1
0

feat: SFO, LAX, both bridges, a road that reads as a road, and aeroplanes that move

**The aeroplanes were stuck because the wire could not describe motion.**
`WireAircraft` carried position, altitude and heading and nothing else, so the
client could only interpolate between the last two observations: every aircraft
replayed a segment it had already flown, arrived at the newest known point, and
sat still until the next poll landed five to fifteen seconds later. The feed had
the missing numbers the whole time and the server threw them away. Sampled live
from `api.adsb.lol/v2/point` while writing this — `gs` ground speed, `track`,
`baro_rate`, plus `r` registration and `t` type designator. They are on the wire
now in SI, aircraft dead-reckon along their own track and correct toward the
truth when a fix lands, and the click card an anonymous visitor gets says
"B739 · N68834". That last part is the enrichment FR24 was wanted for, obtained
from an ODbL feed we may actually republish.

**SFO and LAX exist.** A new `engine/airports.ts` composes an airport from
runways, taxiways, aprons and terminal masses, with markings drawn on a canvas
rather than modelled; the pattern of the runways is what the eye recognises from
altitude, long before any building does. SFO is the two crossing pairs on the bay
fill; LAX is the four parallels either side of the terminal horseshoe, plus the
Southland fields under the traffic that actually flies there.

**The Golden Gate and the Bay Bridge are those bridges.** One kit in
`engine/bridges.ts`, because a suspension bridge is a repeated tower, a catenary
main cable, a series of hangers and a deck — so both are configurations rather
than two private implementations. The Bay Bridge carries the real 2013 topology:
two suspension towers west of Yerba Buena, one east, then the piered causeway.
The freeway stopped being a wireframe overlay and became a road, with shoulders,
a median, and lane markings as texture.

**And the board got faster while all of that landed.** California went from
728,744 triangles and 562 draw calls to 391,169 and 371 — headroom from 2.8% to
47.8%. The Bay Area board is 506,550 triangles lighter than before this work.
Two things paid for it:

- `transmission: 0.08` on the aircraft cockpit glass. three.js runs a full
  transmission backdrop pass whenever any rendered material has transmission
  above zero, re-drawing the entire opaque scene into a second target every
  frame — so the city was rendering terrain, every block and every freeway piece
  TWICE. Measured by patching only that number in a copy of the built bundle:
  703,267 tris / 562 draws with it, 398,608 / 371 without. The material was
  already `transparent: true, opacity: 0.86`, so it was buying nothing.
- Flatness-adaptive terrain LOD, which collapses runs of lattice cells wherever
  the height and colour agree with the quad replacing them. The coastline is
  provably untouched — a patch collapses only when every point is on land and
  agrees about `park` — and a test asserts the drawn footprint matches the
  cell-by-cell area to 1e-6. `createTerrain` got *faster*: the vertices it stops
  emitting cost more than the flatness scan costs to run.

**The budget now watches the boards this was built on.** There was no `bay-area`
or `socal` cell — so SFO, LAX and both bridges all landed in frames nothing
measured, which is how a cap you do not have looks from the inside. Both are in
the matrix now with caps set from measurement, and the rationale lives in the
harness because JSON cannot hold a comment.

Two known defects ship with this, both recorded in TODO.md rather than hidden:

- `bay-area.desktop` drops about one frame in twenty (p50 16.7, p95 33.3). It is
  desktop-only and not fill rate — mobile runs the same 2.26 M triangles at a
  comparable pixel count and holds 16.7 flat — which points at the 2048 shadow
  map desktop uses against handheld's 1024. Measured at the commit before this
  work with the same harness: identical p95 33.3. Pre-existing, and invisible
  until the cell existed.
- The aeroplane glyph is still about 1.5x the Golden Gate's main span at chapter
  zoom, down from 2.5x. `GLYPH_MAX_SCALE` is 52 because the raw scale at the far
  end of the California orbit is 51.0 at a 60-degree field of view, and 26 —
  tried first — put the glyph at 0.0123 of the frame against the 0.012 where the
  wings stop resolving. The real fix is to clamp against the camera's focus
  distance rather than the aircraft's, which is a signature change.

Tests 1020 -> 1137. Typecheck, build, eight budget cells, no-binaries,
provenance, zero-config boot, dependency licences, arena source hashes and the
UI smoke across two viewports and two access tiers all pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-22 05:06:12 -07:00
parent d9f8baf171
commit f81d5218d4
29 changed files with 7056 additions and 288 deletions
+4 -4
View File
@@ -13,10 +13,10 @@
"kind": "generated-social-card", "kind": "generated-social-card",
"origin": "repository-generated", "origin": "repository-generated",
"license": "Apache-2.0", "license": "Apache-2.0",
"sha256": "5906c7ef22175307f18984525ae5c7bd7fe6f40eb2652a850d3cb44b44ba8228", "sha256": "344cf9a20f27e5bd8e3530de548c877c44bc9c5150af954b3100ffc6418879d1",
"generator": "scripts/brand-assets/capture.mjs", "generator": "scripts/brand-assets/capture.mjs",
"inputs": ["scripts/brand-assets/capture.mjs", "scripts/brand-assets/og.html"], "inputs": ["scripts/brand-assets/capture.mjs", "scripts/brand-assets/og.html"],
"intakeDate": "2026-08-06", "intakeDate": "2026-08-22",
"intakeNote": "Generated from this repository's built office scene and local card template by the documented capture workflow; no external image was copied." "intakeNote": "Generated from this repository's built office scene and local card template by the documented capture workflow; no external image was copied."
}, },
{ {
@@ -24,10 +24,10 @@
"kind": "generated-social-card", "kind": "generated-social-card",
"origin": "repository-generated", "origin": "repository-generated",
"license": "Apache-2.0", "license": "Apache-2.0",
"sha256": "decfd9b70c0416baf47b0484040079c7f2aaa7bb8a60cf5add7a3069eac05277", "sha256": "3301293c446cd0ad1818649241ca2c318deaef9f13a7714ec049d79780b5707d",
"generator": "scripts/brand-assets/capture.mjs", "generator": "scripts/brand-assets/capture.mjs",
"inputs": ["scripts/brand-assets/capture.mjs", "scripts/brand-assets/og.html"], "inputs": ["scripts/brand-assets/capture.mjs", "scripts/brand-assets/og.html"],
"intakeDate": "2026-08-06", "intakeDate": "2026-08-22",
"intakeNote": "Generated from this repository's built California scene and local card template by the documented capture workflow; no external image was copied." "intakeNote": "Generated from this repository's built California scene and local card template by the documented capture workflow; no external image was copied."
} }
], ],
+50
View File
@@ -41,3 +41,53 @@ Worth knowing before starting (the rest is in `~/.claude/skills/tera-capture`):
added there too, because a frame with a stray card in it still renders and still added there too, because a frame with a stray card in it still renders and still
looks deliberate. looks deliberate.
- Commit tera first, then re-run, so the manifest records a clean sha. - Commit tera first, then re-run, so the manifest records a clean sha.
## The Bay Area board drops a frame in twenty, on desktop only
`bay-area.desktop.p95FrameIntervalMs` carries a **33.4 ms allowance and that is a
recorded defect, not a target.** The board renders a median frame in 16.7 ms and
drops roughly one frame in twenty: p50 16.7, p95 33.3, and 443456 frame samples
in a window where every other cell returns 480.
It is desktop-only, and it is **not fill rate**: the mobile cell runs the *same*
2.26 M triangles at a comparable pixel count — 1.32 MP against desktop's 1.30 —
and holds 16.7 ms flat. The obvious suspect is the shadow map, which `stage.ts`
sizes **2048 on desktop and 1024 on handheld**, over what is now the heaviest
shadow-casting scene in the product.
**It is not a regression, and this was checked rather than assumed.** Measured at
the commit before the airports and bridges landed, with the same harness:
p95 33.3, p50 16.7, 443 samples, **2,771,606 triangles**. After that work:
p95 33.3, p50 16.7, 456 samples, **2,265,056 triangles** — the board got
506,550 triangles *lighter* while gaining SFO, both bridges and a surfaced
freeway. The stutter was simply invisible until `bay-area` became a measured
cell, which it had never been.
The allowance is there so the cell still guards the numbers that are healthy —
triangles, draw calls, and the mobile frame time — rather than sitting
permanently red and therefore permanently ignored. **Fix the stutter and put the
cap back to 16.7.** Start with the desktop shadow-map size and the shadow
frustum over the SF board; a 2048 map over 2.26 M triangles of casters is the
first thing to rule in or out.
## The aeroplane glyph is still larger than the Golden Gate
`GLYPH_MAX_SCALE` in `src/engine/flights.ts` is 52 and that is a mitigation, not
a cure. The glyph has a screen-space *floor* — never smaller than legible — which
scales by the distance to the **aircraft**, when what makes it look wrong is how
far the camera is from **what it is looking at**. At a whole-board pose those are
the same thing; at the Golden Gate chapter the bridge is two units from the camera
and the traffic is two thousand, so the floor fires hard on the aeroplane and not
at all on the bridge.
A ceiling of 52 was chosen because the raw scale at 1,160 units — the far end of
the orbit over the California corridor — is 51.0 at a 60-degree field of view, so
anything lower shrinks aeroplanes at a pose people actually use. (26 was tried
first and put the glyph at 0.0123 of the frame, against the 0.012 at which
`flights.ts` says the wings stop resolving.) 52 takes the worst case from about
two and a half times the bridge's main span down to about one and a half.
The complete fix is to clamp against the camera's focus distance rather than the
aircraft's, so the glyph collapses toward its authored size whenever the viewer
has zoomed in on something near, at any aircraft range. That is a signature change
through `glyphScale`, `tick` and their callers.
+87 -6
View File
@@ -19,7 +19,8 @@
*/ */
import { spawn } from "node:child_process"; import { spawn } from "node:child_process";
import { mkdirSync } from "node:fs"; import { mkdirSync, readFileSync } from "node:fs";
import { createServer } from "node:net";
import { chromium } from "playwright"; import { chromium } from "playwright";
const args = process.argv.slice(2); const args = process.argv.slice(2);
@@ -33,11 +34,88 @@ const has = (f) => args.includes(f);
const OUT = "/tmp/tera-look"; const OUT = "/tmp/tera-look";
mkdirSync(OUT, { recursive: true }); mkdirSync(OUT, { recursive: true });
const PORT = 4700 + Math.floor(Math.random() * 200); /**
const server = spawn("npx", ["vite", "preview", "--port", String(PORT), "--strictPort"], { * The port is asked for, not guessed, and the build is then verified.
stdio: "ignore", *
* This used to draw a random port in 47004899 and start `vite preview
* --strictPort` on it. When the draw collided with an abandoned preview from an
* earlier run — and this box accumulated a hundred and forty-seven of them in
* one afternoon — the new preview exited on the strict-port check, `page.goto`
* succeeded against the squatter, and Playwright silently photographed somebody
* else's dist. Three shots came back byte-identical while the bundle under them
* provably changed. A screenshot tool that can photograph the wrong build is
* worse than no screenshot tool, because you believe it.
*
* So: take a port from the kernel rather than from `Math.random`, then read the
* URL the preview actually bound out of its own stdout, then fetch `/` and
* assert it is the `dist/index.html` sitting on this disk. Any one of the three
* would have caught it; all three cost nothing.
*/
const PORT = await new Promise((resolve, reject) => {
const probe = createServer();
probe.once("error", reject);
probe.listen(0, "127.0.0.1", () => {
const { port } = probe.address();
probe.close(() => resolve(port));
});
}); });
await new Promise((r) => setTimeout(r, 4000)); // `detached`, and vite's own binary rather than `npx`, because of the *other*
// half of the orphan story: `npx` is a wrapper, `server.kill()` killed only the
// wrapper, and the preview it had spawned went on holding its port forever. A
// hundred and forty-seven of them accumulated in one afternoon. Detached gives
// the pair a process group, and killing the group at the end kills both.
const server = spawn(
new URL("../node_modules/.bin/vite", import.meta.url).pathname,
["preview", "--port", String(PORT), "--strictPort"],
{ detached: true, stdio: ["ignore", "pipe", "pipe"] },
);
const shutdown = () => {
try {
process.kill(-server.pid, "SIGTERM");
} catch {
/* already gone */
}
};
process.on("exit", shutdown);
const bound = await new Promise((resolve) => {
let seen = "";
const settle = setTimeout(() => resolve(null), 30000);
const read = (chunk) => {
seen += String(chunk);
const match = /http:\/\/(?:localhost|127\.0\.0\.1):(\d+)/.exec(seen);
if (match) {
clearTimeout(settle);
resolve(Number(match[1]));
}
};
server.stdout.on("data", read);
server.stderr.on("data", read);
});
if (bound === null) {
console.error(`look: vite preview never announced a URL on ${PORT}; is dist/ built?`);
shutdown();
process.exit(1);
}
if (bound !== PORT) {
console.error(`look: preview bound ${bound}, not ${PORT} — refusing to photograph it`);
shutdown();
process.exit(1);
}
// And the served page is this checkout's build, hashed script tag and all.
{
const served = await fetch(`http://localhost:${PORT}/index.html`).then((r) => r.text());
const onDisk = readFileSync(new URL("../dist/index.html", import.meta.url), "utf8");
const bundle = (html) => /src="([^"]*\/assets\/[^"]+\.js)"/.exec(html)?.[1] ?? null;
if (bundle(served) === null || bundle(served) !== bundle(onDisk)) {
console.error(
`look: :${PORT} is serving ${bundle(served)}, dist/ holds ${bundle(onDisk)}` +
`something else owns that port. Not photographing it.`,
);
shutdown();
process.exit(1);
}
}
const phone = has("--phone"); const phone = has("--phone");
const browser = await chromium.launch({ const browser = await chromium.launch({
@@ -104,4 +182,7 @@ const real = errors.filter((e) => !/404|Failed to load resource/.test(e));
console.log(real.length === 0 ? "look: no console errors" : `look: ERRORS ${JSON.stringify(real)}`); console.log(real.length === 0 ? "look: no console errors" : `look: ERRORS ${JSON.stringify(real)}`);
await browser.close(); await browser.close();
server.kill(); shutdown();
// Explicit, because the preview's stdout pipes are inherited by a grandchild
// and Node will happily wait on them for the rest of the afternoon.
process.exit(0);
+73 -1
View File
@@ -25,6 +25,33 @@ const SCENES = {
active: () => document.querySelector("[data-control-mode='drive']")?.getAttribute("aria-pressed") === "true" && document.getElementById("play-hud")?.hidden === false, active: () => document.querySelector("[data-control-mode='drive']")?.getAttribute("aria-pressed") === "true" && document.getElementById("play-hud")?.hidden === false,
}, },
office: { host: "office.lumbridgecorp.com", ready: () => document.getElementById("boot")?.hidden === true && document.getElementById("enter")?.textContent?.includes("Back to the city") === true }, office: { host: "office.lumbridgecorp.com", ready: () => document.getElementById("boot")?.hidden === true && document.getElementById("enter")?.textContent?.includes("Back to the city") === true },
/*
* The two metro boards, added after they became the boards with the most on
* them and were still the boards nothing measured.
*
* For a long time the matrix was california, california-drive and office. That
* was defensible while the metro boards were terrain and buildings, and stopped
* being defensible the moment SFO, LAX, the Golden Gate, the Bay Bridge and a
* surfaced freeway all landed on them — every one of those is city-frame
* geometry, and every one of them arrived in a frame with no budget watching
* it. A cap you do not measure is a cap you do not have.
*
* Their own numbers rather than California's: `sf` carries the densest built
* ground in the product and `socal` the widest basin, and holding either to a
* board tuned for a whole state would be arbitrary in both directions. These
* are set from the first measured run with headroom deliberately left, in the
* same spirit as the others.
*/
"bay-area": {
host: "tera.lumbridgecorp.com",
query: "?city=sf",
ready: () => document.getElementById("boot")?.hidden === true && document.querySelectorAll("#chapters .chapter").length > 0,
},
socal: {
host: "tera.lumbridgecorp.com",
query: "?city=socal",
ready: () => document.getElementById("boot")?.hidden === true && document.querySelectorAll("#chapters .chapter").length > 0,
},
}; };
const args = process.argv.slice(2); const args = process.argv.slice(2);
@@ -37,6 +64,51 @@ function positive(name, fallback) {
if (!Number.isFinite(value) || value <= 0) throw new Error(`--${name} must be a positive number`); if (!Number.isFinite(value) || value <= 0) throw new Error(`--${name} must be a positive number`);
return value; return value;
} }
/*
* WHY THE TWO METRO BOARDS CARRY CAPS THREE TIMES CALIFORNIA'S.
*
* Measured on the first run that included them: bay-area 2,265,056 triangles and
* socal 1,417,648, against california's 391,169. That is not a regression and it
* is not slack — it is what those boards are. California is one state at a
* standoff where a building is a speck; the Bay Area is the densest built ground
* in the product with every lot, the freeway network, both bridges and SFO in
* frame at once, and the Southland is the widest basin with LAX and five more
* fields on it. Holding either to a cap tuned for a whole state would be
* arbitrary in both directions.
*
* Both render at 60 fps (p95 16.7-16.8 ms) on the box that measured them, which
* has a Radeon RX 6700 XT. That is the honest limit of what these numbers prove.
*
* TWO THINGS A READER SHOULD KNOW BEFORE TREATING THESE AS COMFORTABLE:
*
* - The mobile cell measures the SAME geometry as desktop — 2,263,784 against
* 2,265,056 — because the handheld path reduces the pixel ratio and the
* shadow map and does not reduce the scene. A phone draws every triangle a
* desktop does. The mobile budget here is therefore a frame-time gate and not
* a geometry one, and it is the number most likely to be wrong on real
* hardware nobody in this repo has tested on.
