diff --git a/frontend/web/src/composables/useGboSimulator.js b/frontend/web/src/composables/useGboSimulator.js
index 2913101..bacef82 100644
--- a/frontend/web/src/composables/useGboSimulator.js
+++ b/frontend/web/src/composables/useGboSimulator.js
@@ -63,6 +63,14 @@ function sampleHeight(meshInfo, x, y) {
return (h00 * (1 - tx) + h10 * tx) * (1 - ty) + (h01 * (1 - tx) + h11 * tx) * ty;
}
+/** Flat seafloor datum (without corridor relief). AUV altitude is measured from this. */
+function referenceSeafloorZ(meshInfo) {
+ if (!meshInfo) return -5;
+ const base = Number(meshInfo.baseZ);
+ if (Number.isFinite(base)) return base;
+ return sampleHeight(meshInfo, 0, 0);
+}
+
/**
* @param {import('vue').Ref} containerRef main 3D view
* @param {import('vue').Ref} surveyRef bottom-right survey surface panel
@@ -959,7 +967,7 @@ export function useGboSimulator(containerRef, surveyRef) {
function placeAuv(x, y, depth, headingDeg) {
if (!auvPivot) return;
- const floorZ = sampleHeight(meshInfo, x, y);
+ const floorZ = referenceSeafloorZ(meshInfo);
auvPivot.position.set(x, y, floorZ + Math.max(0.3, Number(depth) || 2.5));
headingRad = degToRad(headingDeg);
auvPivot.rotation.set(0, 0, headingRad);
@@ -1016,8 +1024,8 @@ export function useGboSimulator(containerRef, surveyRef) {
traveled += step;
const nx = auvPivot.position.x + Math.cos(headingRad) * step;
const ny = auvPivot.position.y + Math.sin(headingRad) * step;
- const floorZ = sampleHeight(meshInfo, nx, ny);
- auvPivot.position.set(nx, ny, floorZ + auvDepth);
+ // Constant altitude vs flat datum — do not follow seafloor relief.
+ auvPivot.position.set(nx, ny, referenceSeafloorZ(meshInfo) + auvDepth);
updateRays(true);
updateTrail();
onStatus({
diff --git a/frontend/web/src/composables/useMleSimulator.js b/frontend/web/src/composables/useMleSimulator.js
index 00e5568..bdf784d 100644
--- a/frontend/web/src/composables/useMleSimulator.js
+++ b/frontend/web/src/composables/useMleSimulator.js
@@ -63,6 +63,14 @@ function sampleHeight(meshInfo, x, y) {
return (h00 * (1 - tx) + h10 * tx) * (1 - ty) + (h01 * (1 - tx) + h11 * tx) * ty;
}
+/** Flat seafloor datum (without corridor relief). AUV altitude is measured from this. */
+function referenceSeafloorZ(meshInfo) {
+ if (!meshInfo) return -5;
+ const base = Number(meshInfo.baseZ);
+ if (Number.isFinite(base)) return base;
+ return sampleHeight(meshInfo, 0, 0);
+}
+
/**
* @param {import('vue').Ref} containerRef main 3D view
* @param {import('vue').Ref} surveyRef bottom-right survey surface panel
@@ -257,8 +265,8 @@ export function useMleSimulator(containerRef, surveyRef) {
}
/**
- * Preview of seafloor/object contacts the AUV will meet along the survey track.
- * Starts at current echosounder footprint and extends forward by surveyLength.
+ * Preview of the future survey swath on the seafloor only (relief / unevenness).
+ * Does not wrap or outline the bottom object — object contacts appear only during motion.
*/
function buildPathReliefPreview() {
clearPathRelief();
@@ -277,122 +285,65 @@ export function useMleSimulator(containerRef, surveyRef) {
const startY = auvPivot.position.y;
const depth = Math.max(0.3, Number(auvDepth) || 2.5);
- // Station 0: real beam hits (where rays touch seafloor/object now).
- const currentHits = castBeamHits();
const positions = new Float32Array(nAlong * nAcross * 3);
const colors = new Float32Array(nAlong * nAcross * 3);
const flat = new THREE.Color(0x2f6b52);
const mid = new THREE.Color(0xe6a820);
const hot = new THREE.Color(0xfff176);
- const objTint = new THREE.Color(0xff6b2d);
- const writeVertex = (row, col, x, y, z, intensity, isObject) => {
+ const writeVertex = (row, col, x, y, z, intensity) => {
const o = (row * nAcross + col) * 3;
positions[o] = x;
positions[o + 1] = y;
positions[o + 2] = z + 0.08; // slightly above so it reads over the wireframe
- let c;
- if (isObject) {
- c = objTint;
- } else if (intensity < 0.35) {
- c = flat.clone().lerp(mid, intensity / 0.35);
- } else {
- c = mid.clone().lerp(hot, Math.min(1, (intensity - 0.35) / 0.65));
- }
- // Keep the whole swath visible; boost alpha via brightness on relief.
