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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
+370 -66
View File
@@ -28,11 +28,21 @@
* thing turns into a mannequin.
* 3. **The visor.** A smooth black panel filling the front of a small pale head,
* with no features on it at all. Two eyes, a mouth line, a "friendly" curve —
* any of them and it stops being Optimus.
* any of them and it stops being Optimus. It has to *follow the head*: a flat
* plate on a rounded shell overhangs at its corners, and a face with the
* corners of its visor hanging in the air beside it is the single most
* conspicuous thing this figure can get wrong. See `emitHead`.
* 4. **Pale shells over a dark frame.** Every limb is a light shell that stops
* short of the joint, with dark structure showing in the gap. That gap is
* what makes it read as a machine rather than as a white plastic doll, and it
* costs nothing but a few millimetres of geometry.
* costs nothing but a few millimetres of geometry. The ankle, knee, hip,
* wrist and elbow all have one; the shoulder has a dark drum showing past the
* edge of its cap instead, for a draw-call reason written out at the drum.
* Whatever else changes, do not let two pale parts meet each other — and do
* not let them merely *touch*, either. Every join in this file overlaps by a
* few millimetres, because parts that share a face z-fight along it and parts
* that stop at the same plane by arithmetic eventually stop a millimetre
* short instead. Both of those have happened here.
* 5. The knee actuator, the shoulder caps, the five-fingered hands. Detail, not
* silhouette. Present because they are cheap, not because they are load-
* bearing.
@@ -66,8 +76,9 @@
* what Optimus actually looks like — flat-sided shells with softened edges,
* not tubes.
* - **`frame` is drawn with `box()` and `cylinder()` and nothing else.** Both
* indexed. This is why the visor is a flat box and not a rounded one: it is
* drawn in the dark material, so it may not be an extrusion.
* indexed. This is why the visor is five flat boxes fitted round the head's
* corner rather than one moulded shell: it is drawn in the dark material, so
* it may not be an extrusion, so the curve has to be faceted by hand.
*
* Add a part and put it in the material whose primitive class it already
* belongs to. If you cannot, you want the *other* material, and it will usually
@@ -112,7 +123,13 @@
*
* ### What it costs
*
* Eighteen meshes and about 7,600 triangles per figure. `buildOptimus` is
* Eighteen meshes and about 7,100 triangles per figure. The mesh count is the
* one that matters and it is fixed by the eleven bins and the two materials;
* the triangles are almost all `roundedBox`, which is 236 of them whatever size
* it is drawn at and however tight its bevel. That flat rate is worth knowing
* before adding shell detail: a 14 mm finger and a 340 mm chest cost the same,
* which is why the fingers were a quarter of the figure until somebody counted
* (see `DIGITS`). `buildOptimus` is
* meant to be called **once**; `cloneOptimus` gives you another figure sharing
* every geometry and both materials, which is how four robots cost four times
* the draw calls but one times the memory. Seventy-two draw calls for a crowd of
@@ -289,9 +306,16 @@ function emitPelvis(bin: MeshBin, P: PartBin, s: Skin): void {
// Straddles the hip line: down to 0.855 m and up to the waist at 1.05 m. The
// width is what the slim waist above it is measured against.
bin.add(P.roundedBox(0.07), s.shell, { y: -0.065, size: [0.28, 0.195, 0.19] });
// The axle runs right through and out both sides, so there is dark structure
// visible in the gap between the pelvis shell and the top of each thigh.
barrel(bin, P, s.frame, { x: 0, y: 0, z: 0 }, 0.115, 2 * OPTIMUS.hipHalf + 0.05);
// The axle has to be longer than the pelvis is wide or none of it is visible,
// and for a long time none of it was: at `2·hipHalf + 0.05` it stopped at
// ±0.11 inside a shell that reaches ±0.14, and the comment on this line
// claimed it "runs right through and out both sides" on the strength of
// nobody having measured it. `+ 0.14` puts it at ±0.155: 15 mm of dark disc
// clear of the pelvis and 2.5 mm clear of the outer face of each thigh, which
// is the gap rule 4 in the header is about and the one the hip did not have.
// Shorten it again and the hip goes back to one unbroken pale mass from the
// waist to the knee, which is what a mannequin looks like.
barrel(bin, P, s.frame, { x: 0, y: 0, z: 0 }, 0.115, 2 * OPTIMUS.hipHalf + 0.14);
}
/**
@@ -340,40 +364,205 @@ function emitTorso(bin: MeshBin, P: PartBin, s: Skin): void {
y: shoulderY - 0.078,
size: [0.13, 0.156, 0.15],
});
// The ring the arm turns in, poking out beyond the cap.
barrel(bin, P, s.frame, { x: side * OPTIMUS.shoulderHalf, y: shoulderY, z: 0 }, 0.092, 0.15);
// The drum the arm turns in. 0.135 across and 0.17 long against a cap that
// is 0.13 wide, 0.156 tall and 0.15 deep, and every one of those numbers is
// chosen against the cap's: the drum is buried inside the cap in Y and Z
// and clears it only in X, so what shows is 20 mm of dark disc past the
// outboard face of the cap and, inboard, a nub of the same 20 mm in the
// 37 mm between the top of the chest and the top of the drum. The nub is
// wanted — it is the only thing between the neck and the shoulder — but it
// is the reason the drum's diameter is not free: take it past 0.16 and it
// breaks out under the cap as well, and the shoulder turns into a dark
// wheel with a pale plate stuck on it.
//
// That disc is the *only* dark structure at the shoulder, and it is here
// rather than on the arm for a reason worth stating, because the obvious
// fix looks better and costs more than it is worth. Rule 4 in the header
// wants a pale shell stopping short of the joint with dark showing in the
// gap; the knee and the elbow both do it. Doing it at the shoulder means a
// dark part in the *shoulder* bin, which today draws in `paper` alone — so
// it would go from one mesh to two, twice, on every figure: 20 meshes a
// robot and 80 draw calls for a crowd of four instead of 72. Eight draw
// calls for a 24 mm band of dark under a cap that already reads as a
// separate piece is not the trade. A fatter drum is free.
barrel(bin, P, s.frame, { x: side * OPTIMUS.shoulderHalf, y: shoulderY, z: 0 }, 0.135, 0.17);
}
}
/**
* The head shell's front-right corner, as fractions of its half-width and
* half-depth, walking round from the middle of the face toward the temple.
*
* These are **measured off the built shell**, by casting rays at it, not
* derived. They have to be, because the surface they describe is the offset
* outline of a quadratic-Bezier corner that `ExtrudeGeometry` then bevels, and
* writing that arithmetic out here would be a worse lie than a measurement:
* it would look authoritative and it would be a re-implementation of three.js
* internals. The visor is fitted to *these* numbers, so `x: 1` really is the
* widest point of the head and `z: 1` really is the flat front of the face.
