package miaou-core
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Miaou core/widgets (no drivers, no SDL)
Install
dune-project
Dependency
Authors
Maintainers
Sources
v0.5.2.tar.gz
md5=60a3b9f181f24572a06a9492532bfdda
sha512=fcc35a275066be2900e6201782faf47503076fa4640f08cf78067835a6f447b74613009e55b2ac799adb7ca46f1bffa261fc5971753f2cc3c6bef327511c7ef6
doc/src/miaou_widgets_display/globe_widget.ml.html
Source file globe_widget.ml
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226(*****************************************************************************) (* *) (* SPDX-License-Identifier: MIT *) (* Copyright (c) 2026 Nomadic Labs <contact@nomadic-labs.com> *) (* *) (*****************************************************************************) let pi = Float.pi let two_pi = 2.0 *. pi let deg_to_rad d = d *. pi /. 180.0 let latlon_to_xyz lat_deg lon_deg = let lat = deg_to_rad lat_deg in let lon = deg_to_rad lon_deg in let cl = cos lat in (cl *. cos lon, sin lat, cl *. sin lon) let haversine_km ~lat1 ~lon1 ~lat2 ~lon2 = let r = 6371.0 in let dlat = deg_to_rad (lat2 -. lat1) in let dlon = deg_to_rad (lon2 -. lon1) in let a = let s = sin (dlat /. 2.0) in let s2 = sin (dlon /. 2.0) in (s *. s) +. (cos (deg_to_rad lat1) *. cos (deg_to_rad lat2) *. s2 *. s2) in let a = max 0.0 (min 1.0 a) in 2.0 *. r *. atan2 (sqrt a) (sqrt (1.0 -. a)) type t = { coastline : (float * float) array; is_land : (lat:float -> lon:float -> bool) option; yaw : float; pitch : float; rate : float; (* radians per second *) } let create ?is_land ~coastline () = {coastline; is_land; yaw = 0.0; pitch = 0.2; rate = two_pi /. 20.0} let yaw t = t.yaw let set_rotation t ~yaw ~pitch = {t with yaw; pitch} let advance t ~dt = let yaw = mod_float (t.yaw +. (t.rate *. dt)) two_pi in {t with yaw} (* Apply yaw (around y axis) then pitch (around x axis). *) let rotate ~yaw ~pitch (x, y, z) = let cy = cos yaw and sy = sin yaw in let x1 = (x *. cy) +. (z *. sy) in let z1 = (-.x *. sy) +. (z *. cy) in let cp = cos pitch and sp = sin pitch in let y2 = (y *. cp) -. (z1 *. sp) in let z2 = (y *. sp) +. (z1 *. cp) in (x1, y2, z2) (* Inverse of [rotate]: undo pitch then yaw to map a camera-space point back to model space (where lat/lon make sense). *) let inv_rotate ~yaw ~pitch (xc, yc, zc) = let cp = cos pitch and sp = sin pitch in let yp = (yc *. cp) +. (zc *. sp) in let zp = (-.yc *. sp) +. (zc *. cp) in let cy = cos yaw and sy = sin yaw in let xm = (xc *. cy) -. (zp *. sy) in let zm = (xc *. sy) +. (zp *. cy) in (xm, yp, zm) (* Pick a 256-color shade for a given diffuse term in [0..1]. Uses the cube + greyscale ramp: bright land → 226 (yellow) mid → 220, 214 (gold→amber) limb → 240, 244 (greys) Returns Some "256;N" SGR payload or None for very dark. *) let shade_color diffuse = if diffuse <= 0.0 then None else if diffuse >= 0.85 then Some "38;5;226" else if diffuse >= 0.65 then Some "38;5;220" else if diffuse >= 0.45 then Some "38;5;214" else if diffuse >= 0.25 then Some "38;5;208" else Some "38;5;130" let limb_color = Some "38;5;75" (* Ocean blue ramp by Lambert diffuse (in screen space — sun fixed at the right of the viewport, so the right side stays bright as the globe rotates underneath). *) let ocean_color diffuse = if diffuse <= 0.05 then Some "38;5;17" else if diffuse <= 0.2 then Some "38;5;18" else if diffuse <= 0.4 then Some "38;5;19" else if diffuse <= 0.6 then Some "38;5;20" else if diffuse <= 0.8 then Some "38;5;26" else if diffuse <= 0.95 then Some "38;5;33" else Some "38;5;75" (* Sand/earth ramp for filled continents — same Lambert idea as the ocean. *) let land_fill_color diffuse = if diffuse <= 0.05 then Some "38;5;58" else if diffuse <= 0.2 then Some "38;5;94" else if diffuse <= 0.4 then Some "38;5;130" else if diffuse <= 0.6 then Some "38;5;172" else if diffuse <= 0.8 then Some "38;5;214" else if diffuse <= 0.95 then Some "38;5;220" else Some "38;5;226" let render t ~cols ~rows = let canvas = Octant_canvas.create ~width:cols ~height:rows in let dot_w = cols * 2 in let dot_h = rows * 4 in let cx = float_of_int dot_w /. 