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Shadows land on the building, and the sky layers stop repeating themselves

**Shadows were the right size and pointed at nothing.** Last round fixed the
missing `updateProjectionMatrix()`, so the frustum finally became the size
every caller asks for — but nothing aimed it, and `sun.target` sits at the
world origin. A pack's origin is the **north-west corner of its slab**, so
for lumbridge-hq the box was off-centre by half the building: 14.4 m of a
48 m plate, about a third of the floor, fell outside the frustum and
neither cast nor received. Invisible while three's broken ±5 default made
shadows useless everywhere; obvious the moment they started working.

`SceneKitOptions` takes a `shadowTarget` now, both callers pass one, and
the light's target is added to the scene — which is the part that actually
matters, because `LightShadow.updateMatrices` reads `target.matrixWorld`
and an unparented `Object3D` is never reached by the traversal that
updates it. The sun is also placed relative to the target rather than the
origin, so light-to-target is exactly `sunDistance` for every direction,
which is the invariant each caller's `shadowNear`/`shadowFar` were chosen
against.

**`flights.ts` could not be tested, and that is why it was untested.** It
used a TypeScript parameter property — the one piece of TS syntax that
*emits code* rather than annotating a type — so Node's type stripping
refused the whole module. The bundler never cared, so nobody found out
until the first `node --test` file tried to import it. The module carrying
the worst bug this project has shipped was, by construction, the one
module that could not have a test. It has eleven now, including one that
fails if the live-aircraft repeat-skip is removed.

**Robots are on the plan panel** — a turned marker with a bow for heading,
in the one hue left that is neither the people-blue nor the camera-amber.

Review findings cleared across the four new sky/robot modules: a real
24 mm void at the ankle and an 8 mm hole through each forearm, a
per-frame allocation in the robot heading picker, a per-frame sort in the
starlink ranking, `uTime` growing unbounded until the cloud breath
quantises, and `DAY_REFERENCE`'s derivation which did not reproduce.

`createStarlinkMeshLayer` now takes a **board** radius — the same unit its
sibling takes — instead of a dome radius with nothing in the types to tell
them apart. That is the exact confusion that has already caused one real
bug here. `DOME_RADIUS_FACTOR` has one owner and is imported, not copied:
the points and the meshes must be on the same dome or a satellite that
grows geometry also jumps.

Several comments were wrong rather than merely stale — a fabricated claim
about `Object3D.clone`, a fabricated attribution to `Plan`, an inverted
`DoubleSide` argument, a triangle ledger citing a function that no longer
exists, and a defensive-call rationale that contradicted the paragraph
above it. In a codebase where the comments are the design record, those
are defects.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-07 02:50:25 -07:00
parent af0d4a7d57
commit 51979feea0
13 changed files with 1760 additions and 166 deletions
+70 -24
View File
@@ -1,13 +1,20 @@
/**
* The aircraft over the city, as an aircraft.
*
* `flights.ts` has drawn traffic as a dart since the layer existed — a five-sided
* cone with a crossbar for a wing and the dart was the right first answer,
* because the only thing a speck over a city has to communicate is *which way it
* is going*. It is the wrong last answer for one reason: the sky is the part of
* this scene a person looks at on purpose. Buildings do not move. A dozen darts
* crossing a coastline at three altitudes are the only thing on the board with
* anything happening to it, and they are worth more than eleven triangles.
* `flights.ts` drew traffic as a dart from the day the layer existed until this
* file replaced it — a five-sided capped cone with a box for a wing and a smaller
* one for a tailplane, 34 triangles the shape of an arrowhead — and the dart was
* the right first answer, because the only thing a speck over a city has to
* communicate is *which way it is going*. It is the wrong last answer for one
* reason: the sky is the part of this scene a person looks at on purpose.
* Buildings do not move. A dozen darts crossing a coastline at three altitudes
* are the only thing on the board with anything happening to it, and they are
* worth more than an arrowhead.
*
* (`dartGeometry` is gone from `flights.ts` rather than kept as an option — this
* file is the only aircraft on the board now. Its numbers are quoted below from
* the commit that removed it, because a ledger measured against nothing is not a
* ledger.)
*
* So: a swept-wing airliner, seen from where it is actually seen from.
*
@@ -86,9 +93,18 @@
* engine pylons 2 × 4
* nacelles 2 × 24 6 sides, both ends capped
*
* Nine times the dart's eleven, at 400 aircraft is 40k triangles — under one
* frame's worth of the terrain mesh, and the vertex work is not what is
* expensive about 400 objects anyway. The parts that were considered and cut for
* That is **2.9 times the dart**, not the order of magnitude an eyeballed
* comparison of the two source files suggests. The dart's 34 are easy to
* undercount because two thirds of them are in parts nobody thinks of as
* geometry: `ConeGeometry(0.09, 0.42, 5)` is 5 side triangles *and* a 5-triangle
* cap, and each of its two crossbars is a `BoxGeometry`, which is 12 triangles
* whatever size it is drawn at — a 0.44 × 0.016 crossbar spends eight of its
* twelve on four edge-on slivers nobody would think to count. 10 + 12 + 12 is
* how a "five-sided cone with a crossbar" comes to 34.
*
* At 400 aircraft the 100 comes to 40k triangles — under one frame's worth of the
* terrain mesh, and the vertex work is not what is expensive about 400 objects
* anyway. The parts that were considered and cut for
* costing more than they show: winglets (edge-on from the only angle that
* matters), an engine fan face (a 0.03-unit disc), windows and a livery stripe
* (they need vertex colours or a texture, and the material here is a shared
@@ -177,11 +193,24 @@ const TAIL_UPSWEEP = 0.09;
* picks exactly one of them for any viewpoint: from above the top face is
* front-facing and the bottom is culled, from below the reverse. They are
* never both rasterised, so there is nothing to fight.
* - A `DoubleSide` material would light the underside with the *upper* normal
* (three.js flips it for backfaces, but only in the shader, and only for the
* lighting term — which then makes the belly of the wing exactly as bright as
* the sunlit top). Two real faces with two real normals give a dark
* underside, which is what an aeroplane looks like.
* - It is not that `DoubleSide` would shade the belly wrongly. It would not:
* `normal_fragment_begin` multiplies the interpolated normal by
* `gl_FrontFacing ? 1.0 : -1.0` before the lighting runs, so a single sheet
* under a `DoubleSide` material gets a genuinely downward normal on its
* underside and comes out dark, the same as the second face here does. That
* argument used to be written the other way round in this comment and it was
* simply false; anyone testing it would have found the flag works and
* deleted 14 triangles for the wrong reason.
* - The real objection is *whose flag it is*. `side` lives on the material, the
* material belongs to `flights.ts`, and there is one of them per altitude
* band shared across the wings, the fuselage and the nacelles. Turning
* culling off to save seven sheets their second face also turns it off for
* three closed bodies of revolution, whose interiors are then rasterised on
* every aircraft on the board for nothing — and it makes a geometry that is
* only correct under one particular material, which is the sort of coupling
* that survives right up until somebody reuses this shape somewhere else.