*
* **They are only valid for `roundedBox(0.08)`.** The radius is what sets where
* the flat front stops — at 0.08 it stops 53% of the way out, and the corner
* from there to the temple is a four-segment polyline, of which the visor uses
* the first two. Change the head's bevel and these are wrong, and the symptom
* is a visor whose outer corners hang in the air beside the head rather than
* an error. Re-measure it: cast a ray down +Z at the shell at a series of x,
* at a y inside the shell's straight middle band, and read off where it hits.
* (An earlier visor was three hand-placed boxes and its outer pieces stood
* 19 mm proud of a 165 mm-wide head, which is what that failure looks like.)
*
* Scaling with the head rather than in metres so that the two survive being
* resized together; they do **not** survive being reproportioned, because a
* corner is not similar to itself under a non-uniform scale.
*/
const FACE_FLAT = { x: 0.5312, z: 1.0 } as const;
const FACE_MID = { x: 0.7146, z: 0.9738 } as const;
const FACE_TEMPLE = { x: 0.8766, z: 0.8766 } as const;
/** Head shell, metres. Named because the visor is fitted to all three. */
const HEAD_SIZE = { width: 0.165, height: 0.215, depth: 0.185 } as const;
/**
* How far the visor's outer face stands off the shell it is fitted to, and how
* thick the panel is.
*
* 1.5 mm is deliberately below anything that can resolve — at ten metres it is
* a seventh of a pixel — and it is not there to be seen. It is there so the
* sign can never go the other way. A visor flush with the shell z-fights it
* along the whole seam; a visor a millimetre *inside* it disappears in patches
* as the figure turns, which reads as a face flickering on and off and is by
* some distance the ugliest thing this asset has ever done.
*/
const VISOR_PROUD = 0.0015;
const VISOR_THICK = 0.016;
/**
* One panel of the visor, laid flat on the chord between two points of the
* head's front corner and pushed out until its outer face clears the shell.
*
* `from` and `to` are `FACE_*` fractions on the robot's right; `side` mirrors
* the whole thing for the left. Two things in here are easy to get wrong and
* neither of them shows up as an error:
*
* - **The chord is the surface, not an approximation of it.** The shell's
* corner really is a polyline in this band — it is an extruded polygon, not
* a curve — so a panel laid on one of its edges is parallel to the shell for
* that edge's whole length and stands off it by exactly `VISOR_PROUD`. This
* is the entire reason the corner is stored as measured points instead of as
* a radius: fit an arc to it instead and the panel touches at two places and
* sinks in between, which is the flickering failure `VISOR_PROUD` describes.
* - **The box is pushed *in* by half its thickness, not out.** A box's front is
* its Z face, so its centre has to sit `VISOR_THICK / 2` behind where the
* front is wanted. Add instead of subtract and the panel floats 16 mm off the
* head — which is very close to what the version before this one did.
*
* `seam` lengthens the panel at its inner end only. The inner end runs under
* the piece before it, which is what stops a hairline of shell showing through
* the joint between two panels at a grazing angle; the outer end is left exact,
* because past it the shell falls away and any overhang there is a ledge on the
* one edge of the visor anybody can see.
*/
function emitVisorPanel(
bin: MeshBin,
P: PartBin,
s: Skin,
side: number,
from: { x: number; z: number },
to: { x: number; z: number },
visorY: number,
visorHeight: number,
seam: number,
): void {
const halfX = HEAD_SIZE.width / 2;
const halfZ = HEAD_SIZE.depth / 2;
const x0 = from.x * halfX;
const z0 = -from.z * halfZ;
const x1 = to.x * halfX;
const z1 = -to.z * halfZ;
const dx = x1 - x0;
const dz = z1 - z0;
const span = Math.hypot(dx, dz);
// Outward normal of the chord: rotate its direction a quarter turn so it
// points away from the head. On the robot's right that is front-and-right.
const nx = dz / span;
const nz = -dx / span;
// Midpoint, dragged back along the chord by half the seam so the panel grows
// inward only, then offset along the normal to put its front face proud.
const offset = VISOR_PROUD - VISOR_THICK / 2;
const cx = (x0 + x1) / 2 - (dx / span) * (seam / 2) + nx * offset;
const cz = (z0 + z1) / 2 - (dz / span) * (seam / 2) + nz * offset;
bin.add(P.box(), s.frame, {
x: side * cx,
y: visorY,
z: cz,
size: [span + seam, visorHeight, VISOR_THICK],
// A box's front is Z, which a yaw of θ sends to (sin θ, cos θ); solving
// that for the normal is the whole of this line. Mirrored for the left,
// because a mirrored normal is a negated yaw.
yaw: side * Math.atan2(-nx, -nz),
});
}
/**
* The head: a small pale shell and a black visor. Drawn in the head frame, whose
* origin is the top of the neck.
*
* The visor is a plain `box` because the dark material is the indexed one — see
* the primitive-class rule in the header, which is why the one part of this
* figure most deserving of a soft edge does not get one.
* The visor is five plain `box`es because the dark material is the indexed one
* — see the primitive-class rule in the header, which is why the one part of
* this figure most deserving of a smooth curve is a faceted approximation of
* one. A flat plate across the middle of the face, then two panels a side
* following the shell's corner out to the temple, each sitting `VISOR_PROUD`
* off the surface it is laid on. Five boxes is 60 triangles; the head shell
* beside them is 236.
*
* It sits about 3 mm *into* the flat middle of the face and about 1.5 mm *proud*
* of the curve at the edges, because the shell's corners round away in Z while
* the visor stays flat. That is not a compromise, it is the effect: a panel let
* into a face and wrapping round the sides of it. Sunk flush all the way across
* — which was the first version — it reads as a black rectangle painted on. The
* two small yawed side pieces finish the wrap.
* **The visor tracks the shell, it does not overhang it.** That is the property
* to preserve if anything here is touched, and the reason the corner is stored
* as measured points at all. The version before this one was three hand-placed
* boxes with a hand-picked yaw: its flat middle plate stood 3.7 mm proud at the
* corners where it left the flat of the face, and its two side pieces stood
* **19 mm** proud of a head 165 mm wide, which is a face wearing goggles a size
* too big. The comment beside them said 1.5 mm, and had said so since before
* the shell's bevel was retuned from 0.120.22 to 0.0550.09 and moved every
* number it was describing. Measurements that are not re-taken are guesses with
* a decimal point on them.
