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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);
},