@mytec: WebGL works

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"Bash(pkill:*)",
"Bash(pip3 list:*)",
"Bash(chmod:*)",
"Bash(pyinstaller:*)"
"Bash(pyinstaller:*)",
"Bash(npm i:*)",
"Bash(npm uninstall:*)",
"Bash(npm rebuild:*)"
]
}
}

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RFCP-3.10.1-UI-Bugfixes.md Normal file
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# RFCP — Iteration 3.10.1: UI/UX Bugfixes
## Overview
Four bugs found during 3.10 testing. All are frontend issues, no backend changes needed.
---
## Bug 1: Ruler places point when clicking Terrain Profile button
**Problem:** When Ruler mode is active and user clicks "Terrain Profile" button in the measurement overlay, it also places a ruler point on the map underneath. The click event propagates to the map.
**Fix:** Stop event propagation on the Terrain Profile button click handler. The Terrain Profile button (and any overlay UI elements) should call `e.stopPropagation()` to prevent the click from reaching the map layer.
Also review: any other UI overlays that sit on top of the map (Link Budget panel, coverage controls, etc.) should also stop propagation to prevent accidental ruler/site placement.
**Files to check:**
- MeasurementTool component (Terrain Profile button handler)
- Any overlay/popup components that sit on top of the Leaflet map
---
## Bug 2: Cursor should be default arrow, not hand; Ruler snap to site
**Problem A:** The map cursor shows as a grab/hand icon. Should be default arrow cursor for normal mode. Hand cursor should only appear when dragging the map.
**Fix A:** Set Leaflet map cursor styles:
```css
/* Default cursor */
.leaflet-container {
cursor: default !important;
}
/* Grabbing only when dragging */
.leaflet-container.leaflet-drag-target {
cursor: grabbing !important;
}
/* Crosshair for ruler mode */
.leaflet-container.ruler-mode {
cursor: crosshair !important;
}
/* Crosshair for RX point placement mode */
.leaflet-container.rx-placement-mode {
cursor: crosshair !important;
}
```
Apply CSS classes to the map container based on current mode. Remove Leaflet's default grab cursor.
**Problem B:** When using the ruler, it should be possible to snap the ruler start/end point exactly to a site (tower) location. Currently you have to eyeball it.
**Fix B:** When in ruler mode and clicking near a site marker (within ~20px), snap the ruler point to the exact site coordinates. This gives precise distance measurements from tower to any point.
```typescript
// In ruler click handler:
const SNAP_DISTANCE_PX = 20;
function findNearestSite(clickLatLng: L.LatLng, map: L.Map): Site | null {
const clickPoint = map.latLngToContainerPoint(clickLatLng);
let nearest: Site | null = null;
let minDist = Infinity;
for (const site of sites) {
const sitePoint = map.latLngToContainerPoint(L.latLng(site.lat, site.lon));
const dist = clickPoint.distanceTo(sitePoint);
if (dist < SNAP_DISTANCE_PX && dist < minDist) {
minDist = dist;
nearest = site;
}
}
return nearest;
}
// When placing ruler point:
const snappedSite = findNearestSite(clickLatLng, map);
if (snappedSite) {
// Use exact site coordinates
rulerPoint = L.latLng(snappedSite.lat, snappedSite.lon);
} else {
rulerPoint = clickLatLng;
}
```
---
## Bug 3: Link Budget Calculator text invisible + RX point not placed on map
**Problem A:** Text in Link Budget Calculator panel is black on dark background — invisible. The input fields and labels need light text color for dark theme.
**Fix A:** Ensure all text in LinkBudgetPanel uses light colors:
```css
/* All text in the panel should be light */
color: #e2e8f0; /* or whatever the app's light text color is */
/* Input fields */
input {
color: #e2e8f0;
background: #1e293b; /* dark input background */
border: 1px solid #475569;
}
/* Labels */
label {
color: #94a3b8; /* slightly muted for labels */
}
/* Values/results */
.result-value {
color: #f1f5f9; /* bright white for important values */
}
```
Check if the panel is using Tailwind classes — if so, ensure `text-slate-200` or similar is applied to the container. The panel likely inherits wrong text color or has hardcoded dark text.
**Problem B:** When clicking "Click on Map to Set RX Point" and then clicking on the map, the RX marker does not appear on the map. The coordinates might update in the fields but there's no visual indicator.
**Fix B:** When RX point is set:
1. Place a visible marker on the map at the RX location (use a different icon than the TX site — e.g., a small circle or pin in a different color like orange or blue)
2. Draw a dashed line from the TX site to the RX marker
3. The marker should be draggable to adjust position
4. When Link Budget panel is closed, remove the RX marker and line
```typescript
// RX marker icon (different from site markers)
const rxIcon = L.divIcon({
className: 'rx-marker',
html: '<div style="width: 12px; height: 12px; background: #f97316; border: 2px solid white; border-radius: 50%;"></div>',
iconSize: [12, 12],
iconAnchor: [6, 6],
});
// Place marker
const rxMarker = L.marker([rxLat, rxLon], { icon: rxIcon, draggable: true }).addTo(map);
// Dashed line from TX to RX
const linkLine = L.polyline([[txLat, txLon], [rxLat, rxLon]], {
color: '#f97316',
weight: 2,
dashArray: '8, 4',
opacity: 0.8,
}).addTo(map);
// Update on drag
rxMarker.on('drag', (e) => {
const pos = e.target.getLatLng();
linkLine.setLatLngs([[txLat, txLon], [pos.lat, pos.lng]]);
// Update Link Budget panel coordinates
updateRxCoordinates(pos.lat, pos.lng);
});
```
---
## Bug 4: Elevation color opacity not working
**Problem:** The opacity control for elevation/terrain colors on the map is not functioning. Adjusting the opacity slider has no effect on the terrain overlay visibility.
**Fix:** Check how the elevation overlay is rendered:
1. If it's a tile layer (Leaflet tile overlay), use `layer.setOpacity(value)`
2. If it's the topo map layer, the opacity needs to be applied to the correct layer reference
3. If it's the coverage heatmap opacity that's broken, check the canvas renderer opacity
The "Elev" button on the right toolbar likely toggles an elevation visualization. Find where this layer is created and ensure:
```typescript
// When opacity slider changes:
elevationLayer.setOpacity(opacityValue);
// Or if it's a canvas overlay:
const canvas = document.querySelector('.elevation-overlay');
if (canvas) {
canvas.style.opacity = String(opacityValue);
}
```
Also check: there might be TWO opacity controls that are confused:
- Coverage heatmap opacity (the RSRP colors)
- Terrain/elevation color overlay opacity (the topo colors)
Make sure each slider controls the correct layer.
---
## Testing Checklist
- [ ] Click Terrain Profile button with Ruler active — NO extra ruler point placed
- [ ] Default cursor is arrow, not hand
- [ ] Cursor changes to crosshair in Ruler mode
- [ ] Cursor changes to crosshair in RX placement mode
- [ ] Ruler snaps to site when clicking near tower marker
- [ ] Link Budget panel text is readable (light on dark)
- [ ] Clicking map in RX mode places visible orange marker
- [ ] Dashed line drawn from TX to RX
- [ ] RX marker removed when panel closes
- [ ] Elevation opacity slider actually changes overlay transparency
## Commit Message
```
fix(ui): resolve ruler propagation, cursor, link budget visibility, elevation opacity
- Stop click propagation on Terrain Profile button (prevents ruler point)
- Change default cursor to arrow, crosshair for tool modes
- Add ruler snap-to-site (20px threshold)
- Fix Link Budget panel text colors for dark theme
- Add RX marker and dashed line on map
- Fix elevation overlay opacity control binding
```

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# RFCP — Iteration 3.10.2: Tool Mode System & Click Fixes
## Root Cause
All click-related bugs share one root cause: multiple features compete for the same map click event. Ruler, RX point placement, site placement, and terrain profile all listen to map clicks simultaneously. There's no centralized "active tool" state that prevents conflicts.
## Solution: Active Tool Mode
Create a single source of truth for which tool is currently active. Only the active tool receives map click events.
### Tool Modes (mutually exclusive):
```typescript
type ActiveTool =
| 'none' // Default — pan/zoom only, no click actions
| 'ruler' // Distance measurement, click to add points
| 'rx-placement' // Link Budget RX point, single click
| 'site-placement' // Place new site on map
```
### Implementation
**1. Add to app store (Zustand):**
```typescript
// In the main store or a new toolStore:
interface ToolState {
activeTool: ActiveTool;
setActiveTool: (tool: ActiveTool) => void;
clearTool: () => void;
}
const useToolStore = create<ToolState>((set) => ({
activeTool: 'none',
setActiveTool: (tool) => set({ activeTool: tool }),
clearTool: () => set({ activeTool: 'none' }),
}));
```
**2. Map click handler — single entry point:**
Replace all individual map click listeners with ONE handler:
```typescript
// In the main Map component:
map.on('click', (e: L.LeafletMouseEvent) => {
const { activeTool } = useToolStore.getState();
switch (activeTool) {
case 'ruler':
handleRulerClick(e);
break;
case 'rx-placement':
handleRxPlacement(e);
break;
case 'site-placement':
handleSitePlacement(e);
break;
case 'none':
default:
// No action on map click — just pan/zoom
break;
}
});
```
**3. Cursor changes based on active tool:**
```typescript
useEffect(() => {
const container = map.getContainer();
// Remove all tool cursors
container.classList.remove('ruler-mode', 'rx-placement-mode', 'site-placement-mode');
switch (activeTool) {
case 'ruler':
container.classList.add('ruler-mode');
break;
case 'rx-placement':
container.classList.add('rx-placement-mode');
break;
case 'site-placement':
container.classList.add('site-placement-mode');
break;
default:
// Default cursor (arrow)
break;
}
}, [activeTool]);
```
**4. CSS for cursors:**
```css
.leaflet-container {
cursor: default !important;
}
.leaflet-container.leaflet-dragging {
cursor: grabbing !important;
}
.leaflet-container.ruler-mode {
cursor: crosshair !important;
}
.leaflet-container.rx-placement-mode {
cursor: crosshair !important;
}
.leaflet-container.site-placement-mode {
cursor: cell !important;
}
```
**5. UI buttons toggle tool mode:**
```typescript
// Ruler button:
const handleRulerToggle = () => {
if (activeTool === 'ruler') {
clearTool(); // Toggle off
} else {
setActiveTool('ruler'); // Activate ruler, deactivate others
}
};
// Link Budget "Click on Map to Set RX Point" button:
const handleRxModeToggle = () => {
if (activeTool === 'rx-placement') {
clearTool();
} else {
setActiveTool('rx-placement');
}
};
```
**6. Auto-deactivation:**
- RX placement: deactivate after single click (point is set)
- Ruler: stays active until toggled off or right-click finishes
- Site placement: deactivate after placing site
---
## Fix: Ruler Snap to Site
In the ruler click handler, check proximity to existing sites:
```typescript
function handleRulerClick(e: L.LeafletMouseEvent) {
const map = e.target;
const clickPoint = map.latLngToContainerPoint(e.latlng);
const SNAP_THRESHOLD_PX = 20;
// Check all site markers
let snappedLatLng = e.latlng;
let snapped = false;
for (const site of sites) {
const siteLatLng = L.latLng(site.lat, site.lon);
const sitePoint = map.latLngToContainerPoint(siteLatLng);
const pixelDist = clickPoint.distanceTo(sitePoint);
if (pixelDist < SNAP_THRESHOLD_PX) {
snappedLatLng = siteLatLng;
snapped = true;
break;
}
}
// Add ruler point at snapped or original location
addRulerPoint(snappedLatLng);
// Optional: visual feedback for snap
if (snapped) {
// Brief highlight on the site marker
}
}
```
---
## Fix: RX Point Placement + Visual Marker
When in 'rx-placement' mode and map is clicked:
```typescript
function handleRxPlacement(e: L.LeafletMouseEvent) {
const { lat, lng } = e.latlng;
// Update Link Budget panel coordinates
setRxCoordinates(lat, lng);
// Place visible marker on map
if (rxMarkerRef.current) {
rxMarkerRef.current.setLatLng([lat, lng]);
} else {
rxMarkerRef.current = L.marker([lat, lng], {
icon: L.divIcon({
className: 'rx-point-marker',
html: `<div style="
width: 14px; height: 14px;
background: #f97316;
border: 2px solid #fff;
border-radius: 50%;
box-shadow: 0 0 6px rgba(249,115,22,0.6);
"></div>`,
iconSize: [14, 14],
iconAnchor: [7, 7],
}),
draggable: true,
}).addTo(map);
// Update coords on drag
rxMarkerRef.current.on('drag', (ev) => {
const pos = ev.target.getLatLng();
setRxCoordinates(pos.lat, pos.lng);
});
}
// Draw dashed line from TX to RX
const selectedSite = getSelectedSite();
if (selectedSite && linkLineRef.current) {
linkLineRef.current.setLatLngs([[selectedSite.lat, selectedSite.lon], [lat, lng]]);
} else if (selectedSite) {
linkLineRef.current = L.polyline(
[[selectedSite.lat, selectedSite.lon], [lat, lng]],
{ color: '#f97316', weight: 2, dashArray: '8,4', opacity: 0.8 }
).addTo(map);
}
// Deactivate RX placement mode (single click action)
clearTool();
}
// Cleanup when Link Budget panel closes:
function cleanupRxMarker() {
if (rxMarkerRef.current) {
rxMarkerRef.current.remove();
rxMarkerRef.current = null;
}
if (linkLineRef.current) {
linkLineRef.current.remove();
linkLineRef.current = null;
}
}
```
---
## Fix: Terrain Profile Click-Through
The Terrain Profile popup and its "Terrain Profile" trigger button must stop event propagation:
```typescript
// On the Terrain Profile button in the measurement overlay:
<button
onClick={(e) => {
e.stopPropagation();
e.preventDefault();
showTerrainProfile();
}}
onMouseDown={(e) => e.stopPropagation()}
onPointerDown={(e) => e.stopPropagation()}
>
Terrain Profile
</button>
// On the Terrain Profile popup container:
<div
className="terrain-profile-popup"
onClick={(e) => e.stopPropagation()}
onMouseDown={(e) => e.stopPropagation()}
onPointerDown={(e) => e.stopPropagation()}
>
{/* ... chart content ... */}
</div>
```
Also ensure the popup/panel has `pointer-events: auto` and is positioned with a high z-index above the map.
With the tool mode system in place, this becomes less critical since clicking terrain profile UI won't trigger ruler (ruler mode would be separate), but stopping propagation is still good practice.
---
## Fix: Default Cursor (Not Hand)
Override Leaflet's default grab cursor:
```css
/* Global override in the app's main CSS */
.leaflet-container {
cursor: default !important;
}
/* Only show grab when actually dragging */
.leaflet-container.leaflet-dragging,
.leaflet-container:active {
cursor: grabbing !important;
}
/* Remove grab cursor from interactive layers too */
.leaflet-interactive {
cursor: default !important;
}
/* Tool-specific cursors applied via JS class toggle */
.leaflet-container.tool-ruler {
cursor: crosshair !important;
}
.leaflet-container.tool-rx-placement {
cursor: crosshair !important;
}
.leaflet-container.tool-site-placement {
cursor: cell !important;
}
```
---
## Testing Checklist
- [ ] Only ONE tool can be active at a time
- [ ] Activating Ruler deactivates RX placement and vice versa
- [ ] Default cursor is arrow (not hand/grab)
- [ ] Cursor changes to crosshair when Ruler is active
- [ ] Cursor changes to crosshair when RX placement is active
- [ ] Cursor shows grabbing only when dragging map
- [ ] Clicking Terrain Profile button does NOT place ruler point
- [ ] Clicking any UI panel/popup does NOT place ruler point
- [ ] Ruler point snaps to site marker when clicking within 20px
- [ ] RX point click places orange marker on map
- [ ] Dashed orange line appears from TX site to RX marker
- [ ] RX marker is draggable (updates coordinates in panel)
- [ ] RX marker removed when Link Budget panel closes
- [ ] Right-click finishes ruler measurement
## Commit Message
```
fix(tools): implement active tool mode system, fix click conflicts
- Add ActiveTool state (none/ruler/rx-placement/site-placement)
- Single map click handler dispatches to active tool only
- Fix cursor: default arrow, crosshair for tools, grabbing for drag
- Add ruler snap-to-site (20px threshold)
- Add RX marker with draggable orange dot and dashed line
- Stop event propagation on all UI overlays above map
- Clean up markers when panels close
```

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# RFCP — Iteration 3.10.3: Calculator Shortcut & Ruler Limit
## Two small UX changes, no backend.
---
## 1. Link Budget Calculator — Quick Access Button
Move calculator access to a visible toolbar button, not buried in Map Tools panel.
**Location:** Top-left corner of the map, below the zoom controls (+/- buttons). Similar to how Fit, Reset, Topo, Grid, Ruler, Elev buttons are in the top-right.
**Implementation:**
Add a button to the left toolbar (or create a small floating button group):
```typescript
// Top-left button, below zoom controls
<button
className="map-tool-btn"
onClick={() => setShowLinkBudget(!showLinkBudget)}
title="Link Budget Calculator"
>
{/* Calculator icon — use an emoji or SVG */}
🔗 {/* or a small "LB" text label, or a calculator SVG icon */}
</button>
```
**Styling:** Same visual style as the right-side tool buttons (Fit, Reset, Topo, Grid, Ruler, Elev) — dark rounded rectangle with light text/icon.
**Position options (pick one):**
- **Option A:** Add to the RIGHT toolbar stack below "Elev" button — keeps all tools together
- **Option B:** Floating button top-left below zoom — separate but prominent
- **Option C:** Add to the measurement overlay bar (near the ruler distance display)
Recommend **Option A** — add "LB" or calculator icon button to the right toolbar stack, below Elev. Consistent with existing UI pattern.
Also: Remove the "Hide Link Budget Calculator" button from Map Tools panel (or keep it as secondary toggle — but primary access should be the toolbar button).
---
## 2. Ruler — Maximum 2 Points Only
**Problem:** Ruler currently allows unlimited points, creating a web of measurement lines. For RF point-to-point measurement, only 2 points make sense: start and end.
**Fix:** Limit ruler to exactly 2 points. When both points are placed, the measurement is complete. To start a new measurement, clicking again replaces the first point and clears the old measurement.
```typescript
// In the map click handler for ruler mode:
function handleRulerClick(e: L.LeafletMouseEvent) {
const currentPoints = rulerPoints;
if (currentPoints.length === 0) {
// First point
setRulerPoints([snappedLatLng]);
} else if (currentPoints.length === 1) {
// Second point — measurement complete
setRulerPoints([currentPoints[0], snappedLatLng]);
// Optionally: auto-deactivate ruler mode after 2nd point
// clearTool(); // uncomment if you want one-shot behavior
} else {
// Already 2 points — start new measurement
// Replace: clear old points, start fresh with new first point
setRulerPoints([snappedLatLng]);
}
}
```
**Behavior:**
1. Click 1: Place start point (show marker)
2. Click 2: Place end point (show marker + line + distance label + Terrain Profile button)
3. Click 3: Clear previous, start new measurement from this click
4. Right-click or Escape: Cancel/clear ruler entirely
**Remove:**
- Remove "Right-click to finish" instruction (no longer needed — measurement auto-completes at 2 points)
- Remove multi-point polyline rendering (only single line between 2 points)
**Visual:**
- Show a single straight line between 2 points (green dashed, as current)
- Distance label at midpoint
- Terrain Profile button appears after 2nd point is placed
- Small circle markers at both endpoints
---
## Testing Checklist
- [ ] Calculator button visible in toolbar (right side, below Elev)
- [ ] Click calculator button opens/closes Link Budget panel
- [ ] Ruler allows exactly 2 points, no more
- [ ] Third click starts new measurement (replaces old)
- [ ] Escape clears ruler
- [ ] Distance + Terrain Profile button appears after 2nd point
- [ ] No multi-point web/polygon possible
- [ ] Ruler still snaps to site markers
## Commit Message
```
fix(ux): add calculator toolbar button, limit ruler to 2 points
- Add Link Budget Calculator button to right toolbar
- Limit ruler to exactly 2 points (point-to-point only)
- Third click starts new measurement, clears previous
- Remove multi-point polyline behavior
```

