App 2.39.2: Grid with map seen from higher up

The map gets its own camera, tilted 45 degrees down from about 300 m up,
so roads keep their shape some 400 m ahead instead of collapsing into
the horizon. In map mode the floor starts at half height, the speed is a
little smaller, the floor's grid is fixed to the ground and turns with
the roads, and the power disc has a dark backing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LhzAVaUyqcw5PkGjz4mWW6
This commit is contained in:
2026-10-27 00:06:07 +01:00
co-authored by Claude Opus 5.5
parent 09cbd21634
commit 2d7b324899
6 changed files with 122 additions and 59 deletions
+107 -54
View File
@@ -23,10 +23,12 @@ import android.os.SystemClock;
* the trail; the floor stands still when the speed is unread.
*
* With a map ("Grid with map", {@link MapRoads}): the roads round the car from OpenStreetMap lie
* on the floor in its perspective, heading up, the bigger ones glowing brighter, with the car
* on the floor in perspective, heading up, the bigger ones glowing brighter, with the car
* as a light marker a little way up the floor; between GPS fixes the car's position runs on
* with the speed. The floor's tiles are then 40 m, so they move with the roads, and the trail
* makes way for the map. Without a fix, a server or the roads, the plain floor with a line
* with the speed. The map has its own camera, higher and steeper than the plain
* floor's, so far roads shrink less; the floor starts higher, the speed is a little smaller, its
* grid is fixed to the ground (a line every 50 m) and turns with the roads, and the trail makes
* way for the map. Without a fix, a server or the roads, the plain floor with a line
* saying why.
*
* Two palettes: the original cyan, or the chosen accent colour ({@link #setAccentPalette}). A
@@ -40,10 +42,13 @@ final class GridView extends ClusterCanvasView {
private static final int WALL = 20, DISC = 60;
private static final float TILE_M = 4f;
/**
* The map: metres per depth step of the floor, the car's depth (just above the read-outs),
* the nearest depth drawn, how far ahead, and the depth from which roads are drawn fainter.
* The map's camera: tilted 45° down from about 300 m up, the car on its axis, the top of the
* floor some 420 m ahead; nothing nearer to the lens than NEAR_M is drawn, nothing beyond
* MAP_RANGE_M looked at, and roads from FADE_M ahead are fainter. The ground grid under the
* roads has a line every GRID_M.
*/
private static final float MAP_UNIT_M = 40f, CAR_DEPTH = 1.6f, NEAR = 0.6f, FAR_M = 900f, FADE_DEPTH = 5f;
private static final float PITCH = (float) Math.toRadians(45), CAM_H = 300f, AHEAD_M = 420f,
NEAR_M = 40f, MAP_RANGE_M = 1300f, FADE_M = 250f, GRID_M = 50f;
private final Paint line = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint fill = new Paint(Paint.ANTI_ALIAS_FLAG);
@@ -58,13 +63,16 @@ final class GridView extends ClusterCanvasView {
private final int accent, accentLight;
/** Null for the plain Grid. */
private final MapRoads map;
/** Per road class, near and far (from {@link #FADE_DEPTH}). */
/** Per road class, near and far (from {@link #FADE_M} ahead). */
private final Path[] roads = new Path[RoadTile.CLASSES * 2];
private float heading = Float.NaN;
/** The pen while a road is added: the last point, and whether it continues from there. */
private float penX, penY;
private boolean penDown;
private Path penPath;
private final Path gridPath = new Path();
/** The camera of this frame: focal length and centre in pixels. */
private float camF, camCx, camCy;
private int main, light, dim, alert;
/** The floor's position within one tile (0..1) and the disc's inner ring angle. */
@@ -107,16 +115,18 @@ final class GridView extends ClusterCanvasView {
advance();
c.drawColor(0xFF000000);
float horizon = h * 0.55f;
// With a map the floor starts higher, to give the roads room.