* - These cells did not exist until the round that put SFO, LAX, the Golden
* Gate, the Bay Bridge and a surfaced freeway on them. Every one of those is
* city-frame geometry and every one arrived in a frame with no budget
* watching it. A cap you do not measure is a cap you do not have.
*
* `bay-area.desktop.p95FrameIntervalMs` IS 33.4 AND THAT IS A RECORDED DEFECT,
* NOT A TARGET. The board renders a median frame in 16.7 ms and drops roughly
* one frame in twenty: p50 16.7, p95 33.3, and 443-456 frame samples in a window
* where every other cell returns 480. It is desktop-only, and it is not fill
* rate — the mobile cell runs the SAME 2.26 M triangles at a comparable pixel
* count (1.32 MP against 1.30) and holds 16.7 ms flat. The obvious suspect is
* the shadow map, which `stage.ts` sizes 2048 on desktop and 1024 on handheld,
* over what is now the heaviest shadow-casting scene in the product.
*
* Measured at the commit BEFORE the airports and bridges landed, with this same
* harness: p95 33.3, p50 16.7, 443 samples, 2,771,606 triangles. So the stutter
* predates that work, and that work left the board 506,550 triangles LIGHTER
* while adding SFO, two bridges and a surfaced freeway. The allowance exists so
* this cell still guards the numbers that are healthy — triangles, draw calls,
* and the mobile frame time — instead of being permanently red and therefore
* permanently ignored. Fix the stutter and put it back to 16.7; see TODO.md.
*/
function sceneBudget(value, label) { function sceneBudget(value, label) {
if (!value || typeof value !== "object") throw new Error(`missing budget for ${label}`); if (!value || typeof value !== "object") throw new Error(`missing budget for ${label}`);
for (const key of ["p95FrameIntervalMs", "maxDrawCalls", "maxTriangles"]) { for (const key of ["p95FrameIntervalMs", "maxDrawCalls", "maxTriangles"]) {
@@ -202,7 +274,7 @@ async function measure(browser, port, sceneName, viewportName, budget, requestLo
const before = requestLog.length; const before = requestLog.length;
await page.addInitScript(instrumentation); await page.addInitScript(instrumentation);
const scene = SCENES[sceneName]; const scene = SCENES[sceneName];
const url = `http://${scene.host}:${port}/`; const url = `http://${scene.host}:${port}/${scene.query ?? ""}`;
try { try {
await page.goto(url, { waitUntil: "networkidle", timeout: readyTimeoutMs }); await page.goto(url, { waitUntil: "networkidle", timeout: readyTimeoutMs });
try { try {
+54 -6
View File
@@ -2,16 +2,64 @@
"version": 1, "version": 1,
"scenes": { "scenes": {
"california": { "california": {
"desktop": { "p95FrameIntervalMs": 16.7, "maxDrawCalls": 650, "maxTriangles": 750000 }, "desktop": {
"mobile": { "p95FrameIntervalMs": 33.3, "maxDrawCalls": 650, "maxTriangles": 750000 } "p95FrameIntervalMs": 16.7,
"maxDrawCalls": 650,
"maxTriangles": 750000
},
"mobile": {
"p95FrameIntervalMs": 33.3,
"maxDrawCalls": 650,
"maxTriangles": 750000
}
}, },
"california-drive": { "california-drive": {
"desktop": { "p95FrameIntervalMs": 16.7, "maxDrawCalls": 650, "maxTriangles": 750000 }, "desktop": {
"mobile": { "p95FrameIntervalMs": 33.3, "maxDrawCalls": 650, "maxTriangles": 750000 } "p95FrameIntervalMs": 16.7,
"maxDrawCalls": 650,
"maxTriangles": 750000
},
"mobile": {
"p95FrameIntervalMs": 33.3,
"maxDrawCalls": 650,
"maxTriangles": 750000
}
}, },
"office": { "office": {
"desktop": { "p95FrameIntervalMs": 16.7, "maxDrawCalls": 550, "maxTriangles": 550000 }, "desktop": {
"mobile": { "p95FrameIntervalMs": 33.3, "maxDrawCalls": 550, "maxTriangles": 550000 } "p95FrameIntervalMs": 16.7,
"maxDrawCalls": 550,
"maxTriangles": 550000
},
"mobile": {
"p95FrameIntervalMs": 33.3,
"maxDrawCalls": 550,
"maxTriangles": 550000
}
},
"bay-area": {
"desktop": {
"p95FrameIntervalMs": 33.4,
"maxDrawCalls": 320,
"maxTriangles": 2600000
},
"mobile": {
"p95FrameIntervalMs": 33.3,
"maxDrawCalls": 320,
"maxTriangles": 2600000
}
},
"socal": {
"desktop": {
"p95FrameIntervalMs": 16.7,
"maxDrawCalls": 320,
"maxTriangles": 1700000
},
"mobile": {
"p95FrameIntervalMs": 33.3,
"maxDrawCalls": 320,
"maxTriangles": 1700000
}
} }
} }
} }
+110 -1
View File
@@ -21,7 +21,27 @@ import { getJson, userAgent } from "../http.ts";
import { isOpenAdsbUrl } from "./licence.ts"; import { isOpenAdsbUrl } from "./licence.ts";
import type { WireAircraft } from "../../../src/server/wire.ts"; import type { WireAircraft } from "../../../src/server/wire.ts";
/** The shared dump1090/readsb aircraft record, as both feeds emit it. */ /**
* The shared dump1090/readsb aircraft record, as both feeds emit it.
*
* Declared field by field rather than as an index signature, and the list grew
* because the fields that were missing from it were the ones the map needed
* most. For a long time this read hex/flight/lat/lon/alt_baro/track, which is
* enough to put a dart somewhere and not enough to make it fly: a client handed
* positions alone can only interpolate between the last two it was sent, so
* every aeroplane arrived at the newest known point and stopped dead until the
* next snapshot. The velocity was in every row of the feed the whole time and
* this file threw it away.
*
* Sampled live from `api.adsb.lol/v2/point` while writing this, so the names and
* the units are observed rather than remembered:
*
* ```json
* { "hex": "a923cd", "flight": "UAL505 ", "r": "N68834", "t": "B739",
* "gs": 249.2, "track": 357.7, "baro_rate": 1344, "alt_baro": 4950,
* "seen_pos": 0.183 }
* ```
*/
interface RawAircraft { interface RawAircraft {
hex?: string; hex?: string;
flight?: string; flight?: string;
@@ -29,6 +49,54 @@ interface RawAircraft {
lon?: number; lon?: number;
alt_baro?: number | string; alt_baro?: number | string;
track?: number; track?: number;
/** Ground speed in knots. `0.0` on a parked aircraft or a ground vehicle. */
gs?: number;
/** Barometric climb rate, feet per minute, positive up. */
baro_rate?: number;
/** Geometric climb rate, feet per minute. Present when `baro_rate` is not. */
geom_rate?: number;
/** Registration — the tail number, e.g. `"N68834"`. */
r?: string;
/** ICAO type designator, e.g. `"B739"`. */
t?: string;
/** Seconds since this row's *position* was last updated. */
seen_pos?: number;
}
/** One knot in metres per second. The wire carries SI; the feed does not. */
const KNOT_MS = 0.514_444;
/** One foot per minute in metres per second. */
const FPM_MS = 0.00508;
/**
* A finite number, or `undefined` — so an optional wire field is either a
* measurement or absent, and never `NaN` dressed as one.
*
* Every velocity below goes through this. A feed that sends `"gs": null` for a
* target it has a position but no velocity for is normal traffic, not an error,
* and the honest thing to do with it is to say nothing: a client that
* dead-reckons a null speed as zero draws a parked airliner at 10,000 feet, and
* one that reads it as `NaN` moves the aircraft to nowhere at all.
*/
function finite(value: number | undefined): number | undefined {
return typeof value === "number" && Number.isFinite(value) ? value : undefined;
}
/**
* A short printable code from the feed — a registration or a type designator —
* or `undefined`.
*
* Trimmed, because the feeds pad `flight` and are not consistent about the
* others, and length-capped because these end up on a card in a browser and the
* row is somebody else's data. Nothing is invented and nothing is expanded: the
* designator is published as `B739` and this repo does not ship a table that
* turns it into "Boeing 737-900", because a table like that is one more thing
* that can be wrong about a real aeroplane.
*/
function code(value: string | undefined, max: number): string | undefined {
if (typeof value !== "string") return undefined;
const trimmed = value.trim();
return trimmed === "" || trimmed.length > max ? undefined : trimmed;
} }
interface AircraftEnvelope { interface AircraftEnvelope {
@@ -200,6 +268,16 @@ function normalise(
const id = a.hex ?? callsign; const id = a.hex ?? callsign;
if (id === undefined || id === "") continue; if (id === undefined || id === "") continue;
const address = icao24(a.hex); const address = icao24(a.hex);
const speed = finite(a.gs);
// `baro_rate` is what the airframe's altimeter says and `alt_baro` is the
// altitude beside it; `geom_rate` is the GNSS answer and is what a row
// carries when the barometric one is unavailable. Either is a climb.
const climb = finite(a.baro_rate) ?? finite(a.geom_rate);
const age = finite(a.seen_pos);
// Eight characters covers every civil registration in use; four is the
// width of an ICAO type designator, and the feed emits nothing longer.
const registration = code(a.r, 12);
const kind = code(a.t, 8);
aircraft.push({ aircraft.push({
id, id,
callsign: callsign === "" ? undefined : callsign, callsign: callsign === "" ? undefined : callsign,
@@ -216,6 +294,37 @@ function normalise(
// "ground" for anything that is not flying. The wire carries metres. // "ground" for anything that is not flying. The wire carries metres.
altitude: typeof a.alt_baro === "number" ? a.alt_baro * 0.3048 : 0, altitude: typeof a.alt_baro === "number" ? a.alt_baro * 0.3048 : 0,
heading: typeof a.track === "number" ? a.track : 0, heading: typeof a.track === "number" ? a.track : 0,
/**
* The velocity, and the conditions under which it is carried at all.
*
* **Both halves of the gate matter.** A speed is only sent when the feed
* reported a positive one *and* reported a track to go with it, because
* the consumer of these two numbers is a dead-reckoner and the pair is
* what it integrates. `heading` above falls back to `0` for a row with no
* track — which is harmless for a symmetrical glyph that is not moving,
* and is a claim that a ground vehicle is taxiing due north at thirty
* knots the moment anything advances it. Ground vehicles and parked
* aircraft report `gs: 0.0` with a null track and are exactly this case.
*
* So: no track, no speed. `engine/flights.ts` holds such a track
* motionless rather than flying it along an invented heading, which is
* the right answer for something that is genuinely parked.
*/
...(speed === undefined || speed <= 0 || typeof a.track !== "number"
? {}
: { groundSpeed: speed * KNOT_MS }),
// Barometric first because it is what the altitude above is, so a climb
// drawn from this rate is consistent with the height it is drawn at.
// Geometric is a few percent different in real air and identical here.
...(climb === undefined ? {} : { verticalRate: climb * FPM_MS }),
// How stale the position already was when the feed answered. Small on a
// healthy feed and carried anyway: it is the client's only way to know
// what instant these coordinates describe. See `WireAircraft.ageSeconds`.
...(age === undefined || age < 0 ? {} : { ageSeconds: age }),
// ODbL, off the same row as the position, and publishable on the same
// terms: this is the enrichment a commercial feed was once wanted for.
...(registration === undefined ? {} : { registration }),
...(kind === undefined ? {} : { type: kind }),
}); });
} }
return { aircraft, observedAt: observedAtMs(body.now) }; return { aircraft, observedAt: observedAtMs(body.now) };
+67 -1
View File
@@ -1069,6 +1069,13 @@ class HttpFlights implements TrafficSource {
// Only a live body carries an address, and only a live body was observed. // Only a live body carries an address, and only a live body was observed.
// The plan's aircraft are this repo's own arithmetic and say so. // The plan's aircraft are this repo's own arithmetic and say so.
...(wire?.icao24 === undefined ? {} : { icao24: wire.icao24 }), ...(wire?.icao24 === undefined ? {} : { icao24: wire.icao24 }),
// The tail number and the type designator, off the same ODbL row as the
// position. `Aircraft` has nowhere to put either — they move no pixels —
// so they travel here, beside the address, for exactly the same reason.
// This is the enrichment the owner wanted a commercial feed for; the
// community feeds carried it all along and the server was dropping it.
...(wire?.registration === undefined ? {} : { registration: wire.registration }),
...(wire?.type === undefined ? {} : { type: wire.type }),
observed: this.mode === "live", observed: this.mode === "live",
attribution: this.attribution(), attribution: this.attribution(),
from: this.region.center, from: this.region.center,
@@ -1226,7 +1233,46 @@ class HttpFlights implements TrafficSource {
this.mode = "fallback"; this.mode = "fallback";
return ELSEWHERE_SECONDS; return ELSEWHERE_SECONDS;
} }
this.aircraft = here; /**
* How stale these coordinates already are, in seconds, at the moment they
* are adopted.
*
* Two terms, and both of them are real. `WireAircraft.ageSeconds` is how
* old the fix was when the *upstream* answered — a fraction of a second on
* a healthy feed. `Date.now() - observedAt` is everything since: this
* box's cache TTL, which is five to fifteen seconds by design, plus the
* request that carried it. A dead-reckoner told only the first term draws
* the whole sky a cache-TTL behind, uniformly, which is the sort of error
* that never gets noticed because everything is wrong together.
*
* Computed once here rather than per poll because `poll()` hands back these
* same objects for the body's whole life and the flight layer skips a
* repeated position without looking at it — the age matters at the instant
* the layer first sees the position, and that is this instant.
*
* Clamped, and the clamp is not decoration: `observedAt` comes off the
* wire, so a server with a wrong clock can make this negative (a fix from
* the future) or enormous (a fix from last week), and either would be
* integrated into a position. Anything outside the window is treated as
* "no useful answer" and the position is taken as current.
*/
const observedAt = Number.isFinite(body.observedAt) ? body.observedAt : Date.now();
const latency = clampSeconds((Date.now() - observedAt) / 1000);
/**
* The wire records, as the engine's `Aircraft`.
*
* A copy rather than a pass-through, which the live path did not need until
* the wire started carrying velocity: `WireAircraft` is structurally an
* `Aircraft` and always was, but `ageSeconds` is the one field whose value
* is different on the two sides of this line. On the wire it means "how old
* when the server saw it"; to the engine it means "how old when you were
* handed it", and the difference is the round trip.
*/
this.aircraft = here.map((a) => ({
...a,
ageSeconds: clampSeconds((a.ageSeconds ?? 0) + latency),
}));
// Only the live path has anything to record: a plan carries routes, not // Only the live path has anything to record: a plan carries routes, not
// transponders. Cleared at the top of this method, so a record that has // transponders. Cleared at the top of this method, so a record that has
// left the feed leaves this map with it rather than surviving to answer a // left the feed leaves this map with it rather than surviving to answer a
@@ -1245,6 +1291,26 @@ class HttpFlights implements TrafficSource {
} }
} }
/**
* A staleness in seconds, or zero for anything that is not a usable one.
*
* The ceiling is `MAX_STALE_SECONDS` and the floor is zero. A fix cannot be
* from the future, however confidently a clock says so, and one older than the
* ceiling is not something to advance a position from — `engine/flights.ts`
* stops reckoning at a minute for the same reason.
*/
function clampSeconds(value: number): number {
if (!Number.isFinite(value) || value <= 0) return 0;
return Math.min(value, MAX_STALE_SECONDS);
}
/**
* The oldest a fix may be said to be. A minute, matching the point at which the
* flight layer stops dead-reckoning and the point at which both flight sources
* give up holding their last snapshot.
*/
const MAX_STALE_SECONDS = 60;
/** /**
* Slack on the region tests, in nautical miles. * Slack on the region tests, in nautical miles.
* *
+31 -1
View File
@@ -59,12 +59,42 @@ export function createElectricAircraftMaterials(
roughness: 0.3, roughness: 0.3,
clearcoat: 0.65, clearcoat: 0.65,
}), }),
/**
* The canopy, and the most expensive number ever written in this repo.
*
* This material used to carry `transmission: 0.08`, and it cost the
* California board **304,659 triangles and 191 draw calls** — measured, by
* patching that one value in a copy of the built bundle and serving both:
* 703,267 triangles / 562 calls with it, 398,608 / 371 without. That is
* 43% of the whole frame, for a canopy that is a few dozen pixels of dark
* glass on a glyph-scale aeroplane.
*
* The mechanism is not a cost per pixel, which is why it never showed up as
* one. three.js runs a **transmission backdrop pass** whenever any rendered
* material has `transmission > 0`: the entire opaque scene is drawn a second
* time into a render target for the transparent surface to refract. One
* value of 0.08 on one small mesh therefore made the board draw its terrain,
* its blocks and every freeway piece **twice per frame**, everywhere, for
* every viewer — including the phone.
*
* Nothing visible was bought with it. The material is already
* `transparent` at `opacity: 0.86`, so the canopy reads as dark glass from
* the alpha blend and the clearcoat; 8% refraction on top of that is below
* the level anything in this scene resolves at. Shot before and after in
* the chase camera on the California route — `/?city=california`, "Fly the
* California route" — and the two frames are indistinguishable.
*
* `src/assets/materials.ts` keeps `transmission: 0.92` on the office
* glazing and should: that is a wall of windows a metre from the camera at
* 1 unit = 1 m, it is the difference between glass and a grey panel there,
* and the office scene has four hundred thousand triangles of headroom to
* pay the pass with. This scene did not.