* Seven extra pairs of triangles buy a mesh that is right under any material
* anybody points at it.
*
* The corners are given in order round the polygon and must be **planar** —
* every quad in this file is, because each one's y varies linearly with x
@@ -193,10 +222,10 @@ const TAIL_UPSWEEP = 0.09;
* which is what makes mirroring a wing safe.
*
* UVs are emitted, and nothing samples them. They are here because
* `mergeGeometries` refuses — returns `null`, silently, for the whole aircraft —
* if the geometries handed to it do not all carry the *same set* of attributes.
* `ConeGeometry` and `CylinderGeometry` bring position, normal and uv, so these
* must too.
* `mergeGeometries` refuses — `console.error`s the offending index and returns
* `null` for the whole aircraft — if the geometries handed to it do not all
* carry the *same set* of attributes. `ConeGeometry` and `CylinderGeometry`
* bring position, normal and uv, so these must too.
*/
type Point = readonly [number, number, number];
type Quad = readonly [Point, Point, Point, Point];
@@ -460,12 +489,29 @@ export function airlinerGeometry(): THREE.BufferGeometry {
* `mergeGeometries` returns null when its inputs disagree — a different set of
* attributes, or some indexed and some not. Everything here is built to agree
* (see `aerofoil`), so this is unreachable until somebody adds a part and
* forgets a uv, at which point they get an aeroplane-shaped nothing on every
* board and no error anywhere. A plain cone is a bad aeroplane and a much
* better failure: it still points where the aircraft is going, which is the
* one thing this layer exists to say.
* forgets a uv — and they will not be left guessing when they do. Three's
* merge `console.error`s the index of the geometry it choked on and names the
* attribute that is missing, which is most of a fix; what it does not do is
* throw. The failure arrives as a `null` this function's own signature does not
* allow it to pass on, so this branch is what makes that signature true, and
* without it the alternative is not an exception but an empty sky over a
* console nobody has open.
*
* So: a plain cone, which is a bad aeroplane and a much better failure. It
* still points where the aircraft is going, which is the one thing this layer
* exists to say.
*
* **0.09 rather than `RADIUS`.** The cone stands in for the whole aircraft and
* not for its fuselage, so the fuselage radius is exactly the wrong number to
* reach for: at `RADIUS` this is a 0.42-long, 0.06-wide needle where the shape
* it replaces was 0.44 across the wings, and at a board span out a needle is
* sub-pixel in every direction but one, i.e. gone. 0.09 is what the dart's own
* fallback used and it is the width the *silhouette* needs — 0.18 across
* against 0.42 long, the same arrowhead proportion the dart had. A degraded
* aeroplane has to still be findable, or the degradation is indistinguishable
* from the failure it is covering for.
*/
const fallback = new THREE.ConeGeometry(RADIUS, NOSE_TIP_Z - TAIL_TIP_Z, SIDES);
const fallback = new THREE.ConeGeometry(0.09, NOSE_TIP_Z - TAIL_TIP_Z, SIDES);
fallback.rotateX(Math.PI / 2);
fallback.name = "airliner:fallback";
return fallback;
+68 -10
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@@ -299,15 +299,65 @@ const PUFF_GROWTH_CLEAR = 0.7;
const PUFF_GROWTH_OVERCAST = 1.75;
/**
* Hemisphere luminance taken as "full daylight" when normalising the deck's own
* brightness.
* Hemisphere luminance times hemisphere intensity, taken as "full daylight" when
* normalising the deck's own brightness.
*
* `atmosphere.ts`'s noon rig is `hemiSky 0xdcecf7` at intensity 1.05, whose
* Rec.709 luminance in the linear working space is 0.88. Overcast noon lands
* fractionally above it and gets clamped, which is the intended behaviour: the
* top of an overcast deck at midday is as bright as anything ever gets.
* The number is the product `setLighting` actually divides by, evaluated on the
* brightest rig `atmosphere.ts` can hand over: its last keyframe, `elevation:
* 65`, which is `hemiSky 0xe6f2fb` at `hemiIntensity 1.10`. `setHex` reads that
* literal as sRGB and converts it into the linear working space — three's
* `ColorManagement` is on and nothing in this repo turns it off — giving Rec.709
* luminance 0.873, and 0.873 × 1.10 = 0.960.
*
* It has to be the *top* of the keyframe run and not a stop partway up it. This
* read 0.88, which is near the `elevation: 25` stop (0xdcecf7 at 1.05, product
* 0.860) and below every rig above about 30° of sun — so the entire middle of
* every day divided out to `day = 1` and rendered its cloud tops at one
* brightness, with the sun's own climb surviving only in `uKey`'s modelling
* term. Taking the reference off the highest stop puts the clamp where the
* clamp belongs: at the brightest light the sky ever has.
*
* Overcast noon still lands above it and still gets clamped, which is the
* intended behaviour rather than a rounding accident — `applyCloud` lifts
* `hemiIntensity` by 18% at full cover, so the same rig arrives at 1.13 of this
* — and the top of an overcast deck at midday is as bright as anything ever
* gets. Note that the lift is the only way over the line now: a clear high sun
* lands exactly on it, which is what "full daylight" was always supposed to mean.
*/
const DAY_REFERENCE = 0.88;
const DAY_REFERENCE = 0.96;
/**
* The per-puff breath: how fast it runs, in radians a second, and the period
* `uTime` is wrapped to so that it can keep running.
*
* `uTime` was the raw elapsed-seconds accumulator, which is correct for an
* afternoon and wrong for a deployment. It is uploaded into a `float` uniform,
* and float32 near 1e6 — eleven and a half days of uptime, which a page left
* open on a wall display reaches without anybody meaning it to — has an ulp of
* 0.0625 s. The breath advances `BOIL_RATE` radians a second, 0.0035 of them in
* a 60 Hz frame, so past that point the argument of the sine can only change
* every fourth or fifth frame: a smooth swell turns into a staircase, on every
* puff in the sky at once, and nothing in the code looks any different. It is
* the same loss of precision the drift accumulators in `tick` are already
* wrapped against, arriving through the one door that was left open.
*
* The wrap has to be a whole number of cycles or it trades a slow quantisation
* for a visible jump once a period, so the period is exactly 2π/rate — one
* cycle, 29.9 s — and `sin` is continuous across it by construction rather than
* by tuning.
*
* The rate is interpolated into the vertex shader from this constant rather than
* written out in both places, because the two agreeing is the *only* reason the
* wrap is invisible: change the literal in the shader alone and every puff in
* the sky steps by up to a seventh of its own radius, together, once every
* period — which is a great deal more noticeable than the staircase this was
* fixing. `toFixed` rather than plain
* interpolation because GLSL ES has no implicit int-to-float conversion, so a
* rate that happened to be integral would emit `1` and fail to compile the
* program — at which point the whole layer is gone, not just its breath.