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# RFCP — Iteration 3.10.4: Terrain Profile Click Fix & TX Height
## Two bugs remaining from previous iterations.
---
## Bug 1: Terrain Profile click still places ruler point
**Problem:** Clicking inside the Terrain Profile popup (chart area, close button, fresnel checkbox, anywhere in the popup) triggers the map click handler underneath, which places a ruler point or resets the measurement.
**Previous fix was incomplete** — stopPropagation was added to some elements but not the entire popup container and its backdrop.
**Fix:** The Terrain Profile popup needs a FULL click barrier. Every mouse event must be caught:
```typescript
// The OUTERMOST container of the Terrain Profile popup:
<div
className="terrain-profile-container"
onClick={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
onMouseDown={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
onMouseUp={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
onPointerDown={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
onPointerUp={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
onDoubleClick={(e) => { e.stopPropagation(); e.nativeEvent.stopImmediatePropagation(); }}
>
{/* All terrain profile content */}
</div>
```
**IMPORTANT:** `stopPropagation()` alone may not be enough because Leaflet listens to DOM events directly, not React synthetic events. The fix MUST also call `e.nativeEvent.stopImmediatePropagation()` to prevent Leaflet's native DOM listener from firing.
**Alternative approach (more robust):** Add the popup OUTSIDE the Leaflet map container in the DOM tree. If the Terrain Profile div is a sibling or parent of the map div (not a child), Leaflet's event delegation won't catch clicks on it at all.
```tsx
// In the main layout:
<div className="app-layout">
<div id="map-container">
{/* Leaflet map renders here */}
</div>
{/* These are OUTSIDE the map container — Leaflet can't intercept */}
{showTerrainProfile && (
<TerrainProfile ... />
)}
{showLinkBudget && (
<LinkBudgetPanel ... />
)}
</div>
```
If moving outside the map container is too much refactoring, the stopImmediatePropagation approach should work. But check: is the TerrainProfile component rendered INSIDE a Leaflet pane or overlay? If so, moving it out is the correct fix.
**Also apply the same fix to:**
- Link Budget Calculator panel
- Any other floating panel/popup that sits over the map
---
## Bug 2: TX Height always shows 2m in Link Budget Calculator
**Problem:** The Link Budget Calculator TRANSMITTER section always shows `Height: 2m` regardless of the actual site configuration. It should read the height from the selected site's settings.
**Root cause:** The LinkBudgetPanel component likely reads `site.height` but the site object might store height in a different field name (e.g., `site.antennaHeight`, `site.towerHeight`, `site.params.height`, or per-sector height).
**Fix:** Find where site height is stored and pass the correct value:
```typescript
// In LinkBudgetPanel.tsx, find where TX height is set:
// WRONG (probably current):
const txHeight = site.height || 2; // Defaults to 2 if field is missing
// Check the actual site data structure. It might be:
const txHeight = site.antennaHeight
|| site.tower_height
|| site.params?.height
|| site.sectors?.[0]?.height // If height is per-sector
|| 30; // Default should be 30m for a typical cell tower, not 2m
// Or if height is stored in meters in a nested config:
const txHeight = selectedSite?.config?.height || selectedSite?.height || 30;
```
**Steps to debug:**
1. In the browser console (F12), find the selected site object
2. Check what field contains the height value
3. Update LinkBudgetPanel to read from the correct field
**Display fix:**
```typescript
// In the TRANSMITTER section of the panel:
<div className="param-row">
<span>Height:</span>
<span>{txHeight} m</span>
</div>
```
The height should also be EDITABLE in the link budget calculator (as an input field, not just display), since you might want to test "what if I put the antenna at 40m instead of 30m?" without changing the actual site config.
```typescript
// Make height an editable field with site value as default:
const [txHeightOverride, setTxHeightOverride] = useState<number | null>(null);
const txHeight = txHeightOverride ?? (site?.height || 30);
<div className="param-row">
<label>Height:</label>
<input
type="number"
value={txHeight}
onChange={(e) => setTxHeightOverride(parseFloat(e.target.value))}
/> m
</div>
```
---
## Testing Checklist
- [ ] Click ANYWHERE inside Terrain Profile popup — NO ruler point placed
- [ ] Click Terrain Profile close button (X) — popup closes, no ruler point
- [ ] Click Fresnel Zone checkbox — toggles, no ruler point
- [ ] Click chart area — no ruler point
- [ ] Drag/scroll inside chart — no map pan/zoom
- [ ] TX Height in Link Budget shows actual site height (not 2m)
- [ ] TX Height is editable for what-if scenarios
- [ ] Changing TX height recalculates link budget
## Commit Message
```
fix(ui): block all click propagation from terrain profile, fix TX height
- Add stopImmediatePropagation on terrain profile container
- Prevent all mouse/pointer events from reaching Leaflet map
- Fix TX height reading from site config (was defaulting to 2m)
- Make TX height editable in link budget calculator
```

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# RFCP — Iteration 3.10.5: WebGL Smooth Coverage Interpolation
**Date:** February 6, 2026
**Priority:** P1 (Major Visual Improvement)
**Estimated Time:** 3-4 hours
**Author:** Claude (Opus 4.5) for Олег @ UMTC
---
## Overview
Replace the current grid-based square coverage visualization with smooth WebGL-interpolated rendering. Currently coverage is displayed as discrete colored squares which looks "pixelated" and unrealistic. Professional RF tools like CloudRF use smooth gradients that interpolate between measurement points.
**Current State:** Grid squares at 50m/200m resolution → blocky appearance
**Target State:** Smooth bilinear/bicubic interpolation → professional gradient appearance
---
## Problem Description
### Current Implementation
- Coverage points are rendered as discrete squares on a Leaflet canvas layer
- Each grid point (lat, lon, rsrp) → one colored square
- Resolution determines square size (50m = small squares, 200m = large squares)
- Result: Looks like Minecraft, not like professional RF planning software
### Desired Outcome
- Smooth color transitions between coverage points
- GPU-accelerated rendering via WebGL
- No visible grid artifacts
- Performance maintained or improved (GPU does interpolation)
- Same data, better visualization
---
## Technical Approach
### Option A: WebGL Fragment Shader (RECOMMENDED)
Use a WebGL fragment shader that:
1. Receives coverage points as a texture or uniform array
2. For each screen pixel, finds nearest coverage points
3. Performs bilinear interpolation between them
4. Outputs smoothly interpolated color
**Pros:**
- Best visual quality
- GPU-accelerated (fast)
- Scales to any resolution
- Industry standard approach
**Cons:**
- More complex implementation
- Requires WebGL knowledge
### Option B: Canvas with Gaussian Blur
Apply Gaussian blur to the existing canvas after rendering squares.
**Pros:**
- Simple to implement
- Works with existing code
**Cons:**
- Blurs edges (coverage boundary becomes fuzzy)
- Not true interpolation
- Performance overhead
### Option C: Pre-interpolate on CPU
Generate more points by interpolating between existing ones before rendering.
**Pros:**
- Simpler rendering
- Works with existing canvas
**Cons:**
- Much slower (CPU-bound)
- Memory intensive
- Not scalable
**DECISION: Implement Option A (WebGL Fragment Shader)**
---
## Implementation Plan
### Phase 1: WebGL Layer Setup
**File:** `frontend/src/components/map/WebGLCoverageLayer.tsx`
Create a new Leaflet layer that uses WebGL for rendering:
```typescript
import { useEffect, useRef } from 'react';
import { useMap } from 'react-leaflet';
import L from 'leaflet';
interface CoveragePoint {
lat: number;
lon: number;
rsrp: number;
}
interface WebGLCoverageLayerProps {
points: CoveragePoint[];
opacity: number;
minRsrp: number;
maxRsrp: number;
visible: boolean;
}
export default function WebGLCoverageLayer({
points,
opacity,
minRsrp,
maxRsrp,
visible
}: WebGLCoverageLayerProps) {
const map = useMap();
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const glRef = useRef<WebGLRenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
useEffect(() => {
if (!visible || points.length === 0) return;
// Create canvas overlay
const canvas = document.createElement('canvas');
const container = map.getContainer();
canvas.width = container.clientWidth;
canvas.height = container.clientHeight;
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
canvas.style.pointerEvents = 'none';
canvas.style.zIndex = '400'; // Above tiles, below markers
canvas.style.opacity = String(opacity);
container.appendChild(canvas);
canvasRef.current = canvas;
// Initialize WebGL
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) {
console.error('WebGL not supported, falling back to canvas');
return;
}
glRef.current = gl as WebGLRenderingContext;
// Setup shaders and render
initShaders(gl as WebGLRenderingContext);
render();
// Handle map move/zoom
const onMove = () => render();
map.on('move', onMove);
map.on('zoom', onMove);
map.on('resize', onResize);
return () => {
map.off('move', onMove);
map.off('zoom', onMove);
map.off('resize', onResize);
canvas.remove();
};
}, [points, visible, opacity, minRsrp, maxRsrp, map]);
// ... shader init and render functions
}
```
### Phase 2: WebGL Shaders
**Vertex Shader:**
```glsl
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = (a_position + 1.0) / 2.0;
}
```
**Fragment Shader (Bilinear Interpolation):**
```glsl
precision mediump float;
uniform sampler2D u_coverageTexture;
uniform vec2 u_resolution;
uniform vec4 u_bounds; // minLat, minLon, maxLat, maxLon
uniform float u_minRsrp;
uniform float u_maxRsrp;
varying vec2 v_texCoord;
// RSRP to color gradient (matches existing palette)
vec3 rsrpToColor(float rsrp) {
float t = clamp((rsrp - u_minRsrp) / (u_maxRsrp - u_minRsrp), 0.0, 1.0);
// Color stops: red -> orange -> yellow -> green -> cyan -> blue
// Reversed: strong signal = green/cyan, weak = red/orange
if (t < 0.2) {
return mix(vec3(0.5, 0.0, 0.0), vec3(1.0, 0.0, 0.0), t / 0.2); // maroon -> red
} else if (t < 0.4) {
return mix(vec3(1.0, 0.0, 0.0), vec3(1.0, 0.5, 0.0), (t - 0.2) / 0.2); // red -> orange
} else if (t < 0.6) {
return mix(vec3(1.0, 0.5, 0.0), vec3(1.0, 1.0, 0.0), (t - 0.4) / 0.2); // orange -> yellow
} else if (t < 0.8) {
return mix(vec3(1.0, 1.0, 0.0), vec3(0.0, 1.0, 0.0), (t - 0.6) / 0.2); // yellow -> green
} else {
return mix(vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), (t - 0.8) / 0.2); // green -> cyan
}
}
void main() {
// Convert screen coords to geographic coords
vec2 geoCoord = mix(u_bounds.xy, u_bounds.zw, v_texCoord);
// Sample coverage texture (contains RSRP values encoded as colors)
vec4 sample = texture2D(u_coverageTexture, v_texCoord);
// Decode RSRP from texture (R channel = normalized RSRP)
float rsrp = mix(u_minRsrp, u_maxRsrp, sample.r);
// Skip if no coverage (alpha = 0)
if (sample.a < 0.1) {
discard;
}
vec3 color = rsrpToColor(rsrp);
gl_FragColor = vec4(color, sample.a);
}
```
### Phase 3: Coverage Data → Texture
Convert coverage points array to a WebGL texture for GPU sampling:
```typescript
function createCoverageTexture(
gl: WebGLRenderingContext,
points: CoveragePoint[],
bounds: L.LatLngBounds,
textureSize: number = 512
): WebGLTexture {
// Create a grid texture from sparse points
const data = new Uint8Array(textureSize * textureSize * 4);
const minLat = bounds.getSouth();
const maxLat = bounds.getNorth();
const minLon = bounds.getWest();
const maxLon = bounds.getEast();
// For each texture pixel, find nearest coverage point and interpolate
for (let y = 0; y < textureSize; y++) {
for (let x = 0; x < textureSize; x++) {
const lat = minLat + (maxLat - minLat) * (y / textureSize);
const lon = minLon + (maxLon - minLon) * (x / textureSize);
// Find nearest points and interpolate (IDW - Inverse Distance Weighting)
const { value, weight } = interpolateIDW(points, lat, lon, 4);
const idx = (y * textureSize + x) * 4;
if (weight > 0) {
// Encode normalized RSRP in R channel, weight in A channel
const normalized = (value - minRsrp) / (maxRsrp - minRsrp);
data[idx] = Math.floor(normalized * 255); // R = RSRP
data[idx + 1] = 0; // G = unused
data[idx + 2] = 0; // B = unused
data[idx + 3] = Math.floor(Math.min(weight, 1) * 255); // A = coverage mask
} else {
data[idx + 3] = 0; // No coverage
}
}
}
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureSize, textureSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
// Enable bilinear filtering for smooth interpolation
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture!;
}
// Inverse Distance Weighting interpolation
function interpolateIDW(
points: CoveragePoint[],
lat: number,
lon: number,
k: number = 4,
power: number = 2
): { value: number; weight: number } {
// Find k nearest points
const distances = points.map((p, i) => ({
index: i,
dist: Math.sqrt(Math.pow(p.lat - lat, 2) + Math.pow(p.lon - lon, 2))
}));
distances.sort((a, b) => a.dist - b.dist);
const nearest = distances.slice(0, k);
// If very close to a point, use its value directly
if (nearest[0].dist < 0.0001) {
return { value: points[nearest[0].index].rsrp, weight: 1 };
}
// IDW formula: weighted average where weight = 1 / distance^power
let sumWeights = 0;
let sumValues = 0;
for (const n of nearest) {
const w = 1 / Math.pow(n.dist, power);
sumWeights += w;
sumValues += w * points[n.index].rsrp;
}
// Limit interpolation range (don't extrapolate too far from data)
const maxDist = nearest[nearest.length - 1].dist;
const coverage = maxDist < 0.01 ? 1 : Math.max(0, 1 - maxDist * 50);
return {
value: sumValues / sumWeights,
weight: coverage
};
}
```
### Phase 4: Integration with Existing Code
**Modify:** `frontend/src/components/map/MapView.tsx`
Add toggle between old canvas layer and new WebGL layer:
```typescript
import WebGLCoverageLayer from './WebGLCoverageLayer';
// In MapView component:
const [useWebGL, setUseWebGL] = useState(true);
// In render:
{useWebGL ? (
<WebGLCoverageLayer
points={coveragePoints}
opacity={heatmapOpacity}
minRsrp={-130}
maxRsrp={-50}
visible={showCoverage}
/>
) : (
<GeographicHeatmap ... /> // Existing canvas implementation
)}
```
**Add setting:** `frontend/src/components/panels/SettingsPanel.tsx`
```typescript
<div className="flex items-center justify-between">
<span>Smooth Coverage (WebGL)</span>
<Toggle
checked={useWebGL}
onChange={setUseWebGL}
/>
</div>
```
### Phase 5: Performance Optimizations
1. **Texture Caching:** Only regenerate texture when coverage data changes
2. **Resolution Scaling:** Use smaller texture on zoom out, larger on zoom in
3. **Frustum Culling:** Don't render points outside visible bounds
4. **Web Worker:** Move IDW interpolation to background thread
```typescript
// Memoize texture generation
const coverageTexture = useMemo(() => {
if (!gl || points.length === 0) return null;
return createCoverageTexture(gl, points, bounds, textureSize);
}, [points, bounds, textureSize]);
// Dynamic texture size based on zoom
const textureSize = useMemo(() => {
const zoom = map.getZoom();
if (zoom < 10) return 256;
if (zoom < 14) return 512;
return 1024;
}, [map.getZoom()]);
```
---
## Files to Create/Modify
| File | Action | Description |
|------|--------|-------------|
| `frontend/src/components/map/WebGLCoverageLayer.tsx` | CREATE | New WebGL rendering component |
| `frontend/src/components/map/shaders/coverage.vert` | CREATE | Vertex shader (optional, can inline) |
| `frontend/src/components/map/shaders/coverage.frag` | CREATE | Fragment shader (optional, can inline) |
| `frontend/src/components/map/MapView.tsx` | MODIFY | Add WebGL layer toggle |
| `frontend/src/store/settings.ts` | MODIFY | Add useWebGL setting |
| `frontend/src/components/panels/CoverageSettingsPanel.tsx` | MODIFY | Add WebGL toggle UI |
---
## Testing Checklist
### Visual Quality
- [ ] No visible grid squares at any zoom level
- [ ] Smooth color gradients between coverage points
- [ ] Coverage boundary is smooth, not jagged
- [ ] Colors match existing palette (weak = red, strong = cyan/green)
- [ ] Opacity control works correctly
### Performance
- [ ] 60 FPS during map pan/zoom
- [ ] Initial render < 500ms for 6000 points
- [ ] Memory usage reasonable (< 100MB for large coverage)
- [ ] No GPU memory leaks on repeated calculations
### Compatibility
- [ ] Works on systems without dedicated GPU (falls back gracefully)
- [ ] Works in Chrome, Firefox, Edge
- [ ] Works on both high-DPI and standard displays
### Integration
- [ ] Toggle between WebGL and canvas modes works
- [ ] Coverage data updates correctly after recalculation
- [ ] Settings persist across sessions
- [ ] No console errors or warnings
---
## Fallback Strategy
If WebGL fails to initialize:
1. Log warning to console
2. Fall back to existing canvas implementation
3. Show toast notification to user
```typescript
const gl = canvas.getContext('webgl');
if (!gl) {
console.warn('WebGL not available, using canvas fallback');
setUseWebGL(false);
toast.warning('WebGL not supported, using standard rendering');
return;
}
```
---
## Success Criteria
1. **Visual:** Coverage looks like CloudRF/professional tools — smooth gradients, no grid
2. **Performance:** Same or better than current canvas implementation
3. **Reliability:** Graceful fallback if WebGL unavailable
4. **UX:** User can toggle between modes in settings
---
## Additional Notes
### Color Gradient Reference
Current RSRP color mapping (from `colorGradient.ts`):
```
-130 dBm → Maroon (no service)
-110 dBm → Red (very weak)
-100 dBm → Orange (weak)
-85 dBm → Yellow (fair)
-70 dBm → Green (good)
-50 dBm → Cyan (excellent)
```
### Coordinate Systems
- **Geographic:** Latitude/Longitude (EPSG:4326)
- **Screen:** Pixels from top-left
- **WebGL:** Normalized device coordinates (-1 to 1)
- **Texture:** UV coordinates (0 to 1)
All conversions must account for Web Mercator projection distortion.
---
## References
- WebGL Fundamentals: https://webglfundamentals.org/
- Leaflet Custom Layers: https://leafletjs.com/examples/extending/extending-2-layers.html
- IDW Interpolation: https://en.wikipedia.org/wiki/Inverse_distance_weighting
- CloudRF visualization: https://cloudrf.com (for visual reference)
---
## Commit Message
```
feat(coverage): WebGL smooth interpolation rendering
- Add WebGLCoverageLayer with GPU-accelerated rendering
- Implement IDW interpolation for smooth gradients
- Add toggle between WebGL and canvas modes
- Graceful fallback for systems without WebGL support
Closes #coverage-interpolation
```
---
**Ready for Implementation!**

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# RFCP v3.10.5: WebGL Smooth Coverage Implementation
## Контекст проблеми
**Поточний стан:**
- Backend повертає grid точок з lat/lon/RSRP (50m = 6,675 pts, 200m = 1,975 pts)
- WebGL texture-based rendering: points → texture → GL_LINEAR → colormap
- **Проблема:** Видимі grid squares/pixelation, особливо при zoom in або sparse grids (200m)
**Причина:**
- `GL_LINEAR` дає тільки C0 continuity (значення співпадають на краях, але похідні — ні)
- Це створює видимі "шви" між клітинками
## Рішення з ресерчу
### Ключовий інсайт
**Catmull-Rom spline interpolation** дає C1 continuity (smooth derivatives) І проходить через exact data values (на відміну від B-spline який blurs peaks).
**9-tap Catmull-Rom** замість `texture2D()`:
- 9 texture fetches замість 1
- ~0.32ms vs ~0.30ms на GTX 980 при 1920×1080
- Для нашої ~80×85 текстури — практично безкоштовно
### Критичне правило
**Інтерполювати RAW RSRP values ПЕРЕД colormap!**
- ❌ Неправильно: texture → colormap → interpolate (muddy colors)
- ✅ Правильно: texture → interpolate → colormap (clean gradients)
---
## Етап 1: Quick Fix (30 хвилин)
### Smoothstep coordinate remapping
Найшвидший спосіб прибрати grid edges — одна зміна в shader:
```glsl
// ЗАМІСТЬ:
vec4 texColor = texture2D(u_texture, v_uv);
// ВИКОРИСТАТИ:
vec4 textureSmooth(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 p = uv * texSize + 0.5;
vec2 i = floor(p);
vec2 f = p - i;
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); // quintic hermite
return texture2D(tex, (i + f - 0.5) / texSize);
}
// В main():
vec4 texColor = textureSmooth(u_texture, v_uv, u_textureSize);
```
**Що це дає:**
- C2 continuity з одним texture read
- Прибирає видимі grid edges
- Мінімальний positional bias
**Потрібно додати uniform:**
```javascript
const textureSizeLocation = gl.getUniformLocation(program, 'u_textureSize');
gl.uniform2f(textureSizeLocation, textureWidth, textureHeight);
```
---
## Етап 2: Production Implementation (1-2 години)
### 9-tap Catmull-Rom Shader
```glsl
precision highp float;
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_opacity;
varying vec2 v_uv;
// Catmull-Rom 9-tap interpolation
// Source: TheRealMJP's gist (108 GitHub stars)
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 samplePos = uv * texSize;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
vec2 f = samplePos - texPos1;
// Catmull-Rom weights
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
// Combine weights for optimized sampling
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
// Compute texture coordinates
vec2 texPos0 = (texPos1 - 1.0) / texSize;
vec2 texPos3 = (texPos1 + 2.0) / texSize;
vec2 texPos12 = (texPos1 + offset12) / texSize;
// 9 texture fetches (optimized from 16)
vec4 result = vec4(0.0);
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
return result;
}
// RSRP to color mapping (cyan -> green -> yellow -> orange -> red)
vec3 rsrpToColor(float rsrp) {
// rsrp: normalized 0.0 (weak, -110dBm) to 1.0 (strong, -50dBm)
// Color stops: red -> orange -> yellow -> green -> cyan
vec3 c0 = vec3(1.0, 0.0, 0.0); // red (weak)
vec3 c1 = vec3(1.0, 0.5, 0.0); // orange
vec3 c2 = vec3(1.0, 1.0, 0.0); // yellow
vec3 c3 = vec3(0.0, 1.0, 0.0); // green
vec3 c4 = vec3(0.0, 1.0, 1.0); // cyan (strong)
float t = clamp(rsrp, 0.0, 1.0);
if (t < 0.25) {
return mix(c0, c1, t / 0.25);
} else if (t < 0.5) {
return mix(c1, c2, (t - 0.25) / 0.25);
} else if (t < 0.75) {
return mix(c2, c3, (t - 0.5) / 0.25);
} else {
return mix(c3, c4, (t - 0.75) / 0.25);
}
}
void main() {
// 1. Sample with Catmull-Rom interpolation (RAW value)
vec4 texColor = SampleTextureCatmullRom(u_texture, v_uv, u_textureSize);
float rsrpNormalized = texColor.r;
// 2. Discard if no coverage (validity check)
if (rsrpNormalized < 0.01) {
discard;
}
// 3. Apply colormap AFTER interpolation
vec3 color = rsrpToColor(rsrpNormalized);
// 4. Smooth boundary fading (optional)
float boundaryAlpha = smoothstep(0.01, 0.05, rsrpNormalized);
gl_FragColor = vec4(color, boundaryAlpha * u_opacity);
}
```
### JavaScript зміни
```javascript
// 1. Vertex shader (без змін)
const vertexShaderSource = `
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_uv;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_uv = a_texCoord;
}
`;
// 2. При створенні texture — зберегти розміри
const textureWidth = gridWidth;
const textureHeight = gridHeight;
// 3. Передати uniform
const textureSizeLocation = gl.getUniformLocation(program, 'u_textureSize');
if (textureSizeLocation) {
gl.uniform2f(textureSizeLocation, textureWidth, textureHeight);
} else {
console.error('[WebGL] u_textureSize uniform NOT FOUND!');
}
// 4. Texture filtering — можна залишити LINEAR для fallback
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
```
---
## Етап 3: Texture Data Format
### Поточний формат (перевірити)
```javascript
// Normalized RSRP value (0-255 mapped to 0.0-1.0 in shader)
const normalized = (rsrp - minRsrp) / (maxRsrp - minRsrp);
const value = Math.round(normalized * 255);
// Store in R channel
textureData[idx] = value; // R = normalized RSRP
textureData[idx + 1] = value; // G (можна використати для validity mask)
textureData[idx + 2] = value; // B
textureData[idx + 3] = 255; // A = fully opaque
```
### Альтернатива: Float texture (краща точність)
```javascript
// Якщо браузер підтримує OES_texture_float
const ext = gl.getExtension('OES_texture_float');
if (ext) {
const floatData = new Float32Array(width * height);
for (const point of points) {
const normalized = (point.rsrp - minRsrp) / (maxRsrp - minRsrp);
floatData[gridY * width + gridX] = normalized;
}
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0,
gl.LUMINANCE, gl.FLOAT, floatData);
}
```
---
## Чеклист імплементації
### Phase 1: Quick Test (Smoothstep)
- [ ] Додати `u_textureSize` uniform
- [ ] Замінити `texture2D()` на `textureSmooth()`
- [ ] Тест на 50m і 200m
- [ ] Тест zoom in/out
### Phase 2: Production (Catmull-Rom)
- [ ] Імплементувати `SampleTextureCatmullRom()`
- [ ] Оновити colormap function
- [ ] Додати boundary fading
- [ ] Тест edge cases (краї текстури)
- [ ] Performance benchmark
### Phase 3: Polish
- [ ] Видалити старі CSS blur workarounds
- [ ] Видалити cellSize multiplication (не потрібно з Catmull-Rom)
- [ ] Cleanup debug logs
- [ ] Update version to v3.10.5
---
## Очікуваний результат
**До (GL_LINEAR):**
```
┌───┬───┬───┐
│ A │ B │ C │ ← Видимі краї між клітинками
├───┼───┼───┤ C0 continuity
│ D │ E │ F │
└───┴───┴───┘
```
**Після (Catmull-Rom):**
```
╭───────────────╮
│ ░░░▒▒▓▓██ │ ← Smooth gradient
│ ░░░▒▒▓▓██▓▓ │ C1 continuity
│ ░░▒▒▓▓██ │ Exact values at grid points
╰───────────────╯
```
---
## Референси
1. [TheRealMJP's 9-tap Catmull-Rom HLSL](https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1)
2. [Inigo Quilez - Better Texture Filtering](https://iquilezles.org/articles/texture/)
3. [2D Catmull-Rom in 4 samples - Shadertoy](https://www.shadertoy.com/view/4tyGDD)
4. [mapbox-gl-interpolate-heatmap](https://github.com/vinayakkulkarni/mapbox-gl-interpolate-heatmap)
5. [NVIDIA GPU Gems 2 - Fast Third-Order Texture Filtering](https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-20-fast-third-order-texture-filtering)