*/
glass: new THREE.MeshPhysicalMaterial({ glass: new THREE.MeshPhysicalMaterial({
name: "electric-aircraft.glass", name: "electric-aircraft.glass",
color: 0x10232d, color: 0x10232d,
roughness: 0.08, roughness: 0.08,
metalness: 0.08, metalness: 0.08,
transmission: 0.08,
transparent: true, transparent: true,
opacity: 0.86, opacity: 0.86,
clearcoat: 1, clearcoat: 1,
+290 -40
View File
@@ -44,6 +44,7 @@
* nothing there but water and the flanks of two mountain ranges. * nothing there but water and the flanks of two mountain ranges.
*/ */
import type { Airport } from "../engine/airports.ts";
import type { Bridge, City, District, Hill, Landmark, LatLng } from "../engine/types.ts"; import type { Bridge, City, District, Hill, Landmark, LatLng } from "../engine/types.ts";
/** /**
@@ -1222,43 +1223,265 @@ export const MARIN_101: LatLng[] = [
[38.012, -122.538], [38.012, -122.538],
]; ];
/** // ---- Airports -------------------------------------------------------------
* Runways, drawn as roads because that is exactly what they are at this scale:
* a pale straight strip laid on flat ground.
*
* Worth the eight lines. SFO's crossing pairs on their square of fill are the
* one shape on the Peninsula's bay edge you can name from ten thousand feet,
* and the reason San Jose's downtown is short is standing on the other one.
*/
export const SFO_RUNWAYS: LatLng[][] = [
[
[37.6151, -122.36],
[37.6229, -122.3948],
],
[
[37.6171, -122.3594],
[37.6249, -122.3942],
],
[
[37.633, -122.3709],
[37.605, -122.3791],
],
[
[37.6335, -122.3735],
[37.6055, -122.3817],
],
];
export const SJC_RUNWAYS: LatLng[][] = [ /**
[ * San Francisco International, on the fill at the bay edge below the city.
[37.3705, -121.9385], *
[37.3555, -121.9195], * The board has had real aircraft over it since the ADS-B layer landed, and
* every one of them was descending onto nothing. This is the ground they were
* descending onto.
*
* ## The headings are the whole of it
*
* SFO is two crossing pairs, and that pattern is its signature from any
* altitude a board camera sits at: long before a terminal is a terminal, the
* eye reads four bars making an X on a square of fill. So the numbers below
* that matter most are the two bearings, and they are **true**, not the
* magnetic ones the runways are named after.
*
* A runway designator is magnetic and rounded to the nearest ten degrees. San
* Francisco's declination is about 13.5° east, so "28R" is a runway pointing
* **298.6° true** and "1L" one pointing **26.5°**. Building from the painted
* numbers instead would lay the whole airport thirteen degrees out and put the
* 28s on a heading that misses the city they point at. The two check against
* each other and against history: at the ~17° east declination of the years the
* designators were assigned, 118.6° true is 101.6° magnetic — "10" — and 26.5°
* true is 9.5° magnetic — "01".
*
* The two pairs are **92.1° apart**, which is the other thing worth being exact
* about. SFO crosses at very nearly a right angle; an airfield whose runways
* cross at seventy degrees is a different airport, and reads as a generic one.
*
* ## The relative geometry
*
* Everything is placed from the airport reference point at 37.6189, 122.3750,
* which is what makes the four runways consistent with each other rather than
* four independent guesses:
*
* - **10L/28R** is 11,870 ft (3,618 m). **10R/28L** is 11,381 ft (3,469 m),
* 229 m — 750 ft — to its south-south-west. That separation is the famous
* one: the closest parallel pair in the United States used for simultaneous
* approaches, and the reason every SFO arrival in low cloud is a single-file
* arrival. The 28 thresholds sit abeam each other at the shoreline, so the
* 149 m 10R/28L gives away comes off its western end.
* - **1L/19R** is 7,650 ft (2,332 m). **1R/19L** is 8,650 ft (2,637 m), 213 m
* — 700 ft — to its east-south-east. The 01 thresholds sit abeam at the
* south end and the extra length runs north.
*
* The 28 thresholds land ~70 m inside the bay edge traced in `PENINSULA`, which
* is not luck: that outline was drawn with "SFO's bay edge — the runways are
* built out onto the mud" written on the vertex, and now they are.
*
* Terminals are **massed rather than surveyed**. The horseshoe is right — the
* International Terminal across the west end, Terminals 1 and 3 as the arms
* reaching east, Terminal 2 and the garages in the court, the tower in the
* middle of it — and it sits in the wedge between the west ends of the 28s and
* the south ends of the 01s, which is where SFO's terminals are. Individual
* boarding-area fingers are not modelled: at 94 m per scene unit a boarding
* area is two pixels, and the aircraft parked against it are not.
*/
export const SFO: Airport = {
id: "KSFO",
name: "San Francisco International",
lat: 37.6189,
lng: -122.375,
// 13 ft. Carried because it is a fact about the place; the kit grades the
// field onto the terrain rather than lifting it to this, which on a board
// exaggerating relief 3.6× would stand SFO fourteen metres above its own
// shoreline. See `engine/airports.ts`.
elevation: 4,
/**
* The fill, traced to meet `PENINSULA`'s bay edge without crossing it.
*
* The eastern four lie a few tens of metres inside coastline vertices this
* pack already had — the airport is on made ground and its eastern boundary
* *is* the shore. The western edge runs a few hundred metres east of US-101,
* which is where the fence actually is.
*/
field: [
[37.6425, -122.3782],
[37.6398, -122.3592],
[37.6232, -122.3548],
[37.6072, -122.3576],
[37.6048, -122.381],
[37.6105, -122.3935],
[37.6262, -122.3968],
[37.6355, -122.3905],
], ],
[
[37.3685, -121.9405], runways: [
[37.3535, -121.9215], // 10L [37.62861, -122.39335] -> 28R [37.61305, -122.35733]
{ id: "10L/28R", lat: 37.62083, lng: -122.37534, heading: 118.6, length: 3618, width: 61, designators: ["10L", "28R"] },
// 10R [37.62616, -122.39311] -> 28L [37.61124, -122.35857]
{ id: "10R/28L", lat: 37.6187, lng: -122.37584, heading: 118.6, length: 3469, width: 61, designators: ["10R", "28L"] },
// 1L [37.60783, -122.38525] -> 19R [37.62657, -122.37345]
{ id: "1L/19R", lat: 37.6172, lng: -122.37935, heading: 26.5, length: 2332, width: 61, designators: ["1L", "19R"] },
// 1R [37.60697, -122.38309] -> 19L [37.62817, -122.36975]
{ id: "1R/19L", lat: 37.61757, lng: -122.37642, heading: 26.5, length: 2637, width: 61, designators: ["1R", "19L"] },
], ],
];
/**
* The four outer parallels — A and B outside the 10s, F and Z outside the 01s.
*
* Typed as coordinates rather than computed here, because a city pack is data
* and `airports.ts` imports three.js. `parallelTaxiway()` produced them and
* `sfoAirport.test.ts` asserts they still match what it produces, so the
* derivation is checked without the pack having to run it.
*/
taxiways: [
{ id: "A", path: [[37.62939, -122.39126], [37.61487, -122.35763]] },
{ id: "B", path: [[37.62434, -122.39281], [37.61046, -122.36066]] },
{ id: "F", path: [[37.60907, -122.38586], [37.62621, -122.37507]] },
{ id: "Z", path: [[37.60711, -122.38091], [37.6267, -122.36858]] },
],
aprons: [
// The terminal court and the stands around it, square to the 01s the way
// the whole complex is.
{
id: "terminal",
polygon: [
[37.61834, -122.37961],
[37.62211, -122.38915],
[37.61407, -122.39421],
[37.6103, -122.38467],
],
},
// The north field: cargo and the maintenance base, and the reason there is
// a kilometre and a half of airport north of the 19 thresholds.
{
id: "north-field",
polygon: [
[37.6314, -122.3738],
[37.63381, -122.37989],
[37.62706, -122.38414],
[37.62465, -122.37805],
],
},
],
/**
* The horseshoe, and where the aeroplanes go.
*
* Terminals 1 and 3 are the two arms and they run out to meet the
* International Terminal at the closed end, so the complex reads as a U at
* the scale it is seen from rather than as five separate slabs. `gates` puts
* the stands on the **outside** of the U on all three, which is where SFO's
* are: the court inside holds Terminal 2, the garages and the roadway, and
* nothing that needs a wingspan.
*/
terminals: [
// Heights are the real ones — a terminal is two or three storeys over a very
// large footprint — and they are the numbers to keep even though the board
// exaggerates its vertical 3.6× and makes a 26 m building stand ninety
// metres tall. Trimming them to compensate would put SFO on a different
// vertical scale from every house in San Bruno behind it, and the eye
// notices that far sooner than it notices a tall terminal.
{ id: "international", lat: 37.61749, lng: -122.39016, length: 600, width: 120, height: 28, heading: 26.5, gates: { count: 6, side: -1 } },
{ id: "t3", lat: 37.6187, lng: -122.38559, length: 500, width: 100, height: 17, heading: 116.5, gates: { count: 6, side: -1 } },
{ id: "t1", lat: 37.61387, lng: -122.38863, length: 500, width: 100, height: 17, heading: 116.5, gates: { count: 6, side: 1 } },
{ id: "t2", lat: 37.61596, lng: -122.3863, length: 300, width: 80, height: 15, heading: 26.5 },
{ id: "garages", lat: 37.61516, lng: -122.38427, length: 340, width: 90, height: 21, heading: 26.5 },
// The north field, square to the 10s rather than to the terminals, which is
// what stops the maintenance base reading as more of the same building. A
// widebody hangar is genuinely as tall as a six-storey block.
{ id: "maintenance", lat: 37.62806, lng: -122.38135, length: 260, width: 120, height: 25, heading: 118.6 },
{ id: "cargo", lat: 37.63013, lng: -122.37715, length: 220, width: 100, height: 14, heading: 118.6, gates: { count: 3, side: 1 } },
],
// No `tower`: this pack draws SFO's as a labelled `Landmark`, because that is
// what the minimap reads. See `LANDMARKS` above.
};
/**
* Mineta San José, two parallels at the head of the valley.
*
* Here because it was already on this board as a pair of pale strips and the
* kit is what those strips wanted to be — not because the South Bay needs an
* airport modelled. Two 11,000 ft runways 700 ft apart on 131.5° true (which
* is "12" once the same 13.4° of easterly declination comes off it), the
* terminal frontage on the north-east side where Highway 87 runs, and nothing
* else: from a camera that can see San Jose at all, SJC is its runways.
*
* The plate is kept east of 121.946 and between 37.348 and 37.377 on purpose.
* That is the gap this pack's districts already leave — `santa-clara` stops at
* the airport's west fence, `san-jose-north` above it and `san-jose-downtown`
* below — and a field plate that crossed into one of them would have houses
* scattered over it.
*/
export const SJC: Airport = {
id: "KSJC",
name: "Norman Y. Mineta San José International",
lat: 37.3626,
lng: -121.9291,
elevation: 19,
/**
* The plate is **asymmetric about the runways** on purpose: it runs 430 m
* south-west of the centreline and only 230 m north-east, because this pack's
* `BAYSHORE_101` passes about 240 m north-east of runway 12L and a field that
* reached past it would have a freeway drawn across the middle of the airport.
*
* It is also kept east of 121.946 and between 37.348 and 37.377, which is the
* gap this pack's districts already leave — `santa-clara` stops at the west
* fence, `san-jose-north` above and `san-jose-downtown` below — and a plate
* that crossed into one would have houses scattered over it.
*/
field: [
[37.35343, -121.91214],
[37.34899, -121.91708],
[37.37042, -121.94756],
[37.37486, -121.94261],
],
runways: [
// 12L [37.3733, -121.94249] -> 30R [37.35334, -121.91411]
{ id: "12L/30R", lat: 37.36332, lng: -121.9283, heading: 131.5, length: 3353, width: 46, designators: ["12L", "30R"] },
// 12R [37.37186, -121.94409] -> 30L [37.3519, -121.91571]
{ id: "12R/30L", lat: 37.36188, lng: -121.9299, heading: 131.5, length: 3353, width: 46, designators: ["12R", "30L"] },
],
taxiways: [{ id: "A", path: [[37.37377, -121.94061], [37.35489, -121.91375]] }],
aprons: [
{
id: "terminal",
polygon: [
[37.36036, -121.92315],
[37.3615, -121.92187],
[37.36817, -121.93136],
[37.36702, -121.93263],
],
},
],
// Terminals A and B as one frontage on the north-east side, where Highway 87
// and Airport Boulevard run, with the stands facing back at the runways.
terminals: [
{ id: "ab", lat: 37.3644, lng: -121.9271, length: 620, width: 90, height: 16, heading: 131.5, gates: { count: 7, side: 1 } },
],
};
/** Every airport on this board, in the order a pack would list them. */
export const AIRPORTS: Airport[] = [SFO, SJC];
/**
* ## Runways are no longer roads
*
* They were, until this pack got an airport: four hand-typed two-point paths on
* *magnetic* headings — thirteen degrees out of true, with the 01/19 pair nearly
* nine hundred metres too long — handed to `createRoads` as `kind: "street"`,
* because a pale strip on flat ground was as close as the road builder could
* get. The kit draws the same centrelines properly, with paint on them, the
* fill under them and the terminals beside them, so those entries are gone from
* `ROADS` above.
*
* **The two cannot both be present.** A road ribbon drapes 0.14 units — thirteen
* metres at this board's scale — above the terrain and a runway quad sits flush
* on it, so a board carrying both floats a dark forty-seven-metre stripe over
* every runway on the Peninsula. It was photographed before it was deleted.
*
* `runwayCentreline()` in `engine/airports.ts` reproduces those paths from the
* `SFO` and `SJC` declarations above, if anything ever wants a runway as a line
* again.
*/
export const ROADS: City["roads"] = [ export const ROADS: City["roads"] = [
{ path: MARKET_STREET, width: 0.34, kind: "street" }, { path: MARKET_STREET, width: 0.34, kind: "street" },
@@ -1284,8 +1507,6 @@ export const ROADS: City["roads"] = [
{ path: COAST_HIGHWAY, width: 0.2, kind: "street" }, { path: COAST_HIGHWAY, width: 0.2, kind: "street" },
{ path: HIGHWAY_92, width: 0.2, kind: "street" }, { path: HIGHWAY_92, width: 0.2, kind: "street" },
{ path: HIGHWAY_84, width: 0.2, kind: "street" }, { path: HIGHWAY_84, width: 0.2, kind: "street" },
...SFO_RUNWAYS.map((path) => ({ path, width: 0.5, kind: "street" as const })),
...SJC_RUNWAYS.map((path) => ({ path, width: 0.45, kind: "street" as const })),
]; ];
// ---- Bridges -------------------------------------------------------------- // ---- Bridges --------------------------------------------------------------
@@ -1513,9 +1734,24 @@ export const LANDMARKS: Landmark[] = [
// campus — a building named for a company would put a trademark on the map, // campus — a building named for a company would put a trademark on the map,
// and ARCHITECTURE.md §3.1 is the reason there is not one in this repo. // and ARCHITECTURE.md §3.1 is the reason there is not one in this repo.
{ {
/**
* The airport's tower, and the one piece of SFO that is **not** in `SFO`
* below.
*
* `Airport` has a `tower` field and the kit draws a much better one — a
* tapered shaft with a cab on it, in the airport's own palette. It is
* deliberately not used here, because this landmark was already on the board
* and a landmark is more than a mesh: `label: true` is what puts SFO on the
* **minimap**, and `minimap.ts` reads `city.landmarks`, not the airport. Two
* towers four hundred metres apart is what you get if you forget that, and
* it was photographed before it was noticed.
*
* Moved to sit in the terminal court with the rest of the complex, which is
* where SFO's tower actually stands.
*/
name: "SFO Control Tower", name: "SFO Control Tower",
lat: 37.618, lat: 37.6174,
lng: -122.3838, lng: -122.3883,
height: 67, height: 67,
footprint: 0.00014, footprint: 0.00014,
shape: "tower", shape: "tower",
@@ -2203,10 +2439,15 @@ export const DISTRICTS: District[] = [
{ {
id: "santa-clara", id: "santa-clara",
name: "Santa Clara", name: "Santa Clara",
// The east edge stops at Mineta's west fence rather than at the freeway.
// Both eastern vertices were 0.004° further east and the corner reached over
// the airport's graded plate, which put a wedge of scattered houses across
// the north-west end of 12L/30R. Same argument, and same fix, as
// `millbrae-burlingame` up at SFO.
polygon: [ polygon: [
[37.372, -122.0], [37.372, -122.0],
[37.369, -121.942], [37.369, -121.946],
[37.34, -121.95], [37.34, -121.954],
[37.343, -122.008], [37.343, -122.008],
], ],
minHeight: 7, minHeight: 7,
@@ -2693,6 +2934,15 @@ export const SAN_FRANCISCO_CITY: City = {
bridges: BRIDGES, bridges: BRIDGES,
roads: ROADS, roads: ROADS,
chapters: CHAPTERS, chapters: CHAPTERS,
/**
* SFO and SJC, drawn by `engine/airports.ts` as graded plates with the real
* runway headings on them. The four runways that used to be pale `Road`
* strips are gone from `ROADS` above and must stay gone: a road ribbon drapes
* thirteen metres over the terrain at this scale, so a board carrying both
* would float a dark stripe across every runway the kit lays flush.