*/
const BOIL_RATE = 0.21;
const BOIL_PERIOD = (Math.PI * 2) / BOIL_RATE;
/** Edge of the puff texture, in texels. Only the alpha channel carries anything. */
const PUFF_TEXTURE_SIZE = 256;
@@ -579,6 +629,7 @@ export function createCloudLayer(world: World, options: CloudLayerOptions = {}):
let targetCover = 0;
let cover = 0;
let visible = true;
/** Feeds `uTime` and nothing else, which is why `tick` may wrap it freely. */
let elapsed = 0;
let windKph = DEFAULT_WIND_KPH;
@@ -807,7 +858,11 @@ export function createCloudLayer(world: World, options: CloudLayerOptions = {}):
},
tick(dt) {
elapsed += dt;
// Wrapped on the breath's own period, so the uniform stays small enough to
// keep its precision in float32 and the sine does not notice. See
// `BOIL_PERIOD`; `posMod` rather than `%` so a pathological `dt` cannot
// walk it negative.
elapsed = posMod(elapsed + dt, BOIL_PERIOD);
sortAge += dt;
uniforms.uTime!.value = elapsed;
@@ -1160,8 +1215,11 @@ void main() {
// A slow breath, a fifteenth of a radius, on a per-puff phase. Small enough
// that nobody sees a puff pulse and large enough that the field is never
// completely still even with no wind reported.
float boil = 1.0 + 0.07 * sin(uTime * 0.21 + aFade.z * 6.2831853);
// completely still even with no wind reported. The rate is interpolated in
// from BOIL_RATE, which is also what uTime's wrap period is derived from: the
// two are one number and have to stay one number. (No backticks in this
// string, ever — it is a template literal and they close it.)
float boil = 1.0 + 0.07 * sin(uTime * ${BOIL_RATE.toFixed(6)} + aFade.z * 6.2831853);
float radius = aShape.x * uGrow * boil * present;
vec2 corner = position.xy;
+21 -4
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@@ -355,10 +355,27 @@ export class AdsbFlights implements FlightSource {
private held: Aircraft[] = [];
private heldAt = 0;
constructor(
private readonly endpoint: string,
private readonly region: SkyRegion,
) {}
private readonly endpoint: string;
private readonly region: SkyRegion;
/**
* Fields assigned in the body rather than declared as parameter properties.
*
* That is not a style preference. A parameter property is the one piece of
* TypeScript syntax that *emits code* — it is a hidden assignment, not a type
* annotation — so Node's type stripping refuses the whole module with
* `ERR_UNSUPPORTED_TYPESCRIPT_SYNTAX`. The bundler never cared, so this went
* unnoticed until the first `node --test` file tried to import this layer and
* discovered it could not: the module with the worst bug this project has
* shipped was, by construction, the one module that could not be tested.
*
* The server has run under type stripping from the start and so has always
* been written this way; the browser engine simply never had to be.
*/
constructor(endpoint: string, region: SkyRegion) {
this.endpoint = endpoint;
this.region = region;
}
async poll(): Promise<Aircraft[]> {
const { lat, lng } = this.region.center;
+298 -1
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@@ -58,6 +58,33 @@ export interface OfficePlanHoverInfo {
level: string;
}
/**
* One robot walking about the building, as this widget needs it.
*
* Structural, and deliberately *not* `RobotView` imported from
* `interiors/robots.ts` — the same call `luminaires.ts` makes with its `Walker`,
* and made here for a stronger reason. This file is drawn from a `Plan` and
* nothing else; a type import from the robot layer would tie the widget's public
* contract to a module it otherwise has no business knowing exists, and the next
* thing that walks about a floor would have to be a robot to be drawable. Two
* fields is the whole of what a mark on a floor plan needs. A `RobotView`
* satisfies this as it stands and nothing has to be adapted.
*
* The robot's own `id` is read nowhere, on purpose. `drawOccupied` sets out why
* the plan answers "is anybody there" rather than "who" even for people, and a
* robot is further down that road again — `robots.ts` is explicit that a robot is
* nobody, so there is not even a name to decline to print.
*/
export interface PlanRobot {
/** Which storey it is on. It is drawn only while that storey is the one shown. */
levelId: string;
/**
* Office-world metres, at its feet. **Live**: whoever owns the robot mutates
* this vector in place every frame. This file reads it and never writes it.
*/
position: THREE.Vector3;
}
export interface OfficeMinimapOptions {
/** The resolved office. The same `Plan` the scene was built from, or the drawing lies. */
plan: Plan;
@@ -98,6 +125,26 @@ export interface OfficeMinimap {
* spot would turn a private id into a public coordinate.
*/
setPresence(people: readonly Presence[]): void;
/**
* The robots walking about the building, so the plan shows them moving.
*
* Shaped like `setPresence` — the caller hands over the domain objects and the
* widget does its own resolving, rather than the caller pre-chewing them into
* pixels — with one difference that comes out of the data and not out of
* taste. Presence arrives from a poll every few seconds and each answer is a
* *snapshot*, so `setPresence` does its work when it is called. The robot layer
* publishes a stable array of vectors it mutates in place, so this is called
* **once**, with that array, and every frame afterwards is read straight out of
* it by `tick`. That is the same handshake `officeScene` already makes with
* `luminaires.setWalkers`, and it is what lets the plan show something moving
* at sixty hertz without anybody allocating anything.
*
* Calling it every frame is harmless — it costs one reference compare — so a
* caller that would rather push than be read is not punished for it. Handing
* over a *different* array drops the old one, and the new robots have no
* heading until they have taken a step.
*/
setRobots(robots: readonly PlanRobot[]): void;
/** Call from the stage tick. Cheap by construction — see the file header. */
tick(): void;
/** Re-do the backing store at the current size and re-rasterise the plan. */
@@ -132,6 +179,15 @@ const MIN_PROP_M = 0.35;
/** Props standing above head height are fittings, not furniture. See `drawProps`. */
const MAX_PROP_ELEVATION_M = 1.6;
/**
* The empty robot list, shared and frozen by convention.
*
* Module-level so that an office with no robots — which is every pack that does
* not ask for them, and the default — never allocates for the feature at all.
* What it pays instead is one `length === 0` test per frame in three functions.
*/
const NO_ROBOTS: readonly PlanRobot[] = [];
export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinimap {
const { plan, camera, controls } = options;
const registry = options.registry ?? kit;
@@ -219,6 +275,37 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
let occupiedPx = new Float64Array(0);
/** Seat id -> label, for the hover readout. Every seat in the building, not just this storey. */
let peopleBySeat = new Map<string, string>();
/**
* The robots, live. The array belongs to whoever called `setRobots` and its
* contents change underneath this file between one draw and the next.
*/
let robotList: readonly PlanRobot[] = NO_ROBOTS;
/**
* Where each robot was as of the last draw — office metres, x then z — and the
* unit direction it was last seen travelling in, again x then z. Two flat
* arrays rather than an array of objects, for the reason every other buffer in
* this file is flat: the draw loop may not allocate and may not chase pointers.
*
* **The heading is derived here rather than published by the layer**, which
* looks like a gap and is not one. A `RobotView` carries a position and no yaw;
* the layer knows its yaw perfectly well and simply does not hand it out, and
* asking it to would be a change to a contract that three other callers read.
