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333 lines
12 KiB
333 lines
12 KiB
import { appState } from "./state.js";
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import {
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timelineSlider,
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speedSlider,
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offsetInput,
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stopBtn,
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playPauseBtn,
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updateDebugOverlay,
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updatePersistentOverlays,
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videoPlayer,
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frameCounter,
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toggleEgoSpeed,
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egoSpeedDisplay,
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canSpeedDisplay,
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} from "./dom.js";
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import { findRadarFrameIndexForTime } from "./utils.js";
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import { throttledUpdateExplorer } from "./dataExplorer.js";
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// --- [START] MOVED FROM DOM.JS ---
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//----------------------RESET VISUALIZATION Function----------------------//
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// Resets the visualization to its initial state.
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export function resetVisualization() {
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appState.isPlaying = false;
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playPauseBtn.textContent = "Play";
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const numFrames = appState.vizData.radarFrames.length;
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timelineSlider.max = numFrames > 0 ? numFrames - 1 : 0;
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updateFrame(0, true); // Update to the first frame and force video seek
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}
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// --- NEW Playback Control Functions ---
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let seekDebounceTimer = null;
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let lastScrollTime = 0;
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let scrollSpeed = 0;
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export function startPlayback() {
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if (videoPlayer.src && videoPlayer.readyState > 1) {
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appState.masterClockStart = performance.now();
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appState.mediaTimeStart = videoPlayer.currentTime;
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appState.lastSyncTime = appState.masterClockStart;
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videoPlayer.play();
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videoPlayer.requestVideoFrameCallback(videoFrameCallback); // Start the high-precision loop
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}
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requestAnimationFrame(animationLoop); // Keep rAF for non-video sync (e.g. scrubbing)
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}
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export function pausePlayback() {
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if (videoPlayer.src) {
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videoPlayer.pause();
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}
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}
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export function forceResyncWithOffset() {
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// Make sure visualization data is loaded before proceeding
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if (!appState.vizData) return;
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console.log(
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`Forcing resync with new offset: ${offsetInput.value}`
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);
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// If the video is playing, pause it to allow for precise frame tuning.
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if (appState.isPlaying) {
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// Directly pause playback and update state, avoiding a synthetic click.
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pausePlayback();
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appState.isPlaying = false;
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playPauseBtn.textContent = "Play";
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}
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// Call updateFrame, forcing it to resync the video to the current radar frame
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// using the new offset value from the input box.
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updateFrame(appState.currentFrame, true);
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}
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//----------------------UPDATE FRAME Function----------------------//
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// Updates the UI to reflect the current radar frame and synchronizes video playback.
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export function updateFrame(frame, forceVideoSeek) {
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const startTime = performance.now(); //start emasuring timer of performance.
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if (
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!appState.vizData ||
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frame < 0 ||
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frame >= appState.vizData.radarFrames.length
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)
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// Exit if no visualization data or invalid frame.
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return; // Exit if no visualization data or invalid frame
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appState.currentFrame = frame;
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timelineSlider.value = appState.currentFrame;
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frameCounter.textContent = `Frame: ${appState.currentFrame + 1} / ${
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appState.vizData.radarFrames.length
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}`;
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const frameData = appState.vizData.radarFrames[appState.currentFrame];
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if (toggleEgoSpeed.checked && frameData) {
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// Update ego speed display if enabled.
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const egoVy_kmh = (frameData.egoVelocity[1] * 3.6).toFixed(1); // Convert m/s to km/h and format
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egoSpeedDisplay.textContent = `Ego: ${egoVy_kmh} km/h`;
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egoSpeedDisplay.classList.remove("hidden");
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} else {
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egoSpeedDisplay.classList.add("hidden"); // Hide ego speed display.
