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Merge pull request #8397 from meshtastic/InkHUD-Fixes
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InkHUD Map improvements
This commit is contained in:
commit
26747038bb
@ -13,45 +13,147 @@ void InkHUD::MapApplet::onRender()
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return;
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}
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// Helper: draw rounded rectangle centered at x,y
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auto fillRoundedRect = [&](int16_t cx, int16_t cy, int16_t w, int16_t h, int16_t r, uint16_t color) {
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int16_t x = cx - (w / 2);
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int16_t y = cy - (h / 2);
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// center rects
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fillRect(x + r, y, w - 2 * r, h, color);
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fillRect(x, y + r, r, h - 2 * r, color);
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fillRect(x + w - r, y + r, r, h - 2 * r, color);
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// corners
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fillCircle(x + r, y + r, r, color);
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fillCircle(x + w - r - 1, y + r, r, color);
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fillCircle(x + r, y + h - r - 1, r, color);
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fillCircle(x + w - r - 1, y + h - r - 1, r, color);
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};
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// Find center of map
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// - latitude and longitude
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// - will be placed at X(0.5), Y(0.5)
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getMapCenter(&latCenter, &lngCenter);
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// Calculate North+East distance of each node to map center
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// - which nodes to use controlled by virtual shouldDrawNode method
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calculateAllMarkers();
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// Set the region shown on the map
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// - default: fit all nodes, plus padding
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// - maybe overriden by derived applet
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// - getMapSize *sets* passed parameters (C-style)
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getMapSize(&widthMeters, &heightMeters);
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// Set the metersToPx conversion value
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calculateMapScale();
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// Special marker for own node
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meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
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if (ourNode && nodeDB->hasValidPosition(ourNode))
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drawLabeledMarker(ourNode);
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// Draw all markers
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// Draw all markers first
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for (Marker m : markers) {
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int16_t x = X(0.5) + (m.eastMeters * metersToPx);
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int16_t y = Y(0.5) - (m.northMeters * metersToPx);
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// Cross Size
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constexpr uint16_t csMin = 5;
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constexpr uint16_t csMax = 12;
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// Add white halo outline first
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constexpr int outlinePad = 1;
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int boxSize = 11;
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int radius = 2; // rounded corner radius
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// Too many hops away
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if (m.hasHopsAway && m.hopsAway > config.lora.hop_limit) // Too many mops
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printAt(x, y, "!", CENTER, MIDDLE);
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else if (!m.hasHopsAway) // Unknown hops
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drawCross(x, y, csMin);
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else // The fewer hops, the larger the cross
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drawCross(x, y, map(m.hopsAway, 0, config.lora.hop_limit, csMax, csMin));
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// White halo background
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fillRoundedRect(x, y, boxSize + (outlinePad * 2), boxSize + (outlinePad * 2), radius + 1, WHITE);
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// Draw inner box
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fillRoundedRect(x, y, boxSize, boxSize, radius, BLACK);
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// Text inside
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setFont(fontSmall);
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setTextColor(WHITE);
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// Draw actual marker on top
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if (m.hasHopsAway && m.hopsAway > config.lora.hop_limit) {
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printAt(x + 1, y + 1, "X", CENTER, MIDDLE);
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} else if (!m.hasHopsAway) {
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printAt(x + 1, y + 1, "?", CENTER, MIDDLE);
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} else {
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char hopStr[4];
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snprintf(hopStr, sizeof(hopStr), "%d", m.hopsAway);
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printAt(x, y + 1, hopStr, CENTER, MIDDLE);
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}
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// Restore default font and color
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setFont(fontSmall);
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setTextColor(BLACK);
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}
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// Dual map scale bars
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int16_t horizPx = width() * 0.25f;
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int16_t vertPx = height() * 0.25f;
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float horizMeters = horizPx / metersToPx;
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float vertMeters = vertPx / metersToPx;
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auto formatDistance = [&](float meters, char *out, size_t len) {
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if (config.display.units == meshtastic_Config_DisplayConfig_DisplayUnits_IMPERIAL) {
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float feet = meters * 3.28084f;
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if (feet < 528)
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snprintf(out, len, "%.0f ft", feet);
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else {