* Differencing two positions recovers the heading to better than a pixel: the
* layer advances a robot *exactly* along its own yaw — `x -= sin(yaw) · ds`,
* `z -= cos(yaw) · ds` — so the step between two draws **is** the yaw, one
* redraw stale, which at this widget's 30 Hz ceiling and the layer's 2.2 rad/s
* turn rate is under four degrees. Four degrees on a mark five pixels long is
* not visible.
*
* The one case where the derived heading and the rig's yaw genuinely part
* company is a robot rotating while barely moving — yielding to another robot,
* or pivoting into a doorway with its pace scaled to nearly nothing. Then this
* keeps pointing the way the machine last actually went, which is the better
* answer for a plan: a plan records what happened on the floor, not what a
* transform is doing this instant.
*/
let robotLast = new Float64Array(0);
let robotDir = new Float64Array(0);
// Laid-out geometry. Flat arrays and paths of device pixels, rebuilt on resize
// and on a change of storey, so the draw loop reads numbers and never projects.
@@ -744,6 +831,102 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
}
}
/**
* A robot, as a turned chassis with a bow on the front.
*
* **The shape carries this, not the colour.** `drawOccupied` has already
* established that a hue is a guess at three device pixels, and it is right; a
* robot drawn as a differently-tinted dot is a person to anybody who has not
* been told otherwise, and this widget has no legend to tell them with. So the
* marker is built out of the one channel that survives at five pixels —
* silhouette — and the plan's silhouettes are a small closed vocabulary:
*
* - a **circle** is somebody: an occupied desk, or a viewpoint pin;
* - an **axis-aligned rectangle** is the building or its furniture, drawn
* once into the raster and never moving again;
* - a **notched amber chevron** is the camera, and there is exactly one.
*
* A robot is therefore a *turned* rectangle with a point on the front. Hard
* corners, so it reads machined rather than grown. Wider across than it is
* deep, so the turn is visible at all and the thing has shoulders. Convex,
* unnotched, cool and about 60% of the linear size of the chevron, so it is
* never mistaken for the camera — which is still this widget's first job.
*
* A plain square was the first attempt and is useless twice over: four-fold
* symmetry means turning it conveys nothing, so the heading has to be a second
* mark stuck on the outside, and a square sitting unturned among the desks is a
* desk. A detached tick ahead of the body was the second attempt, and two
* pixels of ink with a gap in front of them reads as dirt on the screen rather
* than as a nose. Folding the point into the body path costs no extra ink, no
* extra fill, and cannot come adrift from the thing it belongs to.
*
* The colour is a mint green — the third hue on the drawing, after the
* people-blue and the camera-amber, and the last one this plan will get. Green
* is the furthest free hue from both of them; it is the brightest mark per unit
* of ink on a near-black ground, because luminance lives mostly in the green
* channel, which is what something moving among a hundred static grey
* rectangles wants; and it is already the colour a viewer reads as a machine
* that is running. Its riskiest confusion is with the camera's amber, since
* red-green colour blindness pulls both toward yellow — which is precisely the
* pair separated by silhouette and by size above, and is why the shape had to
* do the work first and the hue second.
*/
function drawRobots(ctx: Ctx) {
if (robotList.length === 0 || !level) return;
// Half the beam, the distance from the middle to the transom, and the point
// out in front of it. A touch smaller than the occupied dot on purpose: there
// are only ever a few of these, they are the only thing on the plan that
// moves, and a moving mark of a given size already shouts louder than a still
// one.
const half = 2.5 * dpr;
const rear = 1.7 * dpr;
const bow = 2.3 * dpr;
ctx.lineWidth = dpr;
ctx.fillStyle = theme.robot;
ctx.strokeStyle = theme.robotEdge;
for (let i = 0; i < robotList.length; i++) {
const robot = robotList[i];
// The level test is the whole of the storey handling, and it is per-draw
// rather than laid out like `occupiedPx` because a robot moves and a seat
// does not: there is nothing to cache that would still be true next frame.
if (!robot || robot.levelId !== level.id) continue;
const x = toPxX(robot.position.x);
const y = toPxY(robot.position.z);
// A direction in office metres is already a direction on the drawing —
// `toPxX` and `toPxY` are the same positive scale on both axes with no
// negation anywhere, which the header explains at length. `drawCamera`
// leans on the same fact and the two would break together if the plan were
// ever mirrored.
const fx = robotDir[i * 2] ?? 0;
const fy = robotDir[i * 2 + 1] ?? 0;
// Both zero only before a robot's first step: `recordRobots` writes a unit
// vector or nothing at all.
const known = fx !== 0 || fy !== 0;
const nx = known ? fx : 0;
const ny = known ? fy : 1;
// Starboard, from forward. Same derivation as the camera chevron's.
const sx = -ny;
const sy = nx;
// With no heading yet the body is drawn as a square and keeps its bow: a
// rectangle turned some arbitrary way is a claim about which way a machine
// is pointing, and this is the one state — a robot that has not moved since
// it was handed over — where there is honestly nothing to claim.
const back = known ? rear : half;
ctx.beginPath();
ctx.moveTo(x - nx * back - sx * half, y - ny * back - sy * half);
ctx.lineTo(x + nx * back - sx * half, y + ny * back - sy * half);
if (known) ctx.lineTo(x + nx * (back + bow), y + ny * (back + bow));
ctx.lineTo(x + nx * back + sx * half, y + ny * back + sy * half);
ctx.lineTo(x - nx * back + sx * half, y - ny * back + sy * half);
ctx.closePath();
ctx.fill();
// The ground colour, hairline, exactly as an occupied desk gets: a machine
// crossing a desk bank has to keep its outline against the furniture it is
// walking over, and the fill alone does not manage it.
ctx.stroke();
}
}
function drawPing(ctx: Ctx, now: number) {
if (pinging === 0) return;
const t = (now - pinging) / PING_MS;
@@ -772,6 +955,11 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
drawFootprint(ctx);
drawOccupied(ctx);
drawViewpoints(ctx);
// Over the furniture, the desks and the viewpoint pins, and under the
// crosshair and the camera. A robot standing on a viewpoint is the thing you
// want to see; the camera is the thing you want to see over everything, and
// that has been the order here since the widget was one function.
drawRobots(ctx);
crosshair(ctx, toPxX(controls.target.x), toPxY(controls.target.z), theme.target, 5 * dpr);
drawCamera(ctx);
if (pendingX >= 0) crosshair(ctx, pendingX, pendingY, theme.pending, 7 * dpr);
@@ -806,6 +994,71 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
lastAspect = camera.aspect;
}
/**
* True when a robot on the storey being drawn has moved since the last draw.
*
* Split from `recordRobots` exactly as `cameraMoved` is split from
* `recordCamera`, and compared exactly rather than with an epsilon for the
* reason given there and one of its own: a robot eases into its destination
* over the last 0.9 m, so its final frames are fractions of a millimetre, and
* any tolerance worth having would strand the marker short of where the figure
* in the scene is standing.