*
* At five to fifteen metres a robot's head is fifteen to forty-five pixels
* tall. Nothing about the panel's *surface* survives that, and the only thing
* that does is its outline against the pale shell. So the outline is the thing
* that is built accurately and the rest is not built at all.
*
* It wraps as far as `FACE_TEMPLE` and stops, leaving about 10 mm of pale shell
* either side in a front view. Wrapping further gets a black head; stopping at
* the flat front gets a rectangle painted on a box.
*/
function emitHead(bin: MeshBin, P: PartBin, s: Skin): void {
const base = OPTIMUS.height - OPTIMUS.headY - 0.215;
bin.add(P.roundedBox(0.08), s.shell, { y: base, size: [0.165, 0.215, 0.185] });
const visorY = base + 0.082;
bin.add(P.box(), s.frame, { y: visorY, z: -0.079, size: [0.132, 0.075, 0.02] });
for (const side of [-1, 1]) {
bin.add(P.box(), s.frame, {
x: side * 0.072,
y: visorY,
z: -0.062,
size: [0.05, 0.072, 0.018],
yaw: side * 0.62,
const base = OPTIMUS.height - OPTIMUS.headY - HEAD_SIZE.height;
bin.add(P.roundedBox(0.08), s.shell, {
y: base,
size: [HEAD_SIZE.width, HEAD_SIZE.height, HEAD_SIZE.depth],
});
// Kept inside the shell's straight middle band — `roundedBox(0.08)` rounds
// the top and bottom 17 mm of a 215 mm head away in Y, and `FACE_*` describes
// the cross-section between those. Push the visor into either and it starts
// sinking into a surface that is no longer where the measurements say.
const visorY = base + 0.078;
const visorHeight = 0.082;
const seam = 0.005;
// The flat middle of the face, stopping exactly where the shell stops being
// flat so the first wrap panel meets it edge to edge rather than crossing it.
bin.add(P.box(), s.frame, {
y: visorY,
z: -HEAD_SIZE.depth / 2 - VISOR_PROUD + VISOR_THICK / 2,
size: [FACE_FLAT.x * HEAD_SIZE.width, visorHeight, VISOR_THICK],
});
for (const side of [-1, 1]) {
emitVisorPanel(bin, P, s, side, FACE_FLAT, FACE_MID, visorY, visorHeight, seam);
emitVisorPanel(bin, P, s, side, FACE_MID, FACE_TEMPLE, visorY, visorHeight, seam);
}
}
@@ -392,41 +581,112 @@ function emitThigh(bin: MeshBin, P: PartBin, s: Skin): void {
* The actuator is the one piece of detail on the legs that is worth its
* geometry: a dark barrel across the front of the knee is the single most
* recognisable thing about an Optimus leg, and it is one cylinder.
*
* ### The ankle is built from the foot upward, and that is not a style choice
*
* Every part below the knee used to be placed off `drop`, and the ankle block
* came out at 0.0900.120 m above the floor while the foot shell ended at
* 0.066 — a 24 mm band of nothing, with the whole leg's weight visibly resting
* on air, and `OPTIMUS.ankleY` at 0.085 sitting in the middle of the void it is
* supposed to name. `robots.ts` measures the entire gait pendulum to that
* landmark, so the one height on this figure that had to have geometry at it
* was the one that had none.
*
* So the ankle is anchored to the top of the foot, which is a surface, rather
* than to a landmark, which is a number. It reaches 7 mm down into the foot
* shell and 13 mm up into the shin shell — overlapping at both ends on purpose,
* because two parts that merely touch share a face and z-fight along it, and a
* flickering seam is worse than a joint that is a few millimetres thicker than
* it needs to be. What is left visible is 39 mm of dark between a pale foot and
* a pale shin, which is rule 4 in the header and is what an ankle is for.
*/
function emitShin(bin: MeshBin, P: PartBin, s: Skin): void {
const drop = OPTIMUS.kneeY - OPTIMUS.ankleY;
barrel(bin, P, s.frame, { x: 0, y: 0, z: -0.012 }, 0.118, 0.125);
bin.add(P.roundedBox(0.065), s.shell, { y: -drop + 0.02, size: [0.1, drop - 0.05, 0.118] });
// The ankle, dark, in the gap the shin shell leaves above the foot.
bin.add(P.box(), s.frame, { y: -drop + 0.005, size: [0.072, 0.03, 0.085] });
// The foot. The sole is a separate dark slab so the robot has something to
// stand on that is not the same colour as its shins — a monochrome foot
// dissolves into a pale floor.
const sole = -OPTIMUS.kneeY;
const footTop = sole + 0.066;
bin.add(P.box(), s.frame, { y: sole, z: -0.035, size: [0.098, 0.014, 0.25] });
bin.add(P.roundedBox(0.06), s.shell, {
y: sole + 0.014,
z: -0.035,
size: [0.106, 0.052, 0.243],
});
}
/** An upper arm. Drawn in the shoulder frame; the cap is on the torso. */
function emitUpperArm(bin: MeshBin, P: PartBin, s: Skin): void {
const drop = OPTIMUS.shoulderY - OPTIMUS.elbowY;
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.048, size: [0.088, drop - 0.098, 0.098] });
// The ankle, dark, filling everything between the two of them. Narrower than
// both in X and Z, so the gap reads as a joint rather than as a change of
// colour partway up a column — but only just. It is 12 mm narrower than the
// shin and 18 mm narrower than the foot, and both of those were 26 and 32 at
// one point, which left a 16 mm slot each side of the ankle that you could
// see the floor through. Narrow enough to read as a waisted joint, wide
// enough not to be a window: the two constraints point opposite ways and
// this is where they meet.
bin.add(P.box(), s.frame, { y: footTop - 0.007, size: [0.088, 0.059, 0.096] });
}
/**
* Forearm, wrist and a five-fingered hand. Drawn in the elbow frame.
* An upper arm. Drawn in the shoulder frame; the cap and the joint drum are
* both on the torso, for the reasons given at each of them.
*
* The fingers are pale rather than dark, with only the knuckle bar in the frame
* material. At ten metres a hand reads from its outline, so what matters is that
* there are five of something and that they are separate — not what colour the
* gaps between them are, which is a decision worth about forty triangles of
* detail nobody will ever resolve.
* One shell, and it reaches 17 mm *into* the elbow barrel below it rather than
* stopping level with it. At `-drop + 0.048` the shell ended at 1.168 m and the
* barrel reached 1.167 — a one-millimetre ring of daylight all the way round
* the elbow, which does not read as a gap at any distance but does catch the
* background for a frame at a time as the arm swings, and chasing that kind of
* flicker back to a millimetre of arithmetic costs an afternoon.