boolean mapShown = map != null && map.fix() != null && !map.tiles().isEmpty();
float horizon = h * (mapShown ? 0.5f : 0.55f);
drawSky(c, w, horizon);
drawFloor(c, w, h, horizon, u);
boolean mapShown = map != null && drawMap(c, w, h, horizon, u);
if (mapShown) drawMap(c, w, h, horizon, u);
else drawFloor(c, w, h, horizon, u);
if (map != null && !mapShown) drawMapState(c, w, h, horizon, u);
drawGears(c, w, u);
drawClock(c, w, u);
drawSpeed(c, w, horizon, u);
drawSpeed(c, w, horizon, mapShown ? 170f : 210f, u);
drawWall(c, horizon, u);
drawDisc(c, w, u);
drawDisc(c, w, mapShown, u);
if (!mapShown) drawTrail(c, w, h, u);
drawReadouts(c, w, h, u);
if (mapShown) drawAttribution(c, w, h, u);
@@ -132,8 +142,7 @@ final class GridView extends ClusterCanvasView {
float dt = lastFrame == 0 ? 0f : Math.min(0.2f, (now - lastFrame) / 1000f);
lastFrame = now;
if (v.speedKmh != null && v.speedKmh > 0.5f) {
float tile = map != null ? MAP_UNIT_M : TILE_M;
floorPhase = (floorPhase + v.speedKmh / 3.6f * dt / tile) % 1f;
floorPhase = (floorPhase + v.speedKmh / 3.6f * dt / TILE_M) % 1f;
}
if (v.powerKw != null) discTurn = (discTurn + v.powerKw * 3f * dt) % 360f;
}
@@ -172,11 +181,11 @@ final class GridView extends ClusterCanvasView {
// ---------- Map ----------
/** The roads round the car on the floor; false when there is nothing to draw. */
private boolean drawMap(Canvas c, float w, float h, float horizon, float u) {
/** The roads round the car on the floor, seen by the map's camera, with a ground grid. */
private void drawMap(Canvas c, float w, float h, float horizon, float u) {
MapRoads.Fix fix = map.fix();
java.util.Collection<RoadTile> tiles = map.tiles();
if (fix == null || tiles.isEmpty()) return false;
if (fix == null) return;
// Heading up: ease round the shorter way; north up until the car has moved.
float target = Float.isNaN(fix.bearing) ? (Float.isNaN(heading) ? 0f : heading) : fix.bearing;
if (Float.isNaN(heading)) heading = target;
@@ -192,13 +201,33 @@ final class GridView extends ClusterCanvasView {
double carX = MapGeometry.worldX(fix.lon) + ran * Math.sin(run) / mpu;
double carY = MapGeometry.worldY(fix.lat) - ran * Math.cos(run) / mpu;
// The camera: the car where the chevron stands, the top of the floor AHEAD_M beyond it.
float carScreenY = h - 96f * u;
float z0 = CAM_H / (float) Math.tan(PITCH);
camF = (carScreenY - horizon) / (up(z0 + AHEAD_M) - up(z0));
camCy = carScreenY + camF * up(z0);
camCx = w / 2f;
float sin = (float) Math.sin(Math.toRadians(heading)), cos = (float) Math.cos(Math.toRadians(heading));
float lane = w * 0.09f, depth = h - horizon, vx = w / 2f, m = (float) mpu;
double range = FAR_M / mpu;
float m = (float) mpu;
double range = MAP_RANGE_M / mpu;
// The ground grid, fixed to the ground: it turns and slides with the roads.