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float miles = feet / 5280.0f;
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snprintf(out, len, miles < 10 ? "%.1f mi" : "%.0f mi", miles);
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}
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} else {
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if (meters >= 1000)
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snprintf(out, len, "%.1f km", meters / 1000.0f);
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else
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snprintf(out, len, "%.0f m", meters);
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}
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};
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// Horizontal scale bar
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int16_t horizBarY = height() - 2;
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int16_t horizBarX = 1;
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drawLine(horizBarX, horizBarY, horizBarX + horizPx, horizBarY, BLACK);
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drawLine(horizBarX, horizBarY - 3, horizBarX, horizBarY + 3, BLACK);
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drawLine(horizBarX + horizPx, horizBarY - 3, horizBarX + horizPx, horizBarY + 3, BLACK);
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char horizLabel[32];
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formatDistance(horizMeters, horizLabel, sizeof(horizLabel));
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int16_t horizLabelW = getTextWidth(horizLabel);
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int16_t horizLabelH = getFont().lineHeight();
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int16_t horizLabelX = horizBarX + horizPx + 4;
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int16_t horizLabelY = horizBarY - horizLabelH + 1;
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fillRect(horizLabelX - 2, horizLabelY - 1, horizLabelW + 4, horizLabelH + 2, WHITE);
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printAt(horizLabelX, horizBarY, horizLabel, LEFT, BOTTOM);
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// Vertical scale bar
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int16_t vertBarX = 1;
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int16_t vertBarBottom = horizBarY;
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int16_t vertBarTop = vertBarBottom - vertPx;
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drawLine(vertBarX, vertBarBottom, vertBarX, vertBarTop, BLACK);
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drawLine(vertBarX - 3, vertBarBottom, vertBarX + 3, vertBarBottom, BLACK);
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drawLine(vertBarX - 3, vertBarTop, vertBarX + 3, vertBarTop, BLACK);
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char vertTopLabel[32];
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formatDistance(vertMeters, vertTopLabel, sizeof(vertTopLabel));
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int16_t topLabelY = vertBarTop - getFont().lineHeight() - 2;
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int16_t topLabelW = getTextWidth(vertTopLabel);
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int16_t topLabelH = getFont().lineHeight();
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fillRect(vertBarX - 2, topLabelY - 1, topLabelW + 6, topLabelH + 2, WHITE);
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printAt(vertBarX + (topLabelW / 2) + 1, topLabelY + (topLabelH / 2), vertTopLabel, CENTER, MIDDLE);
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char vertBottomLabel[32];
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formatDistance(vertMeters, vertBottomLabel, sizeof(vertBottomLabel));
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int16_t bottomLabelY = vertBarBottom + 4;
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int16_t bottomLabelW = getTextWidth(vertBottomLabel);
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int16_t bottomLabelH = getFont().lineHeight();
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fillRect(vertBarX - 2, bottomLabelY - 1, bottomLabelW + 6, bottomLabelH + 2, WHITE);
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printAt(vertBarX + (bottomLabelW / 2) + 1, bottomLabelY + (bottomLabelH / 2), vertBottomLabel, CENTER, MIDDLE);
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// Draw our node LAST with full white fill + outline
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meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
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if (ourNode && nodeDB->hasValidPosition(ourNode)) {
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Marker self = calculateMarker(ourNode->position.latitude_i * 1e-7, ourNode->position.longitude_i * 1e-7, false, 0);
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int16_t centerX = X(0.5) + (self.eastMeters * metersToPx);
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int16_t centerY = Y(0.5) - (self.northMeters * metersToPx);
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// White fill background + halo
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fillCircle(centerX, centerY, 8, WHITE); // big white base
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drawCircle(centerX, centerY, 8, WHITE); // crisp edge
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// Black bullseye on top
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drawCircle(centerX, centerY, 6, BLACK);
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fillCircle(centerX, centerY, 2, BLACK);
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// Crosshairs
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drawLine(centerX - 8, centerY, centerX + 8, centerY, BLACK);
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drawLine(centerX, centerY - 8, centerX, centerY + 8, BLACK);
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}
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}
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@ -63,110 +165,123 @@ void InkHUD::MapApplet::onRender()
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void InkHUD::MapApplet::getMapCenter(float *lat, float *lng)
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{
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// Find mean lat long coords
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// ============================
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// - assigning X, Y and Z values to position on Earth's surface in 3D space, relative to center of planet
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// - averages the x, y and z coords
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// - uses tan to find angles for lat / long degrees
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// - longitude: triangle formed by x and y (on plane of the equator)
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// - latitude: triangle formed by z (north south),
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// and the line along plane of equator which stretches from earth's axis to where point xyz intersects planet's surface
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// If we have a valid position for our own node, use that as the anchor
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meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
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if (ourNode && nodeDB->hasValidPosition(ourNode)) {
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*lat = ourNode->position.latitude_i * 1e-7;
