p2.x - lp2.Value.x) >= 0.5) {
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_vertexBuffer[d] = p2.x < 0.5 ? p2 + new Vector2(1, 0) : p2 - new Vector2(1, 0);
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renderer.AddSegment(_vertexBuffer, segmentIndex, d - segmentIndex + 1);
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segmentIndex = d;
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}
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_vertexBuffer[d] = p2;
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lp2 = p2;
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}
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static PointF ToTilePos(Vector3 p) => MapTileUtils.WorldToTilePos(new(MathF.Atan2(p.z, p.x) / MathF.PI * 180f, MathF.Asin(p.y) / MathF.PI * 180f));
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}
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}
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