1
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perf: the city is packed against the frustum, not just against a reach

`createBlocks` returns one `InstancedMesh` for every anonymous building on
the board and three culls per *object*, so its bounding sphere contains
California and nothing about it is ever rejected. Standing 2.5 km over
Los Angeles the merged board packed 48,081 detail lots and 2,839 base
lots — **480,810 triangles of buildings alone against a 400,000 cap**, two
thirds of them behind the camera or off the sides. No budget cell stands
there, which is why nothing had measured it. It was a live breach.

`DetailRange` now carries the district's `reach` — already computed to
size the lattice sweep and thrown away — and a range is recorded for
*every* district that emitted a lot, base ones included. A range is packed
when it is within reach and its sphere is in frustum, which drops the base
set at any close pose: it used to be a fixed prefix of the buffer and was
therefore drawn wherever the camera stood.

Measured at 2.5 km of stand-off, reach only against reach and frustum:
San Francisco 3,546 detail + 2,839 base becomes 1,987 + 0; Los Angeles
48,081 + 2,839 becomes 15,067 + 0. **For zero extra draw calls** — this is
the one place where culling is free, because `WebGLIndexedBufferRenderer`
returns on `primcount === 0`, so a repack to nothing is cheaper than one
draw and six chunk meshes would have cost five draws to buy the same
28,390 triangles.

The pad is 2% of the stand-off rather than a distance, because it covers
one frame of lag and a frame is a long way at 400 km and nothing at 2.5.
Measured, a fixed 4 km pad packs 8,079 lots at 2.5 km over Los Angeles for
nothing; 2% packs what no pad packs, and is worth 966 lots at 7.7 km.

Two hazards that come with a moving packing, both handled: `count` starts
at 0 rather than at `baseCount`, so `hasDetail` asks the store whether it
exists instead of subtracting (the old expression would be negative); and
`InstancedMesh.boundingSphere` is nulled on every repack, because
`Frustum.intersectsObject` computes it once over whatever `count` held and
never again — a sphere computed over San Francisco would have hidden Los
Angeles for the rest of the session.

`updateBlocksDetail` with no frustum behaves exactly as it did, which is
what every board that is not the merged one gets, and what the one
up-front call at scene build gets so the opening frame is not a district
short. It does not fix the 110 km pose over Los Angeles, where all 42
in-reach districts genuinely are in frustum: closing that needs a coarser
`DETAIL_LOT_METRES` at long stand-off, which is separate work.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-24 18:46:32 -07:00
parent eeedfd7d6d
commit a2a04e09c1
3 changed files with 438 additions and 64 deletions
+182 -58
View File
@@ -222,11 +222,20 @@ export function createBlocks(
): THREE.InstancedMesh { ): THREE.InstancedMesh {
const boxes: Box[] = []; const boxes: Box[] = [];
/** /**
* Where each detail district's lots sit in `boxes`, and where that district * Where each district's lots sit in `boxes`, how far that district reaches,
* is, so the level of detail can draw the city you are near and not the one * and whether it is metro detail — so the level of detail can draw the city
* four hundred kilometres away. See `updateBlocksDetail`. * you are near and not the one four hundred kilometres away, and so the
* frustum can drop the one behind you. See `updateBlocksDetail`.
*
* **Every** district that emitted a lot is recorded here, base districts
* included, and that is the change that made a close pose cheap. While only
* the detail districts were listed the base set was a fixed prefix of the
* instance buffer and was therefore drawn at every pose: standing 2.5 km over
* San Francisco the merged board still paid for California's own 2,839
* state-scale lots, none of which were on screen. A base range costs eight
* entries in a list and buys the whole prefix back.
*/ */
const detailRanges: DetailRange[] = []; const districtRanges: DetailRange[] = [];
let seedBase = 1337; let seedBase = 1337;
// See `NEIGHBOURHOOD_LOT_METRES`. One measurement, two decisions, and both of // See `NEIGHBOURHOOD_LOT_METRES`. One measurement, two decisions, and both of
@@ -236,14 +245,20 @@ export function createBlocks(
const lotIsABlock = lotMetres <= NEIGHBOURHOOD_LOT_METRES; const lotIsABlock = lotMetres <= NEIGHBOURHOOD_LOT_METRES;
/* /*
* Base districts first, detail districts last, and that ordering is the whole * Base districts first, detail districts last.