gridPath.reset();
penPath = null;
double carEast = carX * mpu, carNorth = -carY * mpu;
float offE = (float) (carEast % GRID_M), offN = (float) (carNorth % GRID_M);
int lines = (int) (MAP_RANGE_M / GRID_M);
for (int k = -lines; k <= lines; k++) {
float e = k * GRID_M - offE, n = k * GRID_M - offN;
gridLine(e, -MAP_RANGE_M, e, MAP_RANGE_M, sin, cos);
gridLine(-MAP_RANGE_M, n, MAP_RANGE_M, n, sin, cos);
}
for (Path p : roads) p.reset();
for (RoadTile tile : tiles) {
double ox = (double) tile.x * MapGeometry.EXTENT - carX, oy = (double) tile.y * MapGeometry.EXTENT - carY;
if (ox > range || oy > range || ox + 2 * MapGeometry.EXTENT < -range || oy + 2 * MapGeometry.EXTENT < -range) {
if (ox > range || oy > range || ox + MapGeometry.EXTENT < -range || oy + MapGeometry.EXTENT < -range) {
continue;
}
float fx = (float) ox, fy = (float) oy;
@@ -212,7 +241,7 @@ final class GridView extends ClusterCanvasView {
for (int k = 0; k < pts.length; k += 2) {
float east = (fx + pts[k]) * m, north = -(fy + pts[k + 1]) * m;
float fwd = east * sin + north * cos, side = east * cos - north * sin;
if (k > 0) segment(cls, pa, pf, side, fwd, vx, horizon, lane, depth);
if (k > 0) segment(roads[cls * 2 + (Math.min(pf, fwd) > FADE_M ? 1 : 0)], pa, pf, side, fwd);
pa = side;
pf = fwd;
}
@@ -222,67 +251,86 @@ final class GridView extends ClusterCanvasView {
c.clipRect(0, horizon, w, h);
line.setStrokeJoin(Paint.Join.ROUND);
line.setStrokeCap(Paint.Cap.ROUND);
// Far roads thin and faint, so the horizon stays a line rather than a tangle.
line.setColor(AccentColor.withAlpha(main, 0x2A));
line.setStrokeWidth(1f * u);
c.drawPath(gridPath, line);
// Far roads thinner and fainter.
for (int cls = RoadTile.CLASSES - 1; cls >= 0; cls--) {
line.setColor(AccentColor.withAlpha(cls == 0 ? light : main, cls >= 3 ? 0x30 : 0x50));
line.setStrokeWidth((cls == 0 ? 1.6f : 1f) * u);
line.setColor(AccentColor.withAlpha(cls == 0 ? light : main, cls >= 3 ? 0x50 : 0x80));
line.setStrokeWidth((cls == 0 ? 2f : cls == 3 ? 1f : 1.4f) * u);
c.drawPath(roads[cls * 2 + 1], line);
}
line.setColor(AccentColor.withAlpha(main, 0x80));
line.setStrokeWidth(1.4f * u);
line.setColor(AccentColor.withAlpha(main, 0x90));
line.setStrokeWidth(1.5f * u);
c.drawPath(roads[3 * 2], line);
line.setColor(AccentColor.withAlpha(main, 0xC0));
line.setStrokeWidth(2f * u);
line.setColor(AccentColor.withAlpha(main, 0xD0));
line.setStrokeWidth(2.2f * u);
c.drawPath(roads[2 * 2], line);
glow(c, roads[2], main, 2.4f * u);
glow(c, roads[0], light, 3.2f * u);
glow(c, roads[2], main, 2.6f * u);
glow(c, roads[0], light, 3.4f * u);
line.setStrokeJoin(Paint.Join.MITER);
line.setStrokeCap(Paint.Cap.SQUARE);
c.restore();
glowLine(c, 0, horizon, w, horizon, main, 1.5f * u);
// The car: a light-cycle chevron pointing ahead.
float cy = horizon + depth / CAR_DEPTH;
path.reset();
path.moveTo(vx, cy - 16f * u);
path.lineTo(vx + 11f * u, cy + 10f * u);
path.lineTo(vx, cy + 4f * u);
path.lineTo(vx - 11f * u, cy + 10f * u);
path.moveTo(camCx, carScreenY - 16f * u);
path.lineTo(camCx + 11f * u, carScreenY + 10f * u);
path.lineTo(camCx, carScreenY + 4f * u);
path.lineTo(camCx - 11f * u, carScreenY + 10f * u);
path.close();
fill.setColor(light);
c.drawPath(path, fill);
glow(c, path, light, 1.5f * u);
return true;
}
/** One stretch of road from (a0, f0) to (a1, f1) in metres (side, ahead), cut at the near edge. */
private void segment(int cls, float a0, float f0, float a1, float f1, float vx, float horizon, float lane,
float depth) {
float d0 = CAR_DEPTH + f0 / MAP_UNIT_M, d1 = CAR_DEPTH + f1 / MAP_UNIT_M;
Path p = roads[cls * 2 + (Math.min(d0, d1) > FADE_DEPTH ? 1 : 0)];
if ((d0 < NEAR && d1 < NEAR) || (f0 > FAR_M && f1 > FAR_M)) {
/** The camera's height of a ground point z metres ahead of the spot below it, over its depth. */
private static float up(float z) {
float cos = (float) Math.cos(PITCH), sin = (float) Math.sin(PITCH);
return (z * sin - CAM_H * cos) / (z * cos + CAM_H * sin);
}
/** A grid line between two ground points given east and north of the car, in metres. */
private void gridLine(float e0, float n0, float e1, float n1, float sin, float cos) {
penDown = false;
segment(gridPath, e0 * cos - n0 * sin, e0 * sin + n0 * cos, e1 * cos - n1 * sin, e1 * sin + n1 * cos);
}
/**
* One stretch of ground from (side, ahead) a0, f0 to a1, f1 in metres from the car, through
* the camera, cut where it comes nearer to the lens than NEAR_M.