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*lng = ourNode->position.longitude_i * 1e-7;
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} else {
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// Find mean lat long coords
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// ============================
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// - assigning X, Y and Z values to position on Earth's surface in 3D space, relative to center of planet
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// - averages the x, y and z coords
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// - uses tan to find angles for lat / long degrees
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// - longitude: triangle formed by x and y (on plane of the equator)
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// - latitude: triangle formed by z (north south),
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// and the line along plane of equator which stretches from earth's axis to where point xyz intersects planet's
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// surface
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// Working totals, averaged after nodeDB processed
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uint32_t positionCount = 0;
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float xAvg = 0;
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float yAvg = 0;
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float zAvg = 0;
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// Working totals, averaged after nodeDB processed
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uint32_t positionCount = 0;
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float xAvg = 0;
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float yAvg = 0;
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float zAvg = 0;
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// For each node in db
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for (uint32_t i = 0; i < nodeDB->getNumMeshNodes(); i++) {
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meshtastic_NodeInfoLite *node = nodeDB->getMeshNodeByIndex(i);
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// For each node in db
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for (uint32_t i = 0; i < nodeDB->getNumMeshNodes(); i++) {
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meshtastic_NodeInfoLite *node = nodeDB->getMeshNodeByIndex(i);
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// Skip if no position
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if (!nodeDB->hasValidPosition(node))
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continue;
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// Skip if no position
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if (!nodeDB->hasValidPosition(node))
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continue;
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// Skip if derived applet doesn't want to show this node on the map
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if (!shouldDrawNode(node))
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continue;
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// Skip if derived applet doesn't want to show this node on the map
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if (!shouldDrawNode(node))
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continue;
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// Latitude and Longitude of node, in radians
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float latRad = node->position.latitude_i * (1e-7) * DEG_TO_RAD;
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float lngRad = node->position.longitude_i * (1e-7) * DEG_TO_RAD;
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// Latitude and Longitude of node, in radians
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float latRad = node->position.latitude_i * (1e-7) * DEG_TO_RAD;
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float lngRad = node->position.longitude_i * (1e-7) * DEG_TO_RAD;
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// Convert to cartesian points, with center of earth at 0, 0, 0
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// Exact distance from center is irrelevant, as we're only interested in the vector
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float x = cos(latRad) * cos(lngRad);
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float y = cos(latRad) * sin(lngRad);
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float z = sin(latRad);
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// Convert to cartesian points, with center of earth at 0, 0, 0
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// Exact distance from center is irrelevant, as we're only interested in the vector
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float x = cos(latRad) * cos(lngRad);
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float y = cos(latRad) * sin(lngRad);
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float z = sin(latRad);
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// To find mean values shortly
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xAvg += x;
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yAvg += y;
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zAvg += z;
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positionCount++;
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// To find mean values shortly
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xAvg += x;
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yAvg += y;
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zAvg += z;
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positionCount++;
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}
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// All NodeDB processed, find mean values
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xAvg /= positionCount;
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yAvg /= positionCount;
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zAvg /= positionCount;
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// Longitude from cartesian coords
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// (Angle from 3D coords describing a point of globe's surface)
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/*
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UK
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/-------\
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(Top View) /- -\
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/- (You) -\
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/- . -\
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/- . X -\
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Asia - ... - USA
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\- Y -/
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\- -/
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\- -/
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\- -/
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\- -----/
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Pacific
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*/
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*lng = atan2(yAvg, xAvg) * RAD_TO_DEG;
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// Latitude from cartesian coords
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// (Angle from 3D coords describing a point on the globe's surface)
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// As latitude increases, distance from the Earth's north-south axis out to our surface point decreases.