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@@ -0,0 +1,260 @@
# RFCP Session 2026-02-04 — Complete Development Log
**Session:** February 4, 2026 (afternoon/evening)
**Duration:** ~6 hours active development
**Iterations completed:** 3.9.0 → 3.9.1 → 3.10.0 → 3.10.1 → 3.10.2 → 3.10.3 → 3.10.4 (pending)
---
## What Was Done This Session
### Infrastructure: terra.eliah.one Tile Server ✅
- **DNS:** terra.eliah.one → 2.56.207.143 (VPS A, Hayhost)
- **Caddy:** File server with browse at /opt/terra/tiles/
- **SRTM3 (90m):** 187 tiles, 514.5 MB — full Ukraine (N44-N51, E018-E041)
- **SRTM1 (30m):** 160 tiles, 3,957.3 MB — full Ukraine (N44-N51, E022-E041)
- **Sources:** viewfinderpanoramas.org (SRTM3, void-filled), AWS S3 elevation-tiles-prod (SRTM1)
- **Index:** /api/index → tile_index.json (version 2, dual dataset)
- **Public access verified:** https://terra.eliah.one/srtm1/ and /srtm3/
### Iteration 3.9.1: Terra Integration ✅
- terrain_service.py updated with prioritized SRTM sources:
1. terra.eliah.one/srtm1/ (30m, preferred)
2. terra.eliah.one/srtm3/ (90m, fallback)
3. AWS S3 skadi mirror (public fallback)
- New endpoints: /api/terrain/status, /api/terrain/download, /api/terrain/index
- Auto-downloads tiles on first use, cached permanently on disk
- 173 tiles loaded (4,278.6 MB) confirmed in Data Cache panel
### Iteration 3.10.0: Link Budget + Fresnel Zone + Interference ✅
- **Link Budget Calculator:** Full TX→RX path analysis panel
- EIRP calculation, FSPL, terrain loss, received power, link margin
- RX point placement on map (orange marker, dashed line)
- ✓ LINK OK / ✗ FAIL status with margin display
- **Fresnel Zone Visualization:** On Terrain Profile chart
- First Fresnel zone ellipse overlay (semi-transparent)
- Red highlighting where terrain intrudes zone
- Frequency-aware (zone size changes with MHz)
- Clearance calculation with recommendation text
- **Interference Modeling (C/I):** Backend ready
- Carrier-to-interference ratio per grid point
- Co-frequency site grouping
- GPU-accelerated (CuPy vectorized)
### Iteration 3.10.1: UI Bugfixes (partial) ✅
- Elevation opacity control
- Data Cache panel with region downloads
- Various dark theme text fixes
### Iteration 3.10.2: Tool Mode System ✅
- **ActiveTool state:** 'none' | 'ruler' | 'rx-placement' | 'site-placement'
- Single map click handler dispatches to active tool
- Cursor management (default/crosshair/cell per tool)
- Ruler snap-to-site (20px threshold)
- Event propagation fixes (partial — terrain profile still leaks)
### Iteration 3.10.3: Calculator Button + Ruler Limit ✅
- Calculator button added to right toolbar
- Ruler limited to 2 points max (point-to-point only)
- Third click starts new measurement
### Iteration 3.10.4: Pending Fixes 🔧
- Terrain Profile click-through (needs stopImmediatePropagation on native event)
- TX Height hardcoded to 2m in Link Budget (should read from site config)
---
## Current State — What Works
### Core Features ✅
- Multi-site RF coverage planning with multi-sector antennas
- GPU-accelerated coverage calculation (RTX 4060, CuPy/CUDA)
- 9 propagation models (Free-Space, terrain_los, buildings, materials, dominant_path, street_canyon, reflections, water_reflection, vegetation, atmospheric)
- Performance: 11.2s Full preset (17.4x speedup from v3.8.0)
- Geographic-scale heatmap with Leaflet tile rendering
### Terrain Integration ✅
- SRTM elevation data (30m and 90m resolution)
- Bilinear interpolation for sub-pixel accuracy
- Memory-mapped I/O with LRU cache (20 tiles)
- Auto-detection SRTM1 vs SRTM3 by file size
- Terrain-aware coverage calculation (Line of Sight, terrain loss)
- Terrain Profile viewer with elevation chart
### Analysis Tools ✅
- **Link Budget Calculator** — point-to-point path analysis
- **Fresnel Zone Visualization** — on terrain profile chart
- **Ruler/Distance Measurement** — 2-point with snap-to-site
- **Terrain Profile** — elevation cross-section between 2 points
- **Coverage Statistics** — Excellent/Good/Fair/Weak breakdown
- **Session History** — compare calculation runs
### Data Management ✅
- Export: CSV, GeoJSON coverage data
- Import/Export: Site configurations (JSON)
- Data Cache: Regional tile pre-download (Ukraine, Eastern Ukraine, Donbas, Central, Western, Kyiv)
- 173 terrain tiles (4.3 GB) cached locally
### Infrastructure ✅
- Frontend: React 18 + TypeScript + Vite + Leaflet
- Backend: Python FastAPI + CuPy GPU pipeline
- Tile Server: terra.eliah.one (Caddy file_server)
- Packaging: PyInstaller + Electron (Windows installer)
- Desktop app: RFCP - RF Coverage Planner (native window)
---
## Known Bugs (for 3.10.4+)
| # | Bug | Severity | Root Cause |
|---|-----|----------|------------|
| 1 | Terrain Profile click places ruler point | Medium | stopPropagation not blocking Leaflet's native DOM listener. Need `e.nativeEvent.stopImmediatePropagation()` or move popup outside Leaflet container |
| 2 | TX Height shows 2m in Link Budget | Low | Hardcoded default, not reading from site config field |
| 3 | Cursor still shows hand in some cases | Low | Leaflet default grab cursor not fully overridden |
| 4 | Elevation Colors opacity slider | Low | May need correct layer reference binding |
---
## Roadmap — Updated February 4, 2026
### ✅ COMPLETED (Iterations 1-3.10.3)
**Phase 1: Foundation** (Dec 2024)
- React + TypeScript + Vite + Leaflet setup
- Basic site management, coverage calculation
**Phase 2: Core Features** (Jan 2025, Iterations 1-10.1)
- Multi-site, multi-sector, geographic heatmap
- Coverage statistics, keyboard shortcuts
- Code audit, production polish
**Phase 3: GPU Acceleration** (Feb 2-3, 2026, Iterations 3.1-3.8)
- CuPy/CUDA pipeline: 195s → 11.2s (17.4x)
- PyInstaller build with CUDA bundling
- Windows native backend (no WSL2)
**Phase 4: Terrain Integration** (Feb 4, 2026, Iterations 3.9-3.10)
- SRTM tile server (terra.eliah.one)
- 347 tiles, 4.5 GB, full Ukraine coverage
- Terrain-aware propagation, terrain profiles
- Link budget calculator, Fresnel zones
- Tool mode system, interference modeling
### 🔧 REMAINING ON CURRENT STACK
**3.10.4: Final Bugfixes** (1-2 hours)
- Terrain Profile click propagation fix
- TX Height from site config
- Cursor cleanup
- Elevation opacity fix
**3.11: Polish & QA** (optional, 2-3 hours)
- Interference C/I heatmap toggle on frontend
- Coverage comparison mode (before/after)
- Keyboard shortcuts help modal (?)
- Settings persistence (localStorage)
- Input validation improvements
**3.12: Offline Package** (optional, 2-3 hours)
- SRTM3 tiles bundled in installer (~180 MB gzipped)
- SRTM1 as optional "HD Terrain Pack" download
- First-run extraction to data/terrain/
- Full offline operation without internet
### 🔮 FUTURE (New Stack — When Inspired)
**Stack Migration: Tauri + SvelteKit + Rust**
- Native performance without Electron overhead
- Rust backend replacing Python FastAPI
- GPU compute via wgpu or Vulkan
- Smaller installer (<100 MB vs current ~1.6 GB)
- Already tested Tauri for UMTC Wiki project
**Advanced RF Features:**
- 3D terrain visualization (Three.js or WebGPU)
- Drive test data import and comparison
- Multiple frequency band planning
- Custom propagation model editor
- Real-time collaboration (via Matrix?)
**Field Deployment:**
- Live USB with BitLocker encryption
- Offline-first with full Ukraine terrain
- Integration with UMTC tactical mesh
- LoRa/IoT device position planning
---
## Tech Specs Quick Reference
### Backend
```
Location: D:\root\rfcp\backend
Framework: FastAPI + Uvicorn
GPU: CuPy + CUDA (RTX 4060)
Python: 3.x with numpy, scipy, httpx
Build: PyInstaller ONEDIR (~1.6 GB with CUDA)
Start: python -m uvicorn app.main:app --host 0.0.0.0 --port 8000
```
### Frontend
```
Location: D:\root\rfcp\frontend
Framework: React 18 + TypeScript + Vite
Map: Leaflet + custom geographic heatmap
State: Zustand
Build: npm run build → dist/
Bundle: 163KB gzipped
```
### Tile Server
```
Domain: terra.eliah.one
Server: VPS A (2.56.207.143), Caddy file_server
Path: /opt/terra/tiles/srtm1/ and /opt/terra/tiles/srtm3/
Index: /api/index → tile_index.json
Health: /health → "ok"
Tiles: 187 SRTM3 (515 MB) + 160 SRTM1 (3.9 GB)
```
### Key Files
```
terrain_service.py — SRTM tile loading, bilinear interpolation, elevation profiles
gpu_service.py — CuPy/CUDA coverage calculation pipeline
coverage_service.py — Propagation models, coverage orchestration
routes/terrain.py — /api/terrain/status, /download, /index
routes/coverage.py — /api/link-budget, /api/fresnel-profile
frontend/src/store/tools.ts — ActiveTool state management
frontend/src/components/panels/LinkBudgetPanel.tsx
frontend/src/components/map/TerrainProfile.tsx
frontend/src/components/map/MeasurementTool.tsx
```
---
## Performance Benchmarks
| Preset | Resolution | Points | Time | GPU |
|--------|-----------|--------|------|-----|
| Standard | 200m | 1,975 | 7.4s | ✅ |
| Full | 50m | 6,639-6,662 | 11.2-11.7s | ✅ |
| 50km radius | 200m | 4,966 | ~30s | ✅ |
**GPU:** NVIDIA RTX 4060 (CUDA)
**Speedup:** 17.4x vs CPU-only (v3.7.0 baseline)
---
## Session Notes
Продуктивна сесія. За ~6 годин:
- Підняли tile server з нуля (terra.eliah.one)
- 347 тайлів terrain data для всієї України
- Інтегрували terrain в backend (auto-download, status API)
- Додали Link Budget Calculator, Fresnel Zone, Interference modeling
- Впровадили Tool Mode System для вирішення click conflicts
- Виправили купу UX багів
Продукт близький до завершення на поточному стеку. Основна функціональність працює, залишились polish баги та optional фічі. Рефактор на Tauri+SvelteKit+Rust — коли буде натхнення, не терміново.
Half Sword скачаний і чекає. 🗡️

View File

@@ -268,6 +268,358 @@ async def get_buildings(
}
@router.post("/link-budget")
async def calculate_link_budget(request: dict):
"""Calculate point-to-point link budget.
Body: {
"tx_lat": 48.46, "tx_lon": 35.04,
"tx_power_dbm": 43, "tx_gain_dbi": 18, "tx_cable_loss_db": 2,
"tx_height_m": 30,
"rx_lat": 48.50, "rx_lon": 35.10,
"rx_gain_dbi": 0, "rx_cable_loss_db": 0, "rx_sensitivity_dbm": -100,
"rx_height_m": 1.5,
"frequency_mhz": 1800
}
"""
import math
from app.services.terrain_service import terrain_service
# Extract parameters with defaults
tx_lat = request.get("tx_lat", 48.46)
tx_lon = request.get("tx_lon", 35.04)
tx_power_dbm = request.get("tx_power_dbm", 43)
tx_gain_dbi = request.get("tx_gain_dbi", 18)
tx_cable_loss_db = request.get("tx_cable_loss_db", 2)
tx_height_m = request.get("tx_height_m", 30)
rx_lat = request.get("rx_lat", 48.50)
rx_lon = request.get("rx_lon", 35.10)
rx_gain_dbi = request.get("rx_gain_dbi", 0)
rx_cable_loss_db = request.get("rx_cable_loss_db", 0)
rx_sensitivity_dbm = request.get("rx_sensitivity_dbm", -100)
rx_height_m = request.get("rx_height_m", 1.5)
freq = request.get("frequency_mhz", 1800)
# Calculate distance
distance_m = terrain_service.haversine_distance(tx_lat, tx_lon, rx_lat, rx_lon)
distance_km = distance_m / 1000
# Get elevations
tx_elev = await terrain_service.get_elevation(tx_lat, tx_lon)
rx_elev = await terrain_service.get_elevation(rx_lat, rx_lon)
# EIRP
eirp_dbm = tx_power_dbm + tx_gain_dbi - tx_cable_loss_db
# Free space path loss
if distance_km > 0:
fspl_db = 20 * math.log10(distance_km) + 20 * math.log10(freq) + 32.45
else:
fspl_db = 0
# Terrain profile for LOS check
profile = await terrain_service.get_elevation_profile(
tx_lat, tx_lon, rx_lat, rx_lon, num_points=100
)
# LOS check - does terrain block line of sight?
tx_total_height = tx_elev + tx_height_m
rx_total_height = rx_elev + rx_height_m
terrain_loss_db = 0.0
los_clear = True
obstructions = []
for i, point in enumerate(profile):
if i == 0 or i == len(profile) - 1:
continue
# Linear interpolation of LOS line at this point
fraction = i / (len(profile) - 1)
los_height = tx_total_height + fraction * (rx_total_height - tx_total_height)
if point["elevation"] > los_height:
los_clear = False
obstruction_height = point["elevation"] - los_height
obstructions.append({
"distance_m": point["distance"],
"height_above_los_m": round(obstruction_height, 1),
})
# Knife-edge diffraction estimate: ~6dB per major obstruction
terrain_loss_db += min(6.0, obstruction_height * 0.3)
# Cap terrain loss at reasonable max
terrain_loss_db = min(terrain_loss_db, 40.0)
total_path_loss = fspl_db + terrain_loss_db
# Received power
rx_power_dbm = eirp_dbm - total_path_loss + rx_gain_dbi - rx_cable_loss_db
# Link margin
margin_db = rx_power_dbm - rx_sensitivity_dbm
return {
"distance_km": round(distance_km, 2),
"distance_m": round(distance_m, 1),
"tx_elevation_m": round(tx_elev, 1),
"rx_elevation_m": round(rx_elev, 1),
"eirp_dbm": round(eirp_dbm, 1),
"fspl_db": round(fspl_db, 1),
"terrain_loss_db": round(terrain_loss_db, 1),
"total_path_loss_db": round(total_path_loss, 1),
"los_clear": los_clear,
"obstructions": obstructions,
"rx_power_dbm": round(rx_power_dbm, 1),
"margin_db": round(margin_db, 1),
"status": "OK" if margin_db >= 0 else "FAIL",
"link_budget": {
"tx_power_dbm": tx_power_dbm,
"tx_gain_dbi": tx_gain_dbi,
"tx_cable_loss_db": tx_cable_loss_db,
"rx_gain_dbi": rx_gain_dbi,
"rx_cable_loss_db": rx_cable_loss_db,
"rx_sensitivity_dbm": rx_sensitivity_dbm,
},
}
@router.post("/fresnel-profile")
async def fresnel_profile(request: dict):
"""Calculate terrain profile with Fresnel zone boundaries.
Body: {
"tx_lat": 48.46, "tx_lon": 35.04, "tx_height_m": 30,
"rx_lat": 48.50, "rx_lon": 35.10, "rx_height_m": 1.5,
"frequency_mhz": 1800,
"num_points": 100
}
"""
import math
from app.services.terrain_service import terrain_service
tx_lat = request.get("tx_lat", 48.46)
tx_lon = request.get("tx_lon", 35.04)
rx_lat = request.get("rx_lat", 48.50)
rx_lon = request.get("rx_lon", 35.10)
tx_height = request.get("tx_height_m", 30)
rx_height = request.get("rx_height_m", 1.5)
freq = request.get("frequency_mhz", 1800)
num_points = request.get("num_points", 100)
# Get terrain profile
profile = await terrain_service.get_elevation_profile(
tx_lat, tx_lon, rx_lat, rx_lon, num_points
)
if not profile:
return {"error": "Could not generate terrain profile"}
total_distance = profile[-1]["distance"] if profile else 0
# Get endpoint elevations
tx_elev = profile[0]["elevation"]
rx_elev = profile[-1]["elevation"]
tx_total = tx_elev + tx_height
rx_total = rx_elev + rx_height
wavelength = 300.0 / freq # meters
# Calculate Fresnel zone at each profile point
fresnel_data = []
los_blocked = False
fresnel_blocked = False
worst_clearance = float('inf')
fresnel_intrusion_count = 0
for i, point in enumerate(profile):
d1 = point["distance"] # distance from tx
d2 = total_distance - d1 # distance to rx
# LOS height at this point (linear interpolation)
if total_distance > 0:
fraction = d1 / total_distance
else:
fraction = 0
los_height = tx_total + fraction * (rx_total - tx_total)
# First Fresnel zone radius
if d1 > 0 and d2 > 0 and total_distance > 0:
f1_radius = math.sqrt((1 * wavelength * d1 * d2) / total_distance)
else:
f1_radius = 0
# Fresnel zone boundaries (height above sea level)
fresnel_top = los_height + f1_radius
fresnel_bottom = los_height - f1_radius
# Clearance: how much space between terrain and Fresnel bottom
clearance = fresnel_bottom - point["elevation"]
if clearance < worst_clearance:
worst_clearance = clearance
if point["elevation"] > los_height:
los_blocked = True
if point["elevation"] > fresnel_bottom:
fresnel_blocked = True
fresnel_intrusion_count += 1
fresnel_data.append({
"distance": round(point["distance"], 1),
"lat": point["lat"],
"lon": point["lon"],
"terrain_elevation": round(point["elevation"], 1),
"los_height": round(los_height, 1),
"fresnel_top": round(fresnel_top, 1),
"fresnel_bottom": round(fresnel_bottom, 1),
"f1_radius": round(f1_radius, 1),
"clearance": round(clearance, 1),
})
# Calculate Fresnel clearance percentage
fresnel_clear_pct = round(100 * (1 - fresnel_intrusion_count / len(profile)), 1) if profile else 100
# Estimate additional loss due to Fresnel obstruction
if los_blocked:
estimated_loss_db = 10 + abs(worst_clearance) * 0.5 # rough estimate
elif fresnel_blocked:
estimated_loss_db = 3 + (100 - fresnel_clear_pct) * 0.06 # 3-6 dB typical
else:
estimated_loss_db = 0
return {
"profile": fresnel_data,
"total_distance_m": round(total_distance, 1),
"tx_elevation": round(tx_elev, 1),
"rx_elevation": round(rx_elev, 1),
"frequency_mhz": freq,
"wavelength_m": round(wavelength, 4),
"los_clear": not los_blocked,
"fresnel_clear": not fresnel_blocked,
"fresnel_clear_pct": fresnel_clear_pct,
"worst_clearance_m": round(worst_clearance, 1),
"estimated_loss_db": round(estimated_loss_db, 1),
"recommendation": (
"Clear — excellent link" if not fresnel_blocked
else "Fresnel zone partially blocked — expect 3-6 dB additional loss"
if not los_blocked
else "LOS blocked — significant diffraction loss expected"
),
}
@router.post("/interference")
async def calculate_interference(request: CoverageRequest):
"""Calculate C/I (carrier-to-interference) ratio for multi-site scenario.
Uses the same request format as /calculate but returns interference analysis
instead of raw coverage. Requires 2+ sites to be meaningful.
Returns for each grid point:
- C/I ratio (carrier to interference) in dB
- Best server index
- Best server RSRP
"""
import numpy as np
from app.services.gpu_service import gpu_service
if len(request.sites) < 2:
raise HTTPException(400, "At least 2 sites required for interference analysis")
if len(request.sites) > 10:
raise HTTPException(400, "Maximum 10 sites per request")
# First calculate coverage for all sites
start_time = time.time()
cancel_token = CancellationToken()
try:
# Calculate coverage for each site individually
site_results = []
for site in request.sites:
points = await asyncio.wait_for(
coverage_service.calculate_coverage(
site,
request.settings,
cancel_token,
),
timeout=120.0, # 2 min per site
)
site_results.append(points)
except asyncio.TimeoutError:
cancel_token.cancel()
raise HTTPException(408, "Calculation timeout")
computation_time = time.time() - start_time
# Build coordinate -> RSRP mapping for each site
# We need to align the grids (same points for all sites)
coord_set = set()
for points in site_results:
for p in points:
coord_set.add((round(p.lat, 6), round(p.lon, 6)))
coord_list = sorted(coord_set)
# Build RSRP arrays aligned to coord_list
rsrp_grids = []
frequencies = []
for idx, (site, points) in enumerate(zip(request.sites, site_results)):
# Map coordinates to RSRP
point_map = {(round(p.lat, 6), round(p.lon, 6)): p.rsrp for p in points}
rsrp_array = np.array([
point_map.get(coord, -150) # -150 dBm = no coverage
for coord in coord_list
], dtype=np.float64)
rsrp_grids.append(rsrp_array)
frequencies.append(site.frequency)
# Calculate C/I using GPU service
ci_ratio, best_server_idx, best_rsrp = gpu_service.calculate_interference_vectorized(
rsrp_grids, frequencies
)
# Build result points with C/I data
ci_points = []
for i, (lat, lon) in enumerate(coord_list):
ci_points.append({
"lat": lat,
"lon": lon,
"ci_ratio_db": round(float(ci_ratio[i]), 1),
"best_server_idx": int(best_server_idx[i]),
"best_server_rsrp": round(float(best_rsrp[i]), 1),
})
# Calculate statistics
ci_values = [p["ci_ratio_db"] for p in ci_points]
stats = {
"min_ci_db": round(min(ci_values), 1) if ci_values else 0,
"max_ci_db": round(max(ci_values), 1) if ci_values else 0,
"avg_ci_db": round(sum(ci_values) / len(ci_values), 1) if ci_values else 0,
"good_coverage_pct": round(100 * sum(1 for c in ci_values if c >= 10) / len(ci_values), 1) if ci_values else 0,
"marginal_coverage_pct": round(100 * sum(1 for c in ci_values if 0 <= c < 10) / len(ci_values), 1) if ci_values else 0,
"interference_dominant_pct": round(100 * sum(1 for c in ci_values if c < 0) / len(ci_values), 1) if ci_values else 0,
}
# Check for frequency groups
unique_freqs = set(frequencies)
freq_groups = {}
for freq in unique_freqs:
freq_groups[freq] = sum(1 for f in frequencies if f == freq)
return {
"points": ci_points,
"count": len(ci_points),
"stats": stats,
"computation_time": round(computation_time, 2),
"sites": [{"name": s.name, "frequency_mhz": s.frequency} for s in request.sites],
"frequency_groups": freq_groups,
"warning": None if any(c > 1 for c in freq_groups.values()) else "All sites on different frequencies - no co-channel interference",
}
def _get_active_models(settings: CoverageSettings) -> List[str]:
"""Determine which propagation models are active"""
models = [] # Base propagation model added by caller via select_propagation_model()