2.0 in let cy = float_of_int dot_h /. 2.0 in (* Aspect: terminal cells are roughly 2× taller than wide, octant gives 2 dots wide × 4 dots tall per cell so dots are ~equally spaced. Use a slightly squashed radius to keep the projection roughly circular. *) let radius = Float.min cx cy -. 1.5 in (* 0) Ocean fill — flood every cell whose centre lies inside the inscribed disc with a Lambert-shaded blue. The shading is in screen space so the sun stays on the right, and the coastline highlights drawn later sweep across the lit hemisphere as the globe rotates. *) let r2 = radius *. radius in for cy_c = 0 to rows - 1 do for cx_c = 0 to cols - 1 do let dx = float_of_int ((cx_c * 2) + 1) -. cx in let dy = float_of_int ((cy_c * 4) + 2) -. cy in let d2 = (dx *. dx) +. (dy *. dy) in if d2 <= r2 then begin let nx = dx /. radius in let ny = -.dy /. radius in let nz = sqrt (Float.max 0.0 (1.0 -. (nx *. nx) -. (ny *. ny))) in let diffuse = Float.max 0.0 nx in let is_land = match t.is_land with | None -> false | Some f -> let xm, ym, zm = inv_rotate ~yaw:t.yaw ~pitch:t.pitch (nx, ny, nz) in let lat = asin (Float.max (-1.0) (Float.min 1.0 ym)) *. 180.0 /. pi in let lon = atan2 zm xm *. 180.0 /. pi in f ~lat ~lon in let color = if is_land then land_fill_color diffuse else ocean_color diffuse in for j = 0 to 3 do for i = 0 to 1 do Octant_canvas.set_dot canvas ~x:((cx_c * 2) + i) ~y:((cy_c * 4) + j) ~color done done end done done ; (* 1) Limb: faint outline circle. *) let n_limb = 360 in for i = 0 to n_limb - 1 do let theta = float_of_int i *. two_pi /. float_of_int n_limb in let x = cx +. (radius *. cos theta) in let y = cy +. (radius *. sin theta) in Octant_canvas.set_dot canvas ~x:(int_of_float x) ~y:(int_of_float y) ~color:limb_color done ; (* 2) Graticule — equator and prime meridian (rotated). *) let project x y z = if z < 0.0 then None else let sx = cx +. (x *. radius) in let sy = cy -. (y *. radius) in Some (int_of_float sx, int_of_float sy) in let plot_graticule lat_deg lon_deg color = let xyz = rotate ~yaw:t.yaw ~pitch:t.pitch (latlon_to_xyz lat_deg lon_deg) in let x, y, z = xyz in match project x y z with | None -> () | Some (sx, sy) -> Octant_canvas.set_dot canvas ~x:sx ~y:sy ~color in (* equator *) for i = 0 to 359 do plot_graticule 0.0 (float_of_int i -. 180.0) (Some "38;5;240") done ; (* meridians every 30° *) for m = 0 to 11 do let lon = (float_of_int m *. 30.0) -. 180.0 in let i = ref (-90) in while !i <= 90 do plot_graticule (float_of_int !i) lon (Some "38;5;238") ; incr i done done ; (* 3) Coastline overlay — only when no land classifier is supplied. With [is_land] the per-cell fill already paints filled continents in the correct shade; redrawing 60K coastline points on top would just add visual noise (and substantial per-frame work). *) (match t.is_land with | Some _ -> () | None -> Array.iter (fun (lat, lon) -> let xyz = rotate ~yaw:t.yaw ~pitch:t.pitch (latlon_to_xyz lat lon) in let x, y, z = xyz in match project x y z with | None -> () | Some (sx, sy) -> let diffuse = x in let color = shade_color diffuse in Octant_canvas.set_dot canvas ~x:sx ~y:sy ~color) t.coastline) ; Octant_canvas.render canvas let () = Miaou_registry.register ~name:"globe" ~mli:[%blob "globe_widget.mli"] ()
sectionYPositions = computeSectionYPositions($el), 10)"
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