*/
airports: AIRPORTS,
}; };
export default SAN_FRANCISCO_CITY; export default SAN_FRANCISCO_CITY;
+579 -39
View File
@@ -30,6 +30,7 @@
* show. * show.
*/ */
import type { Airport } from "../engine/airports.ts";
import type { import type {
Bridge, Bridge,
City, City,
@@ -834,11 +835,21 @@ export const HILLS: Hill[] = [
radius: 0.048, radius: 0.048,
}, },
{ {
// Moved north-east, from 34.205/-118.33 with a 0.04 radius, when Burbank
// Airport went onto the board and stood on a hillside. A 700 m peak whose
// falloff is 4.4 km across, sited half a kilometre north of runway 08/26,
// put 478 m of mountain on the 26 threshold and 191 m on the 08 threshold —
// a nine-degree slope across a field that is, in life, flat. It also had
// downtown Burbank sitting 165 m up a ramp. The ridge crest above Burbank
// really is at about 34.22, and this is where it belongs; the change reads
// as the Verdugos ending in the right place rather than leaning on the
// Valley floor. `socalAirports.test.ts` holds every field to the relief it
// may stand on, so this cannot quietly come back.
name: "Mount Thom", name: "Mount Thom",
lat: 34.205, lat: 34.221,
lng: -118.33, lng: -118.318,
elevation: 700, elevation: 720,
radius: 0.04, radius: 0.036,
}, },
{ {
name: "San Rafael Hills", name: "San Rafael Hills",
@@ -1235,7 +1246,10 @@ export const I405: LatLng[] = [
[34.04, -118.43], [34.04, -118.43],
[34.01, -118.403], [34.01, -118.403],
[33.98, -118.39], [33.98, -118.39],
[33.945, -118.386], // past LAX // Moved east from -118.386 when LAX went onto the board: at that longitude the
// freeway ran across the 25R touchdown zone, and the real 405 passes about
// three kilometres east of the airport, not through it.
[33.945, -118.3765], // past LAX
[33.91, -118.372], [33.91, -118.372],
[33.875, -118.35], [33.875, -118.35],
[33.85, -118.315], [33.85, -118.315],
@@ -1247,6 +1261,10 @@ export const I405: LatLng[] = [
[33.745, -118.01], [33.745, -118.01],
[33.72, -117.955], [33.72, -117.955],
[33.69, -117.9], [33.69, -117.9],
// Added when John Wayne went onto the board: without it this leg cut the
// corner and drew a freeway straight across runway 02L/20R. The real 405
// passes about a kilometre north-west of the field and meets the 55 beyond it.
[33.6885, -117.87],
[33.678, -117.845], [33.678, -117.845],
[33.66, -117.78], [33.66, -117.78],
[33.63, -117.7], [33.63, -117.7],
@@ -1257,7 +1275,13 @@ export const I5: LatLng[] = [
[34.32, -118.46], [34.32, -118.46],
[34.27, -118.42], [34.27, -118.42],
[34.23, -118.39], [34.23, -118.39],
[34.19, -118.36], // These two replace a single vertex at 34.19/-118.36, which ran the Golden
// State diagonally across Burbank's runway 08/26. The real 5 comes down the
// far side of Hollywood Way, north-east of the field — which is why the
// airport's north-east corner is cut off the way it is, and why `BUR`'s 08/26
// stops 700 m short of the freeway.
[34.222, -118.368],
[34.196, -118.338],
[34.16, -118.335], [34.16, -118.335],
[34.13, -118.28], [34.13, -118.28],
[34.105, -118.25], [34.105, -118.25],
@@ -1561,22 +1585,26 @@ export const KATELLA: LatLng[] = [
]; ];
/** /**
* LAX's two runway complexes, north and south of the terminals. * ## The runways are no longer roads
* *
* Drawn as roads because that is what they are: a fifty-metre-wide paved strip * `LAX_RUNWAYS_NORTH` and `LAX_RUNWAYS_SOUTH` used to live here: two hand-typed
* lying on the ground. Two parallel bars pointing due west at the ocean is the * two-point paths lying on **33.9535 and 33.9405 due eastwest**, handed to
* single most recognisable piece of ground plan on the coastal plain, and it is * `createRoads` as `kind: "street"`, because a pale strip on flat ground was as
* three points of data. * close as the road builder could get to an airport. Both numbers were wrong in
* the same way. LAX's runways are not due eastwest — they run **82.9° true**,
* which over three and a half kilometres is four hundred metres of drift the
* pair did not have — and there are four of them, not two. `AIRPORTS` below
* draws the real ones, with the paint on them, the fill under them and the
* horseshoe between them.
*
* **The two cannot both be present.** A road ribbon drapes 0.14 units above the
* terrain — fifty-five metres at this board's scale — while a runway quad sits
* flush on it, so a board carrying both floats a dark stripe over every runway
* in Westchester. The Bay Area pack hit this first and photographed it.
*
* `runwayCentreline()` in `engine/airports.ts` reproduces a runway as a
* two-point path, if anything ever wants one as a line again.
*/ */
export const LAX_RUNWAYS_NORTH: LatLng[] = [
[33.9535, -118.434],
[33.9535, -118.402],
];
export const LAX_RUNWAYS_SOUTH: LatLng[] = [
[33.9405, -118.434],
[33.9405, -118.402],
];
export const ROADS: City["roads"] = [ export const ROADS: City["roads"] = [
{ path: I405, width: 0.14, kind: "freeway" }, { path: I405, width: 0.14, kind: "freeway" },
@@ -1597,8 +1625,6 @@ export const ROADS: City["roads"] = [
{ path: VENTURA_BLVD, width: 0.08, kind: "street" }, { path: VENTURA_BLVD, width: 0.08, kind: "street" },
{ path: COLORADO_BLVD, width: 0.08, kind: "street" }, { path: COLORADO_BLVD, width: 0.08, kind: "street" },
{ path: KATELLA, width: 0.08, kind: "street" }, { path: KATELLA, width: 0.08, kind: "street" },
{ path: LAX_RUNWAYS_NORTH, width: 0.16, kind: "street" },
{ path: LAX_RUNWAYS_SOUTH, width: 0.16, kind: "street" },
]; ];
// ---- Bridges -------------------------------------------------------------- // ---- Bridges --------------------------------------------------------------
@@ -1608,13 +1634,13 @@ export const ROADS: City["roads"] = [
* worth the geometry — nothing else in the metro spans water rather than * worth the geometry — nothing else in the metro spans water rather than
* freeway. * freeway.
* *
* A caveat for whoever renders these: `structures.ts` sizes bridge members in * A caveat for whoever renders these. `bridges.ts` now sizes members in metres
* scene units — a 0.25-unit deck radius, 0.34-unit towers — and those constants * over metres-per-unit rather than in the fixed scene-unit constants that were
* were tuned at San Francisco's 94 m per unit. At 391 they come out about four * tuned at San Francisco's 94 m per unit, so these are no longer four times too
* times too heavy, so both of these render chunkier than life. They are kept * heavy — but the legibility floor under that arithmetic still is a floor, and
* because the port is one of the three or four silhouettes that say Southern * at 391 m per unit it is what makes this pair read a little chunkier than life.
* California from above, and a heavy bridge still reads as a bridge. Making the * They are kept because the port is one of the three or four silhouettes that
* members scale-relative belongs in `structures.ts`, not here. * say Southern California from above.
*/ */
/** The Vincent Thomas, over the main channel. Green, and suspension. */ /** The Vincent Thomas, over the main channel. Green, and suspension. */
@@ -1661,6 +1687,439 @@ export const LONG_BEACH_GATEWAY: Bridge = {
export const BRIDGES = [VINCENT_THOMAS, LONG_BEACH_GATEWAY]; export const BRIDGES = [VINCENT_THOMAS, LONG_BEACH_GATEWAY];
// ---- Airports -------------------------------------------------------------
/**
* The Southland fields, and why these six.
*
* ## The headings, first, because they are the whole of the recognition
*
* A runway designator is **magnetic** and rounded to the nearest ten degrees.
* Los Angeles's declination is about 11.8° east, so a runway painted "25" is
* pointing somewhere near 262° true and one painted "16" near 172°. Building
* from the painted numbers lays a whole airport twelve degrees out of true —
* over LAX's longest runway that is seven hundred metres of drift — so every
* `heading` below is a **true** bearing and every one of them is checked against
* its designator in `socalAirports.test.ts`.
*
* Only LAX gets its bearing from a surveyed figure. The other five are
* `designator × 10 + 11.8°`, which is accurate to about half of the five degrees
* the rounding already allows and is invisible at 391 m to the scene unit. That
* is stated rather than hidden: it is the difference between a number that was
* looked up and a number that was derived, and the next person deserves to know
* which is which.
*
* ## Six, and the ones that were left out
*
* The live ADS-B layer over this board carries a hundred and sixty-odd aircraft
* in the middle of a weekday. Sampled at 02:40 Pacific — which is what the feed
* would give me while this was written, and is therefore a thin sample rather
* than a survey — twenty-two aircraft were airborne over the basin and six of
* the eleven flying below eight thousand feet near any field were in LAX's
* pattern, with Van Nuys and Burbank next. That ordering matches the annual
* operations counts, which is what actually decided the list: LAX at ~700,000
* movements, Van Nuys at ~220,000 (the busiest general-aviation field in the
* world), John Wayne and Long Beach around ~300,000 each with their flight
* schools, Burbank ~130,000, Ontario ~70,000 but the region's freight door.
*
* Deliberately absent, and all of them real airports: **Santa Monica**, whose
* single 3,500 ft strip disappears into the Westside grid at this scale;
* **Chino**, nine kilometres from Ontario, which would read as a smudge beside
* it; **Torrance**, **Hawthorne**, **Fullerton**, **El Monte** and **Whiteman**,
* which are one short runway each; and **March Air Reserve Base**, whose
* 13,300 ft runway is the second longest in Southern California but sits three
* kilometres from the eastern edge of the board with thirty thousand movements a
* year. An airport nobody flies into is scenery, and scenery costs triangles.
*
* ## Every one of them is a hole cut in a district
*
* `blocks.ts` has never heard of an airport. It scatters lots across a district
* polygon and the only thing that keeps houses off a runway is the polygon
* stopping short. Four of these — LAX, Van Nuys, John Wayne and the western half
* of Burbank — sit on a district edge and are cut out with a notch. Long Beach
* and Ontario sit in the middle of continuously built ground, so each is a hole
* reached by a **narrow corridor** to the nearest district edge: Cherry Avenue
* north out of Long Beach, Haven Avenue south out of Ontario. The corridor
* costs one column of lots, which at 164 m to the lot reads as the six-lane
* arterial that is genuinely there. `socalAirports.test.ts` sweeps the whole of
* every field against every district and every park, because checking the
* corners is what lets a runway keep a housing tract in the middle of it.
*/
/**
* Los Angeles International: four parallels in two pairs, either side of the
* horseshoe.
*
* From the altitude this board is looked at, LAX **is** that pattern — two long
* bars, a gap with buildings in it, two more long bars — and it is as
* recognisable as the Hollywood sign. Everything below is placed as a metre
* offset from the airport reference point at 33.9425, 118.4081 and converted,
* rather than typed as four independent thresholds, because four hand-typed
* pairs of coordinates will not be consistent with each other and the
* consistency is the shape.
*
* ### The bearing, and how the numbers check out
*
* All four runways are on **82.9° true**. That single number is why the whole
* field is drawn from one frame, and it survives two independent checks.
* Subtract the 11.8° east declination and it is 71.1° magnetic, which rounds to
* **07** — and the south pair is 07L/25R and 07R/25L. The FAA does not allow
* four parallels to share a number, so the north pair takes the next one down
* and is 06L/24R and 06R/24L, which is why LAX has runways called both 24 and
* 25 lying exactly parallel to each other. Any reading that makes the 24s a
* different bearing from the 25s is wrong about LAX.
*
* ### The relative geometry
*
* Lateral offsets are from the reference point, positive to the south:
*
* - **06L/24R** at 853 m, 8,926 ft (2,721 m) long. **06R/24L** 213 m — 700 ft
* — south of it, 10,285 ft (3,135 m).
* - **07L/25R** at +610 m, 12,091 ft (3,685 m) and the longest on the field.
* **07R/25L** 244 m — 800 ft — south of it, 11,095 ft (3,382 m).
*
* That leaves 1,250 m of airport between 24L and 25R, and the horseshoe is what
* fills it: the Tom Bradley International Terminal closing the west end across
* the axis, Terminals 13 as the north arm and 48 as the south arm, the parking
* structures in the court. `gates` puts the stands on the **outside** of both
* arms, which is where LAX's are — the court holds roadway and cars and nothing
* that needs a wingspan.
*
* Terminal heights are the real ones. The board exaggerates its vertical 3.4×
* and makes a 17 m concourse stand fifty-eight metres tall; trimming that would
* put the airport on a different vertical scale from every house in Westchester
* behind it, and the eye notices the mismatch long before it notices a tall
* terminal.
*
* No `tower` is declared: this pack draws LAX's as a labelled `Landmark`,
* because `label: true` is what puts the airport on the minimap and
* `minimap.ts` reads `city.landmarks` rather than `city.airports`.
*/
export const LAX: Airport = {
id: "KLAX",
name: "Los Angeles International",
lat: 33.9425,
lng: -118.4081,
// 125 ft. Carried because it is a fact about the place; the kit grades the
// field onto the terrain rather than lifting it to this. See
// `engine/airports.ts`.
elevation: 38,
/**
* The property, and it is **square to Westchester rather than to the
* runways**, which is the detail that makes LAX look like LAX from above: a
* cardinal rectangle with a pattern seven degrees off it inside. Westchester
* Parkway is the north fence, Imperial Highway the south, Aviation Boulevard
* the east, and the dunes above Dockweiler the west.
*/
field: [
[33.9545, -118.433],
[33.9545, -118.382],
[33.931, -118.382],
[33.931, -118.433],
],
runways: [
// 06L [33.94845, -118.42526] -> 24R [33.95147, -118.39602]
{ id: "06L/24R", lat: 33.94996, lng: -118.41064, heading: 82.9, length: 2721, width: 46, designators: ["06L", "24R"] },
// 06R [33.94636, -118.42685] -> 24L [33.94984, -118.39317]
{ id: "06R/24L", lat: 33.9481, lng: -118.41001, heading: 82.9, length: 3135, width: 46, designators: ["06R", "24L"] },
// 07L [33.93515, -118.42571] -> 25R [33.93925, -118.38611]
{ id: "07L/25R", lat: 33.9372, lng: -118.40591, heading: 82.9, length: 3685, width: 61, designators: ["07L", "25R"] },
// 07R [33.93311, -118.42417] -> 25L [33.93687, -118.38783]
{ id: "07R/25L", lat: 33.93499, lng: -118.406, heading: 82.9, length: 3382, width: 61, designators: ["07R", "25L"] },
],
/**
* The four outer parallels, B and C on the north complex and D and E on the
* south.
*
* Typed as coordinates rather than computed here, because a city pack is data
* and `airports.ts` imports three.js. `parallelTaxiway()` produced them and
* `socalAirports.test.ts` asserts they are still what it produces, so the
* derivation is checked without the pack having to run it.
*/
taxiways: [
{ id: "B", path: [[33.94989, -118.42449], [33.95271, -118.39719]] },
{ id: "C", path: [[33.94521, -118.4257], [33.94849, -118.39395]] },
{ id: "D", path: [[33.9365, -118.42493], [33.94039, -118.38727]] },
{ id: "E", path: [[33.93188, -118.423], [33.93543, -118.3886]] },
],
aprons: [
{ id: "terminal", polygon: [[33.94524, -118.41833], [33.94709, -118.4005], [33.9396, -118.39937], [33.93776, -118.41721]] },
// The Imperial Cargo Complex, on the south side under the 25L approach.
{ id: "cargo", polygon: [[33.93628, -118.39298], [33.937, -118.386], [33.9337, -118.3855], [33.93298, -118.39248]] },
{ id: "maintenance", polygon: [[33.94571, -118.43051], [33.94631, -118.42471], [33.94354, -118.4243], [33.94294, -118.4301]] },
],
terminals: [
{ id: "tbit", lat: 33.94192, lng: -118.41369, length: 560, width: 130, height: 30, heading: 352.9, gates: { count: 8, side: -1 } },
{ id: "north-arm", lat: 33.94517, lng: -118.4085, length: 850, width: 85, height: 17, heading: 82.9, gates: { count: 8, side: -1 } },
{ id: "south-arm", lat: 33.93989, lng: -118.40705, length: 950, width: 85, height: 17, heading: 82.9, gates: { count: 9, side: 1 } },
// The central terminal area's parking structures, as three blocks rather
// than one. A single 700 m mass filled the court, and a filled court is not
// a horseshoe — the U only reads because there is a gap with something
// smaller in it.
{ id: "parking-west", lat: 33.94221, lng: -118.41089, length: 230, width: 120, height: 20, heading: 82.9 },
{ id: "parking-centre", lat: 33.94246, lng: -118.40853, length: 230, width: 120, height: 20, heading: 82.9 },
{ id: "parking-east", lat: 33.9427, lng: -118.40617, length: 230, width: 120, height: 20, heading: 82.9 },
// The west maintenance base, square to the runways rather than to the
// horseshoe, which is what stops it reading as more of the same building.
{ id: "maintenance", lat: 33.94456, lng: -118.42761, length: 280, width: 130, height: 26, heading: 82.9 },
{ id: "cargo", lat: 33.93492, lng: -118.3895, length: 400, width: 110, height: 14, heading: 82.9, gates: { count: 4, side: -1 } },
],
};
/**
* Hollywood Burbank, in the gap between the Verdugos and the Valley floor.
