feat(ui): F8-12 — smooth planet discs + ?debug=1 overlay (#55)
* Planet discs (and every other circle the renderer draws — outlines, picker hover ring, reach / bombing rings, etc.) trace a fixed 32-segment polygon instead of leaning on Pixi's adaptive bezier subdivision. PixiJS v8 picks the segment count from the world-space radius, which collapsed to 6-8 segments once the parent container's scale climbed — so the planet read as a visible polygon at high zoom. The custom path stays cheap (~64 floats per disc) and gives a perceptually round silhouette at every zoom level. * Opt-in dev overlay activated by `?debug=1` in the URL. A small bottom-left panel shows the current `scale`, the "whole world fits" reference scale, the current zoom ratio (scale / scale_ref), and the world-units rectangle visible in the viewport — so the owner can decide what `maxScale` to clamp to on the next iteration without guessing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -772,7 +772,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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const outlineRadius = visibleRadius + paddingWorld;
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for (const g of entry.graphics) {
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g.clear();
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g.circle(planetPrim.x, planetPrim.y, outlineRadius);
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traceSmoothCircle(g, planetPrim.x, planetPrim.y, outlineRadius);
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g.stroke({
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color: entry.spec.color,
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alpha: 0.95,
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@@ -1147,7 +1147,8 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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// paints in `pickHighlight` so the player sees the
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// destination candidate just like a selection — only
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// in the warm picker accent.
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g.circle(
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traceSmoothCircle(
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g,
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spec.hoverOutline.x,
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spec.hoverOutline.y,
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spec.hoverOutline.radius,
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@@ -1520,6 +1521,35 @@ function rendererBackendName(r: Renderer): "webgl" | "webgpu" | "canvas" {
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return "webgl";
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}
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/**
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* SMOOTH_CIRCLE_SEGMENTS is the fixed segment count the renderer
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* uses for every disc / ring. PixiJS v8's `Graphics.circle` picks
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* the segment count from the world-space radius, which is fine for
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* a fully-scaled scene but breaks the moment we draw the same disc
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* at a small world radius inside a heavily-zoomed parent container:
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* the planet renders as a visible 6-8-gon. Painting a fixed-density
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* polygon ourselves keeps the silhouette round at every zoom level.
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* 32 segments is the standard "perceptually round" budget; it stays
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* cheap (~64 floats per disc) on a 500-planet map.
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*/
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const SMOOTH_CIRCLE_SEGMENTS = 32;
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function traceSmoothCircle(
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g: Graphics,
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x: number,
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y: number,
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radius: number,
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): void {
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if (radius <= 0) return;
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const step = (2 * Math.PI) / SMOOTH_CIRCLE_SEGMENTS;
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g.moveTo(x + radius, y);
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for (let i = 1; i < SMOOTH_CIRCLE_SEGMENTS; i++) {
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const a = i * step;
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g.lineTo(x + radius * Math.cos(a), y + radius * Math.sin(a));
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}
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g.closePath();
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}
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function drawPoint(
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g: Graphics,
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p: PointPrim,
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@@ -1530,11 +1560,13 @@ function drawPoint(
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const color = p.style.fillColor ?? theme.pointFill;
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const alpha = p.style.fillAlpha ?? 1;
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const radius = displayPointRadiusWorld(p.style, cameraScale, scaleRef);
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g.circle(p.x, p.y, radius);
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traceSmoothCircle(g, p.x, p.y, radius);
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g.fill({ color, alpha });
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if (p.style.strokeColor !== undefined && (p.style.strokeWidthPx ?? 0) > 0) {
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const strokeAlpha = p.style.strokeAlpha ?? 1;
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const strokeWidth = displayStrokeWidthWorld(p.style, cameraScale);
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// Retrace because Pixi's `fill()` closes the current path.
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traceSmoothCircle(g, p.x, p.y, radius);
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g.stroke({
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color: p.style.strokeColor,
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alpha: strokeAlpha,
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@@ -1549,9 +1581,14 @@ function drawCircle(
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theme: Theme,
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cameraScale: number,
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): void {
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g.circle(p.x, p.y, p.radius);
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if (p.style.fillColor !== undefined) {
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g.fill({ color: p.style.fillColor, alpha: p.style.fillAlpha ?? 1 });
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const hasFill =
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p.style.fillColor !== undefined && (p.style.fillAlpha ?? 1) > 0;
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traceSmoothCircle(g, p.x, p.y, p.radius);
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if (hasFill) {
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g.fill({ color: p.style.fillColor!, alpha: p.style.fillAlpha ?? 1 });
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// Pixi's `fill()` closes the current path — retrace before
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// the stroke pass so the ring is actually painted on top.
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traceSmoothCircle(g, p.x, p.y, p.radius);
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}
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const strokeColor = p.style.strokeColor ?? theme.circleStroke;
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const strokeAlpha = p.style.strokeAlpha ?? 1;
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