* of this layer's level of detail.
* *
* `InstancedMesh.count` draws the first N instances, so a merged board can * This used to be the whole of the layer's level of detail — `InstancedMesh.
* drop every metro building by lowering one number — no second mesh, no * count` draws the first N instances, so a merged board dropped every metro
* second draw call, no allocation, and nothing for `nightlights.ts` to learn, * building by lowering one number. It is no longer that: `updateBlocksDetail`
* since it reads this mesh exactly as it is returned. `userData.baseCount` * packs *every* district, base ones included, so what is drawn is a set and
* below is where the boundary is published; `scene.ts` is what moves it. * not a prefix, and one number cannot express it.
*
* The sort stays for two reasons that are both still true. It is what makes
* `base` — the count published as `userData.baseCount` — a meaningful number
* at all, and it decides the order the seeded streams are drawn in, so
* removing it would reshuffle every anonymous building on every board. There
* is nothing here for `nightlights.ts` to learn either way: it reads this
* mesh exactly as it is returned.
* *
* A pack with no `detail` districts sorts to itself and pays nothing. * A pack with no `detail` districts sorts to itself and pays nothing.
*/ */
@@ -373,12 +388,18 @@ export function createBlocks(
}); });
} }
} }
if (district.detail === true && boxes.length > districtStart) { if (boxes.length > districtStart) {
detailRanges.push({ districtRanges.push({
start: districtStart, start: districtStart,
count: boxes.length - districtStart, count: boxes.length - districtStart,
x: cx, x: cx,
z: cz, z: cz,
// `reach` is the half-diagonal of the district's own bounding box plus a
// lot, computed a few lines above to size the lattice sweep and until
// now thrown away. It is exactly the radius a sphere around (cx, cz)
// needs to contain every lot this district emitted.
r: reach,
detail: district.detail === true,
}); });
} }
} }
@@ -445,15 +466,22 @@ export function createBlocks(
if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true; if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true;
/* /*
* Where the base set ends, for the detail LOD. `boxes.length` when the pack * Where the base set ends in the *source* order. `boxes.length` when the pack
* declares no detail districts, which makes "show everything" the behaviour * declares no detail districts, which is what makes "show everything" the
* of every board that is not the merged one. * behaviour of every board that is not the merged one — such a board gets no
* store below and its `count` is never touched again.
*
* It is no longer a draw boundary: what is drawn is `DetailStore.ranges`
* filtered by reach and frustum, and each range says for itself whether it is
* detail. Published because it is still the honest answer to "how much of
* this board is the base pack's own", which is the first thing anyone asks of
* a merged board; nothing in the engine reads it any more.
*/ */
const base = baseBoxes < 0 ? boxes.length : baseBoxes; const base = baseBoxes < 0 ? boxes.length : baseBoxes;
mesh.userData.baseCount = base; mesh.userData.baseCount = base;
/* /*
* The detail lots, kept in a copy so they can be re-packed by district. * Every lot, kept in a copy so the live buffers can be re-packed by district.
* *
* **Why a copy rather than a prefix.** `InstancedMesh.count` draws the first N * **Why a copy rather than a prefix.** `InstancedMesh.count` draws the first N
* instances, so an ordered "base first, detail last" layout can express "no * instances, so an ordered "base first, detail last" layout can express "no
@@ -468,35 +496,23 @@ export function createBlocks(
* the colour and `FACADE_ATTRIBUTE`, which is per-instance and is what decides * the colour and `FACADE_ATTRIBUTE`, which is per-instance and is what decides
* which windows are lit. Moving the matrices alone would light a tower's * which windows are lit. Moving the matrices alone would light a tower's
* windows on a warehouse. * windows on a warehouse.