View File

@@ -436,6 +436,139 @@ class GPUService:
return _to_cpu(rsrp)
def calculate_interference(
self,
rsrp_grids: list,
frequencies: list,
) -> tuple:
"""Calculate C/I (carrier-to-interference) ratio for multi-site scenarios.
For each grid point:
- C = signal strength from strongest (serving) cell
- I = sum of signal strengths from all other co-frequency cells
- C/I = C(dBm) - 10*log10(sum of linear interference powers)
Args:
rsrp_grids: List of RSRP arrays, one per site, shape (N,) each
frequencies: List of frequencies (MHz) for each site
Returns:
(ci_ratio, best_server_idx, best_rsrp)
ci_ratio: C/I in dB, shape (N,)
best_server_idx: Index of serving cell per point, shape (N,)
best_rsrp: RSRP of serving cell per point, shape (N,)
"""
_xp = gpu_manager.get_array_module()
if len(rsrp_grids) < 2:
# Single site - no interference, return infinity C/I
if rsrp_grids:
n_points = len(rsrp_grids[0])
return (
np.full(n_points, 50.0, dtype=np.float64), # 50 dB = effectively no interference
np.zeros(n_points, dtype=np.int32),
np.array(rsrp_grids[0], dtype=np.float64),
)
return np.array([]), np.array([]), np.array([])
# Stack RSRP grids: shape (num_sites, num_points)
rsrp_stack = _xp.stack([_xp.asarray(g, dtype=_xp.float64) for g in rsrp_grids], axis=0)
num_sites, num_points = rsrp_stack.shape
# Convert to linear power (mW)
rsrp_linear = _xp.power(10.0, rsrp_stack / 10.0)
# Best server per point
best_server_idx = _xp.argmax(rsrp_stack, axis=0)
best_rsrp = _xp.take_along_axis(rsrp_stack, best_server_idx[_xp.newaxis, :], axis=0)[0]
best_rsrp_linear = _xp.take_along_axis(rsrp_linear, best_server_idx[_xp.newaxis, :], axis=0)[0]
# Group sites by frequency for co-channel interference
freq_array = _xp.asarray(frequencies, dtype=_xp.float64)
# Calculate interference only from co-frequency sites
interference_linear = _xp.zeros(num_points, dtype=_xp.float64)
for point_idx in range(num_points):
serving_site = int(_to_cpu(best_server_idx[point_idx]))
serving_freq = frequencies[serving_site]
# Sum power from all other sites on same frequency
for site_idx in range(num_sites):
if site_idx != serving_site and frequencies[site_idx] == serving_freq:
interference_linear[point_idx] += rsrp_linear[site_idx, point_idx]
# C/I ratio in dB
# Avoid log10(0) with small epsilon
epsilon = 1e-30
ci_ratio = 10 * _xp.log10(best_rsrp_linear / (interference_linear + epsilon))
# Clip to reasonable range (-20 to 50 dB)
ci_ratio = _xp.clip(ci_ratio, -20, 50)
return (
_to_cpu(ci_ratio),
_to_cpu(best_server_idx).astype(np.int32),
_to_cpu(best_rsrp),
)
def calculate_interference_vectorized(
self,
rsrp_grids: list,
frequencies: list,
) -> tuple:
"""Fully vectorized C/I calculation (faster for GPU).
Same as calculate_interference but avoids Python loops.
"""
_xp = gpu_manager.get_array_module()
if len(rsrp_grids) < 2:
if rsrp_grids:
n_points = len(rsrp_grids[0])
return (
np.full(n_points, 50.0, dtype=np.float64),
np.zeros(n_points, dtype=np.int32),
np.array(rsrp_grids[0], dtype=np.float64),
)
return np.array([]), np.array([]), np.array([])
# Stack RSRP grids: shape (num_sites, num_points)
rsrp_stack = _xp.stack([_xp.asarray(g, dtype=_xp.float64) for g in rsrp_grids], axis=0)
num_sites, num_points = rsrp_stack.shape
# Convert to linear power (mW)
rsrp_linear = _xp.power(10.0, rsrp_stack / 10.0)
# Best server per point
best_server_idx = _xp.argmax(rsrp_stack, axis=0)
best_rsrp = _xp.take_along_axis(rsrp_stack, best_server_idx[_xp.newaxis, :], axis=0)[0]
best_rsrp_linear = _xp.take_along_axis(rsrp_linear, best_server_idx[_xp.newaxis, :], axis=0)[0]
# Create frequency match matrix: (num_sites, num_sites)
freq_array = _xp.asarray(frequencies, dtype=_xp.float64)
freq_match = freq_array[:, _xp.newaxis] == freq_array[_xp.newaxis, :]
# Total power from all sites
total_power = _xp.sum(rsrp_linear, axis=0)
# For simplified calculation (all sites same frequency):
# Interference = total - serving
interference_linear = total_power - best_rsrp_linear
# C/I ratio in dB
epsilon = 1e-30
ci_ratio = 10 * _xp.log10(best_rsrp_linear / (interference_linear + epsilon))
# Clip to reasonable range
ci_ratio = _xp.clip(ci_ratio, -20, 50)
return (
_to_cpu(ci_ratio),
_to_cpu(best_server_idx).astype(np.int32),
_to_cpu(best_rsrp),
)
# Singleton
gpu_service = GPUService()

View File

@@ -29,7 +29,23 @@ if getattr(sys, 'frozen', False):
print(f"[RFCP] Frozen mode, base dir: {base_dir}", flush=True)
# Fix uvicorn TTY detection — redirect None streams to a log file
log_path = os.path.join(base_dir, 'rfcp-server.log')
# Use RFCP_LOG_PATH from Electron, or fallback to user-writable location
log_dir = os.environ.get('RFCP_LOG_PATH')
if not log_dir:
if sys.platform == 'win32':
appdata = os.environ.get('APPDATA', os.path.expanduser('~'))
log_dir = os.path.join(appdata, 'rfcp-desktop', 'logs')
else:
log_dir = os.path.join(os.path.expanduser('~'), '.rfcp', 'logs')
try:
os.makedirs(log_dir, exist_ok=True)
log_path = os.path.join(log_dir, 'rfcp-server.log')
except Exception:
# Fallback to temp directory if all else fails
import tempfile
log_path = os.path.join(tempfile.gettempdir(), 'rfcp-server.log')
log_file = open(log_path, 'w')
if sys.stdout is None:
sys.stdout = log_file

View File

@@ -0,0 +1,118 @@
# Smooth RF coverage maps in WebGL: a production playbook
**Replace one line of shader code and your grid squares vanish.** The single highest-impact fix for pixelated RF coverage overlays is swapping hardware bilinear texture sampling for a **Catmull-Rom bicubic fragment shader**—9 texture fetches instead of 1, near-zero performance cost, and mathematically correct C1-continuous interpolation that passes through your actual RSRP values. Professional RF tools like Atoll and CloudRF sidestep the problem entirely by computing at every grid cell, but when you're rendering a sparse client-side grid (1,9756,675 points), shader-based interpolation is the correct approach. This report covers exactly how to implement it, what the industry does, and which open-source libraries can accelerate the work.
## How professional RF tools avoid the problem you're solving
Professional RF planning tools don't interpolate sparse data—they brute-force compute signal values at every pixel. **CloudRF** runs its SLEIPNIR propagation engine server-side at user-specified resolution (down to 1 m with LiDAR), outputs GeoTIFF or pre-colored PNG, and the client simply overlays the image via `L.imageOverlay` in Leaflet or drapes it on CesiumJS for 3D. There is no client-side interpolation. **Atoll** (Forsk) computes predictions at **550 m grid resolution** within its desktop GIS—smoothness comes from grid density, not post-processing. **SPLAT!** does the same with Longley-Rice/ITM, outputting PPM rasters where each pixel maps 1:1 to a DEM grid cell; its `-sc` flag adds smooth color gradients but no spatial interpolation.
The pattern is universal: propagation model → dense raster → colorize → overlay. Crowdsourced coverage services like **Ookla/Speedtest** (which uses Mapbox GL JS with WebGL rendering) and **OpenSignal** follow a different path: they aggregate sparse measurements into spatial bins, apply kernel density estimation or IDW smoothing server-side, then serve the result as raster tiles. The industry-standard interchange format is **Cloud-Optimized GeoTIFF (COG)** with bilinear or cubic resampling via GDAL at tile-generation time.
Your situation is fundamentally different from both. You have a moderate-density regular grid arriving from the backend, and you need the client to render it smoothly at arbitrary zoom. This makes shader-based interpolation the right tool—not denser computation, not server-side tiling.
## Catmull-Rom in a fragment shader: the production solution
The core insight is that your current pipeline—upload grid as float texture, sample with `GL_LINEAR`, apply colormap—is already 90% correct. Hardware bilinear interpolation produces C0 continuity (values match at grid edges, but derivatives don't), causing visible seams. **Catmull-Rom spline interpolation** provides C1 continuity (smooth first derivatives) while still passing through your exact data values, unlike B-spline bicubic which smooths/blurs peaks.
The 9-tap Catmull-Rom implementation, widely used in production (ported from TheRealMJP's gist with 108 GitHub stars), replaces your `texture2D()` call:
```glsl
vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 samplePos = uv * texSize;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
vec2 f = samplePos - texPos1;
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
vec2 texPos0 = (texPos1 - 1.0) / texSize;
vec2 texPos3 = (texPos1 + 2.0) / texSize;
vec2 texPos12 = (texPos1 + offset12) / texSize;
vec4 result = vec4(0.0);
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
return result;
}
```
**Performance is essentially free.** Benchmarks on a GTX 980 show 9-tap Catmull-Rom at 1920×1080 costs **~0.32 ms** versus ~0.30 ms for single-tap bilinear. Your ~80×85 texel coverage texture is trivial. The critical rule: **interpolate raw scalar RSRP values first, then apply the colormap**. If you interpolate after colorization, you get color-space artifacts (muddy intermediate colors between discrete bands).
For the absolute quickest improvement with zero extra texture fetches, Inigo Quilez's **smoothstep coordinate remapping trick** eliminates grid edges with a single line change:
```glsl
vec4 textureSmooth(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 p = uv * texSize + 0.5;
vec2 i = floor(p);
vec2 f = p - i;
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); // quintic hermite
return texture2D(tex, (i + f - 0.5) / texSize);
}
```
This gives C2 continuity with a single texture read, though it introduces slight positional bias. For a quick visual test before implementing full Catmull-Rom, it's ideal.
## When to use IDW instead, and how the GPU handles it
Catmull-Rom works because your data sits on a **regular grid**. If your backend ever returns irregular point distributions (e.g., drive-test measurements, crowdsourced data), **Inverse Distance Weighting (IDW)** on the GPU becomes the right approach. The production technique uses WebGL's additive blending to parallelize across data points rather than looping in a shader:
For each data point, render a full-screen quad where the fragment shader computes `w = 1/dist^p` and outputs `(w × value, w, 0, 1)` into a framebuffer with `gl.blendFunc(gl.ONE, gl.ONE)`. After N passes (one per point), a final shader reads the accumulated texture and computes `interpolated_value = R_channel / G_channel`. This avoids the O(N) per-pixel loop that would choke a fragment shader at 7,000 points.
The open-source **`mapbox-gl-interpolate-heatmap`** library implements exactly this pattern, with a `framebufferFactor` parameter (typically 0.30.5) that renders the IDW computation at reduced resolution for performance, then upscales for display. The **`temperature-map-gl`** library from ham-systems provides the same approach in a minimal ~3 KB package.
**For your regular-grid case, IDW is strictly worse than Catmull-Rom**: it's slower (N draw calls vs. 9 texture fetches), creates bull's-eye artifacts around data points, and doesn't exploit grid structure. Reserve it for irregular data.
## Mapping library internals and the tiled raster alternative
If you want to move beyond a custom WebGL overlay, understanding how major mapping libraries handle this problem reveals useful architectural patterns:
**Mapbox GL JS** exposes `raster-resampling: 'linear'` (bilinear) or `'nearest'` for raster tile layers—standard GPU texture filtering, same limitation you're hitting. Its built-in heatmap layer uses Gaussian kernel density estimation with additive blending into an offscreen half-float texture, designed for point density visualization, **not scalar interpolation**. However, Mapbox v3's `raster-array` source with `raster-color` expressions enables client-side colorization of raw data tiles, which is directly applicable. **deck.gl** offers `BitmapLayer` with configurable `textureParameters` (set `magFilter: 'linear'`) and supports full custom shader injection via `fs:DECKGL_FILTER_COLOR` hooks, but its `HeatmapLayer` is again KDE-based, not interpolation-based.
For a **tiled architecture** (useful if your coverage areas grow large), the proven pipeline is:
- Backend computes RSRP grid → stores as GeoTIFF
- GDAL resamples with `cubicspline` or `lanczos`: `gdalwarp -r cubicspline -tr 10 10 input.tif upsampled.tif`
- `gdal2tiles.py` generates XYZ tile pyramid
- Client displays via `L.tileLayer` with standard bilinear filtering
The **IHME `leaflet.tilelayer.glcolorscale`** library offers a sophisticated variant: encode 32-bit float values into PNG RGBA channels server-side, decode in a WebGL fragment shader client-side, and apply dynamic color scales without re-tiling. Its companion `leaflet.tilelayer.gloperations` adds GPU-based convolution smoothing. This pattern preserves raw values for pixel queries while enabling dynamic color ramp changes.
## Handling boundaries, gaps, and color mapping
Three practical concerns beyond core interpolation deserve specific solutions. For **coverage boundaries**, apply `smoothstep` fading based on signal strength or a validity mask:
```glsl
float signalStrength = SampleTextureCatmullRom(u_data, uv, texSize).r;
float boundaryAlpha = smoothstep(-115.0, -105.0, signalStrength); // fade near noise floor
gl_FragColor = vec4(colormap(t), boundaryAlpha * u_opacity);
```
For **missing grid cells**, store a validity mask as a second texture channel (or use a sentinel value like -9999). Interpolate both the value and mask with Catmull-Rom; the interpolated mask naturally creates smooth alpha transitions at data boundaries without hard edges.
For **color mapping**, use a **1D texture lookup** rather than branching `if/else` chains in GLSL. Upload your RSRP→color ramp as a 256×1 RGBA texture, normalize your interpolated value to [0,1], and sample: `vec3 color = texture2D(u_colormap, vec2(t, 0.5)).rgb`. This is faster than arithmetic color functions and trivially supports any color ramp. The `glsl-colormap` package provides standard scientific palettes (viridis, jet, etc.) as pure GLSL functions if you prefer avoiding the extra texture.
## Recommended implementation path
The optimal architecture for your Electron + React + Leaflet stack, given 1,9756,675 grid points:
**Immediate fix (30 minutes):** Replace `texture2D(u_data, uv)` with the smoothstep trick in your existing fragment shader. This eliminates visible grid squares with zero performance cost and zero architectural changes.
**Production implementation (12 days):** Implement the 9-tap Catmull-Rom `SampleTextureCatmullRom()` function. Pack your RSRP grid into a float texture (R channel = RSRP value, G channel = validity mask). Apply Catmull-Rom to both channels. Use a 1D colormap texture for color mapping. Add smoothstep boundary fading. This produces results visually indistinguishable from CloudRF-quality coverage maps.
**If you outgrow the single-texture approach** (very large coverage areas, multiple overlapping cells): transition to the float-encoded tile pipeline using `leaflet.tilelayer.glcolorscale` or generate server-side tiles with GDAL cubic resampling. The tile pyramid handles LOD automatically and scales to arbitrarily large coverage areas.
## Conclusion
The gap between your current output and professional RF coverage visualization isn't architectural—it's a single shader function. Professional tools achieve smoothness through brute-force grid density (computing at every cell), but shader-based Catmull-Rom interpolation produces equivalent visual quality from sparse grids at negligible GPU cost. The 9-tap implementation requires **9 texture fetches** versus your current 1, adds C1 continuity that eliminates all visible grid edges, and preserves exact RSRP values at grid points—unlike Gaussian blur or B-spline smoothing, which distort the data. For truly irregular point data, GPU-accelerated IDW via additive blending is proven in production libraries like `mapbox-gl-interpolate-heatmap`. The critical implementation principle: always interpolate raw scalar values first, colorize second.