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}
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// --- ADD THIS NEW BLOCK ---
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if (
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frameData &&
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frameData.canVehSpeed_kmph !== null &&
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!isNaN(frameData.canVehSpeed_kmph)
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) {
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canSpeedDisplay.textContent = `CAN: ${frameData.canVehSpeed_kmph.toFixed(
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1
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)} km/h`;
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canSpeedDisplay.classList.remove("hidden");
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} else {
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canSpeedDisplay.classList.add("hidden");
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}
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// --- END OF NEW BLOCK ---
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let timeForUpdates = videoPlayer.currentTime; // NEW: Default to the video's current time
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if (
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forceVideoSeek &&
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videoPlayer.src &&
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videoPlayer.readyState > 1 &&
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appState.videoStartDate &&
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frameData
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) {
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const offsetMs = parseFloat(offsetInput.value) || 0;
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const targetRadarTimeMs = frameData.timestampMs;
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const targetVideoTimeSec = (targetRadarTimeMs - offsetMs) / 1000;
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if (targetVideoTimeSec >= 0 && targetVideoTimeSec <= videoPlayer.duration) {
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// Ensure target time is within video duration
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if (Math.abs(videoPlayer.currentTime - targetVideoTimeSec) > 0.05) {
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// Check for significant drift
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videoPlayer.currentTime = targetVideoTimeSec; // Seek video if drift is significant
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}
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// MODIFIED: Use the calculated target time for our updates, not the stale videoPlayer.currentTime
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timeForUpdates = targetVideoTimeSec; // Update time for subsequent UI updates
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}
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} // End of forceVideoSeek block
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if (!appState.isPlaying) {
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// MODIFIED: Use our new synchronized time variable
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updatePersistentOverlays(timeForUpdates);
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}
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// --- End of fix ---
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// --- START: Conditional Redraw Logic ---
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// Only force a redraw from here if the animation loop is NOT running.
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// When playing, the animationLoop is responsible for redrawing.
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if (!appState.isPlaying && appState.p5_instance) appState.p5_instance.redraw();
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if (!appState.isPlaying && appState.speedGraphInstance) appState.speedGraphInstance.redraw();
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// --- NEW: Centralized Explorer Update ---
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throttledUpdateExplorer();
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// --- END: Centralized Explorer Update ---
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const endTime = performance.now();
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appState.lastFrameRenderTime = endTime - startTime; // <-- End timer and update state
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}
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// --- [END] MOVED FROM DOM.JS ---
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export function stopPlayback() {
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videoPlayer.pause();
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if (appState.vizData) {
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updateFrame(0, true);
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} else if (videoPlayer.src) {
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videoPlayer.currentTime = 0;
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}
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}
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export function videoFrameCallback(now, metadata) {
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// If the video is no longer playing, stop the callback loop.
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if (!appState.isPlaying || videoPlayer.paused) {
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return;
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}
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// This is now the main animation driver during playback.
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// It's perfectly synced with the video's frame presentation.
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const currentTime = metadata.mediaTime;
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const frameIndex = findRadarFrameIndexForTime(currentTime * 1000);
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updateFrame(frameIndex, false); // Update radar, but don't seek video.
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// Re-register the callback for the next frame to create a loop
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videoPlayer.requestVideoFrameCallback(videoFrameCallback);
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}
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export function animationLoop() {
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if (!appState.isPlaying) return;
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// Get the current playback speed from the slider
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const playbackSpeed = parseFloat(speedSlider.value);
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// Calculate the elapsed real time since the master clock started
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const elapsedRealTime = performance.now() - appState.masterClockStart;
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// Calculate the current media time based on the master clock, initial media time, elapsed real time, and playback speed
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const currentMediaTime =
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appState.mediaTimeStart + (elapsedRealTime / 1000) * playbackSpeed;
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// Update radar frame based on the master clock
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// Check if visualization data and video start date are available
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if (appState.vizData && appState.videoStartDate) {
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// Get the offset from the input field, default to 0 if not a valid number
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// --- START: Corrected Logic ---
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const offsetMs = parseFloat(offsetInput.value) || 0;
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// The master clock represents the VIDEO's timeline.
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// To find the corresponding RADAR time, we must add the offset.
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const targetRadarTimeMs = currentMediaTime * 1000 + offsetMs;
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const targetFrame = findRadarFrameIndexForTime(
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targetRadarTimeMs,
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appState.vizData
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);
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// --- END: Corrected Logic ---
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if (targetFrame !== appState.currentFrame) {
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// Update the displayed frame if it's different from the current one
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updateFrame(targetFrame, false);
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}
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}
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// Periodically check for drift between master clock and video element
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const now = performance.now();
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if (now - appState.lastSyncTime > 150) {
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const videoTime = videoPlayer.currentTime;
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const drift = Math.abs(currentMediaTime - videoTime);
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// Resync if drift is > 150ms
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if (drift > 0.15) {
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// Resync if drift is > 150ms
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console.warn(`Resyncing video. Drift was: ${drift.toFixed(3)}s`);
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videoPlayer.currentTime = currentMediaTime;
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}
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appState.lastSyncTime = now;
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}
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// Stop playback at the end of the video
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if (currentMediaTime >= videoPlayer.duration) {
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stopBtn.click();
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return;
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}
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// Update debug overlay information
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updatePersistentOverlays(currentMediaTime);
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updateDebugOverlay(currentMediaTime);
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// --- START: Centralized Redraw Logic ---
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// Explicitly redraw all active sketches in sync with the animation frame.
