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import * as THREE from 'https://unpkg.com/three@0.126.1/build/three.module.js'
import { OrbitControls } from 'https://unpkg.com/three@0.126.1/examples/jsm/controls/OrbitControls.js'
import { CSS2DRenderer, CSS2DObject } from 'https://unpkg.com/three@0.126.1/examples/jsm/renderers/CSS2DRenderer.js'
const SCALE = 10000
const METERS_IN_AU = 149597871000
const EXPIRY = 1000 * 60 * 10
const GRID_EXTENT = 100 * SCALE
class Timeline {
start
finish
current
simple_list = []
register(wreck) {
if (this.start === undefined || wreck.timestamp - EXPIRY < this.start) {
this.start = wreck.timestamp - EXPIRY
if (this.current === undefined || this.current == this.start)
this.current = this.start
}
if (this.finish === undefined || wreck.timestamp + EXPIRY > this.finish)
this.finish = wreck.timestamp + EXPIRY
// TODO: Implement more reliable and optimized data structure for timeline.
this.simple_list.push(wreck)
}
update() {
this.simple_list.forEach(wreck => wreck.toggleKilled(this.current))
}
setTo(time) {
this.current = time
}
}
class Grid {
scene = new THREE.Scene()
wrecks = []
constructor(wreck, {container, renderer, renderer2d}) {
this.container = container
this.renderer = renderer
this.renderer2d = renderer2d
const aspect = this.container.clientWidth / this.container.clientHeight
this.camera = new THREE.PerspectiveCamera(80, aspect, 0.1, 1000)
this.camera.position.set(8, 8, 8)
this.camera.lookAt(0, 0, 0)
this.controls = new OrbitControls(this.camera, this.renderer2d.domElement)
this.controls.minDistance = 2
this.controls.maxDistance = 30
this.controls.enableDamping = true
this.controls.dampingFactor = 0.4
const helper = new THREE.GridHelper(50, 50, 0x303030, 0x222222)
this.scene.add(helper)
this.positionOfReference = wreck.killmail.victim.position
this.locationOfReference = wreck.location
this.scene.add(wreck.object)
this.wrecks.push(wreck)
}
tryAdding(wreck) {
if (wreck.location == this.locationOfReference) {
const distance = wreck.killmail.victim.position.distanceTo(this.positionOfReference)
if (distance < GRID_EXTENT) {
this.scene.add(wreck.object)
this.wrecks.push(wreck)
return true
}
}
return false
}
draw() {
this.renderer.render(this.scene, this.camera)
this.renderer2d.render(this.scene, this.camera)
this.controls.update()
if (this.active)
requestAnimationFrame(() => this.draw())
else
this.renderer2d.domElement.innerHTML = ''
}
onresize() {
this.renderer.setSize(this.container.clientWidth, this.container.clientHeight)
this.renderer2d.setSize(this.container.clientWidth, this.container.clientHeight)
this.camera.aspect = this.container.clientWidth / this.container.clientHeight
this.camera.updateProjectionMatrix()
}
enable() {
this.active = true
this.controls.enabled = true
}
disable() {
this.active = false
this.controls.enabled = false
}
recenter() {
const center = averagePosition(this.wrecks.map(wreck => wreck.killmail.victim.position))
this.wrecks.forEach(wreck => wreck.object.position.sub(center).divideScalar(SCALE)) // TODO: rescale
}
}
class Battle {
timeline = new Timeline()
grids = []
constructor(grid_initializer) {
this.grid_initializer = grid_initializer
}
add(wreck) {
this.timeline.register(wreck)
let added = false
for (const grid of this.grids) {
added = grid.tryAdding(wreck)
if (added) break
}
if (!added) {
const grid = new Grid(wreck, this.grid_initializer)
this.grids.push(grid)
}
}
}
class Wreck {
domElement = document.createElement('div')
object = new THREE.Object3D()
killmail
constructor({killmail, battle}) {
const labelElement = document.createElement('div')
const object2d = new CSS2DObject(this.domElement)
const ownerId = "alliance_id" in killmail.victim ? killmail.victim.alliance_id : killmail.victim.corporation_id
const team = battle.teams.findIndex(team => undefined !== team.find(id => id == ownerId)) == 0 ? "teamA" : "teamB"
const shipTypeId = killmail.victim.ship_type_id
const typeName = battle.ships[shipTypeId].name
const groupName = battle.ships[shipTypeId].group
this.domElement.dataset.type = typeName
this.domElement.dataset.group = groupName
labelElement.textContent = typeName
labelElement.classList.add('label')
this.killmail = killmail
this.timestamp = Date.parse(killmail.killmail_time)
this.object.position.copy(killmail.victim.position)
this.object.add(object2d)
this.domElement.classList.add('wreck', team)
this.domElement.appendChild(labelElement)
this.domElement.onclick = () => window.open(`https://zkillboard.com/kill/${this.killmail.killmail_id}/`)
}
toggleKilled(timestamp) {
const timeDifference = this.timestamp - timestamp
this.domElement.classList.remove('future', 'alive', 'killed', 'expired')
if (timeDifference < -EXPIRY) {
this.domElement.classList.add('expired')
}
else if (timeDifference <= 0) {
