heat map bug fix

This commit is contained in:
2025-09-04 18:19:51 +05:30
parent ead9f100c4
commit bef1b3dcee

View File

@@ -5,14 +5,10 @@ import { useProductContext } from "../../modules/simulation/products/productCont
import { useSceneContext } from "../../modules/scene/sceneContext";
import * as CONSTANTS from "../../types/world/worldConstants";
import { determineExecutionMachineSequences } from "../../modules/simulation/simulator/functions/determineExecutionMachineSequences";
import {
useAnimationPlaySpeed,
usePauseButtonStore,
usePlayButtonStore,
useResetButtonStore,
} from "../../store/usePlayButtonStore";
import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore, useResetButtonStore } from "../../store/usePlayButtonStore";
const DECAY_RATE = 0.01;
const GROWTH_TIME_MULTIPLIER = 20;
const RADIUS = 0.005;
const OPACITY = 0.8;
const UPDATE_INTERVAL = 0.1;
@@ -55,6 +51,7 @@ const HeatMap = () => {
u_radius: { value: RADIUS },
u_opacity: { value: OPACITY },
u_debugMode: { value: debugModeMap[debugMode] },
u_growthRate: { value: GROWTH_TIME_MULTIPLIER }, // NEW
});
useEffect(() => {
@@ -168,7 +165,8 @@ const HeatMap = () => {
uniformsRef.current.u_radius.value = RADIUS;
uniformsRef.current.u_opacity.value = OPACITY;
uniformsRef.current.u_debugMode.value = debugModeMap[debugMode];
}, [RADIUS, OPACITY, debugMode]);
uniformsRef.current.u_growthRate.value = GROWTH_TIME_MULTIPLIER;
}, [RADIUS, OPACITY, debugMode, GROWTH_TIME_MULTIPLIER]);
useEffect(() => {
uniformsRef.current.u_points.value = pointTexture;
@@ -199,6 +197,7 @@ const HeatMap = () => {
uniform float u_radius;
uniform float u_opacity;
uniform int u_debugMode;
uniform float u_growthRate;
varying vec2 vUv;
float gauss(float dist, float radius) {
@@ -214,7 +213,7 @@ const HeatMap = () => {
float intensity = 0.0;
for (int i = 0; i < 10000; i++) {
if (i >= u_count) break; // dynamically stop looping
if (i >= u_count) break;
float fi = float(i) + 0.5;
float u = fi / float(u_count);
@@ -231,9 +230,13 @@ const HeatMap = () => {
return;
}
vec3 color = vec3(0.0);
float normalized = clamp(intensity / 4.0, 0.0, 1.0);
// Apply growth rate BEFORE normalization
float adjustedIntensity = intensity * u_growthRate;
// Normalize intensity between 0-1
float normalized = clamp(intensity / max(u_growthRate, 0.0001), 0.0, 1.0);
vec3 color = vec3(0.0);
if (normalized < 0.33) {
color = mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), normalized / 0.33);
} else if (normalized < 0.66) {
@@ -244,10 +247,11 @@ const HeatMap = () => {
gl_FragColor = vec4(color, normalized * u_opacity);
}
`}
/>
</mesh>
);
};
export default HeatMap;
export default HeatMap;