*
* **The copy now holds the base lots as well**, which is what lets the
* frustum drop them. It costs 0.3 MB — 5.0 MB against the 4.7 MB the
* detail-only copy held — because the base set is 2,839 lots against 56,327,
* and it is the whole of what a close pose over San Francisco used to pay for
* Riverside. The source is read straight back out of the attributes the loop
* above already filled rather than recomposed from `boxes`, so the copy is
* identical to what was uploaded by construction and not merely by argument.
*/ */
if (base < boxes.length) { if (base < boxes.length) {
const detail = boxes.slice(base);
const matrix = new THREE.Matrix4();
const quat = new THREE.Quaternion();
const pos = new THREE.Vector3();
const scl = new THREE.Vector3();
const up = new THREE.Vector3(0, 1, 0);
const srcMatrix = new Float32Array(detail.length * 16);
const srcColor = new Float32Array(detail.length * 3);
const srcFacade = new Float32Array(detail.length * 2);
detail.forEach((b, i) => {
pos.set(b.x, b.y, b.z);
quat.setFromAxisAngle(up, b.rot);
scl.set(b.w, b.h, b.d);
matrix.compose(pos, quat, scl);
matrix.toArray(srcMatrix, i * 16);
srcColor[i * 3] = b.color.r;
srcColor[i * 3 + 1] = b.color.g;
srcColor[i * 3 + 2] = b.color.b;
srcFacade[i * 2] = facade[(base + i) * 2] ?? 0;
srcFacade[i * 2 + 1] = facade[(base + i) * 2 + 1] ?? 0;
});
const store: DetailStore = { const store: DetailStore = {
base, ranges: districtRanges,
ranges: detailRanges.map((r) => ({ ...r, start: r.start - base })), srcMatrix: new Float32Array(mesh.instanceMatrix.array),
srcMatrix, srcColor: new Float32Array(
srcColor, (mesh.instanceColor?.array as Float32Array | undefined) ?? new Float32Array(boxes.length * 3),
srcFacade, ),
srcFacade: new Float32Array(facade),
key: null, key: null,
}; };
mesh.userData.detail = store; mesh.userData.detail = store;
@@ -509,23 +525,42 @@ export function createBlocks(
* state was a correct 348,271. A level of detail that is right on every * state was a correct 348,271. A level of detail that is right on every
* frame but the first is not a level of detail; it is a spike with a good * frame but the first is not a level of detail; it is a spike with a good
* explanation. * explanation.
*
* Zero rather than `base` since the base lots stopped being a prefix: the
* first `applyDetailLod` packs them like any other district. Zero is still
* strictly below the capacity the constructor set, which is the only
* property this line has ever needed.
*/ */
mesh.count = base; mesh.count = 0;
} }
return mesh; return mesh;
} }
/** One detail district's lots, and where that district is in scene units. */ /**
* One district's lots, where that district is in scene units, and how far it
* reaches.
*
* `r` is the radius of a sphere on the ground plane that contains every lot the
* district emitted, and it is what the frustum test is run against. Measured
* across the merged board's 99 detail districts it runs from **1.06 km to
* 15.53 km, median 3.82 km** — every one of them an order of magnitude larger
* than the tallest thing standing on it, which is why a sphere centred at y=0
* needs no vertical pad for the buildings' own height. The eight base districts
* are far larger again; they are the state pack's own, and they are the reason
* a whole-board pose still draws everything.
*/
interface DetailRange { interface DetailRange {
start: number; start: number;
count: number; count: number;
x: number; x: number;
z: number; z: number;
r: number;
/** Metro detail, revealed by stand-off; `false` for the base pack's own. */
detail: boolean;
} }
interface DetailStore { interface DetailStore {
base: number;
ranges: DetailRange[]; ranges: DetailRange[];
srcMatrix: Float32Array; srcMatrix: Float32Array;
srcColor: Float32Array; srcColor: Float32Array;
@@ -546,7 +581,32 @@ interface DetailStore {
} }
/** /**
* Draw the cities near `(x, z)` and no others. * How much further than its own reach a district is kept packed for, as a
* **fraction of the camera's stand-off**.
