feat(prototype): adapt the patrol field to the display aspect ratio

The field was a fixed square, leaving wide monitors with dead side
margins. Field width now follows the window aspect (capped at 2.2:1,
quantized to avoid rebuilds on minor resizes); routes, obstacles and
transit spawns stretch with it, and the grid keeps 100 m cells.
This commit is contained in:
2026-07-08 14:51:33 +01:00
parent 407a70fef1
commit 8d1ae49f8d
2 changed files with 86 additions and 37 deletions
+42 -9
View File
@@ -1,6 +1,8 @@
import { useEffect, useMemo, useRef, useState } from "react"; import { useEffect, useMemo, useRef, useState } from "react";
import { import {
AREA, AREA,
MAX_ASPECT,
areaWidth,
fmtBytes, fmtBytes,
makeWorld, makeWorld,
seed, seed,
@@ -9,22 +11,48 @@ import {
} from "./sim"; } from "./sim";
const VIEW = 1000; const VIEW = 1000;
const PANEL_W = 320;
const HEADER_H = 70;
// Patrol field aspect ratio for the current window: wide monitors get a
// wider field instead of empty side margins. Quantized to 0.25 steps so
// minor resizes don't rebuild the world.
function displayAspect(): number {
const w = Math.max(320, window.innerWidth - PANEL_W);
const h = Math.max(320, window.innerHeight - HEADER_H);
const q = Math.round((w / h) * 4) / 4;
return Math.max(1, Math.min(MAX_ASPECT, q));
}
export default function App(): JSX.Element { export default function App(): JSX.Element {
const [droneCount, setDroneCount] = useState(8); const [droneCount, setDroneCount] = useState(8);
const [speedup, setSpeedup] = useState(1); const [speedup, setSpeedup] = useState(1);
const [paused, setPaused] = useState(false); const [paused, setPaused] = useState(false);
const [aspect, setAspect] = useState(displayAspect);
const [world, setWorld] = useState<World>(() => { const [world, setWorld] = useState<World>(() => {
seed(42); seed(42);
return makeWorld(8); return makeWorld(8, displayAspect());
}); });
const raf = useRef(0); const raf = useRef(0);
const last = useRef(performance.now()); const last = useRef(performance.now());
useEffect(() => { useEffect(() => {
seed(42); seed(42);
setWorld(makeWorld(droneCount)); setWorld(makeWorld(droneCount, aspect));
}, [droneCount]); }, [droneCount, aspect]);
useEffect(() => {
let timer = 0;
const onResize = (): void => {
window.clearTimeout(timer);
timer = window.setTimeout(() => setAspect(displayAspect()), 250);
};
window.addEventListener("resize", onResize);
return () => {
window.clearTimeout(timer);
window.removeEventListener("resize", onResize);
};
}, []);
useEffect(() => { useEffect(() => {
const loop = (now: number): void => { const loop = (now: number): void => {
@@ -86,7 +114,7 @@ export default function App(): JSX.Element {
<div style={styles.main}> <div style={styles.main}>
<svg <svg
viewBox={`0 0 ${VIEW} ${VIEW}`} viewBox={`0 0 ${sx(areaWidth())} ${VIEW}`}
style={styles.canvas} style={styles.canvas}
preserveAspectRatio="xMidYMid meet" preserveAspectRatio="xMidYMid meet"
> >
@@ -96,7 +124,7 @@ export default function App(): JSX.Element {
<stop offset="100%" stopColor="#0a0f18" /> <stop offset="100%" stopColor="#0a0f18" />
</radialGradient> </radialGradient>
</defs> </defs>
<rect width={VIEW} height={VIEW} fill="url(#ground)" /> <rect width={sx(areaWidth())} height={VIEW} fill="url(#ground)" />
{gridLines()} {gridLines()}
{/* Mesh links */} {/* Mesh links */}
@@ -202,12 +230,17 @@ function sy(y: number): number {
} }
function gridLines(): JSX.Element { function gridLines(): JSX.Element {
const width = sx(areaWidth());
const step = VIEW / 10; // one cell per 100 m in both directions
const lines = []; const lines = [];
for (let i = 1; i < 10; i++) { for (let p = step; p < width; p += step) {
const p = (i / 10) * VIEW;
lines.push( lines.push(
<line key={`v${i}`} x1={p} y1={0} x2={p} y2={VIEW} stroke="#1a2436" strokeWidth={1} />, <line key={`v${p}`} x1={p} y1={0} x2={p} y2={VIEW} stroke="#1a2436" strokeWidth={1} />,
<line key={`h${i}`} x1={0} y1={p} x2={VIEW} y2={p} stroke="#1a2436" strokeWidth={1} />, );
}
for (let p = step; p < VIEW; p += step) {
lines.push(
<line key={`h${p}`} x1={0} y1={p} x2={width} y2={p} stroke="#1a2436" strokeWidth={1} />,
); );
} }
return <g>{lines}</g>; return <g>{lines}</g>;
+44 -28
View File
@@ -45,7 +45,14 @@ export interface World {
broadcasts: number; broadcasts: number;
} }
export const AREA = 1000; // meters, square side export const AREA = 1000; // meters, vertical extent of the field
export const MAX_ASPECT = 2.2;
// Horizontal extent follows the display aspect ratio (set via makeWorld),
// so wide monitors get a genuinely wider patrol area, not empty margins.