*/
private void segment(Path p, float a0, float f0, float a1, float f1) {
float cos = (float) Math.cos(PITCH), sin = (float) Math.sin(PITCH), z0 = CAM_H / (float) Math.tan(PITCH);
float za = z0 + f0, zb = z0 + f1;
float d0 = za * cos + CAM_H * sin, d1 = zb * cos + CAM_H * sin;
if (d0 < NEAR_M && d1 < NEAR_M) {
penDown = false;
return;
}
boolean cut = false;
if (d0 < NEAR || d1 < NEAR) {
float t = (NEAR - d0) / (d1 - d0);
float a = a0 + (a1 - a0) * t, d = NEAR;
if (d0 < NEAR) {
if (d0 < NEAR_M || d1 < NEAR_M) {
float t = (NEAR_M - d0) / (d1 - d0);
float a = a0 + (a1 - a0) * t, z = za + (zb - za) * t;
if (d0 < NEAR_M) {
a0 = a;
d0 = d;
za = z;
d0 = NEAR_M;
cut = true;
} else {
a1 = a;
d1 = d;
zb = z;
d1 = NEAR_M;
}
}
float x0 = vx + a0 / MAP_UNIT_M * lane / d0, y0 = horizon + depth / d0;
float x1 = vx + a1 / MAP_UNIT_M * lane / d1, y1 = horizon + depth / d1;
float x0 = camCx + camF * a0 / d0, y0 = camCy - camF * (za * sin - CAM_H * cos) / d0;
float x1 = camCx + camF * a1 / d1, y1 = camCy - camF * (zb * sin - CAM_H * cos) / d1;
if (!penDown || cut || p != penPath || x0 != penX || y0 != penY) p.moveTo(x0, y0);
p.lineTo(x1, y1);
penPath = p;
penX = x1;
penY = y1;
penPath = p;
penDown = true;
}
@@ -343,9 +391,9 @@ final class GridView extends ClusterCanvasView {
// ---------- Speed ----------
private void drawSpeed(Canvas c, float w, float horizon, float u) {
private void drawSpeed(Canvas c, float w, float horizon, float size, float u) {
text.setTypeface(thin);
text.setTextSize(210f * u);
text.setTextSize(size * u);
text.setTextAlign(Paint.Align.CENTER);
glowText(c, fmt(v.speedKmh, "%.0f", "—"), w / 2f, horizon - 62f * u, light, u);
caption(c, "KM/H", w / 2f, horizon - 22f * u, u, Paint.Align.CENTER);
@@ -393,8 +441,13 @@ final class GridView extends ClusterCanvasView {
// ---------- Power disc ----------
/** Zero at the top, −50 kW a quarter turn anticlockwise, 150 kW three quarters clockwise. */
private void drawDisc(Canvas c, float w, float u) {
private void drawDisc(Canvas c, float w, boolean overMap, float u) {
float cx = w - 170f * u, cy = 238f * u, outer = 132f * u, ring = 22f * u;
if (overMap) {
// The map runs under the disc: a dark backing keeps it readable.
fill.setColor(0xD0000000);
c.drawCircle(cx, cy, outer + 16f * u, fill);
}
line.setColor(dim);
line.setStrokeWidth(1.5f * u);
c.drawCircle(cx, cy, outer + 10f * u, line);