*
* Two runways crossing at seventy degrees, which is the shape here: 15/33 is the
* long one running down out of the Verdugo gap, 08/26 is the short one along the
* north fence, and they cross west of the terminal. Everything at Burbank is
* small — 6,886 ft and 5,802 ft, a terminal that is genuinely two storeys — and
* that is the point of drawing it beside LAX rather than instead of it.
*
* The bearings are the designators plus the 11.8° east declination: 161.8° and
* 91.8° true. See the section comment.
*/
export const BUR: Airport = {
id: "KBUR",
name: "Hollywood Burbank",
lat: 34.2007,
lng: -118.3585,
elevation: 237,
/**
* Held inside 34.19034.2115 and 118.3735 to 118.349 on purpose: that is the
* gap `van-nuys` and `burbank` were reshaped to leave, and a field that
* crossed into either would have tract houses on the runway.
*/
/**
* Both diagonals are the fence, not tidiness. The **north-east** cut is
* Hollywood Way and the Golden State beyond it: I-5 passes about 700 m
* north-east of the 26 threshold, and a square corner there put a freeway
* ribbon across the runway. The **south-west** cut is the Burbank industrial
* quarter, which is city and not airport, and every square metre of field that
* is not holding a runway up is a square metre of plate standing proud of the
* ground at the low end — see `Mount Thom` in `HILLS` for what that cost here.
*/
field: [
[34.2108, -118.3715],
[34.2108, -118.361],
[34.205, -118.3505],
[34.1915, -118.3505],
[34.1915, -118.36],
[34.2, -118.3715],
],
runways: [
// 15 [34.20993, -118.3638] -> 33 [34.19201, -118.35668]
{ id: "15/33", lat: 34.20097, lng: -118.36024, heading: 161.8, length: 2099, width: 46, designators: ["15", "33"] },
// 08 [34.20526, -118.37082] -> 26 [34.20476, -118.35162]
{ id: "08/26", lat: 34.20501, lng: -118.36122, heading: 91.8, length: 1769, width: 46, designators: ["08", "26"] },
],
taxiways: [
{ id: "A", path: [[34.20955, -118.36205], [34.19317, -118.35554]] },
{ id: "C", path: [[34.20407, -118.37], [34.20362, -118.35253]] },
],
aprons: [{ id: "terminal", polygon: [[34.20032, -118.35469], [34.19716, -118.35343], [34.19643, -118.35612], [34.19959, -118.35737]] }],
// Terminals A and B as one frontage east of 15/33, where Hollywood Way runs,
// with the stands facing back at the runway.
terminals: [
{ id: "ab", lat: 34.1985, lng: -118.35524, length: 340, width: 70, height: 12, heading: 161.8, gates: { count: 6, side: 1 } },
{ id: "cargo", lat: 34.20366, lng: -118.35383, length: 260, width: 80, height: 13, heading: 91.8 },
],
};
/**
* Van Nuys: two parallels down the middle of the Valley, and no airline at all.
*
* It is on this board because it is the busiest general-aviation airport in the
* world and because the aircraft over the Valley are largely its — not because
* anything about it is famous. So it is drawn as what it is: a long thin field
* with an 8,000 ft runway, a 4,000 ft one beside it, and hangar rows down the
* east side instead of a terminal. No `gates` anywhere on it, because the kit
* parks airliners and nothing that lives here is one.
*
* The north fence is pulled in to 34.227 — Van Nuys really reaches Roscoe at
* 34.232 — because `north-valley` starts at 34.2316 at this longitude and a
* field that crossed it would have houses on runway 16R.
*/
export const VNY: Airport = {
id: "KVNY",
name: "Van Nuys",
lat: 34.2098,
lng: -118.4899,
elevation: 244,
// Trimmed in at the north and west from 34.227/-118.499 — Van Nuys really does
// reach Roscoe — because the Valley floor rises about a metre in a hundred
// across this field and the kit grades a plate to the highest ground it
// covers. Every metre of field that is not holding a runway up is a metre of
// lip standing proud at the low end. What is left spans 33 m.
field: [
[34.2235, -118.4955],
[34.2235, -118.481],
[34.1975, -118.481],
[34.1975, -118.4955],
],
runways: [
// 16R [34.22064, -118.49298] -> 34L [34.19896, -118.4892]
{ id: "16R/34L", lat: 34.2098, lng: -118.49109, heading: 171.8, length: 2439, width: 46, designators: ["16R", "34L"] },
// 16L [34.2121, -118.48971] -> 34R [34.20122, -118.48781]
{ id: "16L/34R", lat: 34.20666, lng: -118.48876, heading: 171.8, length: 1223, width: 23, designators: ["16L", "34R"] },
],
taxiways: [{ id: "A", path: [[34.22011, -118.49135], [34.19985, -118.48782]] }],
/**
* The east ramp runs the whole length of the field, Saticoy to Sherman Way,
* which is what Van Nuys's east side is. It is drawn that long for a second
* reason as well: `airports.ts` grades the field to the highest of the
* airport's own authored coordinates, and an apron corner is one of them. The
* Valley floor's high point inside this fence is under the middle of this
* ramp, so a short ramp graded the plate to ground lower than the ground it
* covers. See the note on `FIELD_LIFT` in the section comment.
*/
aprons: [{ id: "east-ramp", polygon: [[34.21511, -118.48797], [34.19991, -118.48532], [34.2004, -118.48124], [34.2156, -118.48389]] }],
terminals: [
{ id: "east-hangars", lat: 34.20872, lng: -118.48523, length: 780, width: 90, height: 14, heading: 171.8 },
{ id: "west-hangars", lat: 34.21411, lng: -118.49446, length: 420, width: 80, height: 13, heading: 171.8 },
],
};
/**
* Long Beach, and the one field on this board that is a genuine X.
*
* 12/30 runs 10,003 ft south-east across the whole property and the 08s cross
* it near their western ends, which is what gives Long Beach the crossed-strip
* plan that reads from any altitude. The terminal is the small 1941 one on the
* south-west side; the very large building on the north fence is the old
* Douglas plant, which is a real 420 m shed and the largest single mass on the
* field.
*
* Bearings are the designators plus declination: 131.8° and 91.8° true.
*/
export const LGB: Airport = {
id: "KLGB",
name: "Long Beach",
lat: 33.8177,
lng: -118.1516,
elevation: 18,
/**
* The south-west corner is cut off, and that is not tidiness: **Signal Hill**
* is 111 m of real oil-field hill 1.9 km south-west of the airport, and a
* rectangle reaching -118.169 at 33.8055 put its flank inside the field. The
* kit grades a field to the highest ground it covers, so that one corner
* lifted the whole plate a hundred metres and stood Long Beach Airport on a
* table. Cut back, the field spans 21 m of relief and lies flat.
*/
field: [
[33.8305, -118.1665],
[33.8305, -118.1375],
[33.8065, -118.1375],
[33.8065, -118.148],
[33.816, -118.1665],
],
runways: [
// 12 [33.82683, -118.16389] -> 30 [33.80857, -118.13931]
{ id: "12/30", lat: 33.8177, lng: -118.1516, heading: 131.8, length: 3049, width: 61, designators: ["12", "30"] },
// 08L [33.823, -118.16018] -> 26R [33.82246, -118.13978]
{ id: "08L/26R", lat: 33.82273, lng: -118.14998, heading: 91.8, length: 1887, width: 46, designators: ["08L", "26R"] },
// 08R [33.82089, -118.15891] -> 26L [33.82043, -118.14105]
{ id: "08R/26L", lat: 33.82066, lng: -118.14998, heading: 91.8, length: 1653, width: 46, designators: ["08R", "26L"] },
],
taxiways: [
{ id: "D", path: [[33.82529, -118.16409], [33.80823, -118.14113]] },
{ id: "B", path: [[33.82414, -118.15927], [33.82365, -118.1406]] },
],
aprons: [{ id: "terminal", polygon: [[33.81745, -118.15694], [33.81356, -118.1517], [33.81041, -118.15509], [33.8143, -118.16033]] }],
terminals: [
{ id: "terminal", lat: 33.81303, lng: -118.15722, length: 260, width: 60, height: 12, heading: 131.8, gates: { count: 5, side: -1 } },
{ id: "douglas", lat: 33.82803, lng: -118.14836, length: 420, width: 160, height: 20, heading: 91.8 },
],
};
/**
* John Wayne, pointing north-east at the hills, which is the whole reason
* anyone in Newport Beach has an opinion about it.
*
* 02L/20R is 5,701 ft with the short 02R/20L general-aviation strip beside it,
* and the Riley terminal on the south-east side along MacArthur with the stands
* facing back across at the runway. On 31.8° true — the designators plus
* declination.
*/
export const SNA: Airport = {
id: "KSNA",
name: "John Wayne",
lat: 33.6757,
lng: -117.8682,
elevation: 17,
/**
* Square to the runways rather than to the compass, which is the one field on
* this board that is: John Wayne is a diagonal parcel wedged between MacArthur
* Boulevard and the 405, and a cardinal rectangle around it left two-thirds of
* the plate as empty green with the runways pushed into one corner.
*/
field: [
[33.66833, -117.87686],
[33.68513, -117.86435],
[33.68073, -117.85582],
[33.66393, -117.86833],
],
runways: [
// 02L [33.66907, -117.87379] -> 20R [33.68233, -117.86391]
{ id: "02L/20R", lat: 33.6757, lng: -117.86885, heading: 31.8, length: 1738, width: 46, designators: ["02L", "20R"] },
// 02R [33.67081, -117.8687] -> 20L [33.67753, -117.8637]
{ id: "02R/20L", lat: 33.67417, lng: -117.8662, heading: 31.8, length: 880, width: 23, designators: ["02R", "20L"] },
],
taxiways: [{ id: "A", path: [[33.66901, -117.87205], [33.68106, -117.86308]] }],
aprons: [{ id: "terminal", polygon: [[33.6756, -117.86637], [33.67988, -117.86318], [33.67855, -117.86061], [33.67428, -117.8638]] }],
terminals: [
{ id: "riley", lat: 33.67866, lng: -117.86356, length: 420, width: 85, height: 16, heading: 31.8, gates: { count: 6, side: -1 } },
],
};
/**
* Ontario, the freight door, out where the basin runs into the Inland Empire.
*
* Two long parallels 560 m apart with the passenger terminals and the cargo
* ramp between them — which is the layout, and the reason Ontario looks like a
* much bigger airport than its passenger numbers suggest. 12,198 ft and
* 10,200 ft on 91.8° true.
*
* It is the only field on this board that had to be reached by a corridor cut
* south to the district edge rather than notched from one; see the section
* comment.
*/
export const ONT: Airport = {
id: "KONT",
name: "Ontario International",
lat: 34.056,
lng: -117.6012,
elevation: 288,
field: [
[34.063, -117.625],
[34.063, -117.577],
[34.049, -117.577],
[34.049, -117.625],
],
runways: [
// 08L [34.05904, -117.62135] -> 26R [34.058, -117.58105]
{ id: "08L/26R", lat: 34.05852, lng: -117.6012, heading: 91.8, length: 3718, width: 61, designators: ["08L", "26R"] },
// 08R [34.05392, -117.61642] -> 26L [34.05304, -117.58272]
{ id: "08R/26L", lat: 34.05348, lng: -117.59957, heading: 91.8, length: 3109, width: 46, designators: ["08R", "26L"] },
],
taxiways: [
{ id: "A", path: [[34.05776, -117.62031], [34.05677, -117.58218]] },
{ id: "B", path: [[34.05515, -117.61528], [34.05433, -117.58376]] },
],
aprons: [{ id: "terminal", polygon: [[34.05779, -117.60764], [34.05748, -117.59572], [34.05406, -117.59585], [34.05437, -117.60777]] }],
terminals: [
{ id: "t2-t4", lat: 34.056, lng: -117.60228, length: 700, width: 110, height: 16, heading: 91.8, gates: { count: 8, side: -1 } },
{ id: "cargo", lat: 34.05474, lng: -117.5871, length: 500, width: 130, height: 16, heading: 91.8, gates: { count: 5, side: 1 } },
],
};
/** Every airport on this board, biggest first. */
export const AIRPORTS: Airport[] = [LAX, BUR, VNY, LGB, SNA, ONT];
// ---- Landmarks ------------------------------------------------------------ // ---- Landmarks ------------------------------------------------------------
/** /**
@@ -1872,16 +2331,24 @@ export const LANDMARKS: Landmark[] = [
}, },
// ---- LAX ---- // ---- LAX ----
// Not a building: a two-kilometre pad of apron and terminal, which with the // This used to be a flat two-kilometre pad of a landmark standing in for an
// two runway strips beside it is what actually reads as an airport. // airport, beside two runway-shaped roads. `LAX` in `AIRPORTS` draws the real
// thing now and the pad would sit on top of its own field, so what is left
// here is the one piece of LAX the kit does not draw: the tower, at its real
// 277 ft.
//
// It is a landmark rather than the airport's own `tower` because `label: true`
// is what puts LAX on the minimap — `minimap.ts` reads `city.landmarks` and
// has never heard of `city.airports`. Declaring both would stand two towers
// four hundred metres apart, which is how the Bay Area pack found this out.
{ {
name: "LAX", name: "LAX Control Tower",
lat: 33.9445, lat: 33.9421,
lng: -118.4045, lng: -118.4022,
height: 12, height: 84,
footprint: 0.0095, footprint: 0.00028,
shape: "box", shape: "cylinder",
color: 0x76736c, color: 0xc9ccce,
label: true, label: true,
}, },
{ {
@@ -2391,12 +2858,25 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "van-nuys", id: "van-nuys",
// Two airports come out of this one polygon. Vertices 3-6 are the notch for
// Burbank, cut in from the east boundary; vertices 9-12 are the notch for
// Van Nuys, cut in from the west, where the ground it also gives up is the
// Sepulveda Basin and already open. `burbank` picks up the eastern strip
// that the first notch removes, so nothing is left unbuilt but the fields.
name: "Van Nuys & North Hollywood", name: "Van Nuys & North Hollywood",
polygon: [ polygon: [
[34.24, -118.5], [34.24, -118.5],
[34.235, -118.34], [34.235, -118.34],
[34.2125, -118.3423],
[34.2125, -118.3745],
[34.189, -118.3745],
[34.189, -118.3447],
[34.176, -118.346], [34.176, -118.346],
[34.181, -118.506], [34.181, -118.506],
[34.194, -118.5047],
[34.194, -118.48],
[34.229, -118.48],
[34.229, -118.5011],
], ],
minHeight: 12, minHeight: 12,
maxHeight: 48, maxHeight: 48,
@@ -2439,12 +2919,18 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "burbank", id: "burbank",
// The north-west corner is cut back from -118.368 to -118.348, which is
// Hollywood Way and the east fence of the airport. What that leaves out is
// the eastern half of Burbank's field; `van-nuys` gives up the western
// half, and between them the two polygons leave one clean hole.
name: "Burbank", name: "Burbank",
polygon: [ polygon: [
[34.212, -118.368], [34.2125, -118.348],
[34.206, -118.282], [34.206, -118.282],
[34.15, -118.29], [34.15, -118.29],
[34.157, -118.375], [34.157, -118.375],
[34.189, -118.3709],
[34.189, -118.348],
], ],
minHeight: 13, minHeight: 13,
maxHeight: 62, maxHeight: 62,
@@ -2521,11 +3007,24 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "ontario", id: "ontario",
// Ontario International, cut out the same way Long Beach is: a hole with a
// corridor, here running south to the boundary along Haven Avenue. Nothing
// on the eastern half of this board is close enough to a district edge to
// notch, and a warehouse district with a runway drawn through it is worse
// than one arterial's worth of missing lots.
name: "Ontario & Rancho Cucamonga", name: "Ontario & Rancho Cucamonga",
polygon: [ polygon: [
[34.125, -117.69], [34.125, -117.69],
[34.12, -117.48], [34.12, -117.48],
[34.015, -117.492], [34.015, -117.492],
[34.0181, -117.601],
[34.0475, -117.601],
[34.0475, -117.5755],
[34.0645, -117.5755],
[34.0645, -117.6265],
[34.0475, -117.6265],
[34.0475, -117.606],
[34.0182, -117.606],
[34.021, -117.702], [34.021, -117.702],
], ],
minHeight: 11, minHeight: 11,
@@ -2571,12 +3070,23 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "inglewood", id: "inglewood",
// The last four vertices are the LAX notch: the polygon runs up the west
// boundary, turns in along the airport's south fence, round the east and
// north fences, and back out to the boundary. `blocks.ts` has never heard
// of an airport, so this notch is the only thing keeping tract houses off
// the 25R touchdown zone. The strip it also gives up — between the fence at
// -118.433 and the boundary — is the Dockweiler dunes, which are genuinely
// unbuilt, and that is why the notch opens west rather than east.
name: "Inglewood & Hawthorne", name: "Inglewood & Hawthorne",
polygon: [ polygon: [
[33.985, -118.43], [33.985, -118.43],
[33.98, -118.32], [33.98, -118.32],
[33.915, -118.33], [33.915, -118.33],
[33.92, -118.438], [33.92, -118.438],
[33.929, -118.4369],
[33.929, -118.38],
[33.9565, -118.38],
[33.9565, -118.4335],
], ],
minHeight: 11, minHeight: 11,
maxHeight: 50, maxHeight: 50,
@@ -2651,9 +3161,24 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "long-beach", id: "long-beach",
// Long Beach Airport sits three and a half kilometres inside this polygon in
// every direction, so it cannot be notched from an edge — it is a hole
// reached by a corridor running north to the boundary along Cherry Avenue.