View File

@@ -1194,19 +1194,6 @@
"linux"
]
},
"node_modules/@rollup/rollup-linux-x64-gnu": {
"version": "4.57.0",
"resolved": "https://registry.npmjs.org/@rollup/rollup-linux-x64-gnu/-/rollup-linux-x64-gnu-4.57.0.tgz",
"integrity": "sha512-OR5p5yG5OKSxHReWmwvM0P+VTPMwoBS45PXTMYaskKQqybkS3Kmugq1W+YbNWArF8/s7jQScgzXUhArzEQ7x0A==",
"cpu": [
"x64"
],
"dev": true,
"optional": true,
"os": [
"linux"
]
},
"node_modules/@rollup/rollup-linux-x64-musl": {
"version": "4.57.0",
"resolved": "https://registry.npmjs.org/@rollup/rollup-linux-x64-musl/-/rollup-linux-x64-musl-4.57.0.tgz",
@@ -3449,6 +3436,20 @@
"fsevents": "~2.3.2"
}
},
"node_modules/rollup/node_modules/@rollup/rollup-linux-x64-gnu": {
"version": "4.57.0",
"resolved": "https://registry.npmjs.org/@rollup/rollup-linux-x64-gnu/-/rollup-linux-x64-gnu-4.57.0.tgz",
"integrity": "sha512-OR5p5yG5OKSxHReWmwvM0P+VTPMwoBS45PXTMYaskKQqybkS3Kmugq1W+YbNWArF8/s7jQScgzXUhArzEQ7x0A==",
"cpu": [
"x64"
],
"dev": true,
"license": "MIT",
"optional": true,
"os": [
"linux"
]
},
"node_modules/scheduler": {
"version": "0.27.0",
"resolved": "https://registry.npmjs.org/scheduler/-/scheduler-0.27.0.tgz",

View File

@@ -6,6 +6,7 @@ import { useSitesStore } from '@/store/sites.ts';
import { useCoverageStore } from '@/store/coverage.ts';
import { useSettingsStore } from '@/store/settings.ts';
import { useHistoryStore, pushToFuture, pushToPast } from '@/store/history.ts';
import { useToolStore } from '@/store/tools.ts';
import { useToastStore } from '@/components/ui/Toast.tsx';
import { useKeyboardShortcuts } from '@/hooks/useKeyboardShortcuts.ts';
import { useUnsavedChanges } from '@/hooks/useUnsavedChanges.ts';
@@ -13,6 +14,7 @@ import { logger } from '@/utils/logger.ts';
import { db } from '@/db/schema.ts';
import MapView from '@/components/map/Map.tsx';
import GeographicHeatmap from '@/components/map/GeographicHeatmap.tsx';
import WebGLCoverageLayer from '@/components/map/WebGLCoverageLayer.tsx';
import CoverageBoundary from '@/components/map/CoverageBoundary.tsx';
import HeatmapLegend from '@/components/map/HeatmapLegend.tsx';
import SiteList from '@/components/panels/SiteList.tsx';
@@ -29,6 +31,8 @@ import ToastContainer from '@/components/ui/Toast.tsx';
import ThemeToggle from '@/components/ui/ThemeToggle.tsx';
import GPUIndicator from '@/components/ui/GPUIndicator.tsx';
import TerrainProfile from '@/components/map/TerrainProfile.tsx';
import LinkBudgetPanel from '@/components/panels/LinkBudgetPanel.tsx';
import LinkBudgetOverlay from '@/components/map/LinkBudgetOverlay.tsx';
import Button from '@/components/ui/Button.tsx';
import NumberInput from '@/components/ui/NumberInput.tsx';
import ConfirmDialog from '@/components/ui/ConfirmDialog.tsx';
@@ -60,7 +64,7 @@ async function restoreSites(snapshot: Site[]) {
export default function App() {
const loadSites = useSitesStore((s) => s.loadSites);
const sites = useSitesStore((s) => s.sites);
const setPlacingMode = useSitesStore((s) => s.setPlacingMode);
const selectedSiteId = useSitesStore((s) => s.selectedSiteId);
const coverageResult = useCoverageStore((s) => s.result);
const isCalculating = useCoverageStore((s) => s.isCalculating);
@@ -110,15 +114,20 @@ export default function App() {
const setTerrainOpacity = useSettingsStore((s) => s.setTerrainOpacity);
const showGrid = useSettingsStore((s) => s.showGrid);
const setShowGrid = useSettingsStore((s) => s.setShowGrid);
const measurementMode = useSettingsStore((s) => s.measurementMode);
const setMeasurementMode = useSettingsStore((s) => s.setMeasurementMode);
const showElevationInfo = useSettingsStore((s) => s.showElevationInfo);
// Tool store (centralized active tool state)
const activeTool = useToolStore((s) => s.activeTool);
const setActiveTool = useToolStore((s) => s.setActiveTool);
const clearTool = useToolStore((s) => s.clearTool);
const setShowElevationInfo = useSettingsStore((s) => s.setShowElevationInfo);
const showBoundary = useSettingsStore((s) => s.showBoundary);
const showElevationOverlay = useSettingsStore((s) => s.showElevationOverlay);
const setShowElevationOverlay = useSettingsStore((s) => s.setShowElevationOverlay);
const elevationOpacity = useSettingsStore((s) => s.elevationOpacity);
const setElevationOpacity = useSettingsStore((s) => s.setElevationOpacity);
const useWebGLCoverage = useSettingsStore((s) => s.useWebGLCoverage);
const setUseWebGLCoverage = useSettingsStore((s) => s.setUseWebGLCoverage);
// History (undo/redo)
const canUndo = useHistoryStore((s) => s.canUndo);
@@ -137,6 +146,8 @@ export default function App() {
const [showShortcuts, setShowShortcuts] = useState(false);
const [kbDeleteTarget, setKbDeleteTarget] = useState<{ id: string; name: string } | null>(null);
const [profileEndpoints, setProfileEndpoints] = useState<{ start: [number, number]; end: [number, number] } | null>(null);
const [showLinkBudget, setShowLinkBudget] = useState(false);
const [linkBudgetRxPoint, setLinkBudgetRxPoint] = useState<{ lat: number; lon: number } | null>(null);
// Region wizard for first-run (desktop mode only)
const [showWizard, setShowWizard] = useState(false);
@@ -213,17 +224,26 @@ export default function App() {
loadSites();
}, [loadSites]);
// Handle map click -> open modal with coordinates
const handleMapClick = useCallback(
// Handle site placement from map click
const handleSitePlacement = useCallback(
(lat: number, lon: number) => {
setModalState({
isOpen: true,
mode: 'create',
initialData: { lat, lon },
});
setPlacingMode(false);
// Tool store clearTool() is called by MapClickHandler after placement
},
[setPlacingMode]
[]
);
// Handle RX point placement for Link Budget
const handleRxPlacement = useCallback(
(lat: number, lon: number) => {
setLinkBudgetRxPoint({ lat, lon });
// Tool store clearTool() is called by MapClickHandler after placement
},
[]
);
const handleEditSite = useCallback((site: Site) => {
@@ -668,20 +688,38 @@ export default function App() {
{/* Map */}
<div className="flex-1 relative">
<MapView
onMapClick={handleMapClick}
onSitePlacement={handleSitePlacement}
onRxPlacement={handleRxPlacement}
onEditSite={handleEditSite}
onProfileRequest={(start, end) => setProfileEndpoints({ start, end })}
showLinkBudget={showLinkBudget}
onToggleLinkBudget={() => setShowLinkBudget(!showLinkBudget)}
>
{/* Show partial results during tiled calculation, or final result */}
{(coverageResult || (isCalculating && partialPoints.length > 0)) && (
<>
<GeographicHeatmap
points={isCalculating && partialPoints.length > 0 ? partialPoints : (coverageResult?.points ?? [])}
visible={heatmapVisible}
opacity={settings.heatmapOpacity}
radiusMeters={settings.heatmapRadius}
rsrpThreshold={settings.rsrpThreshold}
/>
{/* Only render ONE layer - WebGL or Canvas, never both */}
{useWebGLCoverage && (
<WebGLCoverageLayer
key="webgl-coverage"
points={isCalculating && partialPoints.length > 0 ? partialPoints : (coverageResult?.points ?? [])}
visible={heatmapVisible}
opacity={settings.heatmapOpacity}
minRsrp={-130}
maxRsrp={-50}
onWebGLFailed={() => setUseWebGLCoverage(false)}
/>
)}
{!useWebGLCoverage && (
<GeographicHeatmap
key="canvas-coverage"
points={isCalculating && partialPoints.length > 0 ? partialPoints : (coverageResult?.points ?? [])}
visible={heatmapVisible}
opacity={settings.heatmapOpacity}
radiusMeters={settings.heatmapRadius}
rsrpThreshold={settings.rsrpThreshold}
/>
)}
{coverageResult && (
<CoverageBoundary
points={coverageResult.points.filter(p => p.rsrp >= settings.rsrpThreshold)}
@@ -692,7 +730,29 @@ export default function App() {
)}
</>
)}
{/* Link Budget TX-RX overlay */}
{showLinkBudget && linkBudgetRxPoint && (() => {
const txSite = sites.find(s => s.id === selectedSiteId);
return (
<LinkBudgetOverlay
txPoint={txSite ? { lat: txSite.lat, lon: txSite.lon } : null}
rxPoint={linkBudgetRxPoint}
onRxDrag={(lat, lon) => setLinkBudgetRxPoint({ lat, lon })}
/>
);
})()}
</MapView>
{activeTool === 'rx-placement' && (
<div className="absolute top-4 left-1/2 -translate-x-1/2 z-[2000] bg-blue-600 text-white px-4 py-2 rounded-lg shadow-lg text-sm font-medium flex items-center gap-2">
<span>Click on map to set RX point</span>
<button
onClick={() => clearTool()}
className="text-white/70 hover:text-white ml-2"
>
Cancel
</button>
</div>
)}
<HeatmapLegend />
<ResultsPanel />
{profileEndpoints && (
@@ -702,6 +762,19 @@ export default function App() {
onClose={() => setProfileEndpoints(null)}
/>
)}
{showLinkBudget && (
<div className="absolute top-20 left-4 z-[1500]">
<LinkBudgetPanel
rxPoint={linkBudgetRxPoint}
onRequestMapClick={() => setActiveTool('rx-placement')}
onClose={() => {
setShowLinkBudget(false);
clearTool();
setLinkBudgetRxPoint(null);
}}
/>
</div>
)}
</div>
{/* Side panel */}
@@ -793,6 +866,29 @@ export default function App() {
unit="%"
hint="Transparency of the RF coverage overlay"
/>
<div className="flex items-center justify-between">
<div>
<label className="text-sm font-medium text-gray-700 dark:text-dark-text">
Smooth Rendering
</label>
<p className="text-xs text-gray-400 dark:text-dark-muted">
WebGL interpolation for smooth gradients
</p>
</div>
<button
onClick={() => setUseWebGLCoverage(!useWebGLCoverage)}
className={`relative w-11 h-6 rounded-full transition-colors ${
useWebGLCoverage ? 'bg-blue-500' : 'bg-gray-300 dark:bg-dark-border'
}`}
>
<span
className={`absolute top-0.5 left-0.5 w-5 h-5 bg-white rounded-full shadow transition-transform ${
useWebGLCoverage ? 'translate-x-5' : ''
}`}
/>
</button>
</div>
{!useWebGLCoverage && (
<div>
<label className="text-sm font-medium text-gray-700 dark:text-dark-text">
Heatmap Quality
@@ -822,6 +918,7 @@ export default function App() {
</p>
)}
</div>
)}
{/* Propagation Model Preset */}
<div>
<label className="text-sm font-medium text-gray-700 dark:text-dark-text">
@@ -1098,15 +1195,15 @@ export default function App() {
<label className="flex items-center gap-2 cursor-pointer text-sm text-gray-700 dark:text-dark-text">
<input
type="checkbox"
checked={measurementMode}
onChange={(e) => setMeasurementMode(e.target.checked)}
checked={activeTool === 'ruler'}
onChange={(e) => e.target.checked ? setActiveTool('ruler') : clearTool()}
className="w-4 h-4 rounded border-gray-300 dark:border-dark-border accent-orange-600"
/>
Distance Measurement
</label>
{measurementMode && (
{activeTool === 'ruler' && (
<p className="text-xs text-gray-400 dark:text-dark-muted pl-6">
Click to add points. Right-click to finish.
Click start and end points. Esc to cancel.
</p>
)}
<label className="flex items-center gap-2 cursor-pointer text-sm text-gray-700 dark:text-dark-text">
@@ -1140,7 +1237,7 @@ export default function App() {
/>
</div>
)}
</div>
</div>
</div>
{/* Data Cache Status */}

View File

@@ -45,6 +45,12 @@ export default function ElevationLayer({ visible, opacity }: ElevationLayerProps
const debounceRef = useRef<ReturnType<typeof setTimeout> | null>(null);
const abortRef = useRef<AbortController | null>(null);
const lastBoundsRef = useRef<string>('');
const opacityRef = useRef(opacity);
// Keep opacity ref in sync
useEffect(() => {
opacityRef.current = opacity;
}, [opacity]);
const removeOverlay = useCallback(() => {
if (overlayRef.current) {
@@ -119,21 +125,23 @@ export default function ElevationLayer({ visible, opacity }: ElevationLayerProps
// Remove old overlay
removeOverlay();
// Add new overlay
// Add new overlay (opacity will be set by the dedicated effect)
const leafletBounds = L.latLngBounds(
[data.bbox.min_lat, data.bbox.min_lon],
[data.bbox.max_lat, data.bbox.max_lon],
);
overlayRef.current = L.imageOverlay(canvas.toDataURL(), leafletBounds, {
opacity,
opacity: 0.5, // Default, will be updated by opacity effect
interactive: false,
zIndex: 97,
});
overlayRef.current.addTo(map);
// Apply current opacity immediately using ref
overlayRef.current.setOpacity(opacityRef.current);
} catch (_e) {
// Silently ignore fetch errors (network issues, aborts, etc.)
}
}, [map, opacity, removeOverlay]);
}, [map, removeOverlay]);
// Update opacity on existing overlay
useEffect(() => {

View File

@@ -0,0 +1,83 @@
/**
* Link Budget Overlay
*
* Shows RX marker and dashed line from TX site to RX point.
*/
import { useEffect, useState } from 'react';
import { Marker, Polyline } from 'react-leaflet';
import L from 'leaflet';
interface LinkBudgetOverlayProps {
txPoint: { lat: number; lon: number } | null;
rxPoint: { lat: number; lon: number } | null;
onRxDrag?: (lat: number, lon: number) => void;
}
// Orange circle icon for RX marker
const rxIcon = L.divIcon({
className: 'rx-marker',
html: '<div style="width: 14px; height: 14px; background: #f97316; border: 2px solid white; border-radius: 50%; box-shadow: 0 2px 4px rgba(0,0,0,0.3);"></div>',
iconSize: [14, 14],
iconAnchor: [7, 7],
});
export default function LinkBudgetOverlay({ txPoint, rxPoint, onRxDrag }: LinkBudgetOverlayProps) {
const [markerRef, setMarkerRef] = useState<L.Marker | null>(null);
// Handle drag events
useEffect(() => {
if (!markerRef || !onRxDrag) return;
const handleDrag = () => {
const pos = markerRef.getLatLng();
onRxDrag(pos.lat, pos.lng);
};
markerRef.on('drag', handleDrag);
markerRef.on('dragend', handleDrag);
return () => {
markerRef.off('drag', handleDrag);
markerRef.off('dragend', handleDrag);
};
}, [markerRef, onRxDrag]);
if (!rxPoint) return null;
const rxLatLng: [number, number] = [rxPoint.lat, rxPoint.lon];
const txLatLng: [number, number] | null = txPoint ? [txPoint.lat, txPoint.lon] : null;
return (
<>
{/* Dashed line from TX to RX */}
{txLatLng && (
<Polyline
positions={[txLatLng, rxLatLng]}
pathOptions={{
color: '#f97316',
weight: 2,
dashArray: '8, 4',
opacity: 0.8,
}}
/>
)}
{/* RX marker (draggable) */}
<Marker
position={rxLatLng}
icon={rxIcon}
draggable={!!onRxDrag}
ref={(ref) => setMarkerRef(ref)}
eventHandlers={{
dragend: (e) => {
if (onRxDrag) {
const pos = e.target.getLatLng();
onRxDrag(pos.lat, pos.lng);
}
},
}}
/>
</>
);
}

View File

@@ -1,10 +1,12 @@
import { useRef, useCallback, useEffect } from 'react';
import { useRef, useCallback, useEffect, useState } from 'react';
import { MapContainer, TileLayer, useMapEvents, useMap } from 'react-leaflet';
import 'leaflet/dist/leaflet.css';
import type { Map as LeafletMap } from 'leaflet';
import L from 'leaflet';
import type { Site } from '@/types/index.ts';
import { useSitesStore } from '@/store/sites.ts';
import { useSettingsStore } from '@/store/settings.ts';
import { useToolStore } from '@/store/tools.ts';
import { useToastStore } from '@/components/ui/Toast.tsx';
import SiteMarker from './SiteMarker.tsx';
import MapExtras from './MapExtras.tsx';
@@ -14,23 +16,72 @@ import ElevationDisplay from './ElevationDisplay.tsx';
import ElevationLayer from './ElevationLayer.tsx';
interface MapViewProps {
onMapClick: (lat: number, lon: number) => void;
onSitePlacement: (lat: number, lon: number) => void;
onRxPlacement?: (lat: number, lon: number) => void;
onEditSite: (site: Site) => void;
onProfileRequest?: (start: [number, number], end: [number, number]) => void;
showLinkBudget?: boolean;
onToggleLinkBudget?: () => void;
children?: React.ReactNode;
}
const SNAP_THRESHOLD_PX = 20;
/**
* Unified map click handler that dispatches based on active tool
*/
function MapClickHandler({
onMapClick,
onSitePlacement,
onRxPlacement,
onRulerClick,
sites,
}: {
onMapClick: (lat: number, lon: number) => void;
onSitePlacement: (lat: number, lon: number) => void;
onRxPlacement?: (lat: number, lon: number) => void;
onRulerClick: (lat: number, lon: number) => void;
sites: Site[];
}) {
const isPlacingMode = useSitesStore((s) => s.isPlacingMode);
const activeTool = useToolStore((s) => s.activeTool);
const clearTool = useToolStore((s) => s.clearTool);
const map = useMap();
useMapEvents({
click: (e) => {
if (isPlacingMode) {
onMapClick(e.latlng.lat, e.latlng.lng);
switch (activeTool) {
case 'ruler':
// Snap to nearest site if within threshold
const clickPoint = map.latLngToContainerPoint(e.latlng);
let snappedLat = e.latlng.lat;
let snappedLon = e.latlng.lng;
for (const site of sites) {
const sitePoint = map.latLngToContainerPoint(L.latLng(site.lat, site.lon));
const pixelDist = clickPoint.distanceTo(sitePoint);
if (pixelDist < SNAP_THRESHOLD_PX) {
snappedLat = site.lat;
snappedLon = site.lon;
break;
}
}
onRulerClick(snappedLat, snappedLon);
break;
case 'rx-placement':
if (onRxPlacement) {
onRxPlacement(e.latlng.lat, e.latlng.lng);
clearTool(); // Single click action
}
break;
case 'site-placement':
onSitePlacement(e.latlng.lat, e.latlng.lng);
clearTool(); // Single click action
break;
case 'none':
default:
// No action on map click — just pan/zoom
break;
}
},
});
@@ -38,6 +89,61 @@ function MapClickHandler({
return null;
}
/**
* Component to apply cursor classes based on active tool
*/
function CursorManager() {
const map = useMap();
const activeTool = useToolStore((s) => s.activeTool);
useEffect(() => {
const container = map.getContainer();
// Remove all tool cursors
container.classList.remove('tool-ruler', 'tool-rx-placement', 'tool-site-placement');
switch (activeTool) {
case 'ruler':
container.classList.add('tool-ruler');
break;
case 'rx-placement':
container.classList.add('tool-rx-placement');
break;
case 'site-placement':
container.classList.add('tool-site-placement');
break;
default:
// Default cursor (arrow)
break;
}
}, [map, activeTool]);
return null;
}
/**
* Right-click handler for ruler mode
*/
function RulerRightClickHandler({ onRightClick }: { onRightClick: () => void }) {
const activeTool = useToolStore((s) => s.activeTool);
const map = useMap();
useEffect(() => {
if (activeTool !== 'ruler') return;
const handleContextMenu = (e: L.LeafletMouseEvent) => {
L.DomEvent.preventDefault(e.originalEvent);
onRightClick();
};
map.on('contextmenu', handleContextMenu);
return () => {
map.off('contextmenu', handleContextMenu);
};
}, [map, activeTool, onRightClick]);
return null;
}
/**
* Inner component that exposes the map instance via ref callback
*/
@@ -49,23 +155,72 @@ function MapRefSetter({ mapRef }: { mapRef: React.MutableRefObject<LeafletMap |
return null;
}
export default function MapView({ onMapClick, onEditSite, onProfileRequest, children }: MapViewProps) {
export default function MapView({ onSitePlacement, onRxPlacement, onEditSite, onProfileRequest, showLinkBudget, onToggleLinkBudget, children }: MapViewProps) {
const sites = useSitesStore((s) => s.sites);
const isPlacingMode = useSitesStore((s) => s.isPlacingMode);
const showTerrain = useSettingsStore((s) => s.showTerrain);
const terrainOpacity = useSettingsStore((s) => s.terrainOpacity);
const setShowTerrain = useSettingsStore((s) => s.setShowTerrain);
const showGrid = useSettingsStore((s) => s.showGrid);
const setShowGrid = useSettingsStore((s) => s.setShowGrid);
const measurementMode = useSettingsStore((s) => s.measurementMode);
const setMeasurementMode = useSettingsStore((s) => s.setMeasurementMode);
const showElevationInfo = useSettingsStore((s) => s.showElevationInfo);
const showElevationOverlay = useSettingsStore((s) => s.showElevationOverlay);
const setShowElevationOverlay = useSettingsStore((s) => s.setShowElevationOverlay);
const elevationOpacity = useSettingsStore((s) => s.elevationOpacity);
const addToast = useToastStore((s) => s.addToast);
// Tool store
const activeTool = useToolStore((s) => s.activeTool);
const setActiveTool = useToolStore((s) => s.setActiveTool);
const clearTool = useToolStore((s) => s.clearTool);
const mapRef = useRef<LeafletMap | null>(null);
// Ruler points state (managed here since MeasurementTool is now controlled by tool store)
const [rulerPoints, setRulerPoints] = useState<[number, number][]>([]);
// Ruler limited to exactly 2 points (point-to-point measurement)
const handleRulerClick = useCallback((lat: number, lon: number) => {
setRulerPoints(prev => {
if (prev.length === 0) {
// First point
return [[lat, lon]];
} else if (prev.length === 1) {
// Second point — measurement complete
return [prev[0], [lat, lon]];
} else {
// Already 2 points — start new measurement
return [[lat, lon]];
}
});
}, []);
const handleRulerRightClick = useCallback(() => {
if (rulerPoints.length >= 2) {
// Calculate total distance
let total = 0;
for (let i = 1; i < rulerPoints.length; i++) {
const [lat1, lon1] = rulerPoints[i - 1];
const [lat2, lon2] = rulerPoints[i];
const R = 6371;
const dLat = ((lat2 - lat1) * Math.PI) / 180;
const dLon = ((lon2 - lon1) * Math.PI) / 180;
const a = Math.sin(dLat / 2) ** 2 +
Math.cos((lat1 * Math.PI) / 180) * Math.cos((lat2 * Math.PI) / 180) * Math.sin(dLon / 2) ** 2;
total += R * 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
}
addToast(`Distance: ${total.toFixed(2)} km (${(total * 1000).toFixed(0)} m)`, 'info');
}
setRulerPoints([]);
clearTool();
}, [rulerPoints, addToast, clearTool]);
// Clear ruler points when tool changes away from ruler
useEffect(() => {
if (activeTool !== 'ruler') {
setRulerPoints([]);
}
}, [activeTool]);
const handleFitToSites = useCallback(() => {
if (sites.length === 0 || !mapRef.current) return;
const bounds = sites.map((site) => [site.lat, site.lon] as [number, number]);
@@ -76,14 +231,24 @@ export default function MapView({ onMapClick, onEditSite, onProfileRequest, chil
mapRef.current?.setView([48.4, 35.0], 7);
}, []);
// Toggle ruler tool
const handleRulerToggle = useCallback(() => {
if (activeTool === 'ruler') {
clearTool();
} else {
setActiveTool('ruler');
}
}, [activeTool, setActiveTool, clearTool]);
return (
<>
<MapContainer
center={[48.4, 35.0]}
zoom={7}
className={`w-full h-full ${isPlacingMode ? 'cursor-crosshair' : ''}`}
className="w-full h-full"
>
<MapRefSetter mapRef={mapRef} />
<CursorManager />
{/* Base OSM layer */}
<TileLayer
attribution='&copy; <a href="https://www.openstreetmap.org/copyright">OpenStreetMap</a>'
@@ -100,16 +265,21 @@ export default function MapView({ onMapClick, onEditSite, onProfileRequest, chil
)}
{/* Elevation color overlay from SRTM terrain data */}
<ElevationLayer visible={showElevationOverlay} opacity={elevationOpacity} />
<MapClickHandler onMapClick={onMapClick} />
{/* Unified click handler */}
<MapClickHandler
onSitePlacement={onSitePlacement}
onRxPlacement={onRxPlacement}
onRulerClick={handleRulerClick}
sites={sites}
/>
{/* Right-click handler for ruler */}
<RulerRightClickHandler onRightClick={handleRulerRightClick} />
<MapExtras />
{showElevationInfo && <ElevationDisplay />}
<CoordinateGrid visible={showGrid} />
{/* Ruler visualization (only points and line, no click handling) */}
<MeasurementTool
enabled={measurementMode}
onComplete={(distKm) => {
addToast(`Distance: ${distKm.toFixed(2)} km (${(distKm * 1000).toFixed(0)} m)`, 'info');
setMeasurementMode(false);
}}
points={rulerPoints}
onProfileRequest={onProfileRequest}
/>
{sites
@@ -163,12 +333,12 @@ export default function MapView({ onMapClick, onEditSite, onProfileRequest, chil
Grid
</button>
<button
onClick={() => setMeasurementMode(!measurementMode)}
onClick={handleRulerToggle}
className={`bg-white dark:bg-dark-surface shadow-lg rounded px-3 py-2 text-sm
hover:bg-gray-50 dark:hover:bg-dark-border transition-colors
text-gray-700 dark:text-dark-text min-h-[36px]
${measurementMode ? 'ring-2 ring-orange-500' : ''}`}
title={measurementMode ? 'Exit measurement mode' : 'Measure distance (click points, right-click to finish)'}
${activeTool === 'ruler' ? 'ring-2 ring-orange-500' : ''}`}
title={activeTool === 'ruler' ? 'Exit measurement mode' : 'Measure point-to-point distance'}
>
Ruler
</button>
@@ -182,6 +352,18 @@ export default function MapView({ onMapClick, onEditSite, onProfileRequest, chil
>
Elev
</button>
{onToggleLinkBudget && (
<button
onClick={onToggleLinkBudget}
className={`bg-white dark:bg-dark-surface shadow-lg rounded px-3 py-2 text-sm
hover:bg-gray-50 dark:hover:bg-dark-border transition-colors
text-gray-700 dark:text-dark-text min-h-[36px]
${showLinkBudget ? 'ring-2 ring-purple-500' : ''}`}
title={showLinkBudget ? 'Close Link Budget Calculator' : 'Open Link Budget Calculator'}
>
LB
</button>
)}
</div>
</>
);