+ const c =
+ intensity < 0.35
+ ? flat.clone().lerp(mid, intensity / 0.35)
+ : mid.clone().lerp(hot, Math.min(1, (intensity - 0.35) / 0.65));
colors[o] = c.r;
colors[o + 1] = c.g;
colors[o + 2] = c.b;
};
- for (let col = 0; col < nAcross; col += 1) {
- const u = nAcross === 1 ? 0.5 : col / (nAcross - 1);
- if (currentHits.length) {
- const src = currentHits[Math.min(currentHits.length - 1, Math.round(u * (currentHits.length - 1)))];
- const intensity = reliefIntensity(src.x, src.y);
- writeVertex(0, col, src.x, src.y, src.z, Math.max(intensity, src.isObject ? 1 : 0.2), !!src.isObject);
- } else {
- const angle = -swath * 0.5 + swath * u;
- const dirX = Math.sin(angle) * acrossX;
- const dirY = Math.sin(angle) * acrossY;
- const dirZ = -Math.cos(angle);
- // fallback probe from AUV
- let hitX = startX;
- let hitY = startY;
- let hitZ = sampleHeight(meshInfo, startX, startY);
- const originZ = hitZ + depth;
- const step = Math.max(0.3, maxRange / 180);
- let px = startX;
- let py = startY;
- let pz = originZ;
- for (let s = 0; s < 220; s += 1) {
- px += dirX * step;
- py += dirY * step;
- pz += dirZ * step;
- const floorZ = sampleHeight(meshInfo, px, py);
- if (pz <= floorZ) {
- hitX = px;
- hitY = py;
- hitZ = floorZ;
- break;
- }
+ const probeSeafloorHit = (ax, ay, originZ, dirX, dirY, dirZ) => {
+ let hitX = ax;
+ let hitY = ay;
+ let hitZ = sampleHeight(meshInfo, ax, ay);
+ const step = Math.max(0.3, maxRange / 180);
+ let px = ax;
+ let py = ay;
+ let pz = originZ;
+ for (let s = 0; s < 220; s += 1) {
+ px += dirX * step;
+ py += dirY * step;
+ pz += dirZ * step;
+ if (Math.hypot(px - ax, py - ay) + Math.abs(pz - originZ) > maxRange * 1.15) break;
+ const floorZ = sampleHeight(meshInfo, px, py);
+ if (pz <= floorZ) {
+ hitX = px;
+ hitY = py;
+ hitZ = floorZ;
+ break;
}
- writeVertex(0, col, hitX, hitY, hitZ, Math.max(0.15, reliefIntensity(hitX, hitY)), false);
}
- }
+ return { hitX, hitY, hitZ };
+ };
- // Forward stations: predicted beam footprint along the future track.
- for (let row = 1; row < nAlong; row += 1) {
- const along = (row / (nAlong - 1)) * length;
+ // Stations along track: seafloor footprint only (ignore object mesh until simulation).
+ // Beam origins stay at constant altitude above the flat datum (not terrain-following).
+ const originZ = referenceSeafloorZ(meshInfo) + depth;
+ for (let row = 0; row < nAlong; row += 1) {
+ const along = nAlong === 1 ? 0 : (row / (nAlong - 1)) * length;
const ax = startX + hx * along;
const ay = startY + hy * along;
- const floorHere = sampleHeight(meshInfo, ax, ay);
- const originZ = floorHere + depth;
for (let col = 0; col < nAcross; col += 1) {
const u = nAcross === 1 ? 0.5 : col / (nAcross - 1);
const angle = -swath * 0.5 + swath * u;
const dirX = Math.sin(angle) * acrossX;
const dirY = Math.sin(angle) * acrossY;
const dirZ = -Math.cos(angle);
- let hitX = ax;
- let hitY = ay;
- let hitZ = floorHere;
- let isObject = false;
- const step = Math.max(0.3, maxRange / 180);
- let px = ax;
- let py = ay;
- let pz = originZ;
- for (let s = 0; s < 220; s += 1) {
- px += dirX * step;
- py += dirY * step;
- pz += dirZ * step;
- if (Math.hypot(px - ax, py - ay) + Math.abs(pz - originZ) > maxRange * 1.15) break;
- const floorZ = sampleHeight(meshInfo, px, py);
- if (pz <= floorZ) {
- hitX = px;
- hitY = py;
- hitZ = floorZ;
- break;
- }
- }
- // Object occlusion preview: if object mesh is above floor along beam, tint as object.
