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Your Name
2024-05-02 23:15:07 -05:00
parent 98f79c0c1f
commit ba9a9f4cf1

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@@ -874,27 +874,26 @@ void AnnotatedCameraWidget::drawLaneLines(QPainter &painter, const UIState *s) {
acceleration.push_back(acceleration_const[i]);
}
try {
for (int i = 0; i < max_len; ++i) {
if (scene.track_vertices[i].y() < 0 || scene.track_vertices[i].y() > height()) continue;
try {
for (int i = 0; i < max_len; ++i) {
if (scene.track_vertices[i].y() < 0 || scene.track_vertices[i].y() > height()) continue;
float lin_grad_point = (height() - scene.track_vertices[i].y()) / height();
float lin_grad_point = (height() - scene.track_vertices[i].y()) / height();
double _h, _s, _l; // Use double for compatibility with QColor::getHslF()
center_lane_color.getHslF(&_h, &_s, &_l);
double _h, _s, _l; // Use double for compatibility with QColor::getHslF()
center_lane_color.getHslF(&_h, &_s, &_l);
// Calculate saturation and lightness based on acceleration
float adjusted_saturation = std::min(std::abs(acceleration[i] * 1.5f), 1.f);
float adjusted_lightness = util::map_val(adjusted_saturation, 0.f, 1.f, static_cast<float>(_l), 0.95f); // Using base lightness as a starting point
// Calculate saturation and lightness based on acceleration
float adjusted_saturation = std::min(std::abs(acceleration[i] * 1.5f), 1.f);
float adjusted_lightness = util::map_val(adjusted_saturation, 0.f, 1.f, static_cast<float>(_l), 0.95f); // Using base lightness as a starting point
// Calculate dynamic alpha based on lin_grad_point
float dynamic_alpha = util::map_val(lin_grad_point, 0.75f / 2.f, 0.75f, path_alpha, 0.f);
// Calculate dynamic alpha based on lin_grad_point
float dynamic_alpha = util::map_val(lin_grad_point, 0.75f / 2.f, 0.75f, path_alpha, 0.f);
QColor final_color = QColor::fromHslF(static_cast<float>(_h / 360.f), adjusted_saturation, adjusted_lightness, dynamic_alpha);
bg.setColorAt(lin_grad_point, final_color);
QColor final_color = QColor::fromHslF(static_cast<float>(_h / 360.f), adjusted_saturation, adjusted_lightness, dynamic_alpha);
bg.setColorAt(lin_grad_point, final_color);
i += (i + 2) < max_len ? 1 : 0; // Skipping a point to optimize rendering
}
i += (i + 2) < max_len ? 1 : 0; // Skipping a point to optimize rendering
}
} catch () {
// Default shading if for some reason the above code fails