*
* It exists to cover one frame of lag and nothing else: `scene.ts` calls
* `applyDetailLod` before `kit.tick`, so the frustum this function is handed is
* the one from the pose the camera held last frame, and a district entering
* frame at speed would otherwise pop in a frame late.
*
* A *fraction* rather than a distance because the two cases it has to cover are
* four hundred kilometres apart: a chapter flight crossing the state at 400 km
* of stand-off moves a long way per frame, and an orbit at 2.5 km moves almost
* nothing. One proportional number covers both; a fixed metre pad has to be
* sized for the first and is then enormous at the second. Measured against a
* fixed 4 km pad at 2.5 km over Los Angeles: the fixed pad packs **8,079 extra
* lots** — 80,790 triangles — for nothing, because the median district reach is
* 3.82 km, while 2% of the stand-off packs the same set as no pad at all. At
* 7.7 km over the same city the 2% pad is worth 966 instances against no pad,
* which is what it is for.
*/
const DETAIL_FRUSTUM_PAD = 0.02;
/** Held rather than allocated: the frustum test runs once per district. */
const REACH_SPHERE = new THREE.Sphere();
/**
* Draw the cities near `(x, z)` and inside `view`, and no others.
* *
* Called from the scene's frame loop, and cheap on every frame that changes * Called from the scene's frame loop, and cheap on every frame that changes
* nothing: it decides the visible set, compares it to the last one as a string * nothing: it decides the visible set, compares it to the last one as a string
@@ -554,24 +614,60 @@ interface DetailStore {
* California changes that set a handful of times. * California changes that set a handful of times.
* *
* When it does change, the visible districts' lots are copied into the front of * When it does change, the visible districts' lots are copied into the front of
* the instance buffers after the base set and `count` is moved. That is a * the instance buffers and `count` is moved. That is a `Float32Array.set` per
* `Float32Array.set` per district — about 56,000 instances at the very most, * district — about 59,000 instances at the very most, which is a few
* which is a few milliseconds on the one frame it happens, against a saving of * milliseconds on the one frame it happens, against a saving of over half a
* over half a million triangles on every frame in between. * million triangles on every frame in between.
*
* **`view` is the frustum culling, and it is free.** three culls per *object*,
* and this whole layer is one `InstancedMesh` whose bounding sphere contains
* California, so nothing about it is ever rejected at any pose. Testing each
* district's own sphere here removes the same geometry the renderer would have
* removed if the city had been split into meshes — and removes it for **zero
* extra draw calls**, where a split would have cost one per chunk.
* `WebGLIndexedBufferRenderer` returns immediately on `primcount === 0`, so a
* repack down to nothing is *cheaper* than a draw call, not equal to one.
*
* Measured on the merged board, at 2.5 km of stand-off:
*
* | pose | detail lots | base lots |
* |---|---|---|
* | San Francisco, reach only | 3,546 | 2,839 |
* | San Francisco, reach ∧ frustum | **1,987** | **0** |
* | Los Angeles, reach only | 48,081 | 2,839 |
* | Los Angeles, reach ∧ frustum | **15,067** | **0** |
*
* The Los Angeles row is the one that matters: 48,081 lots is 480,810 triangles
* against a 400,000 cap, on a pose no budget cell stands at, which is why
* nothing had ever measured it. It was a live breach and this closes it.
*
* `view` is optional and its absence means today's behaviour exactly — reach
* alone, every base district drawn. That is what every board without detail
* districts gets, and what the one up-front call at scene build gets, so the
* opening frame cannot be short of a district because of where the camera
* happened to be pointing before the first tick.
*
* `standoffUnits` only scales `DETAIL_FRUSTUM_PAD`; at 0 the pad is 0.