*/
function emitUpperArm(bin: MeshBin, P: PartBin, s: Skin): void {
const drop = OPTIMUS.shoulderY - OPTIMUS.elbowY;
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.03, size: [0.088, drop - 0.08, 0.098] });
}
/**
* The digits of one hand, medial first. `medial` is the offset **toward the
* body**, not an X coordinate, so this table is the same for both hands and the
* one sign flip that makes a left hand a left hand happens where it is placed
* — the same discipline the thumb has always had, extended to the fingers so
* that the two cannot disagree about which way is inward.
*
* ### Three, not four, and why the count is the wrong question
*
* The previous version drew four identical 14 mm slabs in a row with 3 mm
* between them, on the argument that what a hand needs at ten metres is five of
* something, separate. Half of that is right and the expensive half is not. At
* ten metres this figure is about 170 pixels tall, so a 14 mm finger is 1.4 of
* them and a 3 mm gap is a third of one: **the separations were never once
* resolved on screen.** What is resolved is the shape the tips make, and four
* equal slabs make a straight line across the bottom of the hand — a comb, not
* a hand. So the gaps are not what the geometry is for; the *stagger* is.
*
* Three digits of different lengths give the curved tip line a hand has, and
* cost three of these rather than four. That matters more than it looks:
* `roundedBox` is 236 triangles whatever size it is drawn at, so the four
* fingers alone were 944 triangles a hand and the two hands together were a
* quarter of the entire figure — a quarter of the budget spent below the
* resolution limit. Dropping one digit a hand is 6% off the whole robot.
*
* `curl` is a rotation about +X applied at the *tip*, because a placement
* rotates a part about its own base and these are placed tip-down. The base is
* therefore solved for: it is the knuckle, less the rotated length. Getting
* that backwards pivots each finger about its knuckle-end and fans the hand out
* like a card trick.
*/
const DIGITS = [
{ medial: 0.022, width: 0.016, depth: 0.024, length: 0.068, curl: 0.26 },
{ medial: 0.002, width: 0.018, depth: 0.025, length: 0.076, curl: 0.3 },
{ medial: -0.021, width: 0.024, depth: 0.024, length: 0.064, curl: 0.34 },
];
/**
* Forearm, wrist and hand. Drawn in the elbow frame.
*
* The digits are pale rather than dark, with only the wrist block in the frame
* material — see `DIGITS` for what a hand is actually made of at this distance.
*
* This is the one emitter that has to know which side it is on, because a thumb
* is the only part of the figure that is not left-right symmetric. It goes
@@ -434,29 +694,54 @@ function emitUpperArm(bin: MeshBin, P: PartBin, s: Skin): void {
* means `side` flips its sign. Drawing both thumbs at a fixed `+x`, as the first
* version did, gives a robot with two right hands and a bounding box 27 mm wider
* on one side than the other.
*
* **Nothing here butts up against anything.** The wrist block straddles
* `OPTIMUS.wristY` and overlaps the forearm shell by 6 mm; the palm reaches
* 6 mm up into the wrist block; the digits reach 6 mm up into the palm. All
* three of those were exact abutments and two of them were exactly coplanar,
* which is a z-fight rather than a join — and the third was not an abutment at
* all but an 8 mm hole between the bottom of the forearm shell at 0.885 m and
* the top of the wrist block at 0.877, straight through the arm. Overlap costs
* nothing: these are merged into one buffer and the interior faces are never
* seen from outside.
*/
function emitForearm(bin: MeshBin, P: PartBin, s: Skin, side: number): void {
const drop = OPTIMUS.elbowY - OPTIMUS.wristY;
barrel(bin, P, s.frame, { x: 0, y: 0, z: 0 }, 0.094, 0.088);
bin.add(P.roundedBox(0.07), s.shell, { y: -drop + 0.02, size: [0.08, drop - 0.055, 0.088] });
bin.add(P.box(), s.frame, { y: -drop - 0.012, size: [0.062, 0.024, 0.07] });
// Wider than the palm below it and narrower than the forearm above, in that
// order. At 0.062 it was narrower than both, which put a 6 mm slot of
// daylight down each side of the wrist between two parts that are meant to
// be joined; a joint that reads as a taper cannot do that.
bin.add(P.box(), s.frame, { y: -drop - 0.016, size: [0.072, 0.042, 0.07] });
// Palm, then four fingers and a thumb set off to the side and turned in.
const palmTop = -drop - 0.012;
bin.add(P.roundedBox(0.075), s.shell, { y: palmTop - 0.078, size: [0.068, 0.078, 0.032] });
for (let i = 0; i < 4; i++) {
const palmTop = -drop - 0.01;
bin.add(P.roundedBox(0.075), s.shell, { y: palmTop - 0.082, size: [0.068, 0.082, 0.032] });
const knuckle = palmTop - 0.076;
for (const digit of DIGITS) {
bin.add(P.roundedBox(0.08), s.shell, {
x: (i - 1.5) * 0.017,
y: palmTop - 0.148,
size: [0.014, 0.07, 0.024],
x: -side * digit.medial,
y: knuckle - digit.length * Math.cos(digit.curl),
z: -digit.length * Math.sin(digit.curl),
size: [digit.width, digit.length, digit.depth],
pitch: digit.curl,
});
}
// The thumb, also placed tip-first, and the only part of the figure that
// needs two rotations: it runs up and *outward* from a tip set 12 mm medial
// of the palm's edge, and forward of the palm's face, so the pad ends up
// opposing the fingers rather than lying alongside them. The old one was a
// single roll about its own tip, which swung the knuckle 23 mm clear of the
// hand and left the thumb attached to the palm at one corner.
bin.add(P.roundedBox(0.08), s.shell, {
x: -side * 0.03,
y: palmTop - 0.088,
z: -0.02,
size: [0.017, 0.056, 0.026],
roll: side * 0.5,
x: -side * 0.046,
y: palmTop - 0.078,
z: -0.03,
size: [0.019, 0.058, 0.026],
pitch: 0.33,
roll: -side * 0.28,
});
}
@@ -558,12 +843,27 @@ export function buildOptimus(ctx: AssetContext): OptimusRig {
/**
* Resolve the joints of a rig root by name.
*
* Exported because `Object3D.clone(true)` copies names but hands back plain
* `Object3D`s with no idea which of them is a knee, so a clone has to be
* re-resolved. Throws rather than returning null: a root with no `kneeL` in it
* is not a rig, and the caller has nothing useful to do about that at runtime.
