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:
@@ -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);
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user