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>
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+17
-10
@@ -34,11 +34,7 @@ import { createFlightLayer, type FlightLayer } from "./flights.ts";
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import { createCloudLayer, type CloudLayer } from "./clouds.ts";
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import { createMarkerLayer, type MarkerLayer } from "./markers.ts";
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import { solarPosition, sunDirection } from "./solar.ts";
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import {
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createStarlinkMeshLayer,
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DOME_RADIUS_FACTOR,
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type StarlinkMeshLayer,
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} from "./starlinkMesh.ts";
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import { createStarlinkMeshLayer, type StarlinkMeshLayer } from "./starlinkMesh.ts";
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import {
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createSatelliteLayer,
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type SatelliteCatalogue,
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@@ -265,6 +261,16 @@ export async function createScene(
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*/
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maxDistance: boardSpan * 2.0,
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shadowExtent: boardSpan * 0.75,
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/**
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* The middle of the board, which is **not** the origin.
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*
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* Scene space is centred on `city.center` — the city — and the Bay Area
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* board runs forty kilometres down the peninsula from there, so a shadow
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* box centred on the origin spends half itself on empty ocean and leaves the
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* far end of the peninsula outside the frustum entirely. `shadowExtent`
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* sizes the box and says nothing about where it is; this says where.
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*/
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shadowTarget: new THREE.Vector3((westX + eastX) / 2, 0, (northZ + southZ) / 2),
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shadowFar: boardSpan * 2.2,
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});
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// Held, because the cloud layer needs the same opening rig the kit just got —
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@@ -308,11 +314,12 @@ export async function createScene(
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if (options.satellites) {
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satelliteLayer = createSatelliteLayer(boardRadius);
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scene.add(satelliteLayer.group);
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// The same dome the points are on, so a satellite that grows geometry does
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// not also jump. `DOME_RADIUS_FACTOR` is exported for exactly this: the two
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// layers must agree, and the only safe way for them to agree is to be
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// multiplying the same number by the same constant.
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starlinkMeshes = createStarlinkMeshLayer(boardRadius * DOME_RADIUS_FACTOR);
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// Board radius, the same unit `createSatelliteLayer` takes above — the
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// mesh layer applies the dome factor itself. It used to take the *dome*
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// radius while its sibling took the *board* radius, with nothing in the
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// types to tell them apart, which is precisely the confusion that has
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// already produced one real bug in this file.
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starlinkMeshes = createStarlinkMeshLayer({ boardRadius });
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scene.add(starlinkMeshes.group);
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}
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