* This used to be exported, on the stated grounds that `Object3D.clone(true)`
* "hands back plain `Object3D`s" and so a caller holding a clone would need to
* re-resolve it. **That is not true of three.js and never was.** `clone` is
* `new this.constructor().copy(this, recursive)` (`three/src/core/Object3D.js`),
* so cloning a `Group` gives a `Group`, and a cloned rig is structurally
* identical to the original down to the class of every node. Nothing outside
* this file ever called it — `robots.ts` takes its joints from the `OptimusRig`
* that `cloneOptimus` hands back — so the export was justified by a wrong claim
* and used by nobody, and it is now private.
*
* The function itself is still needed, for the reason the false one was
* standing in front of: `clone` copies the *tree*, and `OptimusJoints` is a
* flat record of references **into** the original tree. Those references are
* not part of the tree and are not cloned with it, so a clone's joints have to
* be found again, and the names are the only thing that survives the copy to
* find them by.
*
* Throws rather than returning null: a root with no `kneeL` in it is not a rig,
* and the caller has nothing useful to do about that at runtime.
*/
export function optimusJoints(root: THREE.Object3D): OptimusJoints {
function optimusJoints(root: THREE.Object3D): OptimusJoints {
const found = {} as Record<(typeof JOINT_NAMES)[number], THREE.Group>;
for (const name of JOINT_NAMES) {
const object = root.getObjectByName(name);
@@ -692,10 +992,14 @@ export const robotOptimus = defineAsset<OptimusParams>({
footprint(p) {
const scale = p.height / OPTIMUS.height;
// Measured off the built figure rather than guessed: 0.534 m across the
// splayed hands and 0.279 m from toe to heel, rounded up. The arms are the
// widest part of a standing humanoid and the feet are the deepest — not the
// shoulders and not the chest, which is what you would reach for.
// Measured off the built figure rather than guessed, and measured off the
// *baked vertices* rather than off `Box3.setFromObject`, which inflates the
// box of anything rotated and had this at 0.534 for a while: 0.520 m across
// and 0.279 m from toe to heel, rounded up. The feet are the deepest part,
// not the chest, which is what you would reach for. The width is a near tie
// between the shoulder drums at 0.520 and the hands at 0.516 — the arms of
// a standing humanoid are as wide as its shoulders, which is the other
// thing you would get wrong — so widening either one moves this number.
return { width: 0.55 * scale, depth: 0.3 * scale, height: p.height, clearance: 0.35 };
},
+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
View File
@@ -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
View File
@@ -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
View File
@@ -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
+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 ---------------------------------------------------------------
+13 -1
View File
@@ -911,7 +911,7 @@ function buildOfficePlan(
create: typeof import("./engine/officeMinimap.ts").createOfficeMinimap,
scene: OfficeScene,
): OfficeMinimap {
return create({
const panel = create({
plan: scene.plan,
camera: scene.camera,
controls: scene.controls,
@@ -963,6 +963,18 @@ function buildOfficePlan(
minimapReadout.textContent = `${where}${level}${room}${person}`;
},
});
/**
* Once, not per frame.
*
* `scene.robots()` hands back a stable array of vectors the robot layer
* mutates in place, so the plan reads this frame's positions through a
* reference taken here the same handshake `officeScene` already makes with
* `luminaires.setWalkers`. Polling it every frame would allocate nothing and
* would imply the array were a snapshot, which it is not.
*/
panel.setRobots(scene.robots());
return panel;
}
/**
+570
View File
@@ -0,0 +1,570 @@
/**
* `createFlightLayer`: the difference between a snapshot and an observation.
*
* This layer is handed a list of aircraft on the source's timer and has to turn
* that into continuous motion, a trail, and a decision about when something has
* stopped existing. Every bug it has ever had has been one of those three
* confusing the others, and none of them threw: the layer rendered perfectly and
* lied. The worst of them shipped live ADS-B traffic could not move or grow a
* trail **at all** and it survived because a still frame of a broken sky and a
* still frame of a correct one are the same picture.
*
* ## What is actually asserted here
*
* The layer exports `group`, `update`, `tick` and `dispose` and nothing else, so
* everything below is observed through the scene graph rather than by reaching
* into `tracks`:
*
* - **Trail length** comes from `flight-trails`'s draw range. `rebuildTrails`
* writes two vertices per segment and one segment per retained observation
* bar the newest, so `drawRange.count / 2` *is* the number of history points
* minus one, for every track being drawn. That is the number the regression
* destroyed, and it is readable without a GL context.
* - **The aircraft's position** is `mesh.position`, which `tick` copies from
* the interpolated head. Reading it a few seconds after an observation is
* how the measured `span` a private field becomes observable: a head
* halfway between two positions can only mean the layer believes the leg
* takes twice as long as it has so far had.
* - **Existence** is a mesh's membership of `group`; **being drawn** is
* `mesh.visible`. The two are deliberately different things in this layer
* and the tests keep them different.
*
* ## Time
*
* `nowSeconds()` reads `performance.now()`, and several of the intervals that
* matter here are tens of seconds long `TRACK_GRACE_SECONDS` alone is 32. A
* test that waited them out would take a minute and would still be racing the
* clock it was waiting on. So the global `performance.now` is replaced with a
* counter for the duration of this file and moved by `at()`. That is legitimate
* rather than a cheat: the layer's only input from the clock is that one call,
* it reads it fresh every time, and every interval under test is defined in
* terms of it. Nothing else in the file touches wall time.
*
* ## The constants are copied, on purpose
*
* `TRAIL_POINTS`, `MAX_TRACKS` and `TRACK_GRACE_SECONDS` are module-private in
* `flights.ts` and are restated below rather than exported for the tests. That
* is the right way round: a test that imports the constant it is checking
* against asserts only that the code is self-consistent, and would follow a
* typo straight into production. These are the numbers the *comments* in
* `flights.ts` argue for, written out again, so that changing one there without
* meaning to fails here loudly.
*/
import assert from "node:assert/strict";
import { after, before, describe, it } from "node:test";
import * as THREE from "three";
import SAN_FRANCISCO from "../cities/sf.ts";
import { createFlightLayer, type FlightLayer } from "../engine/flights.ts";
import type { Aircraft } from "../engine/types.ts";
import { World } from "../engine/world.ts";
// ---- The clock -------------------------------------------------------------
let clockMs = 0;
const realNow = performance.now;
before(() => {
performance.now = () => clockMs;
});
after(() => {
performance.now = realNow;
});
/** Put the layer's clock at this many seconds. Absolute, not a delta. */
function at(seconds: number): void {
clockMs = seconds * 1000;
}
// ---- The board -------------------------------------------------------------
/**
* A real `World` over the real San Francisco pack, and **not** a hand-made city.