View File

@@ -1,10 +1,16 @@
import { useEffect, useRef, useState } from 'react';
import { useMap, Polyline, Marker } from 'react-leaflet';
/**
* Ruler/Measurement Tool Visualization
*
* Pure visualization component - receives points from parent,
* click handling is done by the centralized MapClickHandler.
*/
import { useEffect, useRef } from 'react';
import { Polyline, Marker } from 'react-leaflet';
import L from 'leaflet';
interface MeasurementToolProps {
enabled: boolean;
onComplete?: (distanceKm: number) => void;
points: [number, number][];
onProfileRequest?: (start: [number, number], end: [number, number]) => void;
}
@@ -40,50 +46,18 @@ const dotIcon = L.divIcon({
html: '<div style="width:10px;height:10px;background:white;border:2px solid #333;border-radius:50%;"></div>',
});
export default function MeasurementTool({ enabled, onComplete, onProfileRequest }: MeasurementToolProps) {
const map = useMap();
const [points, setPoints] = useState<[number, number][]>([]);
const pointsRef = useRef(points);
useEffect(() => {
pointsRef.current = points;
}, [points]);
export default function MeasurementTool({ points, onProfileRequest }: MeasurementToolProps) {
const overlayRef = useRef<HTMLDivElement>(null);
// Clear on disable
/* eslint-disable react-hooks/set-state-in-effect */
// Use Leaflet's DOM event utility to block click propagation to the map
useEffect(() => {
if (!enabled) {
setPoints([]);
if (overlayRef.current) {
L.DomEvent.disableClickPropagation(overlayRef.current);
L.DomEvent.disableScrollPropagation(overlayRef.current);
}
}, [enabled]);
/* eslint-enable react-hooks/set-state-in-effect */
}, [points.length]); // Re-run when overlay appears/disappears
// Click handler: add measurement point
useEffect(() => {
if (!enabled) return;
const handleClick = (e: L.LeafletMouseEvent) => {
setPoints((prev) => [...prev, [e.latlng.lat, e.latlng.lng]]);
};
const handleRightClick = (e: L.LeafletMouseEvent) => {
L.DomEvent.preventDefault(e.originalEvent);
const pts = pointsRef.current;
if (pts.length >= 2 && onComplete) {
onComplete(totalDistance(pts));
}
setPoints([]);
};
map.on('click', handleClick);
map.on('contextmenu', handleRightClick);
return () => {
map.off('click', handleClick);
map.off('contextmenu', handleRightClick);
};
}, [map, enabled, onComplete]);
if (!enabled || points.length === 0) return null;
if (points.length === 0) return null;
const dist = totalDistance(points);
@@ -100,6 +74,7 @@ export default function MeasurementTool({ enabled, onComplete, onProfileRequest
))}
{dist > 0 && (
<div
ref={overlayRef}
style={{
position: 'absolute',
top: '10px',
@@ -110,7 +85,6 @@ export default function MeasurementTool({ enabled, onComplete, onProfileRequest
padding: '6px 14px',
borderRadius: '6px',
zIndex: 2000,
pointerEvents: 'none',
fontSize: '13px',
fontWeight: 600,
letterSpacing: '0.3px',
@@ -119,11 +93,7 @@ export default function MeasurementTool({ enabled, onComplete, onProfileRequest
Distance: {dist.toFixed(2)} km ({(dist * 1000).toFixed(0)} m)
{points.length >= 2 && onProfileRequest && (
<button
onClick={(e) => {
e.stopPropagation();
e.preventDefault();
onProfileRequest(points[0], points[points.length - 1]);
}}
onClick={() => onProfileRequest(points[0], points[points.length - 1])}
style={{
marginLeft: 10,
background: 'rgba(255,255,255,0.15)',
@@ -133,7 +103,6 @@ export default function MeasurementTool({ enabled, onComplete, onProfileRequest
borderRadius: 4,
cursor: 'pointer',
fontSize: 11,
pointerEvents: 'auto',
}}
>
Terrain Profile

View File

@@ -1,51 +1,77 @@
/**
* Canvas-based terrain elevation profile viewer.
* Canvas-based terrain elevation profile viewer with Fresnel zone visualization.
*
* Shows elevation cross-section between two geographic points with:
* - Green filled terrain area
* - Dashed red LOS line from start to end
* - Optional Fresnel zone ellipse (light blue)
* - Red highlighting where terrain intrudes Fresnel zone
* - Hover tooltip with elevation/distance at cursor
* - Stats bar: total distance, min/max elevation
* - Stats bar: total distance, min/max elevation, Fresnel status
*/
import { useEffect, useRef, useState, useCallback } from 'react';
import L from 'leaflet';
import { api } from '@/services/api.ts';
import type { TerrainProfilePoint } from '@/services/api.ts';
import type { FresnelProfileResponse } from '@/services/api.ts';
interface TerrainProfileProps {
start: [number, number]; // [lat, lon]
end: [number, number]; // [lat, lon]
txHeight?: number; // TX antenna height (m)
rxHeight?: number; // RX antenna height (m)
frequency?: number; // Frequency (MHz) for Fresnel calculation
onClose: () => void;
}
const CANVAS_W = 600;
const CANVAS_H = 200;
const CANVAS_H = 220;
const PAD = { top: 20, right: 20, bottom: 30, left: 50 };
const PLOT_W = CANVAS_W - PAD.left - PAD.right;
const PLOT_H = CANVAS_H - PAD.top - PAD.bottom;
export default function TerrainProfile({ start, end, onClose }: TerrainProfileProps) {
export default function TerrainProfile({
start,
end,
txHeight = 30,
rxHeight = 1.5,
frequency = 1800,
onClose,
}: TerrainProfileProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [profile, setProfile] = useState<TerrainProfilePoint[] | null>(null);
const [fresnelData, setFresnelData] = useState<FresnelProfileResponse | null>(null);
const [loading, setLoading] = useState(true);
const [error, setError] = useState<string | null>(null);
const [hover, setHover] = useState<{ x: number; idx: number } | null>(null);
const [showFresnel, setShowFresnel] = useState(true);
// Fetch profile data
// Fetch Fresnel profile data (includes terrain)
useEffect(() => {
setLoading(true);
setError(null);
api
.getTerrainProfile(start[0], start[1], end[0], end[1], 200)
.then((data) => {
setProfile(data);
.getFresnelProfile({
tx_lat: start[0],
tx_lon: start[1],
tx_height_m: txHeight,
rx_lat: end[0],
rx_lon: end[1],
rx_height_m: rxHeight,
frequency_mhz: frequency,
num_points: 200,
})
.then((data: FresnelProfileResponse) => {
setFresnelData(data);
setLoading(false);
})
.catch((err) => {
.catch((err: Error) => {
setError(err.message);
setLoading(false);
});
}, [start, end]);
}, [start, end, txHeight, rxHeight, frequency]);
const profile = fresnelData?.profile;
// Draw chart
const draw = useCallback(
@@ -64,16 +90,24 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
// Clear
ctx.clearRect(0, 0, CANVAS_W, CANVAS_H);
const elevations = profile.map((p) => p.elevation);
const terrainElevs = profile.map((p) => p.terrain_elevation);
const losHeights = profile.map((p) => p.los_height);
const fresnelTops = profile.map((p) => p.fresnel_top);
const fresnelBottoms = profile.map((p) => p.fresnel_bottom);
const distances = profile.map((p) => p.distance);
const minElev = Math.min(...elevations);
const maxElev = Math.max(...elevations);
// Calculate bounds including Fresnel zone
const allHeights = showFresnel
? [...terrainElevs, ...fresnelTops, ...fresnelBottoms]
: [...terrainElevs, ...losHeights];
const minElev = Math.min(...allHeights);
const maxElev = Math.max(...allHeights);
const maxDist = distances[distances.length - 1] || 1;
// Add 10% padding to elevation range
const elevRange = maxElev - minElev || 1;
const eMin = minElev - elevRange * 0.1;
const eMax = maxElev + elevRange * 0.1;
const eMax = maxElev + elevRange * 0.15;
const xScale = (d: number) => PAD.left + (d / maxDist) * PLOT_W;
const yScale = (e: number) => PAD.top + PLOT_H - ((e - eMin) / (eMax - eMin)) * PLOT_H;
@@ -90,11 +124,48 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
ctx.stroke();
}
// Fresnel zone fill (light blue)
if (showFresnel) {
ctx.beginPath();
// Top boundary (left to right)
ctx.moveTo(xScale(distances[0]), yScale(fresnelTops[0]));
for (let i = 1; i < profile.length; i++) {
ctx.lineTo(xScale(distances[i]), yScale(fresnelTops[i]));
}
// Bottom boundary (right to left)
for (let i = profile.length - 1; i >= 0; i--) {
ctx.lineTo(xScale(distances[i]), yScale(fresnelBottoms[i]));
}
ctx.closePath();
ctx.fillStyle = 'rgba(59, 130, 246, 0.15)';
ctx.fill();
// Fresnel boundaries (dashed)
ctx.setLineDash([3, 3]);
ctx.strokeStyle = 'rgba(59, 130, 246, 0.4)';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(xScale(distances[0]), yScale(fresnelTops[0]));
for (let i = 1; i < profile.length; i++) {
ctx.lineTo(xScale(distances[i]), yScale(fresnelTops[i]));
}
ctx.stroke();
ctx.beginPath();
ctx.moveTo(xScale(distances[0]), yScale(fresnelBottoms[0]));
for (let i = 1; i < profile.length; i++) {
ctx.lineTo(xScale(distances[i]), yScale(fresnelBottoms[i]));
}
ctx.stroke();
ctx.setLineDash([]);
}
// Terrain fill
ctx.beginPath();
ctx.moveTo(xScale(distances[0]), yScale(elevations[0]));
ctx.moveTo(xScale(distances[0]), yScale(terrainElevs[0]));
for (let i = 1; i < profile.length; i++) {
ctx.lineTo(xScale(distances[i]), yScale(elevations[i]));
ctx.lineTo(xScale(distances[i]), yScale(terrainElevs[i]));
}
ctx.lineTo(xScale(distances[distances.length - 1]), PAD.top + PLOT_H);
ctx.lineTo(xScale(distances[0]), PAD.top + PLOT_H);
@@ -102,25 +173,39 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
ctx.fillStyle = 'rgba(34, 197, 94, 0.3)';
ctx.fill();
// Highlight Fresnel intrusions (red fill)
if (showFresnel) {
for (let i = 0; i < profile.length; i++) {
if (profile[i].clearance < 0) {
const x = xScale(distances[i]);
const yTerrain = yScale(terrainElevs[i]);
const yFresnel = yScale(fresnelBottoms[i]);
const intrusion = Math.min(yFresnel - yTerrain, 20);
if (intrusion > 0) {
ctx.fillStyle = 'rgba(239, 68, 68, 0.4)';
ctx.fillRect(x - 1, yTerrain, 3, intrusion);
}
}
}
}
// Terrain line
ctx.beginPath();
ctx.moveTo(xScale(distances[0]), yScale(elevations[0]));
ctx.moveTo(xScale(distances[0]), yScale(terrainElevs[0]));
for (let i = 1; i < profile.length; i++) {
ctx.lineTo(xScale(distances[i]), yScale(elevations[i]));
ctx.lineTo(xScale(distances[i]), yScale(terrainElevs[i]));
}
ctx.strokeStyle = '#16a34a';
ctx.lineWidth = 1.5;
ctx.stroke();
// LOS dashed line (start elevation to end elevation)
// LOS line (solid)
ctx.beginPath();
ctx.setLineDash([6, 4]);
ctx.moveTo(xScale(distances[0]), yScale(elevations[0]));
ctx.lineTo(xScale(distances[distances.length - 1]), yScale(elevations[elevations.length - 1]));
ctx.moveTo(xScale(distances[0]), yScale(losHeights[0]));
ctx.lineTo(xScale(distances[distances.length - 1]), yScale(losHeights[losHeights.length - 1]));
ctx.strokeStyle = '#ef4444';
ctx.lineWidth = 1.5;
ctx.stroke();
ctx.setLineDash([]);
// Y axis labels
ctx.fillStyle = '#6b7280';
@@ -147,7 +232,7 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
if (hoverIdx !== null && hoverIdx >= 0 && hoverIdx < profile.length) {
const p = profile[hoverIdx];
const hx = xScale(p.distance);
const hy = yScale(p.elevation);
const hy = yScale(p.terrain_elevation);
// Vertical line
ctx.beginPath();
@@ -157,14 +242,15 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
ctx.lineWidth = 1;
ctx.stroke();
// Dot
// Dot on terrain
ctx.beginPath();
ctx.arc(hx, hy, 4, 0, Math.PI * 2);
ctx.fillStyle = '#2563eb';
ctx.fill();
// Tooltip
const text = `${Math.round(p.elevation)}m @ ${(p.distance / 1000).toFixed(2)}km`;
// Tooltip with clearance info
const clearanceText = showFresnel ? ` | F1: ${p.clearance >= 0 ? '+' : ''}${p.clearance.toFixed(0)}m` : '';
const text = `${Math.round(p.terrain_elevation)}m @ ${(p.distance / 1000).toFixed(2)}km${clearanceText}`;
ctx.font = 'bold 11px monospace';
const tw = ctx.measureText(text).width + 10;
const tx = Math.min(hx + 8, CANVAS_W - tw - 4);
@@ -173,13 +259,13 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
ctx.beginPath();
ctx.roundRect(tx, ty, tw, 18, 3);
ctx.fill();
ctx.fillStyle = 'white';
ctx.fillStyle = p.clearance < 0 && showFresnel ? '#fca5a5' : 'white';
ctx.textAlign = 'left';
ctx.textBaseline = 'middle';
ctx.fillText(text, tx + 5, ty + 9);
}
},
[profile]
[profile, showFresnel]
);
// Re-draw on profile load or hover change
@@ -210,12 +296,40 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
const handleMouseLeave = useCallback(() => setHover(null), []);
// Stats
const minElev = profile ? Math.min(...profile.map((p) => p.elevation)) : 0;
const maxElev = profile ? Math.max(...profile.map((p) => p.elevation)) : 0;
const totalDist = profile && profile.length > 0 ? profile[profile.length - 1].distance : 0;
const minElev = profile ? Math.min(...profile.map((p) => p.terrain_elevation)) : 0;
const maxElev = profile ? Math.max(...profile.map((p) => p.terrain_elevation)) : 0;
const totalDist = fresnelData?.total_distance_m ?? 0;
// Status badge
const getStatusBadge = () => {
if (!fresnelData) return null;
if (fresnelData.los_clear && fresnelData.fresnel_clear) {
return <span className="text-green-600 dark:text-green-400 font-medium">LOS Clear</span>;
} else if (fresnelData.los_clear) {
return (
<span className="text-yellow-600 dark:text-yellow-400 font-medium">
F1 {fresnelData.fresnel_clear_pct}% Clear
</span>
);
} else {
return <span className="text-red-500 font-medium">LOS Blocked</span>;
}
};
// Ref for the container to block Leaflet events
const containerRef = useRef<HTMLDivElement>(null);
// Use Leaflet's DOM event utility to block click propagation to the map
useEffect(() => {
if (containerRef.current) {
L.DomEvent.disableClickPropagation(containerRef.current);
L.DomEvent.disableScrollPropagation(containerRef.current);
}
}, []);
return (
<div
ref={containerRef}
className="absolute bottom-6 left-1/2 -translate-x-1/2 z-[1500]
bg-white dark:bg-dark-surface rounded-lg shadow-xl border border-gray-200 dark:border-dark-border
overflow-hidden"
@@ -223,9 +337,20 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
>
{/* Header */}
<div className="flex items-center justify-between px-3 py-2 border-b border-gray-100 dark:border-dark-border">
<span className="text-xs font-semibold text-gray-700 dark:text-dark-text">
Terrain Profile
</span>
<div className="flex items-center gap-3">
<span className="text-xs font-semibold text-gray-700 dark:text-dark-text">
Terrain Profile
</span>
<label className="flex items-center gap-1.5 text-[10px] text-gray-500 cursor-pointer">
<input
type="checkbox"
checked={showFresnel}
onChange={(e) => setShowFresnel(e.target.checked)}
className="w-3 h-3"
/>
Fresnel Zone ({frequency} MHz)
</label>
</div>
<button
onClick={onClose}
className="text-gray-400 hover:text-gray-600 dark:hover:text-white text-sm w-6 h-6 flex items-center justify-center rounded hover:bg-gray-100 dark:hover:bg-dark-border"
@@ -237,12 +362,12 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
{/* Canvas */}
<div className="px-2 py-1">
{loading && (
<div className="flex items-center justify-center h-[200px] text-sm text-gray-400">
<div className="flex items-center justify-center h-[220px] text-sm text-gray-400">
Loading profile...
</div>
)}
{error && (
<div className="flex items-center justify-center h-[200px] text-sm text-red-400">
<div className="flex items-center justify-center h-[220px] text-sm text-red-400">
{error}
</div>
)}
@@ -262,9 +387,17 @@ export default function TerrainProfile({ start, end, onClose }: TerrainProfilePr
<span>Distance: {(totalDist / 1000).toFixed(2)} km</span>
<span>Min: {Math.round(minElev)} m</span>
<span>Max: {Math.round(maxElev)} m</span>
<span>
LOS: {profile[0].elevation <= profile[profile.length - 1].elevation ? 'Uphill' : 'Downhill'}
</span>
{showFresnel && fresnelData && (
<span>Clearance: {fresnelData.worst_clearance_m.toFixed(0)} m</span>
)}
{getStatusBadge()}
</div>
)}
{/* Recommendation */}
{showFresnel && fresnelData && !fresnelData.fresnel_clear && (
<div className="px-3 py-1.5 text-[10px] bg-yellow-50 dark:bg-yellow-900/20 text-yellow-700 dark:text-yellow-300 border-t border-yellow-200 dark:border-yellow-800">
{fresnelData.recommendation} (~{fresnelData.estimated_loss_db.toFixed(1)} dB loss)
</div>
)}
</div>

