fix: Fix wave circle shape when hypocenter is near antimeridian

This commit is contained in:
2025-03-20 21:47:52 +08:00
parent 18312176d9
commit 1db25e62e7

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