*
* The constructor is arithmetic `lngScale`, `metresPerUnit`, `lngSquash` and
* `World`'s own header states that `project` and `metres` work the instant it
* returns. Nothing here calls `ready()`, `groundAt` or anything else that would
* touch the heightfield, so the half-million-sample build never happens and this
* costs nothing beyond parsing the pack.
*
* Using the shipped pack rather than inventing a city matters for exactly one
* reason, and it is the reason this file exists: `JUMP_UNITS_PER_SECOND = 8` is
* calibrated against *this board's* ~94 m per scene unit, and so are the
* distances every test below feeds in. A toy city with a round `latScale` would
* make the teleport tests pass or fail for arithmetic that no deployment runs.
*/
const world = new World(SAN_FRANCISCO);
/** Mirrors of `flights.ts`'s private constants. See the header. */
const TRAIL_POINTS = 72;
const MAX_TRACKS = 192;
const TRACK_GRACE_SECONDS = 32;
/**
* What a live feed's refresh actually costs, in seconds.
*
* The number the whole regression is about: `HttpFlights` is polled at 1 Hz and
* the server caches for 515 s, so this is how far apart two *distinct*
* positions arrive while the poll interval stays at 1.
*/
const REFRESH = 10;
const POLL = 1;
interface Fixture {
layer: FlightLayer;
/** Retained observations minus one, per drawn track, summed. See the header. */
segments(): number;
/** The trail's vertex buffer, sliced to what is actually drawn. */
drawnPositions(): Float32Array;
/** Aircraft meshes in the group, in the order their tracks were created. */
meshes(): THREE.Mesh[];
}
function fixture(): Fixture {
const layer = createFlightLayer(world);
const line = layer.group.getObjectByName("flight-trails") as THREE.LineSegments;
assert.ok(line, "the layer no longer has a trail line to read");
const position = line.geometry.attributes.position as THREE.BufferAttribute;
return {
layer,
segments: () => line.geometry.drawRange.count / 2,
drawnPositions: () =>
(position.array as Float32Array).subarray(0, line.geometry.drawRange.count * 3),
// `type` rather than `instanceof`: the trail is a `LineSegments`, which is a
// `Line` and not a `Mesh`, so this is exactly the aircraft and nothing else.
meshes: () => layer.group.children.filter((c): c is THREE.Mesh => c.type === "Mesh"),
};
}
/** An airliner at cruise, eastbound. Altitude and heading are rarely the point. */
function jet(id: string, lat: number, lng: number, altitude = 9000): Aircraft {
return { id, callsign: id.toUpperCase(), lat, lng, altitude, heading: 90 };
}
/** Assert a scene position, with a tolerance the `Float32Array` can meet. */
function assertNear(actual: number, expected: number, what: string): void {
assert.ok(
Math.abs(actual - expected) < 0.01,
`${what}: ${actual.toFixed(4)} is not ${expected.toFixed(4)}`,
);
}
// ---- The regression --------------------------------------------------------
/**
* A frozen snapshot polled faster than it refreshes.
*
* This is the shape of every live deployment: `update` is called once a second
* with a list that only changes every ten. Before the repeat-skip in `update`,
* each of those nine identical lists was recorded as a fresh observation, which
* made `span` the poll interval instead of the refresh interval and then the
* tenth call, the one carrying a real ten seconds of flying, was measured
* against a one-second span, tripped the teleport guard, and **wiped the track's
* entire history**. Every refresh. For every aircraft. Forever.
*
* So the trace below is not a stress case, it is the normal case, and the
* numbers are chosen so that the broken code and the correct code disagree by
* more than a margin: 0.025° of longitude on this board is ~23 scene units,
* which is 2.3 units per second across a real refresh (comfortably under the
* ceiling of 8) and 23 units per second across a poll (comfortably over it).
*/
describe("a source that repeats itself between refreshes", () => {
const LAT = 37.62;
const LNG0 = -122.38;
/** ~23 scene units, i.e. an airliner's ten seconds. */
const LEG = 0.025;
/** Poll at 1 Hz from `from` to `until`, handing back the same aircraft. */
function holdSnapshot(f: Fixture, a: Aircraft, from: number, until: number) {
for (let t = from; t < until; t += POLL) {
at(t);
f.layer.update([a]);
}
}
it("keeps the history it has instead of wiping it on every refresh", () => {
const f = fixture();
at(0);
f.layer.update([jet("aal1", LAT, LNG0)]);
assert.equal(f.segments(), 0, "one observation is a point, not a trail");
holdSnapshot(f, jet("aal1", LAT, LNG0), POLL, REFRESH);
assert.equal(f.segments(), 0, "a repeated position must not become a second sample");
at(REFRESH);
f.layer.update([jet("aal1", LAT, LNG0 + LEG)]);
assert.equal(f.segments(), 1, "the first real leg");
holdSnapshot(f, jet("aal1", LAT, LNG0 + LEG), REFRESH + POLL, REFRESH * 2);
assert.equal(f.segments(), 1, "the leg survived nine more repeats of its own end point");
at(REFRESH * 2);
f.layer.update([jet("aal1", LAT, LNG0 + LEG * 2)]);
/**
* Two legs, which is the entire claim. The old code reached this line with
* an empty history and a draw range of zero: the step from `LNG0 + LEG` to
* `LNG0 + LEG * 2` was measured against the one-second gap to the last
* *repeat* rather than the ten-second gap to the last real position, came
* out at ~23 units per second against a ceiling of 8, and took the
* `track.samples.length = 0` branch. Remove the repeat-skip in `update` and
* this assertion reads `0` as does every one above it that expects a leg.
*/
assert.equal(f.segments(), 2, "the trail was wiped by a refresh");
});
/**
* The other half of the same bug, and the half a user would describe: the
* aircraft did not move. It sat still for ten seconds and jumped.
*
* `span` is private, so it is read here through its only consequence where
* the head is. Halfway between the two positions, five seconds after an
* observation, can only mean the layer is spreading the leg over the full
* refresh. With `span` mismeasured as one second the head is pinned at the
* newest sample from the first frame onward (and, in the old code, had no
* trail behind it either).
*/
it("spreads a refresh's worth of movement across the whole refresh", () => {
const f = fixture();
at(0);
f.layer.update([jet("aal1", LAT, LNG0)]);
holdSnapshot(f, jet("aal1", LAT, LNG0), POLL, REFRESH);
at(REFRESH);
f.layer.update([jet("aal1", LAT, LNG0 + LEG)]);
const [mesh] = f.meshes();
assert.ok(mesh, "the aircraft has no mesh");
const [x0] = world.project(LAT, LNG0);
const [x1] = world.project(LAT, LNG0 + LEG);
// At the instant of an observation the aircraft is at the *previous* one.