let areaX = AREA;
export function areaWidth(): number {
return areaX;
}
export const LINK_RANGE = 320; export const LINK_RANGE = 320;
const CRUISE = 28; const CRUISE = 28;
const SEPARATION = 55; const SEPARATION = 55;
@@ -68,21 +75,26 @@ function rnd(): number {
// Two interleaved patrol routes: even drones circle the perimeter, odd // Two interleaved patrol routes: even drones circle the perimeter, odd
// drones fly an X through the center. Paths cross mid-field, so the mesh // drones fly an X through the center. Paths cross mid-field, so the mesh
// keeps bridging between the front and the back of the formation instead // keeps bridging between the front and the back of the formation instead
// of stretching into disconnected segments along one loop. // of stretching into disconnected segments along one loop. Routes are
const PERIMETER: Vec[] = [ // derived from the current field width, so they stretch on wide displays.
{ x: 120, y: 120 }, function perimeterRoute(): Vec[] {
{ x: AREA - 120, y: 150 }, return [
{ x: AREA - 150, y: AREA - 120 }, { x: 120, y: 120 },
{ x: 150, y: AREA - 150 }, { x: areaX - 120, y: 150 },
]; { x: areaX - 150, y: AREA - 120 },
const CROSS: Vec[] = [ { x: 150, y: AREA - 150 },
{ x: 150, y: 150 }, ];
{ x: AREA - 150, y: AREA - 150 }, }
{ x: AREA - 150, y: 150 }, function crossRoute(): Vec[] {
{ x: 150, y: AREA - 150 }, return [
]; { x: 150, y: 150 },
{ x: areaX - 150, y: AREA - 150 },
{ x: areaX - 150, y: 150 },
{ x: 150, y: AREA - 150 },
];
}
function routeOf(d: Drone): Vec[] { function routeOf(d: Drone): Vec[] {
return d.id % 2 === 0 ? PERIMETER : CROSS; return d.id % 2 === 0 ? perimeterRoute() : crossRoute();
} }
// Transit objects enter at one edge, cross the whole area, and respawn at // Transit objects enter at one edge, cross the whole area, and respawn at
@@ -91,14 +103,15 @@ function routeOf(d: Drone): Vec[] {
const TRANSIT_MARGIN = 120; const TRANSIT_MARGIN = 120;
function spawnTransit(id: number): Obstacle { function spawnTransit(id: number): Obstacle {
const speed = 26 + rnd() * 30; const speed = 26 + rnd() * 30;
const along = 120 + rnd() * (AREA - 240); const alongX = 120 + rnd() * (areaX - 240);
const alongY = 120 + rnd() * (AREA - 240);
const skew = (rnd() - 0.5) * speed * 0.9; // diagonal-ish crossings const skew = (rnd() - 0.5) * speed * 0.9; // diagonal-ish crossings
const edge = Math.floor(rnd() * 4); const edge = Math.floor(rnd() * 4);
const table: { pos: Vec; vel: Vec }[] = [ const table: { pos: Vec; vel: Vec }[] = [
{ pos: { x: along, y: -TRANSIT_MARGIN + 20 }, vel: { x: skew, y: speed } }, { pos: { x: alongX, y: -TRANSIT_MARGIN + 20 }, vel: { x: skew, y: speed } },
{ pos: { x: along, y: AREA + TRANSIT_MARGIN - 20 }, vel: { x: skew, y: -speed } }, { pos: { x: alongX, y: AREA + TRANSIT_MARGIN - 20 }, vel: { x: skew, y: -speed } },
{ pos: { x: -TRANSIT_MARGIN + 20, y: along }, vel: { x: speed, y: skew } }, { pos: { x: -TRANSIT_MARGIN + 20, y: alongY }, vel: { x: speed, y: skew } },