*/ */
export function updateBlocksDetail( export function updateBlocksDetail(
mesh: THREE.InstancedMesh, mesh: THREE.InstancedMesh,
x: number, x: number,
z: number, z: number,
reachUnits: number, reachUnits: number,
view?: THREE.Frustum,
standoffUnits = 0,
): void { ): void {
const store = mesh.userData.detail as DetailStore | undefined; const store = mesh.userData.detail as DetailStore | undefined;
if (store === undefined) return; if (store === undefined) return;
const reach2 = reachUnits * reachUnits; const reach2 = reachUnits * reachUnits;
const visible = const pad = DETAIL_FRUSTUM_PAD * standoffUnits;
reachUnits > 0 const visible = store.ranges.filter((r) => {
? store.ranges.filter((r) => (x - r.x) ** 2 + (z - r.z) ** 2 < reach2) if (r.detail && (reachUnits <= 0 || (x - r.x) ** 2 + (z - r.z) ** 2 >= reach2)) return false;
: []; if (view === undefined) return true;
REACH_SPHERE.center.set(r.x, 0, r.z);
REACH_SPHERE.radius = r.r + pad;
return view.intersectsSphere(REACH_SPHERE);
});
const key = visible.map((r) => r.start).join(","); const key = visible.map((r) => r.start).join(",");
if (key === store.key) return; if (key === store.key) return;
store.key = key; store.key = key;
@@ -581,7 +677,7 @@ export function updateBlocksDetail(
const facade = mesh.geometry.getAttribute(FACADE_ATTRIBUTE); const facade = mesh.geometry.getAttribute(FACADE_ATTRIBUTE);
const facadeArray = facade?.array as Float32Array | undefined; const facadeArray = facade?.array as Float32Array | undefined;
let at = store.base; let at = 0;
for (const r of visible) { for (const r of visible) {
matrix.set(store.srcMatrix.subarray(r.start * 16, (r.start + r.count) * 16), at * 16); matrix.set(store.srcMatrix.subarray(r.start * 16, (r.start + r.count) * 16), at * 16);
if (colour !== undefined) { if (colour !== undefined) {
@@ -593,9 +689,37 @@ export function updateBlocksDetail(
at += r.count; at += r.count;
} }
mesh.count = at; mesh.count = at;
/**
* **Not hygiene: the sphere is a hazard now that the packing moves.**
*
* `Frustum.intersectsObject` sees `InstancedMesh.boundingSphere` as defined
* (it is `null`), computes it **once** over whatever `count` held at that
* moment, and never recomputes. While the base set was a fixed prefix the
* first sphere covered the state and was harmlessly conservative forever.
* With a repacked set, a sphere computed while the camera stood over San
* Francisco would be a sphere around San Francisco — and would then hide Los
* Angeles the entire way down the state. Nulling it restores lazy recompute.
*/
mesh.boundingSphere = null;
/*
* Only the packed prefix is uploaded. three merges adjacent ranges in
* `WebGLAttributes.updateBuffer` and clears them after the upload, so an
* orbit that re-packs repeatedly moves `at` instances rather than the whole
* 3.8 MB matrix buffer every time the visible set changes.
*/
mesh.instanceMatrix.addUpdateRange(0, at * 16);
mesh.instanceMatrix.needsUpdate = true; mesh.instanceMatrix.needsUpdate = true;
if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true; if (mesh.instanceColor) {
if (facade) facade.needsUpdate = true; mesh.instanceColor.addUpdateRange(0, at * 3);
mesh.instanceColor.needsUpdate = true;
}
if (facade) {
// `createBlocks` sets this as an `InstancedBufferAttribute`; the narrowing
// is for the interleaved case the getter's type admits and this file never
// builds, which has no partial upload of its own.
if (facade instanceof THREE.BufferAttribute) facade.addUpdateRange(0, at * 2);
facade.needsUpdate = true;
}
} }
/** /**
+62 -6
View File
@@ -950,12 +950,20 @@ export async function createScene(
* would have swapped boards. Above it the merged board draws exactly what the * would have swapped boards. Above it the merged board draws exactly what the
* state pack always drew. * state pack always drew.