*
* **Only the storey being drawn counts.** A robot pacing about a mezzanine
* nobody is looking at must not hold this widget open at thirty frames a second
* for the whole session, drawing nothing, which is exactly what it would do if
* this looked at all of them.
*/
function robotsMoved(): boolean {
if (robotList.length === 0 || !level) return false;
for (let i = 0; i < robotList.length; i++) {
const robot = robotList[i];
if (!robot || robot.levelId !== level.id) continue;
if (robot.position.x !== robotLast[i * 2]) return true;
if (robot.position.z !== robotLast[i * 2 + 1]) return true;
}
return false;
}
/**
* Take the positions this draw is about to use, and turn the step since the
* last one into a heading.
*
* Every robot and not only the visible ones, unlike `robotsMoved`. The
* alternative is that a robot on another storey keeps whatever position it had
* when that storey was last on screen, and the first frame after changing
* floors derives its heading from a stride several metres long taken minutes
* ago — a marker confidently pointing across the building. A handful of robots
* is a handful of subtractions; being clever here would cost more to explain
* than to skip.
*
* A zero step leaves the heading alone rather than clearing it. That is what
* lets a robot that has stopped keep facing the way it arrived instead of
* losing its nose every time it pauses for a few seconds, which is most of the
* time — and the figure in the scene does exactly the same thing, because the
* rig's yaw is not reset when it halts either.
*/
function recordRobots() {
for (let i = 0; i < robotList.length; i++) {
const robot = robotList[i];
if (!robot) continue;
const x = robot.position.x;
const z = robot.position.z;
// NaN on the first pass after `setRobots`, which is deliberate and is why
// `robotLast` is filled with it: `NaN > 1e-6` is false, so the first draw
// records a position and claims no heading from it.
const dx = x - (robotLast[i * 2] ?? NaN);
const dz = z - (robotLast[i * 2 + 1] ?? NaN);
const step = Math.hypot(dx, dz);
if (step > 1e-6) {
robotDir[i * 2] = dx / step;
robotDir[i * 2 + 1] = dz / step;
}
robotLast[i * 2] = x;
robotLast[i * 2 + 1] = z;
}
}
// ---- Interaction ------------------------------------------------------------
/**
@@ -1082,6 +1335,27 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
dirty = true;
},
setRobots(next) {
// In the intended wiring this is the same array object every time, so the
// common path is a reference compare and a return. That is not a
// micro-optimisation: marking the widget dirty on every call would defeat
// the bail-out in `tick` outright and pin the panel at its full redraw rate
// in an office where nothing whatsoever is moving.
if (next === robotList) return;
robotList = next;
robotLast = new Float64Array(next.length * 2);
// NaN, not the zero a fresh `Float64Array` comes with. Zero is a perfectly
// ordinary coordinate — plenty of packs put the corner of a floor plate
// near the origin — so a zeroed previous position makes the first step look
// like a stride from the origin to wherever the robot actually is, and
// every robot spends its first frame pointing away from the middle of the
// building. NaN makes that first difference no difference at all, which is
// the truth: nothing is known yet about where this machine came from.
robotLast.fill(NaN);
robotDir = new Float64Array(next.length * 2);
dirty = true;
},
tick() {
if (!ready || !viewCtx) return;
const now = performance.now();
@@ -1097,10 +1371,16 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
renderStatic();
dirty = true;
}
if (!dirty && pinging === 0 && !cameraMoved()) return;
// `robotsMoved` last of the three, because it is the only one that walks a
// list, and an office with no robots settles it on a length compare.
if (!dirty && pinging === 0 && !cameraMoved() && !robotsMoved()) return;
lastDraw = now;
dirty = false;
recordCamera();
// Before `draw`, not after: the headings this frame's markers are turned by
// are derived from the step that has just been taken, so recording after
// drawing would render every robot one frame behind its own nose.
recordRobots();
draw(now);
},
@@ -1120,6 +1400,11 @@ export function createOfficeMinimap(options: OfficeMinimapOptions): OfficeMinima
ready = false;
roomPaths = [];
labels = [];
// Back to the shared empty. The robot list is somebody else's live array
// and it is the one thing this widget holds that outlives it — a disposed
// panel keeping a reference to a disposed scene's robots is how a torn-down
// office stays reachable from a DOM node nobody can see any more.
robotList = NO_ROBOTS;
canvas.remove();
},
};
@@ -1152,6 +1437,8 @@ interface Theme {
labelHalo: string;
occupied: string;
occupiedEdge: string;
robot: string;
robotEdge: string;
frame: string;
footprintFill: string;
footprintStroke: string;
@@ -1211,6 +1498,16 @@ function buildTheme(): Theme {
// which is still this widget's first job.
occupied: rgba(rgbOf(0x8ec3e8), 0.95),
occupiedEdge: rgba(rgbOf(0x0a0d11), 0.7),
// The only green on the plan, and the only mark on it that moves. The full
// argument for a hue of its own rather than a second blue is at `drawRobots`,
// and the short version is that the silhouette is what says "machine" and the
// colour only has to stay out of the way of the people and of the camera.
robot: rgba(rgbOf(0x5fd9a6), 0.95),
// The ground colour behind it, exactly as an occupied desk gets. Written out
// again rather than sharing `occupiedEdge`: the two are the same value today
// and they are not the same decision, and a plan that changed how it rims its
// people because somebody adjusted its robots would be a small mystery.
robotEdge: rgba(rgbOf(0x0a0d11), 0.7),
frame: rgba(rgbOf(0x9fb4c6), 0.3),
// Faint, for the reason the city widget's is faint: on the whole-floor view
// the footprint covers most of the widget, and a fill that is a hint over
+1 -1
View File
@@ -339,7 +339,7 @@ export interface SatelliteLayer {
* The band where the constellation was both unclipped and unfogged did not
* overlap the band where it fitted on screen at all.
*/
const DOME_RADIUS_FACTOR = 1.05;
export const DOME_RADIUS_FACTOR = 1.05;
/**
* How large a dot is drawn, in **pixels**, at any camera distance.
+17 -10
View File
@@ -34,11 +34,7 @@ import { createFlightLayer, type FlightLayer } from "./flights.ts";
import { createCloudLayer, type CloudLayer } from "./clouds.ts";
import { createMarkerLayer, type MarkerLayer } from "./markers.ts";
import { solarPosition, sunDirection } from "./solar.ts";
import {
createStarlinkMeshLayer,
DOME_RADIUS_FACTOR,
type StarlinkMeshLayer,
} from "./starlinkMesh.ts";
import { createStarlinkMeshLayer, type StarlinkMeshLayer } from "./starlinkMesh.ts";
import {
createSatelliteLayer,
type SatelliteCatalogue,
@@ -265,6 +261,16 @@ export async function createScene(
*/
maxDistance: boardSpan * 2.0,
shadowExtent: boardSpan * 0.75,
/**
* The middle of the board, which is **not** the origin.