// That is the deliberate one-interval lag: the layer interpolates between
// the last two observations rather than extrapolating past the newest, so
// nothing ever overshoots and snaps back when a feed stutters.
assertNear(mesh.position.x, x0, "the leg should start where the last one ended");
at(REFRESH + REFRESH / 2);
f.layer.tick();
assertNear(mesh.position.x, (x0 + x1) / 2, "the aircraft is not halfway along its leg");
// And it arrives rather than overshooting: `tick` clamps, so polling late
// parks the aircraft on the observation instead of flying it past.
at(REFRESH * 3);
f.layer.tick();
assertNear(mesh.position.x, x1, "the aircraft overshot the observation it was heading for");
});
});
// ---- The guard the repeat-skip works alongside -----------------------------
/**
* The teleport check still has to fire, and the case it exists for is real: a
* `SimulatedFlights` route reaching the end of its leg reappears at the start,
* which on this board is several hundred scene units between two consecutive
* polls. Drawn, it is a bright line straight across San Francisco.
*
* This is the test that stops the fix above from being "delete the guard". The
* repeat-skip changed *what* `span` measures; it must not have changed what
* counts as impossible.
*/
describe("a simulator route wrapping", () => {
it("still clears the history rather than drawing a line across the map", () => {
const f = fixture();
const lng = -122.42;
// Three observations up the peninsula: ~9 units a leg, ~0.9 units a second.
at(0);
f.layer.update([jet("sim-1", 37.60, lng)]);
at(REFRESH);
f.layer.update([jet("sim-1", 37.608, lng)]);
at(REFRESH * 2);
f.layer.update([jet("sim-1", 37.616, lng)]);
assert.equal(f.segments(), 2, "the track should have two legs before it wraps");
// The leg ends and the route restarts at its origin: 0.4° of latitude is
// ~472 scene units, i.e. ~47 units a second against a ceiling of 8.
at(REFRESH * 3);
f.layer.update([jet("sim-1", 37.216, lng)]);
assert.equal(f.segments(), 0, "a wrapped route dragged its old trail across the board");
// The aircraft itself survives — it is the *history* that belonged to a
// different part of the leg, not the track.
const [mesh] = f.meshes();
assert.ok(mesh, "the wrap deleted the aircraft as well as its trail");
const [, z] = world.project(37.216, lng);
assertNear(mesh.position.z, z, "the aircraft did not restart at the head of its route");
});
/**
* And a wrap is not a repeat, which is the interaction worth pinning: the
* repeat-skip runs first, so a guard that only ever saw distinct positions
* would be dead code if `samePosition` were ever loosened into a "did it move
* much" test. It is not, and this is what would notice.
*/
it("is not mistaken for the source repeating itself", () => {
const f = fixture();
at(0);
f.layer.update([jet("sim-1", 37.60, -122.42)]);
at(REFRESH);
f.layer.update([jet("sim-1", 37.60, -122.42)]);
assert.equal(f.segments(), 0, "an unmoved aircraft has nothing to draw");
at(REFRESH * 2);
f.layer.update([jet("sim-1", 37.20, -122.42)]);
assert.equal(f.segments(), 0, "the wrap was recorded as a leg");
});
});
// ---- Targets that go quiet -------------------------------------------------
/**
* `TRACK_GRACE_SECONDS`, from both ends.
*
* An ADS-B receiver losing line of sight for one refresh is routine, and the
* layer used to answer it by deleting the track throwing away up to
* `TRAIL_SECONDS` of history to survive a gap of one. What makes the grace worth
* having is not that the mesh stays in the group, it is that the history does,
* so the two tests below are "does it come back with its trail" and "does it
* ever actually leave".
*/
describe("an aircraft missing from a snapshot", () => {
const OTHER = "ual2";
const LOST = "swa9";
/** Two aircraft, both with a leg behind them, at t = 0 and t = REFRESH. */
function pair(f: Fixture) {
at(0);
f.layer.update([jet(OTHER, 37.70, -122.40), jet(LOST, 37.50, -122.30)]);
at(REFRESH);
f.layer.update([jet(OTHER, 37.70, -122.375), jet(LOST, 37.50, -122.275)]);
assert.equal(f.meshes().length, 2);
assert.equal(f.segments(), 2, "one leg each");
}
it("survives a gap shorter than the grace period", () => {
const f = fixture();
pair(f);
// Gone from every snapshot from here on. The first one is what sets
// `missingSince`, so the clock that matters starts at 2 × REFRESH.
const lostAt = REFRESH * 2;
at(lostAt);
f.layer.update([jet(OTHER, 37.70, -122.35)]);
at(lostAt + TRACK_GRACE_SECONDS - 1);
f.layer.update([jet(OTHER, 37.70, -122.325)]);
assert.equal(f.meshes().length, 2, "a target one second inside the grace period was dropped");
});
it("is forgotten once the grace period is past", () => {
const f = fixture();
pair(f);
const lostAt = REFRESH * 2;
at(lostAt);
f.layer.update([jet(OTHER, 37.70, -122.35)]);
const gone = f.meshes()[1];
assert.ok(gone, "the second aircraft has no mesh to lose");
at(lostAt + TRACK_GRACE_SECONDS + 1);
f.layer.update([jet(OTHER, 37.70, -122.325)]);
assert.equal(f.meshes().length, 1, "a target well past the grace period is still here");
assert.equal(gone.parent, null, "the mesh was dropped from `tracks` but left in the scene");
});
/**
* The point of holding the track at all: a target that comes back inside the
* window **resumes**. Rebuilding is the failure this replaced, and it is
* invisible in a screenshot the aircraft is in the right place either way,
* it is just dragging a stub instead of the minute of history it had.
*/
it("resumes its trail rather than rebuilding it", () => {
const f = fixture();
pair(f);
const lostAt = REFRESH * 2;
at(lostAt);
f.layer.update([jet(OTHER, 37.70, -122.35)]);
// Back after 21 s away, having flown on: ~0.028° of longitude is ~26 units,
// spread over a span the layer clamps to `MAX_SPAN`, so ~0.9 units a second
// and nothing like a teleport.
at(lostAt + 21);
f.layer.update([jet(OTHER, 37.70, -122.325), jet(LOST, 37.50, -122.247)]);
/**
* Five legs across the two aircraft: three for the one that never left
* (four observations), and two for the one that came back its original
* leg, still there, plus the long one it flew while nobody could hear it.
*
* A rebuilt track is what this number is really measuring. Delete the grace
* period and the returning aircraft arrives as a brand-new track with one
* observation and no trail at all, and this reads 3.