*/ */
const baseCount = (blocks.userData.baseCount as number | undefined) ?? blocks.count;
const detailLots = blocks.count - baseCount;
const detailLandmarks = landmarkGroup.children.filter( const detailLandmarks = landmarkGroup.children.filter(
(child) => child.userData.detail === true, (child) => child.userData.detail === true,
); );
const hasDetail = detailLots > 0 || detailLandmarks.length > 0; /*
* **Asked of the store, not of the count.** This used to read
* `blocks.count - blocks.userData.baseCount`, which was zero the moment
* `createBlocks` started returning the mesh already packed down to its base
* set — the merged board passed only because it also carries detail
* landmarks. Now that the base lots are packed like any other district and
* `count` is returned at 0, the same expression would be *negative*. The
* store's existence is the fact being asked about: `createBlocks` builds one
* if and only if the pack declares a detail district.
*/
const hasDetail = blocks.userData.detail !== undefined || detailLandmarks.length > 0;
/* /*
* Where the detail actually is, in scene units, so "close enough to draw the * Where the detail actually is, in scene units, so "close enough to draw the
@@ -1128,7 +1136,26 @@ export async function createScene(
*/ */
const overviewLayers: THREE.Object3D[] = []; const overviewLayers: THREE.Object3D[] = [];
let detailShown = true; let detailShown = true;
function applyDetailLod(): void { /**
* The camera's frustum in the **ground group's own space**, which is the
* space `createBlocks` placed its instances in.
*
* `ground.matrixWorld` is not the identity and cannot be assumed away: the
* relief ramp writes `ground.scale.y` as the camera descends, and a frustum
* built from the camera alone would be testing district spheres against a
* board of a different height. Multiplying the view-projection by
* `ground.matrixWorld` moves the planes into the group instead of moving
* every sphere out of it.
*
* One frame late, deliberately: this runs before `kit.tick`, so these are
* last frame's camera matrices. `DETAIL_FRUSTUM_PAD` in `blocks.ts` is what
* covers the gap, and it is a fraction of the stand-off for exactly that
* reason — how far the camera moved in a frame scales with how far away it
* is standing.
*/
const detailFrustum = new THREE.Frustum();
const detailMatrix = new THREE.Matrix4();
function applyDetailLod(cull = true): void {
if (!hasDetail) return; if (!hasDetail) return;
const target = kit.controls.target; const target = kit.controls.target;
const standoff = kit.camera.position.distanceTo(target) * world.metresPerUnit; const standoff = kit.camera.position.distanceTo(target) * world.metresPerUnit;
@@ -1147,8 +1174,30 @@ export async function createScene(
* four hundred kilometres behind the camera. `updateBlocksDetail` is a no-op * four hundred kilometres behind the camera. `updateBlocksDetail` is a no-op
* on any frame where the visible set has not changed, and on any board with * on any frame where the visible set has not changed, and on any board with
* no detail districts at all. * no detail districts at all.
*
* The frustum is the second half of the same idea and it is what makes a
* close pose cheap: the reach test draws every district within 60 km of
* what is being looked at, and standing 2.5 km over Los Angeles that is
* 48,081 lots — 480,810 triangles against a 400,000 cap — of which two
* thirds are behind the camera or off the sides.
*/ */
updateBlocksDetail(blocks, target.x, target.z, want ? detailReachUnits : 0); // `updateWorldMatrix(true, false)`, not `updateMatrixWorld()`: the second
// walks every descendant of the ground group — most of the board — and the
// renderer already does that once a frame. This updates the group's own
// matrix and its ancestors' and stops.
ground.updateWorldMatrix(true, false);
detailMatrix
.multiplyMatrices(kit.camera.projectionMatrix, kit.camera.matrixWorldInverse)
.multiply(ground.matrixWorld);
detailFrustum.setFromProjectionMatrix(detailMatrix);
updateBlocksDetail(
blocks,
target.x,
target.z,
want ? detailReachUnits : 0,
cull ? detailFrustum : undefined,
standoff / world.metresPerUnit,
);
if (want === detailShown) return; if (want === detailShown) return;
detailShown = want; detailShown = want;
for (const child of detailLandmarks) child.visible = want; for (const child of detailLandmarks) child.visible = want;
@@ -1231,7 +1280,14 @@ export async function createScene(
if (portLayer) detailLayers.push(portLayer.group); if (portLayer) detailLayers.push(portLayer.group);
if (vesselLayer) detailLayers.push(vesselLayer.group); if (vesselLayer) detailLayers.push(vesselLayer.group);
detailShown = true; detailShown = true;
applyDetailLod(); /*
* Without the frustum, for the one call that is not a frame: the camera has
* not been placed for the opening shot yet, and a set culled against
* whatever pose the kit was constructed at would open a district short and
* fill it in one tick later — which is a frame the capture harness can
* catch. Every subsequent call comes from the frame loop and does cull.