{ pos: { x: AREA + TRANSIT_MARGIN - 20, y: along }, vel: { x: -speed, y: skew } }, { pos: { x: areaX + TRANSIT_MARGIN - 20, y: alongY }, vel: { x: -speed, y: skew } },
]; ];
const { pos, vel } = table[edge]; const { pos, vel } = table[edge];
return { id, pos, radius: 22 + rnd() * 16, moving: true, vel }; return { id, pos, radius: 22 + rnd() * 16, moving: true, vel };
@@ -106,32 +119,35 @@ function spawnTransit(id: number): Obstacle {
function outOfTransit(ob: Obstacle): boolean { function outOfTransit(ob: Obstacle): boolean {
return ( return (
ob.pos.x < -TRANSIT_MARGIN || ob.pos.x < -TRANSIT_MARGIN ||
ob.pos.x > AREA + TRANSIT_MARGIN || ob.pos.x > areaX + TRANSIT_MARGIN ||
ob.pos.y < -TRANSIT_MARGIN || ob.pos.y < -TRANSIT_MARGIN ||
ob.pos.y > AREA + TRANSIT_MARGIN ob.pos.y > AREA + TRANSIT_MARGIN
); );
} }
export function makeWorld(droneCount: number): World { export function makeWorld(droneCount: number, aspect = 1): World {
areaX = AREA * Math.max(1, Math.min(MAX_ASPECT, aspect));
const drones: Drone[] = Array.from({ length: droneCount }, (_, i) => { const drones: Drone[] = Array.from({ length: droneCount }, (_, i) => {
const angle = (i / droneCount) * Math.PI * 2; const angle = (i / droneCount) * Math.PI * 2;
return { return {
id: i, id: i,
pos: { pos: {
x: AREA / 2 + Math.cos(angle) * (150 + rnd() * 120), x: areaX / 2 + Math.cos(angle) * (150 + rnd() * 120),
y: AREA / 2 + Math.sin(angle) * (150 + rnd() * 120), y: AREA / 2 + Math.sin(angle) * (150 + rnd() * 120),
}, },
vel: { x: 0, y: 0 }, vel: { x: 0, y: 0 },
heading: angle, heading: angle,
waypoint: i % PERIMETER.length, waypoint: i % 4,
battery: 90 + rnd() * 10, battery: 90 + rnd() * 10,
channel: CHANNELS[i % CHANNELS.length], channel: CHANNELS[i % CHANNELS.length],
}; };
}); });
// Static obstacles sit at fixed fractions of the field, so they spread
// out instead of clustering left when the field widens
const obstacles: Obstacle[] = [ const obstacles: Obstacle[] = [
{ id: 0, pos: { x: 340, y: 420 }, radius: 60, moving: false, vel: { x: 0, y: 0 } }, { id: 0, pos: { x: areaX * 0.34, y: 420 }, radius: 60, moving: false, vel: { x: 0, y: 0 } },
{ id: 1, pos: { x: 700, y: 260 }, radius: 45, moving: false, vel: { x: 0, y: 0 } }, { id: 1, pos: { x: areaX * 0.7, y: 260 }, radius: 45, moving: false, vel: { x: 0, y: 0 } },
{ id: 2, pos: { x: 560, y: 720 }, radius: 70, moving: false, vel: { x: 0, y: 0 } }, { id: 2, pos: { x: areaX * 0.56, y: 720 }, radius: 70, moving: false, vel: { x: 0, y: 0 } },
spawnTransit(3), spawnTransit(3),
spawnTransit(4), spawnTransit(4),
spawnTransit(5), spawnTransit(5),
@@ -189,7 +205,7 @@ function steer(d: Drone, world: World, dt: number): Drone {
vel: { x: vx, y: vy }, vel: { x: vx, y: vy },
heading, heading,
pos: { pos: {
x: Math.max(20, Math.min(AREA - 20, d.pos.x + vx * dt)), x: Math.max(20, Math.min(areaX - 20, d.pos.x + vx * dt)),
y: Math.max(20, Math.min(AREA - 20, d.pos.y + vy * dt)), y: Math.max(20, Math.min(AREA - 20, d.pos.y + vy * dt)),
}, },
battery: Math.max(0, d.battery - dt * 0.05), battery: Math.max(0, d.battery - dt * 0.05),