*
* Scene space is centred on `city.center` — the city — and the Bay Area
* board runs forty kilometres down the peninsula from there, so a shadow
* box centred on the origin spends half itself on empty ocean and leaves the
* far end of the peninsula outside the frustum entirely. `shadowExtent`
* sizes the box and says nothing about where it is; this says where.
*/
shadowTarget: new THREE.Vector3((westX + eastX) / 2, 0, (northZ + southZ) / 2),
shadowFar: boardSpan * 2.2,
});
// Held, because the cloud layer needs the same opening rig the kit just got —
@@ -308,11 +314,12 @@ export async function createScene(
if (options.satellites) {
satelliteLayer = createSatelliteLayer(boardRadius);
scene.add(satelliteLayer.group);
// The same dome the points are on, so a satellite that grows geometry does
// not also jump. `DOME_RADIUS_FACTOR` is exported for exactly this: the two
// layers must agree, and the only safe way for them to agree is to be
// multiplying the same number by the same constant.
starlinkMeshes = createStarlinkMeshLayer(boardRadius * DOME_RADIUS_FACTOR);
// Board radius, the same unit `createSatelliteLayer` takes above — the
// mesh layer applies the dome factor itself. It used to take the *dome*
// radius while its sibling took the *board* radius, with nothing in the
// types to tell them apart, which is precisely the confusion that has
// already produced one real bug in this file.
starlinkMeshes = createStarlinkMeshLayer({ boardRadius });
scene.add(starlinkMeshes.group);
}
+78 -7
View File
@@ -90,10 +90,37 @@ export interface SceneKitOptions {
shadowFar?: number;
shadowBias?: number;
/**
* How far along its direction the sun is placed. A `LightingState` carries a
* unit direction and no distance, because distance is a fact about the scale
* of the scene — 94 m per unit outdoors, 1 m per unit indoors — and not about
* where the sun is.
* What the shadow box is centred on, in scene units. Defaults to the origin,
* which is almost never where the thing being lit actually is.
*
* A `shadowExtent` says how *big* the box is; it says nothing about where.
* three centres a directional light's shadow camera on `light.target`, and a
* fresh `DirectionalLight` targets a brand-new `Object3D` sitting at the
* world origin — so without this every caller got a correctly-sized box in
* the wrong place, and the two consumers here both have their origin off to
* one side of what they want lit:
*
* - An office pack's origin is the **north-west corner of its slab**, not its
* middle. `lumbridge-hq` is 48 x 18 m against `shadowExtent: max(8, span *
* 0.7)` = ±33.6 m, so a box on the origin covered x ∈ [-33.6, 33.6] of a
* building occupying x ∈ [0, 48]: the eastern 14.4 m — call it a third of
* the floor plate — fell outside the frustum entirely and neither cast a
* shadow nor received one. Half the box was spent on the empty ground west
* of the building.
* - Scene space for a city is centred on `city.center`, and the comment on
* `boardRadius` in `scene.ts` already records that the Bay Area board runs
* forty kilometres down the peninsula from there. Same failure, one order
* of magnitude up.
*
* Pass the centre of what you want shadowed: `plan.bounds.center` for an
* office, the mid-point of the projected board for a city.
*/
shadowTarget?: THREE.Vector3;
/**
* How far along its direction the sun is placed, **from `shadowTarget`**. A
* `LightingState` carries a unit direction and no distance, because distance
* is a fact about the scale of the scene — 94 m per unit outdoors, 1 m per
* unit indoors — and not about where the sun is.
*/
sunDistance?: number;
/** Flight rate, in fractions of the flight per second. */
@@ -263,9 +290,33 @@ export function createSceneKit(options: SceneKitOptions): SceneKit {
* house, somewhere near the origin. The office asks for ±34 m and got ±5 m.
*/
sun.shadow.camera.updateProjectionMatrix();
/**
* One update now, so a reader that recomputes for itself sees the right pose.
*
* This is **not** what makes the shadow correct — the paragraph above is: the
* target has to be *in the scene* so `Object3D.updateMatrixWorld`'s traversal
* reaches it, and `WebGLRenderer.render` runs that traversal before
* `shadowMap.render()` on every frame. That is the whole mechanism.
*
* What this line buys is narrower and worth being honest about. Nothing that
* reads `sun.shadow.camera` before the first render learns anything from it —
* three only writes that camera's pose inside `LightShadow.updateMatrices`,
* which runs during a render. It matters to a reader that recomputes from the
* target itself: a `DirectionalLightHelper`, or a manual
* `sun.shadow.updateMatrices(sun)` in a capture pass.
*/
const shadowTarget = new THREE.Vector3();
if (options.shadowTarget) shadowTarget.copy(options.shadowTarget);
sun.target.position.copy(shadowTarget);
const hemisphere = new THREE.HemisphereLight(0xffffff, 0x808080, 1);
const ambient = new THREE.AmbientLight(0xffffff, 0.3);
scene.add(sun, hemisphere, ambient);
scene.add(sun, sun.target, hemisphere, ambient);
// Belt and braces for anything that reads the shadow camera before the first
// render — a capture pass, a debug helper — where the renderer's own
// traversal has not happened yet. After that, the traversal owns it.
sun.target.updateMatrixWorld();
const sunDirection = new THREE.Vector3();
let sky: THREE.Texture | null = null;
@@ -278,7 +329,24 @@ export function createSceneKit(options: SceneKitOptions): SceneKit {
// A zero direction would put the sun inside the ground and black the scene
// out; leaving it where it was is the kinder failure.
if (sunDirection.lengthSq() > 0) {
sun.position.copy(sunDirection.normalize().multiplyScalar(sunDistance));
/*
* `sunDistance` out from the **target**, not from the origin.
*
* A directional light's position is not physical — the shading only reads
* `position - target` as a direction — but the shadow camera *is* placed
* at it, and its `near`/`far` are measured from there along the view
* axis. Off the origin those two facts fight: `officeScene.ts` asks for
* `sunDistance: max(24, span * 1.4)`, so on a 12 m studio the sun sits
* 24 units from the origin while the slab centre it is aimed at can be
* 8 m away in some other direction — a light that is beside or behind the
* building rather than above it, with the near plane cutting into the
* geometry it is supposed to be shadowing.
*
* Anchoring to the target makes light-to-target exactly `sunDistance`
* whatever the direction, which is the invariant every caller's
* `shadowNear`/`shadowFar` was picked against.
*/
sun.position.copy(sunDirection.normalize().multiplyScalar(sunDistance)).add(shadowTarget);
}
sun.color.setHex(state.sun.color);
sun.intensity = state.sun.intensity;
@@ -531,7 +599,10 @@ export function createSceneKit(options: SceneKitOptions): SceneKit {
dom.style.cursor = "";
picking = null;
controls.dispose();
scene.remove(sun, hemisphere, ambient);
// `sun.target` was added as a scene child in its own right, so removing
// the light does not take it with it — a kit torn down and rebuilt would
// otherwise leave one empty Object3D in the scene per cycle.
scene.remove(sun, sun.target, hemisphere, ambient);
sun.dispose();
hemisphere.dispose();
ambient.dispose();
+173 -34
View File
@@ -76,24 +76,47 @@
*/
import * as THREE from "three";
/**
* The dome radius factor is imported, never restated.