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// Means we need to first find the hypotenuse which becomes base of our triangle in the second step
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/*
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UK North
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/-------\ (Front View) /-------\
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(Top View) /- -\ /- -\
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/- (You) -\ /-(You) -\
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/- /. -\ /- . -\
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/- √X²+Y²/ . X -\ /- Z . -\
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Asia - /... - USA - ..... -
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\- Y -/ \- √X²+Y² -/
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\- -/ \- -/
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\- -/ \- -/
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\- -/ \- -/
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\- -----/ \- -----/
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Pacific South
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*/
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float hypotenuse = sqrt((xAvg * xAvg) + (yAvg * yAvg)); // Distance from globe's north-south axis to surface intersect
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*lat = atan2(zAvg, hypotenuse) * RAD_TO_DEG;
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}
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// All NodeDB processed, find mean values
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xAvg /= positionCount;
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yAvg /= positionCount;
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zAvg /= positionCount;
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// Longitude from cartesian coords
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// (Angle from 3D coords describing a point of globe's surface)
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/*
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||||
UK
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/-------\
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||||
(Top View) /- -\
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||||
/- (You) -\
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||||
/- . -\
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/- . X -\
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Asia - ... - USA
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\- Y -/
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\- -/
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||||
\- -/
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||||
\- -/
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||||
\- -----/
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||||
Pacific
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||||
|
||||
*/
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||||
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*lng = atan2(yAvg, xAvg) * RAD_TO_DEG;
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||||
|
||||
// Latitude from cartesian coords
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||||
// (Angle from 3D coords describing a point on the globe's surface)
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||||
// As latitude increases, distance from the Earth's north-south axis out to our surface point decreases.
|
||||
// Means we need to first find the hypotenuse which becomes base of our triangle in the second step
|
||||
/*
|
||||
UK North
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||||
/-------\ (Front View) /-------\
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||||
(Top View) /- -\ /- -\
|
||||
/- (You) -\ /-(You) -\
|
||||
/- /. -\ /- . -\
|
||||
/- √X²+Y²/ . X -\ /- Z . -\
|
||||
Asia - /... - USA - ..... -
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||||
\- Y -/ \- √X²+Y² -/
|
||||
\- -/ \- -/
|
||||
\- -/ \- -/
|
||||
\- -/ \- -/
|
||||
\- -----/ \- -----/
|
||||
Pacific South
|
||||
*/
|
||||
|
||||
float hypotenuse = sqrt((xAvg * xAvg) + (yAvg * yAvg)); // Distance from globe's north-south axis to surface intersect
|
||||
*lat = atan2(zAvg, hypotenuse) * RAD_TO_DEG;
|
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// Use either our node position, or the mean fallback as the center
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latCenter = *lat;
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lngCenter = *lng;
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// ----------------------------------------------
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// This has given us the "mean position"
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// This will be a position *somewhere* near the center of our nodes.
|
||||
// What we actually want is to place our center so that our outermost nodes end up on the border of our map.