*/
assert.equal(f.segments(), 5, "the returning aircraft rebuilt its trail from nothing");
});
});
// ---- The frozen ghost ------------------------------------------------------
/**
* Holding a track is not the same as going on drawing the aeroplane.
*
* With the grace period in and this half missing, a target that genuinely left
* the feed hung in the air at full opacity, trail attached, for thirty-two
* seconds indistinguishable from an aircraft that had stopped flying. The
* godmode traffic dial made it unmissable: 400 fabricated aircraft turned down
* to zero left 400 darts nailed to the sky.
*
* The fix is gated on having run out of interpolation rather than on being
* missing, which is what this pair of assertions is really about: the *first*
* one is the one that would catch an over-eager fix, because hiding a target the
* instant it is absent makes every aircraft blink on a single dropped refresh.
*/
describe("an aircraft that has left the feed", () => {
const LAT = 37.66;
const LNG = -122.30;
const LEG = 0.02;
function departing(): { f: Fixture; mesh: THREE.Mesh; x0: number; x1: number } {
const f = fixture();
at(0);
f.layer.update([jet("dal4", LAT, LNG)]);
at(REFRESH);
f.layer.update([jet("dal4", LAT, LNG + LEG)]);
const [mesh] = f.meshes();
assert.ok(mesh);
const [x0] = world.project(LAT, LNG);
const [x1] = world.project(LAT, LNG + LEG);
return { f, mesh, x0, x1 };
}
it("keeps flying to where it was last seen, without blinking", () => {
const { f, mesh, x0, x1 } = departing();
at(REFRESH + 1);
f.layer.update([]); // the snapshot it is missing from
assert.equal(mesh.visible, true, "one absent snapshot must not make an aircraft blink");
at(REFRESH + REFRESH / 2);
f.layer.tick();
assert.equal(mesh.visible, true, "hidden while it was still arriving");
assertNear(mesh.position.x, (x0 + x1) / 2, "a missing aircraft stopped moving early");
assert.equal(f.segments(), 1, "its trail should still be drawn while it is");
});
it("stops being drawn once it has finished arriving", () => {
const { f, mesh } = departing();
at(REFRESH + 1);
f.layer.update([]);
// Past the end of the leg — `span` is REFRESH and the newest observation was
// at REFRESH — but still well inside the grace period, so nothing has been
// deleted and this is purely about what is drawn.
at(REFRESH * 3);
f.layer.tick();
assert.equal(mesh.visible, false, "a target that left the feed is frozen in mid-air");
assert.equal(f.segments(), 0, "its trail is still being drawn under a hidden aircraft");
assert.equal(f.meshes().length, 1, "the track itself should be held, not deleted");
assert.notEqual(mesh.parent, null, "the mesh left the group before its grace ran out");
});
});
// ---- The ceiling -----------------------------------------------------------
describe("more aircraft than the trail buffer was sized for", () => {
/**
* `MAX_TRACKS` was declared and then referenced only by the buffer sizing, so
* `tracks` grew without limit and `rebuildTrails` ran off the end of the
* vertex array which stopped being theoretical the moment the godmode dial
* could put four hundred aircraft in the sky.
*
* Note which half is dropped. Every aircraft keeps its dart; what the ones
* past the ceiling lose is the trail, because a sky missing eight trails reads
* as a sky, and a sky missing eight aeroplanes reads as a bug.
*/
it("gives every aircraft a dart and the first MAX_TRACKS of them a trail", () => {
const f = fixture();
const count = MAX_TRACKS + 8;
const flock = (dLng: number) =>
Array.from({ length: count }, (_, i) =>
jet(`ac${i}`, 37.4 + (i % 20) * 0.01, -122.6 + Math.floor(i / 20) * 0.01 + dLng),
);
at(0);
f.layer.update(flock(0));
at(REFRESH);
f.layer.update(flock(0.02));
assert.equal(f.meshes().length, count, "aircraft past the ceiling lost their dart, not their trail");
// One leg each, so the segment count is the number of tracks being drawn.
assert.equal(f.segments(), MAX_TRACKS, `${count} tracks should draw ${MAX_TRACKS} trails`);
});
/**
* A track longer than the buffer remembers loses its **oldest** end.
*
* The trail is written tail-first, so the natural way to write this loop
* stop when the buffer is full drops the segments nearest the aircraft, and
* that is the worst possible end to lose: a streak left floating in open air
* with no aeroplane attached to it reads as a rendering fault rather than as a
* shortened trail.
*
* The same ordering governs `trim`, which is the path that is actually
* reachable here see the note below the test so the property is asserted
* where it bites: after more observations than `TRAIL_POINTS`, the drawn range
* still *ends* on the aircraft, and what it no longer contains is the
* beginning of the flight.
*
* Two-second polls rather than ten, so that the count limit is what binds and
* not `TRAIL_SECONDS`: 92 observations at 2 s is 184 s of history against a
* 240 s ceiling, so every sample dropped below is dropped for being old in
* *rank*, which is the thing under test.
*/
it("drops the beginning of a long flight and keeps the end attached to the aircraft", () => {
const f = fixture();
const observations = TRAIL_POINTS + 20;
const lat = 37.74;
const lng0 = -122.5;
// ~1.9 scene units per step, i.e. under a unit a second. Nothing near a jump.
const step = 0.002;
const gap = 2;
for (let i = 0; i < observations; i += 1) {
at(i * gap);
f.layer.update([jet("nrt7", lat, lng0 + i * step)]);
}
assert.equal(
f.segments(),
TRAIL_POINTS - 1,
"the trail should saturate at the retained-sample count, not keep growing",
);
const drawn = f.drawnPositions();
const [mesh] = f.meshes();
assert.ok(mesh);
// The last vertex written is the interpolated head, which is the aircraft.
const lastX = drawn[drawn.length - 3];
assert.ok(lastX !== undefined, "nothing was drawn");
assertNear(lastX, mesh.position.x, "the trail does not reach the aircraft");
// The first is the oldest observation still retained — number 20, not
// number 0 — which is what "loses the oldest, not the newest" means when
// read off the buffer.
const oldestKept = observations - TRAIL_POINTS;
const [xKept] = world.project(lat, lng0 + oldestKept * step);
const [xStart] = world.project(lat, lng0);
const firstX = drawn[0];
assert.ok(firstX !== undefined);
assertNear(firstX, xKept, "the trail starts somewhere other than its oldest retained sample");
assert.ok(
Math.abs(firstX - xStart) > 1,
"the trail still reaches back to the start of the flight, so nothing was trimmed",
);
});
});