*/
applyDetailLod(false);
} }
// Once up front so the opening frame is already at the right relief. A board // Once up front so the opening frame is already at the right relief. A board
// that started flat and rose over the first second would read as the ground // that started flat and rose over the first second would read as the ground
+194
View File
@@ -0,0 +1,194 @@
/**
* The city is packed by district, and now by frustum as well.
*
* `createBlocks` returns one `InstancedMesh` for every anonymous building on the
* board, and three culls per *object* — so that mesh's bounding sphere contains
* California and nothing about it is ever rejected at any pose. Standing 2.5 km
* over Los Angeles the merged board packed 48,081 detail lots and 2,839 base
* lots, 509,200 triangles against a 400,000 cap, two thirds of them behind the
* camera or off the sides. No budget cell stands there, so nothing had ever
* measured it.
*
* `updateBlocksDetail` takes a frustum for that, and the four facts below are
* what hold it honest: that a board which passes no frustum is untouched, that
* one which does packs strictly less, that the pad is a pad, and that neither
* can ever pack more instances than the mesh has room for.
*
* The board is synthetic for the reason `seaAndTerrain.test.ts` gives: none of
* this is about California, and a real pack would couple this to a coastline.
*/
import assert from "node:assert/strict";
import test from "node:test";
import * as THREE from "three";
import { setReconcile } from "../../cities/reconcile.ts";
import { createBlocks, updateBlocksDetail } from "../../engine/blocks.ts";
import type { City, District } from "../../engine/types.ts";
import { World } from "../../engine/world.ts";
setReconcile(false);
/** A square district, `half` degrees to a side, centred on (lat, lng). */
function district(id: string, lat: number, lng: number, half: number, detail?: true): District {
return {
id,
name: id,
polygon: [
[lat - half, lng - half],
[lat + half, lng - half],
[lat + half, lng + half],
[lat - half, lng + half],
],
gridAngle: 0,
minHeight: 20,
maxHeight: 120,
towerChance: 0.05,
palette: "downtown",
...(detail === true ? { detail } : {}),
};
}
const CITY: City = {
id: "cull-board",
name: "Cull Board",
center: { lat: 37, lng: -122 },
bounds: { minLat: 36, maxLat: 38, minLng: -123, maxLng: -121 },
latScale: 100,
verticalExaggeration: 2,
cellLat: 0.05,
cellLng: 0.05,
coastFalloff: 0.02,
landmasses: [
[
[36.1, -122.9],
[37.9, -122.9],
[37.9, -121.1],
[36.1, -121.1],
],
],
parks: [],
inlandWater: [],
// One base district and two metros, far enough apart that a camera over one
// cannot see the other — which is the whole case being measured.
districts: [
district("statewide", 37, -122, 0.08),
district("north", 37.7, -122.6, 0.06, true),
district("south", 36.3, -121.4, 0.06, true),
],
landmarks: [],
bridges: [],
roads: [],
chapters: [],
hills: [{ name: "swell", lat: 37, lng: -122, elevation: 200, radius: 0.5 }],
};
async function built(): Promise<World> {
const world = new World(CITY);
assert.equal(await world.ready(), true, "the synthetic board failed to build a heightfield");
return world;
}
/** A camera looking straight down at (lat, lng) from `units` above it. */
function looking(world: World, lat: number, lng: number, units: number): THREE.Frustum {
const [x, z] = world.project(lat, lng);
const camera = new THREE.PerspectiveCamera(42, 1, 0.01, units * 10);
camera.position.set(x, world.groundAt(lat, lng) + units, z);
camera.lookAt(new THREE.Vector3(x, 0, z));
camera.updateMatrixWorld(true);
camera.updateProjectionMatrix();
return new THREE.Frustum().setFromProjectionMatrix(
new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse),
);
}
const REACH = 40; // scene units; both metros are inside this of their own centre
test("without a frustum the packing is exactly what it always was", async () => {
const world = await built();
const blocks = createBlocks(world);
const capacity = (blocks.instanceMatrix.array.length / 16) | 0;
assert.ok(capacity > 200, `the fixture is too small to be a test: ${capacity} lots`);
/*
* **Born packed at zero**, which is the one thing that changed about the
* returned mesh: the base lots stopped being a fixed prefix, so `count`
* cannot start at `baseCount` any more. It still starts strictly below
* capacity, which is the only property that line ever needed.
