Spaces: the inside of the world, and a sun that is actually where it should be

Ten agents wrote this in parallel against CONTRACT.md, which exists because the
five design agents before them collided on fifteen blocking points — four files
specified twice with incompatible contents, three separate backends for one box,
and `Environment` exported twice meaning different things.

What landed: a Stage owning only the renderer and the loop, with the city and an
office as two scenes over it. They cannot share one — San Francisco is ~94 m per
scene unit with 3.6x vertical exaggeration and an office is 1 unit = 1 m — and
the city is paused rather than disposed on the way in, because rebuilding its
336,864-point heightfield costs about a second on the way back out.

Offices are data. `src/offices/lumbridge-hq.ts` is fifteen rooms and seventy-six
seats, and it is the file a self-hoster copies. Walls are a segment list with
1-D openings, so doors and windows are holes punched in a wall rather than
placed objects, and the pass that splits a wall around its openings hands the
walk-mode collider its segments for free.

The sun is real. `solar.ts` is a NOAA/Meeus implementation with no imports at
all — not even three.js — so time of day keeps working on a laptop in a field.
Verified against known values: 75.45 degrees at the June solstice in SF, 28.79
at December, sunset at 03:15Z. The first screenshot after wiring it was a black
rectangle, which turned out to be correct: it was midnight in San Francisco.

Presence binds to a seat id and never to a coordinate. The pack knows where
`eng-04` is; who is sitting in it is private data behind an API. Same shape as
the marker rule, one level in.

Two corrections to ARCHITECTURE.md are in here. Containment does not discharge
ODbL — publishing OSM-derived coordinates is Public Use of a Derivative Database
wherever the rows live, so the rule is about the geocoder (US Census, public
domain) and not the storage. And a person at a desk is not a Marker; markers are
geographic.

One contract gap surfaced only in a screenshot: two agents read `height` on a
viewpoint differently, so the establishing shot aimed at empty air fourteen
metres above the roof. It now means what the same field means for a city.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Karti Tripathi
2026-08-05 00:11:01 -07:00
parent 36471bbad7
commit d464459838
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/**
* The stage: one renderer, one loop, one canvas, and a scene you can swap.
*
* Stage owns *only* the WebGL renderer, the RAF loop and resize. It has no
* camera, no lights and no picking — those are per-scene and live in
* `SceneKit`, because a city and an office cannot share a `THREE.Scene` at all:
* SF's `latScale` puts one scene unit at ~94 m with 3.6x vertical
* exaggeration, and an office renders at 1 unit = 1 m.
*
* The swap **retains and pauses** the outgoing scene rather than disposing it.
* That is a measured choice, not a preference: SF's heightfield is 484 x 696
* lattice points and `world.ts` records a ~1.0 s build, so throwing the city
* away every time somebody steps into an office means paying a second of
* rebuild on the way back out. Stage therefore disposes nothing it did not
* create — whoever built a `StageScene` disposes it, when they actually mean
* to be rid of it. See CONTRACT.md §1.
*/
import * as THREE from "three";
import type { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
export interface StageScene {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
controls: OrbitControls;
onEnter?(): void;
onExit?(): void;
tick(dt: number, elapsed: number): void;
dispose(): void;
}
export interface Stage {
renderer: THREE.WebGLRenderer;
setScene(s: StageScene): void;
current(): StageScene | null;
dispose(): void;
}
export interface StageOptions {
antialias?: boolean;
/** Device pixel ratio ceiling. Above 2 the cost is real and the gain is not. */
maxPixelRatio?: number;
shadows?: boolean;
}
export function createStage(canvas: HTMLCanvasElement, options: StageOptions = {}): Stage {
const renderer = new THREE.WebGLRenderer({ canvas, antialias: options.antialias ?? true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, options.maxPixelRatio ?? 2));
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
if (options.shadows ?? true) {
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
}
let currentScene: StageScene | null = null;
// Elapsed time is tracked per scene rather than per stage. A scene that sat
// paused for forty seconds should come back where it left off, not jump
// forty seconds into whatever it animates.
const elapsedByScene = new WeakMap<StageScene, number>();
// Compared against CSS pixels, because `canvas.width` is in device pixels and
// differs from `clientWidth` on every retina display — checking it would call
// `setSize` on every single frame.
let lastWidth = 0;
let lastHeight = 0;
function applyViewport(target: StageScene) {
const w = canvas.clientWidth;
const h = canvas.clientHeight;
if (w === 0 || h === 0) return;
target.camera.aspect = w / h;
target.camera.updateProjectionMatrix();
}
function resize() {
const w = canvas.clientWidth;
const h = canvas.clientHeight;
if (w === 0 || h === 0) return;
if (w === lastWidth && h === lastHeight) return;
lastWidth = w;
lastHeight = h;
renderer.setSize(w, h, false);
if (currentScene) applyViewport(currentScene);
}
const clock = new THREE.Clock();
let raf = 0;
function tick() {
raf = requestAnimationFrame(tick);
// Clamped, so a backgrounded tab returning does not advance every animation
// by however long it was gone.
const dt = Math.min(clock.getDelta(), 0.05);
resize();
const active = currentScene;
if (!active) return;
const elapsed = (elapsedByScene.get(active) ?? 0) + dt;
elapsedByScene.set(active, elapsed);
active.tick(dt, elapsed);
renderer.render(active.scene, active.camera);
}
tick();
const onWindowResize = () => resize();
window.addEventListener("resize", onWindowResize);
return {
renderer,
setScene(s) {
if (s === currentScene) return;
currentScene?.onExit?.();
currentScene = s;
// The incoming camera may never have seen this canvas, and the canvas may
// have been resized while the scene was paused.
applyViewport(s);
s.onEnter?.();
},
current: () => currentScene,
dispose() {
cancelAnimationFrame(raf);
window.removeEventListener("resize", onWindowResize);
currentScene = null;
renderer.dispose();
},
};
}