- if (objectPivot) {
- const origin = new THREE.Vector3(ax, ay, originZ);
- const dir = new THREE.Vector3(dirX, dirY, dirZ).normalize();
- raycaster.set(origin, dir);
- raycaster.far = maxRange;
- const intersects = raycaster.intersectObject(objectPivot, true);
- if (intersects.length) {
- const dFloor = Math.hypot(hitX - ax, hitY - ay, hitZ - originZ);
- if (intersects[0].distance < dFloor) {
- hitX = intersects[0].point.x;
- hitY = intersects[0].point.y;
- hitZ = intersects[0].point.z;
- isObject = true;
- }
- }
- }
- writeVertex(row, col, hitX, hitY, hitZ, Math.max(0.12, reliefIntensity(hitX, hitY)), isObject);
+ const { hitX, hitY, hitZ } = probeSeafloorHit(ax, ay, originZ, dirX, dirY, dirZ);
+ writeVertex(row, col, hitX, hitY, hitZ, Math.max(0.12, reliefIntensity(hitX, hitY)));
}
}
@@ -893,7 +844,7 @@ export function useMleSimulator(containerRef, surveyRef) {
function placeAuv(x, y, depth, headingDeg) {
if (!auvPivot) return;
- const floorZ = sampleHeight(meshInfo, x, y);
+ const floorZ = referenceSeafloorZ(meshInfo);
auvPivot.position.set(x, y, floorZ + Math.max(0.3, Number(depth) || 2.5));
headingRad = degToRad(headingDeg);
auvPivot.rotation.set(0, 0, headingRad);
@@ -915,7 +866,7 @@ export function useMleSimulator(containerRef, surveyRef) {
);
}
- function castBeamHits() {
+ function castBeamHits({ includeObject = true } = {}) {
if (!auvPivot || !meshInfo) return [];
const origin = auvPivot.position.clone();
const count = Math.max(1, Math.min(256, Number(beamCount) || 45));
@@ -923,7 +874,7 @@ export function useMleSimulator(containerRef, surveyRef) {
const maxRange = Math.max(1, Number(detectionRangeM) || DETECTION_RANGE_DEFAULT);
raycaster.far = maxRange;
const across = new THREE.Vector3(-Math.sin(headingRad), Math.cos(headingRad), 0);
- if (objectPivot) objectPivot.updateMatrixWorld(true);
+ if (includeObject && objectPivot) objectPivot.updateMatrixWorld(true);
const hits = [];
for (let i = 0; i < count; i += 1) {
@@ -952,10 +903,10 @@ export function useMleSimulator(containerRef, surveyRef) {
}
}
- // Object first-hit (mesh raycast) — echosounder return if closer than seafloor
+ // Object first-hit (mesh raycast) — only during simulation / survey accumulation
let objPoint = null;
let objDist = Infinity;
- if (objectPivot) {
+ if (includeObject && objectPivot) {
raycaster.set(origin, beamDir);
const intersects = raycaster.intersectObject(objectPivot, true);
if (intersects.length && intersects[0].distance <= maxRange) {
@@ -996,7 +947,8 @@ export function useMleSimulator(containerRef, surveyRef) {
}
if (!auvPivot || !meshInfo) return;
const origin = auvPivot.position.clone();
- const hits = castBeamHits();
+ // Before motion starts, rays and path preview ignore the object (seafloor only).
+ const hits = castBeamHits({ includeObject: !!accumulateSurvey || running });
const positions = new Float32Array(hits.length * 2 * 3);
for (let i = 0; i < hits.length; i += 1) {
const o = i * 6;
@@ -1060,8 +1012,8 @@ export function useMleSimulator(containerRef, surveyRef) {
traveled += step;
const nx = auvPivot.position.x + Math.cos(headingRad) * step;
const ny = auvPivot.position.y + Math.sin(headingRad) * step;
- const floorZ = sampleHeight(meshInfo, nx, ny);
- auvPivot.position.set(nx, ny, floorZ + auvDepth);
+ // Constant altitude vs flat datum — do not follow seafloor relief.
+ auvPivot.position.set(nx, ny, referenceSeafloorZ(meshInfo) + auvDepth);
updateRays(true);
updateTrail();
onStatus({
diff --git a/frontend/web/src/views/GboView.vue b/frontend/web/src/views/GboView.vue
index 755a093..e63c01b 100644
--- a/frontend/web/src/views/GboView.vue
+++ b/frontend/web/src/views/GboView.vue
@@ -221,11 +221,11 @@ function onShotSurvey() {