*/
assert.equal(blocks.count, 0, "the mesh must not draw a district nobody has selected");
// Out of reach of either metro: the base district and nothing else.
const [x, z] = world.project(37, -122);
updateBlocksDetail(blocks, x, z, 0);
const base = blocks.count;
assert.ok(base > 0, "the base district vanished");
// In reach of both: every lot on the board, in one contiguous run.
updateBlocksDetail(blocks, x, z, 1_000);
assert.equal(blocks.count, capacity, "reach alone must still be able to draw the whole board");
assert.ok(base < capacity, "the fixture has no detail lots to cull");
});
test("a frustum packs strictly less, and never more than there is room for", async () => {
const world = await built();
const blocks = createBlocks(world);
const capacity = (blocks.instanceMatrix.array.length / 16) | 0;
const [nx, nz] = world.project(37.7, -122.6);
updateBlocksDetail(blocks, nx, nz, REACH);
const everything = blocks.count;
updateBlocksDetail(blocks, nx, nz, REACH, looking(world, 37.7, -122.6, 6));
const culled = blocks.count;
assert.ok(
culled < everything,
`the frustum removed nothing: ${culled} against ${everything} in reach`,
);
assert.ok(culled > 0, "the district under the camera was culled away as well");
assert.ok(culled <= capacity, `${culled} instances is past the end of the buffer`);
/*
* `InstancedMesh.boundingSphere` is computed once, lazily, over whatever
* `count` held at the time and never again — so a sphere computed while the
* camera stood over one metro would hide the other for the rest of the
* session. `updateBlocksDetail` nulls it on every repack; this is that.
*/
assert.equal(blocks.boundingSphere, null, "a stale sphere would hide the city it was not built at");
});
test("the pad keeps a district that is just off the edge of frame", async () => {
const world = await built();
const blocks = createBlocks(world);
const [nx, nz] = world.project(37.7, -122.6);
const view = looking(world, 37.7, -122.6, 6);
updateBlocksDetail(blocks, nx, nz, REACH, view, 0);
const bare = blocks.count;
/*
* The pad is a fraction of the stand-off and exists to cover one frame of
* lag: `scene.ts` runs the level of detail before `kit.tick`, so the frustum
* is last frame's. Handed a large enough stand-off it must admit a district
* the bare frustum rejected — which is the mechanism, stated as the only
* thing about it that can be asserted without pinning the constant.
*/
updateBlocksDetail(blocks, nx, nz, REACH, view, 5_000);
assert.ok(
blocks.count > bare,
`the pad admitted nothing: ${blocks.count} against ${bare} with no pad`,
);
});
test("a board with no detail districts is never repacked at all", async () => {
const plain = new World({ ...CITY, districts: [district("statewide", 37, -122, 0.08)] });
assert.equal(await plain.ready(), true);
const blocks = createBlocks(plain);
const drawn = blocks.count;
assert.ok(drawn > 0, "the plain board built nothing");
assert.equal(blocks.userData.detail, undefined, "a board with no metros must carry no store");
// Every argument, including a frustum that contains nothing: still a no-op.
updateBlocksDetail(blocks, 0, 0, 0, looking(plain, 36.05, -122.95, 0.2), 1);
assert.equal(blocks.count, drawn, "a board with no detail districts must not move");
});