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// The only real use of our "mean position" is to give us a reference frame:
|
||||
// which direction is east, and which is west.
|
||||
// This has given us either:
|
||||
// - our actual position (preferred), or
|
||||
// - a mean position (fallback if we had no fix)
|
||||
//
|
||||
// What we actually want is to place our center so that our outermost nodes
|
||||
// end up on the border of our map. The only real use of our "center" is to give
|
||||
// us a reference frame: which direction is east, and which is west.
|
||||
//------------------------------------------------
|
||||
|
||||
// Find furthest nodes from "mean lat long"
|
||||
// Find furthest nodes from our center
|
||||
// ========================================
|
||||
|
||||
float northernmost = latCenter;
|
||||
float southernmost = latCenter;
|
||||
float easternmost = lngCenter;
|
||||
@ -184,14 +299,14 @@ void InkHUD::MapApplet::getMapCenter(float *lat, float *lng)
|
||||
continue;
|
||||
|
||||
// Check for a new top or bottom latitude
|
||||
float lat = node->position.latitude_i * 1e-7;
|
||||
northernmost = max(northernmost, lat);
|
||||
southernmost = min(southernmost, lat);
|
||||
float latNode = node->position.latitude_i * 1e-7;
|
||||
northernmost = max(northernmost, latNode);
|
||||
southernmost = min(southernmost, latNode);
|
||||
|
||||
// Longitude is trickier
|
||||
float lng = node->position.longitude_i * 1e-7;
|
||||
float degEastward = fmod(((lng - lngCenter) + 360), 360); // Degrees traveled east from lngCenter to reach node
|
||||
float degWestward = abs(fmod(((lng - lngCenter) - 360), 360)); // Degrees traveled west from lngCenter to reach node
|
||||
float lngNode = node->position.longitude_i * 1e-7;
|
||||
float degEastward = fmod(((lngNode - lngCenter) + 360), 360); // Degrees traveled east from lngCenter to reach node
|
||||
float degWestward = abs(fmod(((lngNode - lngCenter) - 360), 360)); // Degrees traveled west from lngCenter to reach node
|
||||
if (degEastward < degWestward)
|
||||
easternmost = max(easternmost, lngCenter + degEastward);
|
||||
else
|
||||
@ -250,7 +365,6 @@ InkHUD::MapApplet::Marker InkHUD::MapApplet::calculateMarker(float lat, float ln
|
||||
m.hopsAway = hopsAway;
|
||||
return m;
|
||||
}
|
||||
|
||||
// Draw a marker on the map for a node, with a shortname label, and backing box
|
||||
void InkHUD::MapApplet::drawLabeledMarker(meshtastic_NodeInfoLite *node)
|
||||
{
|
||||
@ -324,6 +438,18 @@ void InkHUD::MapApplet::drawLabeledMarker(meshtastic_NodeInfoLite *node)
|
||||
textX = labelX + paddingW;
|
||||
}
|
||||
|
||||
// Prevent overlap with scale bars and their labels
|
||||
// Define a "safe zone" in the bottom-left where the scale bars and text are drawn
|
||||
constexpr int16_t safeZoneHeight = 28; // adjust based on your label font height
|
||||
constexpr int16_t safeZoneWidth = 60; // adjust based on horizontal label width zone
|
||||
bool overlapsScale = (labelY + labelH > height() - safeZoneHeight) && (labelX < safeZoneWidth);
|
||||
|
||||
// If it overlaps, shift label upward slightly above the safe zone
|
||||
if (overlapsScale) {
|
||||
labelY = height() - safeZoneHeight - labelH - 2;
|
||||
textY = labelY + (labelH / 2);
|
||||
}
|
||||
|
||||
// Backing box
|
||||
fillRect(labelX, labelY, labelW, labelH, WHITE);
|
||||
drawRect(labelX, labelY, labelW, labelH, BLACK);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user