this.domElement.classList.add('killed')
}
else if (timeDifference < EXPIRY) {
this.domElement.classList.add('alive')
}
else {
this.domElement.classList.add('future')
}
}
}
function vec3FromXYZ({x, y, z}) {
return new THREE.Vector3(x, y, z)
}
function averagePosition(positions) {
const sum = positions.reduce((sum, pos) => sum.add(pos), new THREE.Vector3())
return sum.divideScalar(positions.length)
}
function processBattle({battle, renderer, renderer2d, container, toolbar, skybox}) {
const battle_obj = new Battle({container, renderer, renderer2d})
const wrecks = battle.killmails.map(killmail => new Wreck({killmail, battle}))
wrecks.forEach(wreck => wreck.killmail.victim.position = vec3FromXYZ(wreck.killmail.victim.position))
wrecks.forEach(wreck => battle_obj.add(wreck))
battle_obj.grids.forEach(grid => window.addEventListener('resize', () => grid.onresize()))
battle_obj.grids.forEach(grid => grid.recenter())
const gridSelection = document.getElementById("grid")
battle_obj.grids.forEach(grid => {
const option = document.createElement("option")
const origin = new THREE.Vector3()
origin.copy(grid.wrecks[0].killmail.victim.position)
origin.divideScalar(METERS_IN_AU)
option.text = `${origin.x.toFixed(1)} AU, ${origin.y.toFixed(1)} AU, ${origin.z.toFixed(1)} AU`
gridSelection.appendChild(option)
})
gridSelection.oninput = () => {
battle_obj.grids.forEach(g => g.disable())
battle_obj.grids.at(gridSelection.selectedIndex).enable()
battle_obj.grids.at(gridSelection.selectedIndex).draw()
}
gridSelection.oninput()
skybox.then(skybox => {
const rt = new THREE.WebGLCubeRenderTarget(skybox.image.height)
rt.fromEquirectangularTexture(renderer, skybox)
battle_obj.grids.forEach(g => g.scene.background = rt)
})
const start = battle_obj.timeline.start - EXPIRY
const end = battle_obj.timeline.finish + EXPIRY
const bottomBar = document.createElement("div")
const seekbar = document.createElement("div")
const buttons = document.createElement("div")
const progress = document.createElement("div")
const tip = document.createElement("div")
const play = document.createElement("button")
const time = document.createElement("span")
bottomBar.classList.add("bottom-bar")
seekbar.classList.add("seekbar")
seekbar.draggable = true
buttons.classList.add("buttons")
progress.classList.add("progress")
progress.style.width = "0%"
tip.classList.add("tip")
play.textContent = "▶️"
container.appendChild(bottomBar)
bottomBar.appendChild(seekbar)
bottomBar.appendChild(buttons)
buttons.appendChild(play)
buttons.appendChild(time)
seekbar.appendChild(progress)
progress.appendChild(tip)
const writeTime = stamp => {
let date = new Date(stamp)
time.textContent = date.toLocaleString()
}
let current = start
let isPlaying = false
let callbackId
play.onclick = () => {
isPlaying = !isPlaying
if (isPlaying) {
play.textContent = "⏸️"
callbackId = setInterval(() => {
if (current + 5000 > end) {
current = end
isPlaying = false
clearInterval(callbackId)
play.textContent = "▶️"
}
else {
current += 5000
}
battle_obj.timeline.simple_list.forEach(item => item.toggleKilled(current))
const norm = (current - start) / (end - start)
progress.style.width = `${norm * 100}%`
writeTime(current)
}, 100)
}
else {
clearInterval(callbackId)
play.textContent = "▶️"
}
}
const seekWithBar = e => {
const rect = e.srcElement.getBoundingClientRect()
const norm = Math.min(1, Math.max(0, (e.clientX - rect.left) / e.srcElement.clientWidth))
const lim = Math.floor(norm * e.srcElement.clientWidth) / e.srcElement.clientWidth
const timestamp = start + (end - start) * lim
if (e.clientX != 0 && current != timestamp) {
current = timestamp
battle_obj.timeline.simple_list.forEach(item => item.toggleKilled(timestamp))
progress.style.width = `${lim * 100}%`
writeTime(current)
}
}
battle_obj.timeline.simple_list.forEach(item => item.toggleKilled(start))
writeTime(current)
seekbar.onclick = seekWithBar
seekbar.ondrag = seekWithBar
seekbar.ondragstart = e => e.dataTransfer.setDragImage(new Image(0, 0), 0, 0)
}
export function init({id, container, toolbar}) {
const renderer = new THREE.WebGLRenderer({antialias: true})
const renderer2d = new CSS2DRenderer()
renderer.setSize(container.clientWidth, container.clientHeight)
renderer2d.setSize(container.clientWidth, container.clientHeight)
renderer2d.domElement.style.position = 'absolute'
renderer2d.domElement.style.top = '0px'
container.appendChild(renderer.domElement)
container.appendChild(renderer2d.domElement)
const loader = new THREE.TextureLoader()
const skybox = loader.loadAsync("https://i.imgur.com/rDGOLFC.jpg") // TODO: Don't use imgur as CDN.
fetch(`/battles/${id}`)
.then(response => response.json())
.then(battle => processBattle({battle, renderer, renderer2d, container, toolbar, skybox}))
}
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