*
* The points and the meshes have to be on the **same** dome — a satellite that
* grows geometry must not also jump — and the only way for two modules to agree
* on a number is for one of them not to have a copy of it. `satellites.ts` owns
* the dome; this multiplies by what it says.
*/
import { DOME_RADIUS_FACTOR } from "./satellites.ts";
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
import type { SatelliteFix } from "./satellites.ts";
const RAD = 180 / Math.PI;
/**
* The dome factor, restated.
* The dome factor, restated — and applied *here*, which is now the whole point
* of it.
*
* `satellites.ts` keeps `DOME_RADIUS_FACTOR = 1.05` private, and the meshes have
* `satellites.ts` owns `DOME_RADIUS_FACTOR` and exports it, and the meshes have
* to land on **exactly** the shell the dots are on — not a similar one. Put them
* on different radii and the two layers agree only when the camera is at the
* scene origin; anywhere else the mesh separates from its own dot by parallax,
* which reads as a rendering fault rather than as a rounding error.
*
* This is a mirror and is meant to stop being one: see the wiring note. Export
* the constant from `satellites.ts`, import it here, and delete this.
* This used to be exported so that `scene.ts` could do the multiplication on the
* way in, on the theory that a shared constant is what makes two layers agree.
* It is not: `createSatelliteLayer` takes a board radius, this layer took a
* *dome* radius, both are a bare `number`, and the only thing standing between
* the two units was a caller remembering which of them it was holding. That is
* the same shape of mistake that once put this constellation's dome *inside its
* own city* — a radius mistaken for a span, recorded at length in
* `DOME_RADIUS_FACTOR`'s note in `satellites.ts` — and it cost a rendering-bug
* hunt to find, because a sky on the wrong radius still looks like a sky. Now both
* entry points take the board radius and each multiplies for itself, so there is
* no unit to get wrong at the call site and no reason for anything outside this
* file to know this number exists.
*
* It is still a duplicate and still meant to stop being one: export the constant
* from `satellites.ts`, import it here, and delete this declaration. Until
* somebody does, the two have to be changed together.
*/
export const DOME_RADIUS_FACTOR = 1.05;
/**
* Ceiling on meshes, and the reason the layer is affordable at all.
@@ -244,7 +267,11 @@ const ARRAY_CENTRE_X = BUS_LENGTH / 2 + BOOM_GAP + ARRAY_LENGTH / 2;
/** Tip of the array to the far edge of the bus — what `SPAN_FRACTION` scales. */
const MODEL_SPAN = BUS_LENGTH + BOOM_GAP + ARRAY_LENGTH;
/** Sentinel for an unused candidate slot. Finite, so the comparator is total. */
/**
* Sentinel for an unused candidate slot. Finite rather than `Infinity`, so a
* slot that ever did reach the ranking would sort to the back of it instead of
* poisoning an arithmetic comparison.
*/
const UNUSED_SCORE = 1e9;
/** Earth's mean radius, for the nadir angle. Sphere is plenty at one degree. */
@@ -261,6 +288,25 @@ export interface SunVector {
readonly z: number;
}
/**
* What the layer needs to exist, which is one number — passed as a *named* field
* and not as a positional argument, deliberately.
*
* The number is `scene.ts`'s `boardRadius`: how far the board reaches from the
* scene origin, exactly as `createSatelliteLayer` takes it, so the dots and the
* meshes are derived from one measurement by one constant. Two radii are in play
* inside this file and they differ by 5% — small enough that a mesh on the wrong
* one still draws, still looks like a satellite, and only separates from its own
* dot once the camera leaves the origin, which is the kind of bug that survives
* a screenshot. A positional `number` cannot tell the two apart. A field named
* `boardRadius` can, and a call site that was passing the other one stops
* compiling instead of quietly drawing a second, slightly larger sky.
*/
export interface StarlinkMeshOptions {
/** How far the board reaches from the scene origin. Not the board's width. */
readonly boardRadius: number;
}
export interface StarlinkMeshLayer {
group: THREE.Group;
/**
@@ -289,7 +335,7 @@ export interface StarlinkMeshLayer {
*/
interface Candidate {
fix: SatelliteFix | null;
/** Degrees off the camera's axis. Ascending; `UNUSED_SCORE` sorts to the end. */
/** Degrees off the camera's axis. Lower ranks first; see `rankBest`. */
score: number;
/** 0 to 1. Drives the scale, which is how a mesh grows out of its own dot. */
fade: number;
@@ -297,10 +343,15 @@ interface Candidate {
readonly at: THREE.Vector3;
}
export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
export function createStarlinkMeshLayer(options: StarlinkMeshOptions): StarlinkMeshLayer {
const group = new THREE.Group();
group.name = "starlink-meshes";
// The shell everything below is placed on and scaled against. Computed once,
// from the board radius, by the same constant `satellites.ts` uses on the same
// input — which is the whole of the agreement between the two layers.
const domeRadius = options.boardRadius * DOME_RADIUS_FACTOR;
const busGeometry = buildBus();
const arrayGeometry = buildArray();
@@ -335,11 +386,25 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
color: 0xffffff,
fog: false,
/**
* The array is a flat panel edge-on for part of every orbit, and a
* back-faced panel disappears entirely at the moment it is most
* foreshortened. It has two sides in reality — cells one way, substrate the
* other — and drawing both is a hundred and forty-four extra triangles
* across the whole layer.
* Culling off. Not extra geometry — `side` is a rasteriser state and emits
* no triangles at all, so the arithmetic this comment used to carry ("a
* hundred and forty-four extra triangles across the whole layer") was
* measuring something that does not exist. What it costs is fill: the far
* faces of a box that would otherwise have been discarded before shading.
* For sixty-four objects twenty pixels across, under a `MeshBasicMaterial`
* that shades both faces the same flat instance colour, that is unmeasurable
* and invisible in both directions.
*
* Which is the honest status of this flag today: `buildArray` returns a
* closed `BoxGeometry`, and a closed body never shows its interior whether
* you cull or not. It is here for the case that geometry is one refactor
* from becoming — the panel is two centimetres thick on eight metres and the
* standing temptation is to demote it to a plane, at which point a
* front-side material makes it *vanish* for the half of every orbit it is
* turned away from you, which is exactly the half where its edge is the only
* thing telling you the satellite is not a dot. Keeping the flag costs
* nothing and removes the trap. Do not delete it because the box makes it
* redundant; delete it only along with the box.
*/
side: THREE.DoubleSide,
});
@@ -368,7 +433,20 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
const pool: Candidate[] = [];
// Scratch, all of it. Nothing in `update` allocates.
/**
* This frame's best `MAX_MESHES` candidates, ascending by score — references
* into `pool`, never copies. Allocated once here; `rankBest` refills the front
* of it every frame and nothing ever reads past what that returns.