// The corridor is 460 m wide and takes about one column of lots with it,
// which at 164 m to the lot is what a six-lane arterial looks like here in
// any case. Vertices 2-9 walk down the corridor, round the field, and back
// up it.
name: "Long Beach", name: "Long Beach",
polygon: [ polygon: [
[33.868, -118.23], [33.868, -118.23],
[33.8653, -118.166],
[33.832, -118.166],
[33.832, -118.169],
[33.8055, -118.169],
[33.8055, -118.136],
[33.832, -118.136],
[33.832, -118.161],
[33.865, -118.161],
[33.862, -118.09], [33.862, -118.09],
[33.752, -118.102], [33.752, -118.102],
[33.758, -118.24], [33.758, -118.24],
@@ -2797,12 +3322,20 @@ export const DISTRICTS: District[] = [
}, },
{ {
id: "irvine", id: "irvine",
// John Wayne straddles this polygon's west boundary, so the last four
// vertices notch it out from that edge. `newport-beach` stops at about
// 33.662 under the field and `santa-ana` starts at 33.705 above it, so this
// is the only district the airport touches.
name: "Irvine", name: "Irvine",
polygon: [ polygon: [
[33.735, -117.865], [33.735, -117.865],
[33.73, -117.71], [33.73, -117.71],
[33.63, -117.722], [33.63, -117.722],
[33.636, -117.877], [33.636, -117.877],
[33.662, -117.8739],
[33.662, -117.854],
[33.6935, -117.854],
[33.6935, -117.87],
], ],
minHeight: 12, minHeight: 12,
maxHeight: 84, maxHeight: 84,
@@ -3136,6 +3669,13 @@ export const SOCAL_CITY: City = {
inlandWater: INLAND_WATER, inlandWater: INLAND_WATER,
hills: HILLS, hills: HILLS,
districts: DISTRICTS, districts: DISTRICTS,
/**
* The basin's six fields, drawn by `engine/airports.ts`. LAX's runways-as-
* roads are gone from `ROADS` above and must stay gone: a board carrying both
* floats a dark stripe over every runway the kit lays flush.
*/
airports: AIRPORTS,
landmarks: LANDMARKS, landmarks: LANDMARKS,
bridges: BRIDGES, bridges: BRIDGES,
roads: ROADS, roads: ROADS,
+866
View File
@@ -0,0 +1,866 @@
/**
* Airports the one piece of infrastructure you can name from twenty
* kilometres up.
*
* The board has had real aircraft in the sky since `flights.ts` landed, and
* every one of them was climbing away from, or descending onto, nothing at all.
* This is the ground half of that layer.
*
* ### The pattern is the recognition, not the buildings
*
* A terminal is a shed. From the altitude a city board is looked at, an airport
* is **two or three long pale bars at fixed angles to each other on a flat
* apron**, and the angles are the whole of the identity: SFO's crossing pairs,
* LAX's four eastwest parallels, Heathrow's two. Get the headings and the
* relative lengths right and the shape is unmistakable before a single building
* is drawn; get them wrong and the most detailed terminal model in the world
* reads as a generic airfield.
*
* So this kit is arranged around that priority. A runway is **one quad**. Its
* markings threshold bars, centreline, edge lines, aiming points, the painted
* designator are a canvas texture drawn once per airport and shared by every
* runway on it through an atlas, so four runways with four different sets of
* numbers on them are still one mesh, one material and one upload. Everything
* above that (taxiways, aprons, terminals, a tower, aircraft on stand) is a
* handful of boxes on top.
*
* Measured on the Bay Area board, the whole of SFO four runways, six
* taxiways, three aprons, nine terminal masses, a tower and twenty-two parked
* airliners is 2,910 triangles in 7 draw calls. That is the argument for
* doing it this way rather than modelling jet bridges.
*
* ### Everything here is batched, for the reason `structures.ts` gives
*
* Same two rules, and this module keeps its own copy of them rather than
* importing `structures.ts`'s `Batch`, which is private to that file: materials
* are cached by role for the life of one build, geometry is merged per
* material, and the cache is deliberately **not** module-level, because
* `createScene().dispose()` walks the scene disposing every material it finds
* and a cache that outlived a build would hand the next board a disposed
* material and render it black.
*
* The corollary is the same too: every geometry below carries position, normal
* **and uv**, indexed, whether or not it has a texture, because `mergeGeometries`
* silently drops a bucket whose attribute sets disagree.
*
* ### An airport is a graded platform, and that is why it is flat
*
* The field is laid at one height for the whole airport: the highest ground it
* covers, plus a hair. That is what grading *is* the reason a runway is a
* usable runway is that somebody spent a great deal of money making the ground
* under it one plane.
*
* The height deliberately does **not** come from `Airport.elevation`. Field
* elevation is a fact about the place (it is what the altimeter reads on the
* ground, and later layers will want it), but a board exaggerates its relief
* 3.6× on the Bay Area so SFO's true 4 m would stand the whole field 14 m
* proud of the shoreline it is built on and the plate would read as a floating
* slab from any low camera. Sampling the ground instead keeps the platform
* sitting on the terrain it is part of.
*/
import * as THREE from "three";
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
import { airlinerGeometry, AIRLINER_LENGTH } from "./aircraftGeometry.ts";
import { LOD_HEIGHT_TOLERANCE } from "./terrain.ts";
import type { Airport, LatLng, Runway, Taxiway } from "./types.ts";
import type { World } from "./world.ts";
// ---- The authored contract ------------------------------------------------
//
// The airport data types live in `types.ts`, beside `City`, `Bridge` and
// `Road`, and are re-exported here so the kit reads as one import.
//
// They moved there rather than staying here for a reason worth recording,
// because it is a trap the whole repo is arranged around: `City` has to name
// `Airport`, `src/index.ts` reaches `City`, and the package surface promises
// that nothing reachable from it imports three.js. A type-only import is erased
// at build time and would have been harmless — but `src/test/integration/
// barrel.test.ts` reads the import graph as *source*, because that is the only
// way to assert the promise, and it cannot tell an erased edge from a real one.
// Putting the plain data where the plain data lives makes the question moot
// instead of teaching the guard to look away.
export type { Airport, Apron, Runway, Taxiway, Terminal, Tower } from "./types.ts";
// ---- Palette --------------------------------------------------------------
/**
* Exported because a city pack in a different landscape may need to move these,
* and because the contrast between them is a design decision worth being able
* to see in one place.
*
* The one that matters is `field` against `runway`: concrete runways are
* *lighter* than the ground around them, which is the opposite of the road
* convention two files over, and it is what SFO actually looks like. If a pack
* ever darkens the field, the bars have to stay the lighter of the two or the
* pattern stops reading at distance.
*/
export const AIRPORT_PALETTE = {
/**
* Graded fill: bay mud, decomposed granite, mown grass. All of it drab.
*
* **Drab, and specifically not green**, which it was: `0x7b8070` is an olive
* with more green in it than red, and a second board proved that unusable.
* On the Bay Area's cream shore and on Southern California's tan basin the
* same swatch was the most saturated green thing in frame, so six real
* airfields read as golf courses until you were close enough to count the
* runways. Hue is what says *vegetation* at board scale; value is what says
* *graded platform*. This is the same drabness with the green taken out and
* the contrast against the ground carried by being darker instead.
*/
field: 0x8e8a7e,
/**
* Grooved concrete, and the one relationship in this table that is load-
* bearing: a runway must stay LIGHTER than the field it is laid on, because
* from twenty kilometres up the pattern of pale bars *is* the airport. It is
* brighter than it was for the same reason the field is drabber the two
* were four steps of value apart and the bars did not carry.
*/
runway: 0xbcbeb8,
/** Asphalt, and darker than the runways on purpose. */
taxiway: 0x70747a,
apron: 0x94968f,
terminal: 0xb4b8bb,
roof: 0x8d9296,
tower: 0xc9ccce,
aircraft: 0xe2e6e9,
/** Paint. Unlit, so it survives dusk; see `markingMaterial`. */
paint: 0xf2f3ee,
} as const;
// ---- Authoring helpers ----------------------------------------------------
//
// These run at pack-authoring time and return plain data. They are exported
// because a pack that computes a parallel taxiway from the runway it parallels
// cannot drift out of alignment with it, and a hand-typed one can.
const DEG = Math.PI / 180;
const METRES_PER_DEGREE_LAT = 111_320;
/** Metres per degree of longitude at a latitude. */
function metresPerDegreeLng(lat: number): number {
return METRES_PER_DEGREE_LAT * Math.cos(lat * DEG);
}
/** `[east, north]` unit vector for a true bearing. */
function bearingVector(heading: number): [number, number] {
return [Math.sin(heading * DEG), Math.cos(heading * DEG)];
}
/** Move from a coordinate by metres east and metres north. */
export function offsetLatLng(
origin: { lat: number; lng: number },
east: number,
north: number,
): LatLng {
return [
origin.lat + north / METRES_PER_DEGREE_LAT,
origin.lng + east / metresPerDegreeLng(origin.lat),
];
}
/** The two threshold coordinates, low designator first. */
export function runwayThresholds(runway: Runway): { low: LatLng; high: LatLng } {
const [east, north] = bearingVector(runway.heading);
const half = runway.length / 2;
return {
low: offsetLatLng(runway, -east * half, -north * half),
high: offsetLatLng(runway, east * half, north * half),
};
}
/**
* The centreline as a two-point path.
*
* For anything that wants a runway as a line rather than a surface a minimap,
* an approach path, or a board that has not wired the kit in yet and is drawing
* runways as pale roads.
*/
export function runwayCentreline(runway: Runway): LatLng[] {
const { low, high } = runwayThresholds(runway);
return [low, high];
}
/**
* A taxiway running alongside a runway, `offset` metres to one side.
*
* `side` is +1 for the right of the low-to-high direction and 1 for the left.
* `trim` shortens it at both ends, which is what keeps a parallel taxiway from
* running out past the threshold it serves.
*/
export function parallelTaxiway(
runway: Runway,
side: 1 | -1,
offset: number,
trim = 0,
id?: string,
): Taxiway {
const [east, north] = bearingVector(runway.heading);
// Right of the heading is the heading turned a quarter clockwise.
const rightEast = north;
const rightNorth = -east;
const half = Math.max(0, runway.length / 2 - trim);
const acrossE = rightEast * offset * side;
const acrossN = rightNorth * offset * side;
return {
...(id === undefined ? {} : { id }),
path: [
offsetLatLng(runway, acrossE - east * half, acrossN - north * half),
offsetLatLng(runway, acrossE + east * half, acrossN + north * half),
],
};
}
// ---- Batching -------------------------------------------------------------
interface Bucket {
readonly name: string;
readonly material: THREE.Material;
readonly castShadow: boolean;
readonly receiveShadow: boolean;
readonly parts: THREE.BufferGeometry[];
}
/** One build's worth of materials and geometry, merged on the way out. */
class Batch {
private readonly buckets = new Map<string, Bucket>();
add(
name: string,
geometry: THREE.BufferGeometry,
material: THREE.Material,
shadows: { cast?: boolean; receive?: boolean } = {},
): void {
const key = `${material.uuid}|${name}`;
const bucket = this.buckets.get(key);
if (bucket) {
bucket.parts.push(geometry);
return;
}
this.buckets.set(key, {
name,
material,
castShadow: shadows.cast ?? false,
receiveShadow: shadows.receive ?? true,
parts: [geometry],
});
}
flush(into: THREE.Object3D): void {
for (const bucket of this.buckets.values()) {
const merged =
bucket.parts.length === 1 ? bucket.parts[0] : mergeGeometries(bucket.parts, false);
if (!merged) {
// Losing a bucket in silence is the failure the module comment warns
// about, so say which one and why rather than rendering an airport with
// no paint on it.
console.warn(`airports: "${bucket.name}" has mismatched attributes and was not merged`);
continue;
}
if (bucket.parts.length > 1) for (const part of bucket.parts) part.dispose();
const mesh = new THREE.Mesh(merged, bucket.material);
mesh.name = bucket.name;
mesh.castShadow = bucket.castShadow;
mesh.receiveShadow = bucket.receiveShadow;
into.add(mesh);
}
this.buckets.clear();
}
}
// ---- Geometry -------------------------------------------------------------
/**
* A flat, axis-free quad in the ground plane.
*
* `(alongX, alongZ)` is a unit vector in scene space; the across direction is
* its right-hand perpendicular, so a quad built from a bearing has the same
* handedness as everything else on the board. UVs run `u` along and `v` across,
* which is what lets a long thin runway index into a horizontal band of an
* atlas.
*/
function groundQuad(
cx: number,
y: number,
cz: number,
alongX: number,
alongZ: number,
halfLength: number,
halfWidth: number,
uv: { u0: number; u1: number; v0: number; v1: number } = { u0: 0, u1: 1, v0: 0, v1: 1 },
): THREE.BufferGeometry {
const rightX = -alongZ;
const rightZ = alongX;
const positions: number[] = [];
const uvs: number[] = [];
for (const [s, t, u, v] of [
[-halfLength, -halfWidth, uv.u0, uv.v0],
[halfLength, -halfWidth, uv.u1, uv.v0],
[-halfLength, halfWidth, uv.u0, uv.v1],
[halfLength, halfWidth, uv.u1, uv.v1],
] as const) {
positions.push(cx + alongX * s + rightX * t, y, cz + alongZ * s + rightZ * t);
uvs.push(u, v);
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute("normal", new THREE.Float32BufferAttribute([0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0], 3));
geometry.setAttribute("uv", new THREE.Float32BufferAttribute(uvs, 2));
// Wound so the face normal comes out +Y; the other order renders the whole
// airport as a hole in the ground under a one-sided material.
geometry.setIndex([0, 2, 1, 1, 2, 3]);
return geometry;
}
/**
* A flat strip along a polyline a taxiway.
*
* The **left rail is emitted first**, which is not a style choice: with the two
* rails the other way round the winding reverses, `computeVertexNormals` hands
* every triangle a normal pointing at the ground, and a one-sided material
* draws nothing at all. This was written right-rail-first and the taxiways were
* simply absent from the board no warning, no black stripe, nothing to see.
* `structures.ts`'s `bandGeometry` carries the same rule and the same scar.
*/
function stripGeometry(points: readonly THREE.Vector3[], width: number): THREE.BufferGeometry {
const positions: number[] = [];
const uvs: number[] = [];
const indices: number[] = [];
const half = width / 2;
for (let index = 0; index < points.length; index += 1) {
const point = points[index];
const previous = points[Math.max(0, index - 1)];
const next = points[Math.min(points.length - 1, index + 1)];
if (!point || !previous || !next) continue;
const dx = next.x - previous.x;
const dz = next.z - previous.z;
const length = Math.hypot(dx, dz) || 1;
const leftX = -(dz / length);
const leftZ = dx / length;
positions.push(
point.x + leftX * half, point.y, point.z + leftZ * half,
point.x - leftX * half, point.y, point.z - leftZ * half,
);
const v = index / Math.max(1, points.length - 1);
uvs.push(0, v, 1, v);
if (index < points.length - 1) {
const a = index * 2;
indices.push(a, a + 2, a + 1, a + 1, a + 2, a + 3);
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute("uv", new THREE.Float32BufferAttribute(uvs, 2));
geometry.setIndex(indices);
geometry.computeVertexNormals();
return geometry;
}
/** A flat polygon in the ground plane, triangulated. */
function slabGeometry(points: readonly [number, number][], y: number): THREE.BufferGeometry | null {
if (points.length < 3) return null;
// `ShapeGeometry` builds in XY and faces +Z. Feeding it `(x, z)` and turning
// it a quarter about X puts north back at z and the normal at +Y.
let ring = points.map(([x, z]) => new THREE.Vector2(x, -z));
// A clockwise ring comes out of `ShapeGeometry` facing away from the camera
// and is invisible under a one-sided material, so orient it here rather than
// asking every pack to trace its outlines in one direction.
if (THREE.ShapeUtils.area(ring) < 0) ring = ring.reverse();
const geometry = new THREE.ShapeGeometry(new THREE.Shape(ring));
geometry.rotateX(-Math.PI / 2);
geometry.translate(0, y, 0);
return geometry;
}
/** A box standing on the ground, turned to a bearing. */
function massGeometry(
cx: number,
groundY: number,
cz: number,
alongX: number,
alongZ: number,
length: number,
width: number,
height: number,
): THREE.BufferGeometry {
const geometry = new THREE.BoxGeometry(width, height, length);
/**
* The box's own length axis is +Z, and `rotateY(φ)` sends +Z to
* `(sin φ, cos φ)` in (x, z) so φ is `atan2(alongX, alongZ)` and **not**
* `atan2(alongX, alongZ)`, which is the bearing you would write if you were
* converting a compass reading rather than aiming an axis that is already a
* scene-space vector.
*
* That negation was here, and it is worth recording because of how it failed.
* It does not rotate a building by a wrong angle, it *mirrors* it about the
* eastwest line: SFO's terminal horseshoe came out on 153.5° instead of
* 26.5°, which is a plausible-looking building on a plausible-looking apron,
* lying across the airport at right angles to everything else. The tell was
* that the aircraft on stand which take their positions from the along
* vector directly and never went through this function were parked in a
* neat row beside nothing at all.
*/
geometry.rotateY(Math.atan2(alongX, alongZ));
geometry.translate(cx, groundY + height / 2, cz);
return geometry;
}
// ---- Runway markings ------------------------------------------------------
const ATLAS_WIDTH = 2048;
const ATLAS_BAND = 128;
/** Next power of two at or above `n`; keeps the atlas mipmappable everywhere. */
function powerOfTwo(n: number): number {
let size = 1;
while (size < n) size *= 2;
return size;
}
/**
* Every runway on one airport, painted into one texture.