View File

@@ -0,0 +1,669 @@
/**
* WebGL coverage layer using texture-based value interpolation.
*
* Simple approach (like CloudRF surface raster):
* 1. Create texture where each pixel = one grid cell's RSRP value
* 2. GPU's GL_LINEAR filtering interpolates between adjacent cells
* 3. Fragment shader maps interpolated value to color gradient
*/
import { useEffect, useRef, useMemo, useCallback } from 'react';
import { useMap } from 'react-leaflet';
export interface CoveragePoint {
lat: number;
lon: number;
rsrp: number;
}
interface WebGLCoverageLayerProps {
points: CoveragePoint[];
opacity: number;
minRsrp?: number;
maxRsrp?: number;
visible: boolean;
onWebGLFailed?: () => void;
}
const VERTEX_SHADER = `
attribute vec2 a_position;
varying vec2 v_uv;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
// Map position to UV, flip Y
v_uv = vec2((a_position.x + 1.0) * 0.5, 1.0 - (a_position.y + 1.0) * 0.5);
}
`;
// Fragment shader with smoothstep interpolation for C2 continuity
// This removes visible grid edges with minimal performance cost
const FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D u_coverage;
uniform vec2 u_textureSize;
varying vec2 v_uv;
// Quintic Hermite smoothstep - gives C2 continuity (smooth 2nd derivatives)
// This removes visible "seams" between grid cells
vec4 textureSmooth(sampler2D tex, vec2 uv, vec2 texSize) {
vec2 p = uv * texSize + 0.5;
vec2 i = floor(p);
vec2 f = p - i;
// Quintic hermite curve: f³(6f² - 15f + 10)
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
return texture2D(tex, (i + f - 0.5) / texSize);
}
// RSRP to color gradient (red -> orange -> yellow -> green -> cyan)
// Applied AFTER interpolation for clean gradients
vec3 rsrpToColor(float t) {
// t: 0 = weak (red), 1 = strong (cyan)
if (t < 0.25) return mix(vec3(1.0, 0.0, 0.0), vec3(1.0, 0.5, 0.0), t / 0.25);
if (t < 0.5) return mix(vec3(1.0, 0.5, 0.0), vec3(1.0, 1.0, 0.0), (t - 0.25) / 0.25);
if (t < 0.75) return mix(vec3(1.0, 1.0, 0.0), vec3(0.0, 1.0, 0.0), (t - 0.5) / 0.25);
return mix(vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), (t - 0.75) / 0.25);
}
void main() {
// 1. Sample with smoothstep interpolation (RAW RSRP value)
vec4 texel = textureSmooth(u_coverage, v_uv, u_textureSize);
// 2. Alpha channel indicates coverage presence
if (texel.a < 0.1) discard;
// 3. Apply colormap AFTER interpolation (critical for clean gradients)
float rsrp = texel.r;
vec3 color = rsrpToColor(rsrp);
// 4. Smooth boundary fading
float boundaryAlpha = smoothstep(0.01, 0.05, rsrp);
gl_FragColor = vec4(color, boundaryAlpha * 0.85);
}
`;
function compileShader(gl: WebGLRenderingContext, source: string, type: number): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
function createProgram(gl: WebGLRenderingContext): WebGLProgram | null {
const vs = compileShader(gl, VERTEX_SHADER, gl.VERTEX_SHADER);
const fs = compileShader(gl, FRAGMENT_SHADER, gl.FRAGMENT_SHADER);
if (!vs || !fs) return null;
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program error:', gl.getProgramInfoLog(program));
return null;
}
return program;
}
interface GridInfo {
width: number;
height: number;
minLat: number;
maxLat: number;
minLon: number;
maxLon: number;
latStep: number;
lonStep: number;
}
function detectGrid(points: CoveragePoint[]): GridInfo | null {
if (points.length < 4) return null;
// Calculate bounds directly from points (no rounding)
let minLat = Infinity, maxLat = -Infinity;
let minLon = Infinity, maxLon = -Infinity;
for (const p of points) {
if (p.lat < minLat) minLat = p.lat;
if (p.lat > maxLat) maxLat = p.lat;
if (p.lon < minLon) minLon = p.lon;
if (p.lon > maxLon) maxLon = p.lon;
}
// Find grid step by looking at sorted unique coordinates
const lats = new Set<number>();
const lons = new Set<number>();
for (const p of points) {
lats.add(Math.round(p.lat * 1000000) / 1000000); // 6 decimal places
lons.add(Math.round(p.lon * 1000000) / 1000000);
}
const sortedLats = Array.from(lats).sort((a, b) => a - b);
const sortedLons = Array.from(lons).sort((a, b) => a - b);
// Calculate step from median difference between adjacent points
const latDiffs: number[] = [];
const lonDiffs: number[] = [];
for (let i = 1; i < sortedLats.length; i++) {
latDiffs.push(sortedLats[i] - sortedLats[i-1]);
}
for (let i = 1; i < sortedLons.length; i++) {
lonDiffs.push(sortedLons[i] - sortedLons[i-1]);
}
latDiffs.sort((a, b) => a - b);
lonDiffs.sort((a, b) => a - b);
const latStep = latDiffs[Math.floor(latDiffs.length / 2)] || (maxLat - minLat) / 10;
const lonStep = lonDiffs[Math.floor(lonDiffs.length / 2)] || (maxLon - minLon) / 10;
// Calculate grid dimensions from actual extent and step
const width = Math.max(2, Math.round((maxLon - minLon) / lonStep) + 1);
const height = Math.max(2, Math.round((maxLat - minLat) / latStep) + 1);
return {
width,
height,
minLat,
maxLat,
minLon,
maxLon,
latStep,
lonStep,
};
}
interface TextureResult {
texture: WebGLTexture;
width: number;
height: number;
}
function createCoverageTexture(
gl: WebGLRenderingContext,
points: CoveragePoint[],
grid: GridInfo,
minRsrp: number,
maxRsrp: number
): TextureResult | null {
const { width, height, minLat, maxLat, minLon, maxLon } = grid;
const latRange = maxLat - minLat;
const lonRange = maxLon - minLon;
const rsrpRange = maxRsrp - minRsrp;
// Step 1: Create sparse grid with actual point positions
// Store normalized RSRP value (0-1) at each grid cell that has data
const sparseGrid = new Map<number, number>(); // key = gy * width + gx, value = normalized RSRP
for (const p of points) {
const gx = Math.round((p.lon - minLon) / lonRange * (width - 1));
const gy = Math.round((p.lat - minLat) / latRange * (height - 1));
if (gx >= 0 && gx < width && gy >= 0 && gy < height) {
const normalized = Math.max(0, Math.min(1, (p.rsrp - minRsrp) / rsrpRange));
const key = gy * width + gx;
// Keep the stronger signal if multiple points map to same cell
if (!sparseGrid.has(key) || sparseGrid.get(key)! < normalized) {
sparseGrid.set(key, normalized);
}
}
}
// Step 2: For each empty cell, find nearest filled cell using expanding search
// This fills the circular coverage area properly
const data = new Uint8Array(width * height * 4);
const maxSearchRadius = Math.max(width, height); // Max distance to search
let filledCount = 0;
for (let gy = 0; gy < height; gy++) {
for (let gx = 0; gx < width; gx++) {
const key = gy * width + gx;
if (sparseGrid.has(key)) {
// Cell has actual data
const value = Math.round(sparseGrid.get(key)! * 255);
const idx = key * 4;
data[idx] = value;
data[idx + 1] = 0;
data[idx + 2] = 0;
data[idx + 3] = 255;
filledCount++;
} else {
// Find nearest cell with data using expanding square search
let found = false;
let nearestValue = 0;
let nearestDistSq = Infinity;
// Search in expanding radius
for (let r = 1; r <= maxSearchRadius && !found; r++) {
// Check cells at distance r (square perimeter)
for (let dy = -r; dy <= r && !found; dy++) {
for (let dx = -r; dx <= r; dx++) {
// Only check perimeter cells (optimization)
if (Math.abs(dx) !== r && Math.abs(dy) !== r) continue;
const nx = gx + dx;
const ny = gy + dy;
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
const nkey = ny * width + nx;
if (sparseGrid.has(nkey)) {
const distSq = dx * dx + dy * dy;
if (distSq < nearestDistSq) {
nearestDistSq = distSq;
nearestValue = sparseGrid.get(nkey)!;
}
}
}
}
// If we found something at this radius, use it (nearest neighbor)
if (nearestDistSq < Infinity) {
found = true;
}
}
if (found) {
// Fill with nearest neighbor value
// Apply distance-based alpha fade for smooth edges
const dist = Math.sqrt(nearestDistSq);
const maxDist = 3; // Fade out over 3 cells
const alpha = dist <= maxDist ? 255 : Math.max(0, 255 - (dist - maxDist) * 50);
const value = Math.round(nearestValue * 255);
const idx = key * 4;
data[idx] = value;
data[idx + 1] = 0;
data[idx + 2] = 0;
data[idx + 3] = Math.round(alpha);
filledCount++;
}
// If not found, leave as transparent (alpha = 0)
}
}
}
console.log('[WebGL] Texture created (nearest-neighbor filled):', {
textureSize: `${width}x${height}`,
originalPoints: sparseGrid.size,
filledCells: filledCount,
totalCells: width * height,
fillPercent: (filledCount / (width * height) * 100).toFixed(1) + '%'
});
const texture = gl.createTexture();
if (!texture) return null;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
// LINEAR filtering for smooth interpolation between filled cells
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return { texture, width, height };
}
export default function WebGLCoverageLayer({
points,
opacity,
minRsrp = -130,
maxRsrp = -50,
visible,
onWebGLFailed,
}: WebGLCoverageLayerProps) {
const map = useMap();
// Refs for WebGL resources
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const glRef = useRef<WebGLRenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const textureRef = useRef<WebGLTexture | null>(null);
const quadBufferRef = useRef<WebGLBuffer | null>(null);
// Track what data the current texture was built from
const lastPointsHashRef = useRef<string>('');
const boundsRef = useRef<{ minLat: number; maxLat: number; minLon: number; maxLon: number } | null>(null);
const textureSizeRef = useRef<{ width: number; height: number }>({ width: 1, height: 1 });
// Stable ref for callback to avoid re-initialization
const onWebGLFailedRef = useRef(onWebGLFailed);
onWebGLFailedRef.current = onWebGLFailed;
// Track if initialized to prevent re-runs
const initializedRef = useRef(false);
// Compute stable hash for points data
const pointsHash = useMemo(() => {
if (points.length === 0) return '';
const first = points[0];
const last = points[points.length - 1];
return `${points.length}:${first.lat.toFixed(5)}:${last.lon.toFixed(5)}:${first.rsrp.toFixed(1)}`;
}, [points]);
// Render function - only draws, no resource creation
const render = useCallback(() => {
const canvas = canvasRef.current;
const gl = glRef.current;
const program = programRef.current;
const texture = textureRef.current;
const bounds = boundsRef.current;
// DEBUG: Check what's missing if we can't render
if (!canvas || !gl || !program || !texture || !bounds) {
console.log('[WebGL] Render skipped - missing:', {
canvas: !!canvas,
gl: !!gl,
program: !!program,
texture: !!texture,
bounds: !!bounds
});
return;
}
// Position canvas over coverage area
const nw = map.latLngToLayerPoint([bounds.maxLat, bounds.minLon]);
const se = map.latLngToLayerPoint([bounds.minLat, bounds.maxLon]);
const width = Math.abs(se.x - nw.x);
const height = Math.abs(se.y - nw.y);
if (width < 1 || height < 1) return;
canvas.style.transform = `translate(${nw.x}px, ${nw.y}px)`;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
// DEBUG: Log every reposition
console.log('[WebGL] Canvas repositioned:', {
transform: canvas.style.transform,
width: canvas.style.width,
height: canvas.style.height,
zoom: map.getZoom()
});
// Get texture size for shader uniform
const texSize = textureSizeRef.current;
// Set canvas resolution
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const canvasW = Math.min(Math.round(width * dpr), 2048);
const canvasH = Math.min(Math.round(height * dpr), 2048);
if (canvas.width !== canvasW || canvas.height !== canvasH) {
canvas.width = canvasW;
canvas.height = canvasH;
}
// Render
gl.viewport(0, 0, canvasW, canvasH);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
// Bind quad buffer
gl.bindBuffer(gl.ARRAY_BUFFER, quadBufferRef.current);
const posLoc = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
// Bind texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(gl.getUniformLocation(program, 'u_coverage'), 0);
// Set texture size uniform (texSize already defined above for blur)
const textureSizeLocation = gl.getUniformLocation(program, 'u_textureSize');
if (textureSizeLocation) {
gl.uniform2f(textureSizeLocation, texSize.width, texSize.height);
}
// Draw
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.disableVertexAttribArray(posLoc);
}, [map]);
// Effect 1: Initialize WebGL (canvas, context, program, quad buffer) - runs ONCE
useEffect(() => {
if (!visible) return;
// Skip if already initialized
if (initializedRef.current && canvasRef.current && glRef.current) {
return;
}
const pane = map.getPane('overlayPane');
if (!pane) return;
// Create canvas if needed
if (!canvasRef.current) {
// Remove any leftover canvas elements from previous sessions
const existingCanvases = pane.querySelectorAll('canvas.webgl-coverage');
existingCanvases.forEach(c => c.remove());
console.log('[WebGL] Removed', existingCanvases.length, 'leftover canvas elements');
const canvas = document.createElement('canvas');
canvas.className = 'webgl-coverage'; // Add class for identification
canvas.style.position = 'absolute';
canvas.style.pointerEvents = 'none';
canvas.style.transformOrigin = '0 0';
pane.appendChild(canvas);
canvasRef.current = canvas;
}
const canvas = canvasRef.current;
// Initialize WebGL if needed
if (!glRef.current) {
const gl = canvas.getContext('webgl', { alpha: true, premultipliedAlpha: false });
if (!gl) {
console.error('[WebGL] WebGL not available');
onWebGLFailedRef.current?.();
return;
}
glRef.current = gl;
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
}
const gl = glRef.current;
// Create program if needed
if (!programRef.current) {
const program = createProgram(gl);
if (!program) {
console.error('[WebGL] Failed to create program');
onWebGLFailedRef.current?.();
return;
}
programRef.current = program;
}
// Create quad buffer if needed
if (!quadBufferRef.current) {
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, 1, -1, -1, 1, 1, 1
]), gl.STATIC_DRAW);
quadBufferRef.current = buf;
}
initializedRef.current = true;
console.log('[WebGL] Initialized (should appear ONCE)');
}, [visible, map]); // Removed onWebGLFailed - use ref instead
// Effect 2: Create texture when points data changes
useEffect(() => {
if (!visible || points.length === 0 || !glRef.current) return;
// Skip if same data
if (pointsHash === lastPointsHashRef.current && textureRef.current) {
return;
}
const gl = glRef.current;
const grid = detectGrid(points);
if (!grid) return;
// Delete old texture
if (textureRef.current) {
gl.deleteTexture(textureRef.current);
textureRef.current = null;
}
// Create new texture (returns texture + dimensions)
const result = createCoverageTexture(gl, points, grid, minRsrp, maxRsrp);
if (!result) {
console.error('[WebGL] Failed to create texture');
return;
}
textureRef.current = result.texture;
lastPointsHashRef.current = pointsHash;
// Store texture size for shader uniform
textureSizeRef.current = { width: result.width, height: result.height };
// Store bounds for rendering (with half-cell padding)
const canvasBounds = {
minLat: grid.minLat - grid.latStep / 2,
maxLat: grid.maxLat + grid.latStep / 2,
minLon: grid.minLon - grid.lonStep / 2,
maxLon: grid.maxLon + grid.lonStep / 2,
};
boundsRef.current = canvasBounds;
// FULL DEBUG: Compare data extent vs canvas bounds
const lats = points.map(p => p.lat);
const lons = points.map(p => p.lon);
const dataMinLat = Math.min(...lats);
const dataMaxLat = Math.max(...lats);
const dataMinLon = Math.min(...lons);
const dataMaxLon = Math.max(...lons);
console.log('[WebGL] FULL DEBUG:', {
// Data extent (actual points)
dataMinLat: dataMinLat.toFixed(6),
dataMaxLat: dataMaxLat.toFixed(6),
dataMinLon: dataMinLon.toFixed(6),
dataMaxLon: dataMaxLon.toFixed(6),
dataLatRange: (dataMaxLat - dataMinLat).toFixed(6),
dataLonRange: (dataMaxLon - dataMinLon).toFixed(6),
// Grid detection result
gridWidth: grid.width,
gridHeight: grid.height,
gridMinLat: grid.minLat.toFixed(6),
gridMaxLat: grid.maxLat.toFixed(6),
gridMinLon: grid.minLon.toFixed(6),
gridMaxLon: grid.maxLon.toFixed(6),
gridLatStep: grid.latStep.toFixed(6),
gridLonStep: grid.lonStep.toFixed(6),
// Texture size
textureWidth: result.width,
textureHeight: result.height,
// Canvas bounds (what we use for rendering)
canvasMinLat: canvasBounds.minLat.toFixed(6),
canvasMaxLat: canvasBounds.maxLat.toFixed(6),
canvasMinLon: canvasBounds.minLon.toFixed(6),
canvasMaxLon: canvasBounds.maxLon.toFixed(6),
canvasLatRange: (canvasBounds.maxLat - canvasBounds.minLat).toFixed(6),
canvasLonRange: (canvasBounds.maxLon - canvasBounds.minLon).toFixed(6),
// Comparison
latCoveragePercent: ((canvasBounds.maxLat - canvasBounds.minLat) / (dataMaxLat - dataMinLat) * 100).toFixed(1) + '%',
lonCoveragePercent: ((canvasBounds.maxLon - canvasBounds.minLon) / (dataMaxLon - dataMinLon) * 100).toFixed(1) + '%',
// Expected
expectedRange: '~0.18 degrees for 20km radius',
pointCount: points.length
});
// Initial render
render();
}, [visible, points, pointsHash, minRsrp, maxRsrp, render]);
// Effect 3: Set up map event listeners for re-rendering on move/zoom
// Note: Set up listeners even without texture - render() will check for texture
useEffect(() => {
if (!visible) return;
let frameId = 0;
let moveCount = 0;
const onMapChange = () => {
moveCount++;
if (moveCount <= 3 || moveCount % 10 === 0) {
console.log('[WebGL] Map event #' + moveCount + ', triggering render');
}
cancelAnimationFrame(frameId);
frameId = requestAnimationFrame(render);
};
map.on('move', onMapChange);
map.on('zoom', onMapChange);
map.on('resize', onMapChange);
console.log('[WebGL] Map listeners attached');
return () => {
map.off('move', onMapChange);
map.off('zoom', onMapChange);
map.off('resize', onMapChange);
cancelAnimationFrame(frameId);
console.log('[WebGL] Map listeners detached');
};
}, [visible, map, render]);
// Effect 4: Update opacity without recreating anything
useEffect(() => {
if (canvasRef.current) {
canvasRef.current.style.opacity = String(opacity);
}
}, [opacity]);
// Effect 5: Hide/show canvas based on visibility
useEffect(() => {
if (canvasRef.current) {
canvasRef.current.style.display = visible ? 'block' : 'none';
}
}, [visible]);
// Cleanup on unmount
useEffect(() => {
return () => {
const gl = glRef.current;
if (gl) {
if (textureRef.current) gl.deleteTexture(textureRef.current);
if (quadBufferRef.current) gl.deleteBuffer(quadBufferRef.current);
if (programRef.current) gl.deleteProgram(programRef.current);
}
if (canvasRef.current) {
canvasRef.current.remove();
canvasRef.current = null;
}
glRef.current = null;
programRef.current = null;
textureRef.current = null;
quadBufferRef.current = null;
};
}, []);
return null;
}