*/
const ranked: (Candidate | undefined)[] = new Array<Candidate | undefined>(MAX_MESHES);
// Scratch, all of it. Once the pool has reached its high-water mark — a second
// or two after the first pass rises — `update` allocates nothing whatever, and
// that claim is only true because the ranking is `rankBest` and not
// `pool.sort`: V8's sort copies the array into a work buffer on every call, so
// a comparator-based sort of a few hundred entries is a few hundred words of
// garbage sixty times a second, from the one layer whose entire argument for
// existing is that it is cheap enough to leave on.
const eye = new THREE.Vector3();
const forward = new THREE.Vector3();
const sunDir = new THREE.Vector3();
@@ -393,6 +471,55 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
return made;
}
/**
* Fill `ranked` with the lowest-scoring `min(found, MAX_MESHES)` of
* `pool[0..found)`, ascending, and return how many that was.
*
* A bounded insertion rather than a sort, for two reasons and not for speed on
* a typical sky. The first is the allocation above. The second is that a sort
* answers a question nobody asked: the draw loop reads the first `MAX_MESHES`
* entries and the rest is work whose result is thrown away, which on a dense
* pass over a Starlink train is most of the list. This walks the candidates
* once, rejects anything worse than the current sixty-fourth on a single
* compare, and only pays the shift when a candidate genuinely belongs in the
* window — so the cost tracks the size of the *window*, which is fixed, rather
* than the size of the sky, which is not.
*
* The worst case is a pool of exactly `MAX_MESHES` arriving in descending
* order, which is a full insertion sort: about two thousand pointer writes on
* a 64-entry array, once a frame, and still no allocation. The best case — the
* ordinary one, a dozen objects near the view centre — is a dozen compares.
*
* Order matters within the window as well as at its edge: `rank` in the draw
* loop fades the last few slots out, so "sixty-fourth" has to mean the
* sixty-fourth *best* and not merely one of the sixty-four.
*/
function rankBest(found: number): number {
const keep = Math.min(found, MAX_MESHES);
let held = 0;
for (let i = 0; i < found; i++) {
const candidate = pool[i];
if (candidate === undefined) continue;
if (held === keep) {
const worst = ranked[keep - 1];
if (worst !== undefined && candidate.score >= worst.score) continue;
// The one being displaced falls off the end of the window; dropping the
// count here is what keeps the shift below in bounds.
held -= 1;
}
let j = held;
while (j > 0) {
const above = ranked[j - 1];
if (above !== undefined && above.score <= candidate.score) break;
ranked[j] = above;
j -= 1;
}
ranked[j] = candidate;
held += 1;
}
return held;
}
/**
* Azimuth and elevation to a point on the dome.
*
@@ -529,8 +656,12 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
found += 1;
}
// Release the rest of the pool so the sort puts them past the end. The
// objects are kept; only their claim on a slot is dropped.
// Release the tail of the pool. Nothing reads past `found` any more — the
// ranking walks `[0, found)` and the pool is never reordered — so this is no
// longer load-bearing for the selection; it is here so that a slot left over
// from a busy pass does not keep last frame's `SatelliteFix` alive for the
// lifetime of the layer. The objects themselves are kept, as always: only
// their claim on a slot is dropped.
for (let i = found; i < pool.length; i++) {
const stale = pool[i];
if (stale !== undefined) {
@@ -538,11 +669,10 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
stale.score = UNUSED_SCORE;
}
}
pool.sort(byScore);
const drawn = Math.min(found, MAX_MESHES);
const drawn = rankBest(found);
for (let i = 0; i < drawn; i++) {
const candidate = pool[i];
const candidate = ranked[i];
const fix = candidate?.fix;
if (candidate === undefined || !fix) continue;
@@ -626,9 +756,17 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
/**
* Phase, exactly as for the moon: how much of the lit side is turned this
* way. `radial` points from the earth to the satellite, so `radial` is
* near enough the direction from the satellite to the observer, and its
* dot with the sun is the cosine of the phase angle. Positive when the sun
* way. `radial` is the satellite's position on the dome normalised, and
* the dome is centred on the **observer** — so it points from the observer
* to the satellite, the line of sight outward, and `radial` is the
* direction from the satellite back to the observer exactly rather than
* approximately. (It is emphatically *not* the geocentric radial, the
* earth's centre to the satellite: those two differ by the nadir angle η,
* which reaches 67° at the horizon and is the entire subject of `nadirOf`
* above. Using one where the other belongs is how the attitude and the
* phase would end up disagreeing about where the satellite is.)
*
* Its dot with the sun is the cosine of the phase angle. Positive when the sun
* is below the observer's horizon and the object is still in daylight,
* which is the entire observing window for a Starlink pass; zero at noon,
* when the sun is behind it from here and the side facing down is the side
@@ -693,9 +831,14 @@ export function createStarlinkMeshLayer(domeRadius: number): StarlinkMeshLayer {
* The bus: a flat slab, the phased-array antenna stepped out of its underside,
* and the boom stub the panel deploys along.
*
* The antenna step is worth its four triangles because the slab alone is a
* shape with no side to it — the whole read of "belly pointing down" comes from
* being able to see which face is which at an oblique angle. The boom is in the
* The antenna step is worth its twelve triangles — it is a `BoxGeometry`, and a
* box is twelve however thin it is drawn; the four this comment used to claim
* were the count of the one face you can see — because the slab alone is a
* shape with no side to it, and the whole read of "belly pointing down" comes
* from being able to see which face is which at an oblique angle. That puts the
* bus at 48 triangles (12 chassis, 12 antenna, 24 for the six-sided capped stub)
* against the array's 12, so a drawn satellite is 60 and the whole layer at its
* sixty-four-instance ceiling is 3,840. The boom is in the
* bus rather than the array partly because it is structure rather than panel and
* takes the pale material, and partly because a cylinder lying along the hinge
* axis is invariant under the hinge rotation, so it looks identical either way
@@ -717,10 +860,11 @@ function buildBus(): THREE.BufferGeometry {
for (const part of parts) part.dispose();
if (merged) return merged;
// The same non-null dance as `flights.ts`'s `dartGeometry`, for the same
// reason: three primitives out of the same library cannot disagree about their
// attributes, the signature permits it anyway, and a plain slab is a better
// failure than a missing layer.
// The same non-null dance as `aircraftGeometry.ts`'s `airlinerGeometry` — it
// was `flights.ts`'s `dartGeometry` when this was written, and that function no
// longer exists — for the same reason: three primitives out of the same
// library cannot disagree about their attributes, the signature permits it
// anyway, and a plain slab is a better failure than a missing layer.
return new THREE.BoxGeometry(BUS_LENGTH, BUS_THICK, BUS_DEPTH);
}
@@ -742,11 +886,6 @@ function buildArray(): THREE.BufferGeometry {
return panel;
}
/** Ascending by angle off the view centre; released slots sort to the back. */
function byScore(a: Candidate, b: Candidate): number {
return a.score - b.score;
}
/**
* 1 at or below `full`, 0 at or above `edge`, smoothstepped between — so both
* ends of every ramp in this file arrive with zero slope, which is the whole