*
* Each runway gets a horizontal band `ATLAS_BAND` pixels tall: x runs along the
* runway from the low-designator threshold, y runs across it. The band is
* transparent apart from the paint, because this is an overlay laid a hair
* above the concrete rather than the concrete itself which is what lets the
* surface be lit by the sun while the paint is not (see `markingMaterial`).
*
* Drawn in **metres and mapped through**, never in pixels: `alongPx` and
* `acrossPx` are the only two places the resolution appears, so the marks stay
* the right size when a runway of a different length shares the atlas.
*/
function markingsAtlas(runways: readonly Runway[]): THREE.Texture | null {
if (typeof document === "undefined") return null;
const canvas = document.createElement("canvas");
canvas.width = ATLAS_WIDTH;
canvas.height = powerOfTwo(ATLAS_BAND * Math.max(1, runways.length));
const context = canvas.getContext("2d");
if (!context) return null;
const paint = `#${AIRPORT_PALETTE.paint.toString(16).padStart(6, "0")}`;
context.fillStyle = paint;
context.strokeStyle = paint;
runways.forEach((runway, index) => {
const top = index * ATLAS_BAND;
const alongPx = (metres: number) => (metres / runway.length) * ATLAS_WIDTH;
const acrossPx = (metres: number) => (metres / runway.width) * ATLAS_BAND;
const centre = top + ATLAS_BAND / 2;
// Edge lines, 0.9 m wide, inset a metre from the pavement edge.
const edge = acrossPx(runway.width / 2 - 1);
for (const side of [-1, 1]) {
context.fillRect(0, centre + side * edge, ATLAS_WIDTH, Math.max(1, acrossPx(0.9)));
}
// Centreline: 30 m stripes with 20 m gaps, which is the real cadence and
// is also what makes a runway read as a runway rather than a road.
const stripe = Math.max(1, acrossPx(0.9));
for (let m = 60; m < runway.length - 60; m += 50) {
context.fillRect(alongPx(m), centre - stripe / 2, alongPx(30), stripe);
}
for (const end of [0, 1] as const) {
// `at` measures inward from this end whichever end it is, so both ends
// are painted by one pass and neither is a transposed copy of the other.
const at = (metres: number, span: number): number =>
end === 0 ? alongPx(metres) : ATLAS_WIDTH - alongPx(metres) - alongPx(span);
// Threshold bars — the piano keys. Eight of them for a 45 m runway, and
// they are the single most recognisable mark on a paved surface.
const bars = 8;
const barWidth = acrossPx(1.8);
const gap = acrossPx((runway.width - 4 - bars * 1.8) / (bars - 1));
const barsTop = centre - (bars * barWidth + (bars - 1) * gap) / 2;
for (let bar = 0; bar < bars; bar += 1) {
context.fillRect(at(6, 30), barsTop + bar * (barWidth + gap), alongPx(30), barWidth);
}
// Aiming point: two 45 m blocks 300 m in. What a pilot flies at, and at
// board scale the thing that stops the runway being a bare stripe.
for (const side of [-1, 1]) {
context.fillRect(
at(300, 45),
centre + side * acrossPx(11) - acrossPx(3),
alongPx(45),
acrossPx(6),
);
}
const designator = runway.designators?.[end];
if (designator) {
// Painted numerals are 20 m tall and read across the runway, so they
// are drawn into a turned frame. At a board camera they are a smudge in
// the right place, which is exactly what they are from the air.
context.save();
context.translate(at(70, 0), centre);
context.rotate(end === 0 ? -Math.PI / 2 : Math.PI / 2);
context.font = `700 ${Math.round(acrossPx(13))}px ui-monospace, monospace`;
context.textAlign = "center";
context.textBaseline = end === 0 ? "top" : "bottom";
context.fillText(designator, 0, 0);
context.restore();
}
}
});
const texture = new THREE.CanvasTexture(canvas);
// Straight through: the atlas is authored top-down and the v coordinates
// below are canvas rows over canvas height, so flipping it would put every
// runway's paint on a different runway.
texture.flipY = false;
texture.colorSpace = THREE.SRGBColorSpace;
texture.needsUpdate = true;
return texture;
}
/**
* Paint, and unlit on purpose the same call `structures.ts` makes for lane
* markings, for the same reason. Runway paint is retroreflective and its whole
* job is to be a fixed known white; putting it through the tone-mapping
* shoulder with everything else turns a threshold bar into a grey smear at
* midday and loses it entirely at dusk, which is the hour this board is most
* often looked at.
*/
function markingMaterial(map: THREE.Texture | null): THREE.Material {
return new THREE.MeshBasicMaterial({
...(map ? { map } : { color: AIRPORT_PALETTE.paint }),
transparent: true,
// Off, so the paint never occludes the aircraft parked beyond it. It is
// drawn a hair above a surface it exactly covers, so it has nothing to sort
// against but itself.
depthWrite: false,
toneMapped: false,
});
}
// ---- The build ------------------------------------------------------------
/**
* The stack, in scene units: fill, then apron, then taxiway, then runway, then
* paint.
*
* These have to be **far enough apart to survive the depth buffer**, and the
* first pass at them was not. Tenths of a millimetre of scene apart is under
* the depth resolution at any distance a board camera actually sits at at 40
* units out with a far plane three board spans away, a 24-bit buffer resolves
* about a thousandth of a unit so four coplanar surfaces spaced 0.001 apart
* flicker against each other as the camera moves. 0.01 is the step
* `structures.ts` already uses for road markings and it is the right order of
* magnitude: at 94 m per unit and 3.6× exaggeration the whole stack is 1.3 m of
* real-world height, which nothing can see, over an airport that is genuinely
* built in layers anyway.
*
* The order is the order a paving crew would lay them, which is also the order
* that makes a taxiway crossing a runway disappear under it rather than cut a
* notch out of it.
*
* `FIELD_LIFT` is the one with a hard floor under it, and it is not the ground.
* Two separate things push the terrain up past `groundAt`:
*
* 1. `terrain.ts` builds its relief mesh at `world.metres(e) + 0.012` a bias
* of its own, to hold the surface off the flat shore plate at y=0 so an
* airport laid at `groundAt` plus a hundredth is laid *under the terrain*,
* and the whole field vanishes except for the sliver that overhangs the
* water. That was found by painting the plate magenta and looking, because
* it fails silently: no warning, no z-fighting, just no airport.
* 2. The terrain LOD collapses a near-flat patch to a single quad, and that
* quad may sit up to `LOD_HEIGHT_TOLERANCE` **above** the lattice points it
* replaced. A plate cleared only of (1) is therefore still pierced by the
* ground it is standing on wherever a collapsed patch bulges which is how
* Van Nuys grew a tan wedge through the middle of the field.
*
* So the lift is derived from the tolerance rather than typed next to it: two
* constants that must not drift apart are one constant. The margin on top is
* the same order as the paint stack below, and at 391 m per unit the whole
* thing is under a metre of real height.
*/
const FIELD_LIFT = LOD_HEIGHT_TOLERANCE + 0.04;
const APRON_LIFT = 0.01;
const TAXIWAY_LIFT = 0.02;
const RUNWAY_LIFT = 0.03;
const PAINT_LIFT = 0.04;
/** Length a parked aircraft is drawn at, metres. A narrowbody on stand. */
const PARKED_AIRCRAFT_LENGTH = 40;
/** Every coordinate the field has to be at least as high as. */
function fieldSamples(airport: Airport): LatLng[] {
const samples: LatLng[] = [[airport.lat, airport.lng]];
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
samples.push(low, high, [runway.lat, runway.lng]);
}
for (const point of airport.field ?? []) samples.push(point);
for (const apron of airport.aprons ?? []) for (const point of apron.polygon) samples.push(point);
return samples;
}
function fieldHeight(world: World, airport: Airport): number {
let highest = -Infinity;
for (const [lat, lng] of fieldSamples(airport)) {
const ground = world.groundAt(lat, lng);
if (ground > highest) highest = ground;
}
return (Number.isFinite(highest) ? highest : 0) + FIELD_LIFT;
}
/**
* The materials one build uses, made once and shared by every airport in it.
*
* Not module-level, and that is the same trap `structures.ts` records:
* `createScene().dispose()` walks the scene disposing every material it finds,
* so a cache that outlived a build would hand the next board a disposed
* material and render the airport black.
*/
interface Surfaces {
field: THREE.Material;
runway: THREE.Material;
taxiway: THREE.Material;
apron: THREE.Material;
terminal: THREE.Material;
roof: THREE.Material;
tower: THREE.Material;
aircraft: THREE.Material;
paint: THREE.Material;
}
function surfaces(runways: readonly Runway[]): Surfaces {
const lambert = (color: number) => new THREE.MeshLambertMaterial({ color });
return {
field: lambert(AIRPORT_PALETTE.field),
runway: lambert(AIRPORT_PALETTE.runway),
taxiway: lambert(AIRPORT_PALETTE.taxiway),
apron: lambert(AIRPORT_PALETTE.apron),
terminal: lambert(AIRPORT_PALETTE.terminal),
roof: lambert(AIRPORT_PALETTE.roof),
tower: lambert(AIRPORT_PALETTE.tower),
aircraft: lambert(AIRPORT_PALETTE.aircraft),
paint: markingMaterial(markingsAtlas(runways)),
};
}
/**
* One airport's geometry, dropped into a batch that may already hold others.
*
* `bandOffset` is where this airport's runways start in the board-wide markings
* atlas, and `bandTotal` is its height the two together are why every runway
* on a board can share one texture and therefore one mesh.
*/
function buildAirport(
world: World,
airport: Airport,
batch: Batch,
paints: Surfaces,
stands: THREE.Matrix4[],
bandOffset: number,
bandTotal: number,
): void {
const unit = 1 / world.metresPerUnit;
const y = fieldHeight(world, airport);
// ---- The graded plate ---------------------------------------------------
if (airport.field && airport.field.length >= 3) {
const slab = slabGeometry(
airport.field.map(([lat, lng]) => world.project(lat, lng)),
y,
);
if (slab) batch.add("airports:field", slab, paints.field);
}
// ---- Aprons -------------------------------------------------------------
for (const apron of airport.aprons ?? []) {
const slab = slabGeometry(
apron.polygon.map(([lat, lng]) => world.project(lat, lng)),
y + APRON_LIFT,
);
if (slab) batch.add("airports:apron", slab, paints.apron);
}
// ---- Taxiways -----------------------------------------------------------
for (const taxiway of airport.taxiways ?? []) {
const points = taxiway.path.map(([lat, lng]) => {
const [x, z] = world.project(lat, lng);
return new THREE.Vector3(x, y + TAXIWAY_LIFT, z);
});
if (points.length < 2) continue;
batch.add(
"airports:taxiway",
stripGeometry(points, (taxiway.width ?? 25) * unit),
paints.taxiway,
);
}
// ---- Runways, and the paint on them -------------------------------------
airport.runways.forEach((runway, index) => {
const [x, z] = world.project(runway.lat, runway.lng);
const [east, north] = bearingVector(runway.heading);
// Scene space runs x east and z south, so a bearing's north component is a
// negative z.
const alongX = east;
const alongZ = -north;
const halfLength = (runway.length / 2) * unit;
const halfWidth = (runway.width / 2) * unit;
batch.add(
"airports:runway",
groundQuad(x, y + RUNWAY_LIFT, z, alongX, alongZ, halfLength, halfWidth),
paints.runway,
);
const band = bandOffset + index;
batch.add(
"airports:markings",
groundQuad(x, y + PAINT_LIFT, z, alongX, alongZ, halfLength, halfWidth, {
u0: 0,
u1: 1,
v0: (band * ATLAS_BAND) / bandTotal,
v1: ((band + 1) * ATLAS_BAND) / bandTotal,
}),
paints.paint,
{ receive: false },
);
});
// ---- Terminals, and the aircraft against them ---------------------------
const dummy = new THREE.Object3D();
for (const terminal of airport.terminals ?? []) {
const [x, z] = world.project(terminal.lat, terminal.lng);
const [east, north] = bearingVector(terminal.heading);
const alongX = east;
const alongZ = -north;
const height = world.metres(terminal.height);
batch.add(
"airports:terminal",
massGeometry(x, y, z, alongX, alongZ, terminal.length * unit, terminal.width * unit, height),
paints.terminal,
{ cast: true },
);
// A slightly wider, flatter cap. One extra box per terminal buys the roof
// line that stops a mass reading as an extruded footprint, and a roof is
// most of what is visible of a building from directly above.
batch.add(
"airports:terminal-roof",
massGeometry(
x, y + height, z, alongX, alongZ,
terminal.length * unit * 1.02,
terminal.width * unit * 1.06,
world.metres(2.5),
),
paints.roof,
{ cast: true },
);
const gates = terminal.gates;
if (!gates || gates.count <= 0) continue;
const rightX = -alongZ;
const rightZ = alongX;
// Nose-in: the aircraft faces the terminal, so its nose points back along
// the stand's outward direction.
const noseX = -gates.side * rightX;
const noseZ = -gates.side * rightZ;
const rotation = Math.atan2(noseX, noseZ);
// Clear of the wall by the building's own half width plus most of an
// aircraft. Anything less parks the tails inside the terminal.
const standOut = (terminal.width / 2 + PARKED_AIRCRAFT_LENGTH * 0.6) * unit * gates.side;
for (let gate = 0; gate < gates.count; gate += 1) {
// Evenly along the face, half a pitch in from each corner.
const along = ((gate + 0.5) / gates.count - 0.5) * terminal.length * unit;
dummy.position.set(
x + alongX * along + rightX * standOut,
// On the apron, because that is what it is standing on.
y + APRON_LIFT,
z + alongZ * along + rightZ * standOut,
);
dummy.rotation.set(0, rotation, 0);
dummy.scale.setScalar((PARKED_AIRCRAFT_LENGTH * unit) / AIRLINER_LENGTH);
dummy.updateMatrix();
stands.push(dummy.matrix.clone());
}
}
// ---- The tower ----------------------------------------------------------
if (airport.tower) {
const [x, z] = world.project(airport.tower.lat, airport.tower.lng);
const shaftHeight = world.metres(airport.tower.height * 0.86);
const shaft = new THREE.CylinderGeometry(7 * unit, 10 * unit, shaftHeight, 8, 1, false);
shaft.translate(x, y + shaftHeight / 2, z);
batch.add("airports:tower", shaft, paints.tower, { cast: true });
const cab = new THREE.BoxGeometry(
19 * unit,
world.metres(airport.tower.height * 0.14),
19 * unit,
);
cab.translate(x, y + shaftHeight + world.metres(airport.tower.height * 0.07), z);
batch.add("airports:tower", cab, paints.tower, { cast: true });
}
}
/**
* Every airport on a board, as one small set of merged meshes.
*
* **Merged across airports, not per airport**, and that is a decision rather
* than a convenience. A per-airport group is nicer to read in the scene graph
* and costs one bucket per surface class per field: the Bay Area's two airports
* came to 17 draw calls that way, and Southern California's six LAX, Burbank,
* Long Beach, John Wayne, Ontario, Van Nuys would have come to about fifty,
* against a board budget of 650 with eighty-eight spare. Sharing the buckets
* makes the count a function of how many *kinds* of surface an airport has
* rather than of how many airports a board declares, which is the property a
* published kit needs. The runway paint shares one atlas for the same reason.
*
* Returns an empty group when a pack declares none, so a scene can add it
* unconditionally and a city without an airport costs one `Group` and no draw
* call.
*/
export function createAirports(world: World, airports: readonly Airport[]): THREE.Group {
const group = new THREE.Group();
group.name = "airports";
group.userData.airportIds = airports.map((airport) => airport.id);
if (airports.length === 0) return group;
const runways = airports.flatMap((airport) => airport.runways);
const bandTotal = powerOfTwo(ATLAS_BAND * Math.max(1, runways.length));
const paints = surfaces(runways);
const batch = new Batch();
const stands: THREE.Matrix4[] = [];
let bandOffset = 0;
for (const airport of airports) {
buildAirport(world, airport, batch, paints, stands, bandOffset, bandTotal);
bandOffset += airport.runways.length;
}
batch.flush(group);
/**
* Aircraft on stand, instanced.
*
* They reuse `airlinerGeometry` the same ~100 triangles the sky is drawn
* from but **not** the same sizing rule, and the contrast is the point. An
* aeroplane in flight is a map symbol: it is drawn at a fixed 0.42 units on
* every board so it stays findable, which over SoCal makes it four times life
* size and nobody has ever noticed. An aeroplane on stand is standing next to
* a truthfully-sized terminal, so it has to be truthfully sized too 40 m,
* converted through this board's own scale.
*/
if (stands.length > 0) {
const parked = new THREE.InstancedMesh(airlinerGeometry(), paints.aircraft, stands.length);
parked.name = "airports:stands";
parked.castShadow = true;
stands.forEach((matrix, index) => parked.setMatrixAt(index, matrix));
parked.instanceMatrix.needsUpdate = true;
group.add(parked);
}
return group;
}
/** One airport, for a caller that has exactly one. */
export function createAirport(world: World, airport: Airport): THREE.Group {
return createAirports(world, [airport]);
}
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/**
* The suspension-bridge kit.
*
* Two of the objects on the Bay Area board are worth flying to and both are the
* same problem: a repeated tower, a main cable hanging in a parabola between the
* tower tops, a regular series of hangers down to a deck, and for every metre
* of the crossing that is not suspended from anything a viaduct standing on
* piers. The Golden Gate is that kit with two towers and one main span; the Bay
* Bridge is the same kit with a suspended half, a crossing of Yerba Buena that
* cannot be suspended from anything, and a single-tower span on the Oakland
* side. Neither is special-cased. What separates them is arithmetic over the
* `Bridge` record the city pack already writes, which is the point: a pack
* author adds a crossing by writing a path, some towers and two heights, and
* gets the right *kind* of bridge back without naming it.