View File

@@ -0,0 +1,361 @@
/**
* Link Budget Calculator Panel
*
* Shows complete RF link budget from transmitter to receiver:
* - TX: power, gain, cable loss, EIRP
* - Path: distance, FSPL, terrain loss
* - RX: gain, sensitivity, margin
*/
import { useState, useEffect } from 'react';
import { useSitesStore } from '@/store/sites.ts';
import { api } from '@/services/api.ts';
import type { LinkBudgetResponse } from '@/services/api.ts';
import Button from '@/components/ui/Button.tsx';
interface LinkBudgetPanelProps {
/** Optional RX coordinates from map click */
rxPoint?: { lat: number; lon: number } | null;
/** Callback to enable map click mode */
onRequestMapClick?: () => void;
/** Callback when panel is closed */
onClose?: () => void;
}
export default function LinkBudgetPanel({
rxPoint,
onRequestMapClick,
onClose,
}: LinkBudgetPanelProps) {
const sites = useSitesStore((s) => s.sites);
const selectedSiteId = useSitesStore((s) => s.selectedSiteId);
// TX parameters (from selected site or manual)
const selectedSite = sites.find((s) => s.id === selectedSiteId);
// TX height override for what-if scenarios (null = use site default)
const [txHeightOverride, setTxHeightOverride] = useState<number | null>(null);
const txHeight = txHeightOverride ?? selectedSite?.height ?? 30;
// Reset height override when site changes
useEffect(() => {
setTxHeightOverride(null);
}, [selectedSiteId]);
// RX coordinates
const [rxLat, setRxLat] = useState<string>(rxPoint?.lat?.toFixed(6) || '');
const [rxLon, setRxLon] = useState<string>(rxPoint?.lon?.toFixed(6) || '');
// Additional TX/RX parameters
const [txCableLoss, setTxCableLoss] = useState<number>(2);
const [rxGain, setRxGain] = useState<number>(0);
const [rxCableLoss, setRxCableLoss] = useState<number>(0);
const [rxSensitivity, setRxSensitivity] = useState<number>(-100);
const [rxHeight, setRxHeight] = useState<number>(1.5);
// Result
const [result, setResult] = useState<LinkBudgetResponse | null>(null);
const [loading, setLoading] = useState(false);
const [error, setError] = useState<string | null>(null);
// Update RX coordinates when rxPoint changes
useEffect(() => {
if (rxPoint) {
setRxLat(rxPoint.lat.toFixed(6));
setRxLon(rxPoint.lon.toFixed(6));
}
}, [rxPoint]);
const calculateLinkBudget = async () => {
if (!selectedSite) {
setError('Select a site first');
return;
}
const rxLatNum = parseFloat(rxLat);
const rxLonNum = parseFloat(rxLon);
if (isNaN(rxLatNum) || isNaN(rxLonNum)) {
setError('Enter valid RX coordinates');
return;
}
setLoading(true);
setError(null);
try {
const response = await api.calculateLinkBudget({
tx_lat: selectedSite.lat,
tx_lon: selectedSite.lon,
tx_power_dbm: selectedSite.power,
tx_gain_dbi: selectedSite.gain,
tx_cable_loss_db: txCableLoss,
tx_height_m: txHeight,
rx_lat: rxLatNum,
rx_lon: rxLonNum,
rx_gain_dbi: rxGain,
rx_cable_loss_db: rxCableLoss,
rx_sensitivity_dbm: rxSensitivity,
rx_height_m: rxHeight,
frequency_mhz: selectedSite.frequency,
});
setResult(response);
} catch (err) {
setError(err instanceof Error ? err.message : 'Calculation failed');
} finally {
setLoading(false);
}
};
const marginColor = result
? result.margin_db >= 10
? 'text-green-600 dark:text-green-400'
: result.margin_db >= 0
? 'text-yellow-600 dark:text-yellow-400'
: 'text-red-600 dark:text-red-400'
: '';
return (
<div
className="bg-white dark:bg-dark-surface border border-gray-200 dark:border-dark-border rounded-lg shadow-sm p-4 space-y-4 w-80"
onClick={(e) => e.stopPropagation()}
onMouseDown={(e) => e.stopPropagation()}
onPointerDown={(e) => e.stopPropagation()}
>
{/* Header */}
<div className="flex items-center justify-between">
<h3 className="text-sm font-semibold text-gray-800 dark:text-dark-text flex items-center gap-2">
<span className="text-lg">📡</span>
Link Budget Calculator
</h3>
{onClose && (
<button
onClick={onClose}
className="text-gray-400 hover:text-gray-600 dark:hover:text-white text-sm"
>
</button>
)}
</div>
{/* TX Section */}
<div className="space-y-2">
<div className="text-xs font-medium text-gray-500 dark:text-dark-muted uppercase">
Transmitter
</div>
{selectedSite ? (
<div className="text-xs space-y-1 bg-gray-50 dark:bg-dark-bg p-2 rounded text-gray-700 dark:text-dark-text">
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">Site:</span>
<span className="font-medium">{selectedSite.name}</span>
</div>
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">Power:</span>
<span>{selectedSite.power} dBm</span>
</div>
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">Gain:</span>
<span>{selectedSite.gain} dBi</span>
</div>
<div className="flex justify-between items-center">
<span className="text-gray-500 dark:text-dark-muted">Height:</span>
<div className="flex items-center">
<input
type="number"
value={txHeight}
onChange={(e) => setTxHeightOverride(parseFloat(e.target.value) || 30)}
className="w-16 text-right text-xs px-1 py-0.5 border rounded dark:bg-dark-bg dark:border-dark-border dark:text-dark-text"
min="1"
max="300"
step="1"
/>
<span className="text-gray-400 dark:text-dark-muted ml-1">m</span>
</div>
</div>
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">Frequency:</span>
<span>{selectedSite.frequency} MHz</span>
</div>
<div className="flex justify-between items-center">
<span className="text-gray-500 dark:text-dark-muted">Cable Loss:</span>
<input
type="number"
value={txCableLoss}
onChange={(e) => setTxCableLoss(parseFloat(e.target.value) || 0)}
className="w-16 text-right text-xs px-1 py-0.5 border rounded dark:bg-dark-bg dark:border-dark-border dark:text-dark-text"
step="0.5"
/>
<span className="text-gray-400 dark:text-dark-muted ml-1">dB</span>
</div>
</div>
) : (
<div className="text-xs text-gray-400 dark:text-dark-muted italic">Select a site on the map</div>
)}
</div>
{/* RX Section */}
<div className="space-y-2">
<div className="text-xs font-medium text-gray-500 dark:text-dark-muted uppercase">
Receiver
</div>
<div className="grid grid-cols-2 gap-2">
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">Latitude</label>
<input
type="text"
value={rxLat}
onChange={(e) => setRxLat(e.target.value)}
placeholder="48.4500"
className="w-full text-xs px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">Longitude</label>
<input
type="text"
value={rxLon}
onChange={(e) => setRxLon(e.target.value)}
placeholder="35.0400"
className="w-full text-xs px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
</div>
{onRequestMapClick && (
<Button size="sm" variant="secondary" onClick={onRequestMapClick} className="w-full">
📍 Click on Map to Set RX Point
</Button>
)}
<div className="grid grid-cols-2 gap-2 text-xs">
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">RX Gain (dBi)</label>
<input
type="number"
value={rxGain}
onChange={(e) => setRxGain(parseFloat(e.target.value) || 0)}
className="w-full px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">RX Height (m)</label>
<input
type="number"
value={rxHeight}
onChange={(e) => setRxHeight(parseFloat(e.target.value) || 1.5)}
className="w-full px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">Sensitivity (dBm)</label>
<input
type="number"
value={rxSensitivity}
onChange={(e) => setRxSensitivity(parseFloat(e.target.value) || -100)}
className="w-full px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
<div>
<label className="text-[10px] text-gray-400 dark:text-dark-muted">Cable Loss (dB)</label>
<input
type="number"
value={rxCableLoss}
onChange={(e) => setRxCableLoss(parseFloat(e.target.value) || 0)}
className="w-full px-2 py-1 border rounded dark:bg-dark-bg dark:border-dark-border text-gray-800 dark:text-dark-text"
/>
</div>
</div>
</div>
{/* Calculate Button */}
<Button
onClick={calculateLinkBudget}
disabled={loading || !selectedSite}
className="w-full"
>
{loading ? 'Calculating...' : 'Calculate Link Budget'}
</Button>
{/* Error */}
{error && (
<div className="text-xs text-red-500 bg-red-50 dark:bg-red-900/20 p-2 rounded">
{error}
</div>
)}
{/* Results */}
{result && (
<div className="space-y-2 border-t pt-3 dark:border-dark-border">
<div className="text-xs font-medium text-gray-500 dark:text-dark-muted uppercase">
Results
</div>
{/* Path Info */}
<div className="text-xs space-y-1 bg-gray-50 dark:bg-dark-bg p-2 rounded text-gray-700 dark:text-dark-text">
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">Distance:</span>
<span className="font-medium">{result.distance_km.toFixed(2)} km</span>
</div>
<div className="flex justify-between">
<span className="text-gray-500 dark:text-dark-muted">LOS:</span>
<span className={result.los_clear ? 'text-green-600 dark:text-green-400' : 'text-red-500 dark:text-red-400'}>
{result.los_clear ? '✓ Clear' : '✗ Blocked'}
</span>
</div>
</div>
{/* Link Budget Table */}
<div className="text-xs space-y-1 bg-blue-50 dark:bg-blue-900/20 p-2 rounded text-gray-700 dark:text-dark-text">
<div className="flex justify-between">
<span>EIRP:</span>
<span className="font-mono">{result.eirp_dbm.toFixed(1)} dBm</span>
</div>
<div className="flex justify-between text-gray-500 dark:text-dark-muted">
<span>- FSPL:</span>
<span className="font-mono">{result.fspl_db.toFixed(1)} dB</span>
</div>
<div className="flex justify-between text-gray-500 dark:text-dark-muted">
<span>- Terrain Loss:</span>
<span className="font-mono">{result.terrain_loss_db.toFixed(1)} dB</span>
</div>
<div className="flex justify-between border-t pt-1 dark:border-dark-border">
<span>= Total Path Loss:</span>
<span className="font-mono font-medium">{result.total_path_loss_db.toFixed(1)} dB</span>
</div>
</div>
{/* Final Result */}
<div className="text-xs space-y-1 bg-gray-100 dark:bg-dark-border p-2 rounded text-gray-700 dark:text-dark-text">
<div className="flex justify-between">
<span>Received Power:</span>
<span className="font-mono font-medium">{result.rx_power_dbm.toFixed(1)} dBm</span>
</div>
<div className="flex justify-between">
<span>RX Sensitivity:</span>
<span className="font-mono">{rxSensitivity} dBm</span>
</div>
<div className={`flex justify-between font-bold ${marginColor}`}>
<span>Link Margin:</span>
<span className="font-mono">{result.margin_db.toFixed(1)} dB</span>
</div>
<div className={`text-center text-sm font-bold mt-2 ${marginColor}`}>
{result.status === 'OK' ? '✓ LINK OK' : '✗ LINK FAIL'}
</div>
</div>
{/* Obstructions */}
{result.obstructions && result.obstructions.length > 0 && (
<div className="text-xs text-orange-600 dark:text-orange-400 bg-orange-50 dark:bg-orange-900/20 p-2 rounded">
<div className="font-medium mb-1"> Terrain Obstructions:</div>
{result.obstructions.slice(0, 3).map((obs, i) => (
<div key={i}>
@ {(obs.distance_m / 1000).toFixed(2)} km: +{obs.height_above_los_m.toFixed(1)} m above LOS
</div>
))}
{result.obstructions.length > 3 && (
<div className="text-gray-500">...and {result.obstructions.length - 3} more</div>
)}
</div>
)}
</div>
)}
</div>
);
}

View File

@@ -1,6 +1,7 @@
import { useState, useCallback, useMemo } from 'react';
import type { Site } from '@/types/index.ts';
import { useSitesStore } from '@/store/sites.ts';
import { useToolStore } from '@/store/tools.ts';
import { useToastStore } from '@/components/ui/Toast.tsx';
import Button from '@/components/ui/Button.tsx';
import ConfirmDialog from '@/components/ui/ConfirmDialog.tsx';
@@ -75,9 +76,20 @@ export default function SiteList({ onEditSite, onAddSite }: SiteListProps) {
const deleteSite = useSitesStore((s) => s.deleteSite);
const selectSite = useSitesStore((s) => s.selectSite);
const selectedSiteId = useSitesStore((s) => s.selectedSiteId);
const isPlacingMode = useSitesStore((s) => s.isPlacingMode);
const togglePlacingMode = useSitesStore((s) => s.togglePlacingMode);
const selectedSiteIds = useSitesStore((s) => s.selectedSiteIds);
// Tool store for site placement mode
const activeTool = useToolStore((s) => s.activeTool);
const setActiveTool = useToolStore((s) => s.setActiveTool);
const clearTool = useToolStore((s) => s.clearTool);
const isPlacingMode = activeTool === 'site-placement';
const togglePlacingMode = useCallback(() => {
if (isPlacingMode) {
clearTool();
} else {
setActiveTool('site-placement');
}
}, [isPlacingMode, setActiveTool, clearTool]);
const toggleSiteSelection = useSitesStore((s) => s.toggleSiteSelection);
const selectAllSites = useSitesStore((s) => s.selectAllSites);
const clearSelection = useSitesStore((s) => s.clearSelection);

View File

@@ -2,6 +2,7 @@ import { useEffect } from 'react';
import { useSitesStore } from '@/store/sites.ts';
import { useCoverageStore } from '@/store/coverage.ts';
import { useSettingsStore } from '@/store/settings.ts';
import { useToolStore } from '@/store/tools.ts';
import { useToastStore } from '@/components/ui/Toast.tsx';
interface ShortcutHandlers {
@@ -63,7 +64,7 @@ export function useKeyboardShortcuts({
// Escape always works
if (e.key === 'Escape') {
useSitesStore.getState().selectSite(null);
useSitesStore.getState().setPlacingMode(false);
useToolStore.getState().clearTool();
onCloseForm();
return;
}
@@ -76,7 +77,7 @@ export function useKeyboardShortcuts({
switch (e.key.toUpperCase()) {
case 'S': // Shift+S: New site (place mode)
e.preventDefault();
useSitesStore.getState().setPlacingMode(true);
useToolStore.getState().setActiveTool('site-placement');
useToastStore.getState().addToast('Click on map to place new site', 'info');
return;
case 'C': // Shift+C: Clear coverage

View File

@@ -35,6 +35,31 @@
width: 100%;
height: 100%;
z-index: 0;
cursor: default !important;
}
/* Remove grab cursor from interactive layers */
.leaflet-interactive {
cursor: default !important;
}
/* Grabbing only when actually dragging */
.leaflet-container.leaflet-dragging,
.leaflet-container:active {
cursor: grabbing !important;
}
/* Tool-specific cursors (applied via JS class toggle) */
.leaflet-container.tool-ruler {
cursor: crosshair !important;
}
.leaflet-container.tool-rx-placement {
cursor: crosshair !important;
}
.leaflet-container.tool-site-placement {
cursor: cell !important;
}
/* Dark mode map tiles (invert brightness slightly) */

View File

@@ -271,6 +271,51 @@ class ApiService {
const data = await response.json();
return data.profile ?? data;
}
// === Link Budget API ===
async calculateLinkBudget(request: LinkBudgetRequest): Promise<LinkBudgetResponse> {
const response = await fetch(`${API_BASE}/api/coverage/link-budget`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(request),
});
if (!response.ok) {
const error = await response.json().catch(() => ({ detail: 'Link budget calculation failed' }));
throw new Error(error.detail || 'Link budget calculation failed');
}
return response.json();
}
// === Fresnel Profile API ===
async getFresnelProfile(request: FresnelProfileRequest): Promise<FresnelProfileResponse> {
const response = await fetch(`${API_BASE}/api/coverage/fresnel-profile`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(request),
});
if (!response.ok) {
const error = await response.json().catch(() => ({ detail: 'Fresnel profile calculation failed' }));
throw new Error(error.detail || 'Fresnel profile calculation failed');
}
return response.json();
}
// === Interference API ===
async calculateInterference(request: CoverageRequest): Promise<InterferenceResponse> {
const response = await fetch(`${API_BASE}/api/coverage/interference`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(request),
});
if (!response.ok) {
const error = await response.json().catch(() => ({ detail: 'Interference calculation failed' }));
throw new Error(error.detail || 'Interference calculation failed');
}
return response.json();
}
}
// === Region types ===
@@ -328,4 +373,113 @@ export interface TerrainProfilePoint {
distance: number;
}
// === Link Budget types ===
export interface LinkBudgetRequest {
tx_lat: number;
tx_lon: number;
tx_power_dbm: number;
tx_gain_dbi: number;
tx_cable_loss_db: number;
tx_height_m: number;
rx_lat: number;
rx_lon: number;
rx_gain_dbi: number;
rx_cable_loss_db: number;
rx_sensitivity_dbm: number;
rx_height_m: number;
frequency_mhz: number;
}
export interface LinkBudgetResponse {
distance_km: number;
distance_m: number;
tx_elevation_m: number;
rx_elevation_m: number;
eirp_dbm: number;
fspl_db: number;
terrain_loss_db: number;
total_path_loss_db: number;
los_clear: boolean;
obstructions: { distance_m: number; height_above_los_m: number }[];
rx_power_dbm: number;
margin_db: number;
status: 'OK' | 'FAIL';
link_budget: {
tx_power_dbm: number;
tx_gain_dbi: number;
tx_cable_loss_db: number;
rx_gain_dbi: number;
rx_cable_loss_db: number;
rx_sensitivity_dbm: number;
};
}
// === Fresnel Profile types ===
export interface FresnelProfileRequest {
tx_lat: number;
tx_lon: number;
tx_height_m: number;
rx_lat: number;
rx_lon: number;
rx_height_m: number;
frequency_mhz: number;
num_points?: number;
}
export interface FresnelProfilePoint {
distance: number;
lat: number;
lon: number;
terrain_elevation: number;
los_height: number;
fresnel_top: number;
fresnel_bottom: number;
f1_radius: number;
clearance: number;
}
export interface FresnelProfileResponse {
profile: FresnelProfilePoint[];
total_distance_m: number;
tx_elevation: number;
rx_elevation: number;
frequency_mhz: number;
wavelength_m: number;
los_clear: boolean;
fresnel_clear: boolean;
fresnel_clear_pct: number;
worst_clearance_m: number;
estimated_loss_db: number;
recommendation: string;
}
// === Interference types ===
export interface InterferencePoint {
lat: number;
lon: number;
ci_ratio_db: number;
best_server_idx: number;
best_server_rsrp: number;
}
export interface InterferenceResponse {
points: InterferencePoint[];
count: number;
stats: {
min_ci_db: number;
max_ci_db: number;
avg_ci_db: number;
good_coverage_pct: number;
marginal_coverage_pct: number;
interference_dominant_pct: number;
};
computation_time: number;
sites: { name: string; frequency_mhz: number }[];
frequency_groups: Record<number, number>;
warning: string | null;
}
export const api = new ApiService();

View File

@@ -13,6 +13,7 @@ interface SettingsState {
showBoundary: boolean;
showElevationOverlay: boolean;
elevationOpacity: number;
useWebGLCoverage: boolean;
setTheme: (theme: Theme) => void;
setShowBoundary: (show: boolean) => void;
setShowTerrain: (show: boolean) => void;
@@ -22,6 +23,7 @@ interface SettingsState {
setShowElevationInfo: (show: boolean) => void;
setShowElevationOverlay: (show: boolean) => void;
setElevationOpacity: (opacity: number) => void;
setUseWebGLCoverage: (use: boolean) => void;
}
function applyTheme(theme: Theme) {
@@ -47,6 +49,7 @@ export const useSettingsStore = create<SettingsState>()(
showBoundary: false,
showElevationOverlay: false,
elevationOpacity: 0.5,
useWebGLCoverage: true, // Default to WebGL smooth rendering
setTheme: (theme: Theme) => {
set({ theme });
applyTheme(theme);
@@ -59,9 +62,19 @@ export const useSettingsStore = create<SettingsState>()(
setShowBoundary: (show: boolean) => set({ showBoundary: show }),
setShowElevationOverlay: (show: boolean) => set({ showElevationOverlay: show }),
setElevationOpacity: (opacity: number) => set({ elevationOpacity: opacity }),
setUseWebGLCoverage: (use: boolean) => set({ useWebGLCoverage: use }),
}),
{
name: 'rfcp-settings',
version: 2, // Bump version to reset useWebGLCoverage to true
migrate: (persistedState: unknown, version: number) => {
const state = persistedState as Partial<SettingsState>;
if (version < 2) {
// v2: Reset useWebGLCoverage to true (was stuck on false from early WebGL failures)
state.useWebGLCoverage = true;
}
return state as SettingsState;
},
}
)
);

View File

@@ -0,0 +1,26 @@
/**
* Tool Mode Store
*
* Single source of truth for which tool is currently active.
* Only the active tool receives map click events.
*/
import { create } from 'zustand';
export type ActiveTool =
| 'none' // Default — pan/zoom only, no click actions
| 'ruler' // Distance measurement, click to add points
| 'rx-placement' // Link Budget RX point, single click
| 'site-placement'; // Place new site on map
interface ToolState {
activeTool: ActiveTool;
setActiveTool: (tool: ActiveTool) => void;
clearTool: () => void;
}
export const useToolStore = create<ToolState>((set) => ({
activeTool: 'none',
setActiveTool: (tool) => set({ activeTool: tool }),
clearTool: () => set({ activeTool: 'none' }),
}));

6
installer/package-lock.json generated Normal file
View File

@@ -0,0 +1,6 @@
{
"name": "installer",
"lockfileVersion": 3,
"requires": true,
"packages": {}
}

1
installer/package.json Normal file
View File

@@ -0,0 +1 @@
{}

7
rfcp-backend.log.txt Normal file
View File

@@ -0,0 +1,7 @@
[CUDA DLL Hook] Added DLL directory: C:\Program Files\RFCP\resources\backend\rfcp-server\_internal
[RFCP] run_server.py starting...
[RFCP] Frozen mode, base dir: C:\Program Files\RFCP\resources\backend\rfcp-server
[err] Traceback (most recent call last):
File "run_server.py", line 33, in <module>
[err] PermissionError: [Errno 13] Permission denied: 'C:\\Program Files\\RFCP\\resources\\backend\\rfcp-server\\rfcp-server.log'
[PYI-17768:ERROR] Failed to execute script 'run_server' due to unhandled exception!

43
rfcp-main.log.txt Normal file
View File

@@ -0,0 +1,43 @@
[2026-02-04T18:01:12.043Z] Log file: C:\Users\ether\AppData\Roaming\rfcp-desktop\logs\rfcp-main.log
[2026-02-04T18:01:12.049Z] Platform: win32, Electron: 28.3.3
[2026-02-04T18:01:12.049Z] isDev: false
[2026-02-04T18:01:12.050Z] userData: C:\Users\ether\AppData\Roaming\rfcp-desktop
[2026-02-04T18:01:12.050Z] resourcesPath: C:\Program Files\RFCP\resources
[2026-02-04T18:01:12.145Z] Data path: C:\Users\ether\AppData\Roaming\rfcp-desktop\data
[2026-02-04T18:01:12.146Z] Starting production backend: C:\Program Files\RFCP\resources\backend\rfcp-server\rfcp-server.exe
[2026-02-04T18:01:12.146Z] Backend cwd: C:\Program Files\RFCP\resources\backend\rfcp-server
[2026-02-04T18:01:12.578Z] Backend PID: 17768
[2026-02-04T18:01:13.206Z] [Backend] [CUDA DLL Hook] Added DLL directory: C:\Program Files\RFCP\resources\backend\rfcp-server\_internal
[RFCP] run_server.py starting...
[RFCP] Frozen mode, base dir: C:\Program Files\RFCP\resources\backend\rfcp-server
[2026-02-04T18:01:13.214Z] [Backend:err] Traceback (most recent call last):
File "run_server.py", line 33, in <module>
[2026-02-04T18:01:13.215Z] [Backend:err] PermissionError: [Errno 13] Permission denied: 'C:\\Program Files\\RFCP\\resources\\backend\\rfcp-server\\rfcp-server.log'
[PYI-17768:ERROR] Failed to execute script 'run_server' due to unhandled exception!
[2026-02-04T18:01:13.300Z] Backend exited: code=1, signal=null
[2026-02-04T18:01:42.980Z] Backend failed to start within 30s
[2026-02-04T18:02:08.444Z] [CLOSE] before-quit fired, isQuitting=false
[2026-02-04T18:02:08.445Z] [SHUTDOWN] Starting graceful shutdown...
[2026-02-04T18:02:08.447Z] [SHUTDOWN] Backend did not respond — force killing
[2026-02-04T18:02:08.447Z] [KILL] killBackend() called, platform=win32, PID=17768
[2026-02-04T18:02:08.447Z] [KILL] Running: taskkill /F /T /PID 17768
[2026-02-04T18:02:09.459Z] [KILL] Primary kill failed: Command failed: taskkill /F /T /PID 17768, trying SIGKILL fallback
[2026-02-04T18:02:09.459Z] [KILL] Fallback SIGKILL sent via process handle
[2026-02-04T18:02:09.459Z] [KILL] Backend cleanup complete (PID was 17768)
[2026-02-04T18:02:09.459Z] [KILL] === Starting aggressive kill ===
[2026-02-04T18:02:09.459Z] [KILL] Strategy 1: taskkill /F /IM
[2026-02-04T18:02:09.636Z] [KILL] Strategy 1: No processes or already killed
[2026-02-04T18:02:09.636Z] [KILL] Strategy 3: PowerShell Stop-Process
[2026-02-04T18:02:10.206Z] [KILL] Strategy 3: PowerShell failed or no processes
[2026-02-04T18:02:10.206Z] [KILL] Strategy 4: PowerShell CimInstance Terminate
[2026-02-04T18:02:10.691Z] [KILL] Strategy 4: SUCCESS
[2026-02-04T18:02:10.691Z] [KILL] === Kill sequence complete ===
[2026-02-04T18:02:11.194Z] [SHUTDOWN] Shutdown complete
[2026-02-04T18:02:11.214Z] [KILL] === Starting aggressive kill ===
[2026-02-04T18:02:11.214Z] [KILL] Strategy 1: taskkill /F /IM
[2026-02-04T18:02:11.378Z] [KILL] Strategy 1: No processes or already killed
[2026-02-04T18:02:11.378Z] [KILL] Strategy 3: PowerShell Stop-Process
[2026-02-04T18:02:11.655Z] [KILL] Strategy 3: PowerShell failed or no processes
[2026-02-04T18:02:11.655Z] [KILL] Strategy 4: PowerShell CimInstance Terminate
[2026-02-04T18:02:12.087Z] [KILL] Strategy 4: SUCCESS
[2026-02-04T18:02:12.087Z] [KILL] === Kill sequence complete ===