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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
+34 -1
View File
@@ -83,7 +83,15 @@ import { Plan, type Depth, type PlanOptions } from "./plan.ts";
import { createPresenceLayer, type PresenceLayer, type PresencePalette } from "./presence.ts";
import { createShell, type Shell, type WallInfo } from "./shell.ts";
import { createLuminaires, type Luminaires, type Walker } from "./luminaires.ts";
import { createRobotLayer, type RobotLayer, type RobotSpec } from "./robots.ts";
import {
createRobotLayer,
type RobotLayer,
type RobotSpec,
type RobotView,
} from "./robots.ts";
/** Shared empty, so a pack with no robots does not allocate one per call. */
const NO_ROBOTS: readonly RobotView[] = [];
import type { Office, Point2, Presence, Viewpoint } from "./types.ts";
// Re-exported so a caller can name the tier it is asking for without importing
@@ -260,6 +268,15 @@ export interface OfficeScene extends StageScene {
* Cheap; call it every frame. An empty list is the normal state.
*/
setWalkers(walkers: readonly Walker[]): void;
/**
* The robots walking about the floor, live. Empty when the pack asked for
* none.
*
* The **same array** every call, holding vectors the layer mutates in place —
* take the reference once and read it, rather than polling for a snapshot.
* The plan panel and the ceiling lights both consume it that way.
*/
robots(): readonly RobotView[];
}
export function createOfficeScene(office: Office, options: OfficeSceneOptions): OfficeScene {
@@ -320,6 +337,21 @@ export function createOfficeScene(office: Office, options: OfficeSceneOptions):
maxPolarAngle: Math.PI / 2.04,
dampingFactor: 0.08,
shadowExtent: Math.max(8, span * 0.7),
/**
* The middle of the floor plate, which is nowhere near the origin.
*
* A pack's origin is the **north-west corner of its slab** — that is the
* frame `interiors/types.ts` defines and every pack is authored in. So a
* shadow box centred on the origin puts half of itself outside the building
* to the west and north: for `lumbridge-hq`, 14.4 m of a 48 m plate, about a
* third of the floor, fell outside the frustum and neither cast nor received
* a shadow. Invisible while three's default ±5 box made shadows useless
* everywhere, and obvious the moment they started working.
*
* `y = 0` deliberately: the slab is the receiving surface, and moving the
* target up and down only slides the box along the light's view axis.
*/
shadowTarget: new THREE.Vector3(plan.bounds.center.x, 0, plan.bounds.center.z),
shadowMapSize: 2048,
shadowNear: 0.5,
shadowFar: span * 4,
@@ -745,6 +777,7 @@ export function createOfficeScene(office: Office, options: OfficeSceneOptions):
luminaires.setSolarElevation(degrees);
},
houseLevel: () => luminaires.houseLevel(),
robots: () => robots?.robots() ?? NO_ROBOTS,
setWalkers(walkers) {
luminaires.setWalkers(walkers);
},
+48 -8
View File
@@ -23,7 +23,7 @@
* meshes instead. If a floor needs the budget back, drop the count — the
* cost is exactly linear in it, and a pack that only wants a robot standing
* somewhere should place the `tera:robot.optimus` asset, which is two.
* - **One set of geometry, 7.6k triangles, however many robots there are.**
* - **One set of geometry, 7.1k triangles, however many robots there are.**
* `buildOptimus` runs once and every figure after the first is a
* `cloneOptimus`, which shares every buffer and both materials.
* - **About 30 µs per tick for the crowd**, measured over thirty simulated
@@ -162,9 +162,21 @@ import type { Point2 } from "./types.ts";
const CRUISE = 1.2;
/**
* How wide a robot is to the collider. Its shoulders are 0.35 m across, so 0.28
* leaves about 100 mm of air on each side — enough that it does not scrape
* through a doorway, tight enough that it fits through one.
* How wide a robot is to the collider.
*
* The number to size this against is not the shoulder span. `optimus.ts` puts
* the shoulder *pivots* 0.35 m apart and this comment used to quote that, which
* made 0.28 look like a radius with 100 mm of slack in it. Measured off the
* built figure, a standing Optimus is 0.520 m across at its widest — the
* shoulder drums, with the splayed hands 4 mm inside them — so 0.56 is 20 mm of
* slack a side, not 100.
*
* That is still the right answer, because a doorway `Plan` calls passable is
* 0.9 m and 0.56 goes through one with room to turn in it. But it is the number
* to think with if anything about the arms, the shoulders or the stance
* changes, and there is far less room in it than the old comment implied: the
* figure is within 40 mm of its own collider, so a wider robot silently starts
* clipping door frames rather than failing.
*/
const RADIUS = 0.28;
@@ -487,6 +499,16 @@ export interface RobotLayer {
dispose(): void;
}
/**
* A direction a robot may walk in, and the clearance the probe settled for to
* find it. There is exactly one of these per layer and it is scratch — see
* `chooseHeading`.
*/
interface Heading {
heading: number;
clearance: number;
}
/** Everything about one robot that changes. */
interface Robot {
view: RobotView;
@@ -533,9 +555,12 @@ export function createRobotLayer(plan: Plan, options: RobotLayerOptions): RobotL
const views: RobotView[] = [];
// Scratch, reused every frame. Four robots at sixty frames is 240 chances a
// second to allocate a `Point2` for nothing.
// second to allocate a `Point2` for nothing. `chosen` is the same discipline
// applied to the one place it had been forgotten; see `chooseHeading`, which
// is the only thing allowed to write to it.
const from: Point2 = { x: 0, z: 0 };
const to: Point2 = { x: 0, z: 0 };
const chosen: Heading = { heading: 0, clearance: 0 };
/**
* A level's rooms with a running area total, so a candidate point can be
@@ -861,17 +886,32 @@ export function createRobotLayer(plan: Plan, options: RobotLayerOptions): RobotL
*
* Falls back to `want` itself when everything is blocked, so the caller still
* turns toward where it wanted to go and simply does not move.
*
* **The returned object is `chosen`, every time.** This used to be a fresh
* `{ heading, clearance }` per call, which is once a frame for every robot
* that is moving — the same allocation-per-frame this file goes out of its
* way to avoid in `from`, `to` and `RobotLayer.robots`, and it is odd that
* one survived where those did not. It is scratch now, and it is safe
* *because* of how it is used: `step` reads both fields on the line after the
* call and never keeps the reference. Anything that wants to hold on to a
* choice — comparing this frame's against last frame's, say — has to copy the
* two numbers out, or it will find that both of them changed underneath it on
* the next robot's turn.
*/
function chooseHeading(robot: Robot, want: number): { heading: number; clearance: number } {
function chooseHeading(robot: Robot, want: number): Heading {
for (const relief of PROBE_RELIEF) {
const clearance = radius * relief;
for (const offset of PROBE_TURNS) {
if (clearAhead(robot, want + offset, clearance)) {
return { heading: want + offset, clearance };
chosen.heading = want + offset;
chosen.clearance = clearance;
return chosen;
}
}
}
return { heading: want, clearance: radius };
chosen.heading = want;
chosen.clearance = radius;
return chosen;
}
// ---- Step ---------------------------------------------------------------