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if (appState.p5_instance) appState.p5_instance.redraw();
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if (appState.speedGraphInstance) appState.speedGraphInstance.redraw();
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// --- END: Centralized Redraw Logic ---
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// Request the next frame
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requestAnimationFrame(animationLoop);
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}
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export function handleTimelineInput(event) {
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if (!appState.vizData) return;
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updateDebugOverlay(videoPlayer.currentTime);
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updatePersistentOverlays(videoPlayer.currentTime);
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// --- 1. Live Seeking (Throttled for performance) ---
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// This part gives you the immediate visual feedback as you drag the slider.
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// We use a simple timestamp check to prevent it from running too often.
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const now = performance.now();
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if (
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!timelineSlider.lastInputTime ||
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now - timelineSlider.lastInputTime > 32
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) {
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// ~30fps throttle
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if (appState.isPlaying) {
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videoPlayer.pause();
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appState.isPlaying = false;
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playPauseBtn.textContent = "Play";
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}
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const frame = parseInt(event.target.value, 10);
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updateFrame(frame, true);
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appState.mediaTimeStart = videoPlayer.currentTime;
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appState.masterClockStart = now;
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}
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// --- 2. Final, Precise Sync (Debounced for reliability) ---
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// This part ensures a perfect sync only AFTER you stop moving the slider.
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clearTimeout(seekDebounceTimer); // Always cancel the previously scheduled sync
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seekDebounceTimer = setTimeout(() => {
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console.log("Slider movement stopped. Performing final, debounced resync.");
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const finalFrame = parseInt(event.target.value, 10);
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updateFrame(finalFrame, true); // Perform the final, precise seek
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// Also update the debug overlay with the final, settled time
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updateDebugOverlay(videoPlayer.currentTime);
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}, 250); // Wait for 250ms of inactivity before firing
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}
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export function handleTimelineWheel(event) {
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if (!appState.vizData) return;
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// 1. Prevent the page from scrolling up and down
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event.preventDefault();
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// 2. Calculate scroll speed
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const now = performance.now();
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const timeDelta = now - (lastScrollTime || now); // Handle first scroll
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lastScrollTime = now;
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// Calculate speed as "events per second", giving more weight to recent, fast scrolls
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scrollSpeed = timeDelta > 0 ? 1000 / timeDelta : scrollSpeed;
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// 3. Map scroll speed to a dynamic seek multiplier
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// This creates a nice acceleration curve. The '50' is a sensitivity value you can adjust.
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const speedMultiplier = 1 + Math.floor(scrollSpeed / 4);
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const baseSeekAmount = 1; // Base frames to move on a slow scroll
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let seekAmount = Math.max(baseSeekAmount, speedMultiplier);
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// 4. Calculate the new frame index
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const direction = Math.sign(event.deltaY); // +1 for down/right, -1 for up/left
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const currentFrame = parseInt(timelineSlider.value, 10);
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let newFrame = currentFrame - seekAmount * direction;
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// Clamp the new frame to the valid range
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const totalFrames = appState.vizData.radarFrames.length - 1;
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newFrame = Math.max(0, Math.min(newFrame, totalFrames));
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// 5. Update the UI
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if (appState.isPlaying) {
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playPauseBtn.click(); // Pause if playing
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}
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updateFrame(newFrame, true);
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// 6. Reuse the debouncer for a final, precise sync after scrolling stops
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clearTimeout(seekDebounceTimer);
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seekDebounceTimer = setTimeout(() => {
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console.log("Scrolling stopped. Performing final, debounced resync.");
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updateFrame(newFrame, true);
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updatePersistentOverlays(videoPlayer.currentTime);
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updateDebugOverlay(videoPlayer.currentTime);
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}, 300); // Wait 300ms after the last scroll event
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throttledUpdateExplorer();
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}
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export function initSyncUIHandlers() {
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timelineSlider.addEventListener("input", handleTimelineInput);
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timelineSlider.addEventListener("wheel", handleTimelineWheel);
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}
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