*
* ### What the classifier does, and why a bridge needs one
*
* A `Bridge` says where the deck runs and where the towers stand. It does not
* say which parts hang from a cable, and it cannot: the same five fields
* describe the Golden Gate, an eleven-kilometre trestle across the South Bay
* with one hump in it for the ship channel, and a crossing that dives through an
* island. Drawing all three as "a catenary between every pair of towers" is what
* the previous builder did, and it is why the Bay Bridge hung a two-and-a-half
* kilometre cable over the top of Yerba Buena a span half again longer than
* any suspension span ever built, over dry land.
*
* So each reach of deck between two stations a path end or a tower is
* classified by whether a cable could actually hold it up:
*
* - **main**: tower to tower, no longer than a tower can carry. Full
* catenary, hangers the whole way.
* - **side**: an anchorage to a tower, at the same limit. Same cable, less sag.
* - **approach**: everything else. A deck on piers, with a pier skipped
* wherever the ground has already come up to meet it which is what makes
* the Yerba Buena crossing land on the island instead of standing on stilts
* over it.
*
* A tower with no suspended reach on either side the ship-channel tower of a
* long trestle gets a **local** chain: anchorages placed on the deck a span
* either side of it, so the cable is a hump over the channel rather than a wire
* stretched the length of the bay. That is one more use of the same catenary,
* not a fourth kind of bridge.
*
* ### Everything comes out as geometry, not meshes
*
* Nothing here constructs a `Mesh` or a `Material`. Parts are handed to a
* `GeometrySink` `structures.ts`'s `Batch` which caches one material per
* colour and merges every part of a bridge into a single buffer. That is why a
* bridge with two towers, two cables, seventy hangers and thirty piers is two
* draw calls: the painted structure, and the roadway on top of it.
*
* The corollary is the one that bites: every geometry returned from here must
* carry **position, normal, uv and an index**, because `mergeGeometries` refuses
* a bucket whose attribute sets disagree and drops it without throwing. `strip`
* below sets UVs it has no texture for, for exactly that reason and the
* roadway, which does have one, is the reason the convention is u across and v
* in metres along.
*
* ### Members are sized in metres, with a floor
*
* `socal.ts` asked for this in a comment: bridge members used to be constants in
* scene units tuned at San Francisco's 94 m per unit, so at Los Angeles' 391 the
* Vincent Thomas came out four times too heavy. Every cross-section here is
* `metres / metresPerUnit` instead with a minimum, because true scale on the
* SoCal board puts the deck of the Long Beach Gateway below one pixel and an
* invisible bridge is a worse answer than a chunky one. Heights are the
* exception and stay on `world.metres()`, which carries the board's vertical
* exaggeration: a deck has to sit at the same exaggerated height as the hills it
* lands on or it lands inside them.
*/
import * as THREE from "three";
import type { Bridge, LatLng } from "./types.ts";
import type { World } from "./world.ts";
/**
* The three ways a surface out here is shaded see `structures.ts`, which owns
* the materials this names. Declared here rather than there because the sink
* below is the boundary between the two modules and a boundary that names a
* type should own it.
*/
export type SurfaceKind = "deck" | "solid" | "marking";
/**
* Where parts go. `structures.ts`'s `Batch` satisfies this structurally; nothing
* here needs to know that a bucket exists, only that a part with a name, a
* geometry and a material is somebody else's problem after this.
*/
export interface GeometrySink {
material(kind: SurfaceKind, color: number): THREE.Material;
add(
name: string,
geometry: THREE.BufferGeometry,
material: THREE.Material,
shadows?: { cast?: boolean; receive?: boolean },
): void;
}
/** What a bridge needs from the board it stands on. */
type BridgeWorld = Pick<World, "project" | "groundAt" | "metres" | "metresPerUnit">;
// ---- Geometry primitives ---------------------------------------------------
/**
* A quad strip between two rails, with UVs running 0..1 across and in **metres**
* along.
*
* Winding is `left → left+1 → right`, which puts the face normal on the side the
* left rail is anti-clockwise from up, for a deck whose left rail is the
* left-hand one. A downward or inward face is the same call with the rails
* swapped, which is how the four faces of a deck box are built from one helper.
*/
function strip(left: readonly THREE.Vector3[], right: readonly THREE.Vector3[]): THREE.BufferGeometry {
const positions: number[] = [];
const uvs: number[] = [];
const indices: number[] = [];
let along = 0;
const count = Math.min(left.length, right.length);
for (let i = 0; i < count; i += 1) {
const l = left[i];
const r = right[i];
if (!l || !r) continue;
const previous = left[i - 1];
if (i > 0 && previous) along += l.distanceTo(previous);
positions.push(l.x, l.y, l.z, r.x, r.y, r.z);
uvs.push(0, along, 1, along);
if (i < count - 1) {
const a = i * 2;
indices.push(a, a + 2, a + 1, a + 2, a + 3, a + 1);
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute("uv", new THREE.Float32BufferAttribute(uvs, 2));
geometry.setIndex(indices);
geometry.computeVertexNormals();
return geometry;
}
/** A box with its transform baked in, ready to merge. */
function block(
x: number,
y: number,
z: number,
width: number,
height: number,
depth: number,
yaw = 0,
): THREE.BufferGeometry {
const geometry = new THREE.BoxGeometry(width, height, depth);
if (yaw !== 0) geometry.rotateY(yaw);
geometry.translate(x, y, z);
return geometry;
}
/**
* A four-sided frustum: the same box, narrower at the top.
*
* This is what makes a tower leg read as a tower leg rather than a post. A
* suspension tower carries its own weight plus half the cable load, so it is
* visibly fatter at the waterline than at the saddle, and the taper is most of
* what the eye uses to tell a 227 m tower from a 60 m one when both are a
* hundred pixels tall.
*/
function taper(
x: number,
z: number,
bottomY: number,
topY: number,
bottomWidth: number,
topWidth: number,
bottomDepth: number,
topDepth: number,
yaw: number,
): THREE.BufferGeometry {
const geometry = new THREE.BoxGeometry(1, 1, 1);
const position = geometry.getAttribute("position");
const height = topY - bottomY;
for (let i = 0; i < position.count; i += 1) {
const up = position.getY(i) > 0;
const width = up ? topWidth : bottomWidth;
const depth = up ? topDepth : bottomDepth;
position.setX(i, position.getX(i) * width);
position.setZ(i, position.getZ(i) * depth);
position.setY(i, up ? height / 2 : -height / 2);
}
geometry.computeVertexNormals();
if (yaw !== 0) geometry.rotateY(yaw);
geometry.translate(x, bottomY + height / 2, z);
return geometry;
}
/** A swept tube — a main cable, a hanger, a stay. */
function cord(points: readonly THREE.Vector3[], radius: number, radial = 4): THREE.BufferGeometry {
const curve = new THREE.CatmullRomCurve3([...points]);
return new THREE.TubeGeometry(curve, Math.max(2, points.length - 1), radius, radial, false);
}
// ---- The deck --------------------------------------------------------------
interface Station {
/** Centre of the deck, at the top of the deck slab. */
point: THREE.Vector3;
/** Unit tangent along the deck, in the ground plane. */
tangent: THREE.Vector3;
/** Unit left-of-travel normal, in the ground plane. */
left: THREE.Vector3;
/** Ground height under this sample, in scene units. */
ground: number;
/** Distance from the start of the deck, in scene units. */
along: number;
}
/**
* Resample the authored path evenly along its length.
*
* The packs write a bridge as four to seven points, which is enough to say where
* it goes and nowhere near enough to hang anything off: the old builder took
* those points literally, so the Golden Gate's cable had three control points
* and its deck was a straight pipe between them. Everything below hanger
* spacing, pier spacing, the point a tower stands at is expressed in distance
* along the deck, and this is what makes distance along the deck mean something.
*/
function stations(world: BridgeWorld, path: LatLng[], spacing: number): Station[] {
const raw: { point: THREE.Vector3; ground: number }[] = [];
for (let i = 0; i < path.length - 1; i += 1) {
const from = path[i];
const to = path[i + 1];
if (!from || !to) continue;
const [x0, z0] = world.project(from[0], from[1]);
const [x1, z1] = world.project(to[0], to[1]);
const legLength = Math.hypot(x1 - x0, z1 - z0);
const steps = Math.max(1, Math.round(legLength / spacing));
const last = i === path.length - 2 ? steps : steps - 1;
for (let s = 0; s <= last; s += 1) {
const t = s / steps;
const lat = from[0] + (to[0] - from[0]) * t;
const lng = from[1] + (to[1] - from[1]) * t;
const [x, z] = world.project(lat, lng);
raw.push({ point: new THREE.Vector3(x, 0, z), ground: world.groundAt(lat, lng) });
}
}
const out: Station[] = [];
let along = 0;
for (let i = 0; i < raw.length; i += 1) {
const here = raw[i];
if (!here) continue;
const previous = raw[Math.max(0, i - 1)] ?? here;
const next = raw[Math.min(raw.length - 1, i + 1)] ?? here;
const dx = next.point.x - previous.point.x;
const dz = next.point.z - previous.point.z;
const length = Math.hypot(dx, dz) || 1;
if (i > 0) along += here.point.distanceTo(previous.point);
out.push({
point: here.point.clone(),
tangent: new THREE.Vector3(dx / length, 0, dz / length),
left: new THREE.Vector3(-dz / length, 0, dx / length),
ground: here.ground,
along,
});
}
return out;
}
/**
* How finely the deck is sampled, in scene units.
*
* Four deck-widths 60 m on the Bay Area board is set by the suspended spans
* rather than by the deck: this is also the grid the cable parabola and the
* hangers are quantised to, and a coarser one leaves the Golden Gate with nine
* hangers a span and a cable made of straight lines.
*/
function stationSpacing(deckHalf: number): number {
return Math.max(deckHalf * 4, 0.28);
}
/** A point offset laterally from a station, at a given height. */
function offset(station: Station, lateral: number, y: number): THREE.Vector3 {
return new THREE.Vector3(
station.point.x + station.left.x * lateral,
y,
station.point.z + station.left.z * lateral,
);
}
// ---- Reaches ---------------------------------------------------------------
type ReachKind = "main" | "side" | "approach";
interface Reach {
kind: ReachKind;
/** Station indices, inclusive. */
from: number;
to: number;
}
/** The station nearest a lat/lng — where a tower actually meets the deck. */
function nearestStation(world: BridgeWorld, list: Station[], at: LatLng): number {
const [x, z] = world.project(at[0], at[1]);
let best = 0;
let bestDistance = Infinity;
for (let i = 0; i < list.length; i += 1) {
const station = list[i];
if (!station) continue;
const distance = Math.hypot(station.point.x - x, station.point.z - z);
if (distance < bestDistance) {
bestDistance = distance;
best = i;
}
}
return best;
}
/**
* How long a reach a cable on this bridge could plausibly hold, in scene units.
*
* Nine tower-heights is not a structural formula, it is a fit to what has been
* built: the Golden Gate's towers stand 227 m over a 1,280 m main span (5.6),
* the Verrazzano 211 over 1,298 (6.2), the Akashi Kaikyō 297 over 1,991 (6.7).
* Nothing reaches nine. The Bay Bridge's two-and-a-half kilometre gap between
* its west-span towers and its east-span one is 15, which is the number that
* tells you those three towers are not one bridge and that is the whole job of
* this constant.
*
* The height has to come in as **metres**, not as the scene-unit `towerY`. A
* board exaggerates height and does not exaggerate distance 3.6× here, 13× on
* the California board so comparing an exaggerated height against an
* unexaggerated length said the Bay Bridge could suspend two and a half
* kilometres, and it drew exactly that.
*/
function suspendableSpan(towerHeightM: number, metresPerUnit: number): number {
return (towerHeightM * 9) / metresPerUnit;
}
/**
* Split the deck into reaches, and decide which of them a cable holds up.
*
* The subtlety is the terminal reach. A pack writes both ends of a crossing well
* inland so the span has something to land on the Golden Gate's path runs from
* the Presidio to Fort Baker, 1.4 km past the towers at each end but a real
* anchorage sits about half a main span beyond the tower and the rest of that
* distance is approach viaduct. Anchoring the cable at the end of the path
* instead is what used to run the Golden Gate's side cables up the hillside.
*/
function classify(
list: Station[],
towerAt: number[],
towerHeightM: number,
metresPerUnit: number,
): Reach[] {
const limit = suspendableSpan(towerHeightM, metresPerUnit);
// A side span is held from one end only, so it gets the shorter allowance:
// the Golden Gate's are 343 m against a 1,280 m main span, and a reach that
// long from a single tower is an approach viaduct in every real crossing.
const sideLimit = limit * 0.55;
const marks = [0, ...towerAt, list.length - 1];
const reaches: Reach[] = [];
const stationAt = (from: number, to: number, distance: number): number => {
const target = (list[from]?.along ?? 0) + distance;
for (let at = from; at <= to; at += 1) if ((list[at]?.along ?? 0) >= target) return at;
return to;
};
for (let i = 0; i < marks.length - 1; i += 1) {
const from = marks[i];
const to = marks[i + 1];
if (from === undefined || to === undefined || to <= from) continue;
const length = (list[to]?.along ?? 0) - (list[from]?.along ?? 0);
const startsOnTower = i > 0;
const endsOnTower = i < marks.length - 2;
if (startsOnTower && endsOnTower) {
reaches.push({ kind: length > limit ? "approach" : "main", from, to });
continue;
}
if (!startsOnTower && !endsOnTower) {
reaches.push({ kind: "approach", from, to });
continue;
}
if (length <= sideLimit) {
reaches.push({ kind: "side", from, to });
continue;
}
// Too long to be one side span: viaduct out to the anchorage, cable in.
if (endsOnTower) {
const anchor = stationAt(from, to, length - sideLimit);
if (anchor > from) reaches.push({ kind: "approach", from, to: anchor });
reaches.push({ kind: "side", from: anchor, to });
} else {
const anchor = stationAt(from, to, sideLimit);
reaches.push({ kind: "side", from, to: anchor });
if (to > anchor) reaches.push({ kind: "approach", from: anchor, to });
}
}
return reaches;
}
// ---- Cable chains ----------------------------------------------------------
interface Chain {
/** Station indices the cable passes over: anchorage, tower(s), anchorage. */
nodes: number[];
/** Which of those are towers, and so carry the cable at tower height. */
towers: Set<number>;
}
/**
* Group suspended reaches into cable runs.
*
* A main cable is continuous from one anchorage, over every tower it crosses, to
* the next: it is not per-span. Breaking the run wherever an approach interrupts
* it is what gives the Bay Bridge two cables one over the pair of west-span
* towers, one over the single east-span tower instead of one improbable wire
* from San Francisco to Oakland.
*/
function chains(reaches: Reach[], towerAt: number[]): Chain[] {
const towers = new Set(towerAt);
const out: Chain[] = [];
let open: number[] | null = null;
for (const reach of reaches) {
if (reach.kind === "approach") {
if (open) {
out.push({ nodes: open, towers });
open = null;
}
continue;
}
if (!open) open = [reach.from];
open.push(reach.to);
}
if (open) out.push({ nodes: open, towers });
return out;
}
/**
* The channel tower: a tower no cable reached, given a cable of its own.
*
* The South Bay crossings are eleven kilometres of low trestle with one raised
* span in the middle for shipping, and the packs write that as a single tower on
* a very long path. Both reaches either side are approaches, so `chains` returns
* nothing and the tower stands there holding air. This puts an anchorage on the
* deck a span either side of it, which reads from the air as the hump those
* bridges actually have.
*/
function localChains(
list: Station[],
reaches: Reach[],
towerAt: number[],
towerHeightM: number,
metresPerUnit: number,
): Chain[] {
const reached = new Set<number>();
for (const reach of reaches) {
if (reach.kind === "approach") continue;
reached.add(reach.from);
reached.add(reach.to);
}
const reach = suspendableSpan(towerHeightM, metresPerUnit) * 0.45;
const out: Chain[] = [];
for (const at of towerAt) {
if (reached.has(at)) continue;
const centre = list[at]?.along ?? 0;
let from = at;
let to = at;
while (from > 0 && centre - (list[from - 1]?.along ?? 0) < reach) from -= 1;
while (to < list.length - 1 && (list[to + 1]?.along ?? 0) - centre < reach) to += 1;
if (to > from) out.push({ nodes: [from, at, to], towers: new Set([at]) });
}
return out;
}
// ---- The build -------------------------------------------------------------
export interface BridgeParts {
/** Painted structure: deck box, towers, cables, hangers, piers. */
structure: number;
/** The running surface on top of the deck. */
roadway: number;
/** Triangles by part — deck, tower, cable, hanger, pier. For the census. */
byPart: Record<string, number>;
}
/**
* Build one bridge into `sink`, and report what it cost in triangles.
*
* The count is returned rather than measured afterwards because the merged mesh
* cannot tell you which bridge paid for what, and the triangle budget on the Bay
* Area board is the constraint this whole kit is written against.
*/
export function buildBridge(
world: BridgeWorld,
bridge: Bridge,
sink: GeometrySink,
roadwayMaterial: THREE.Material,
): BridgeParts {
const paint = sink.material("solid", bridge.color);
const cost: BridgeParts = { structure: 0, roadway: 0, byPart: {} };
// `part` names what is being added, for the triangle census only. Everything
// painted goes into one bucket keyed on the bridge's name, because one bridge
// is one colour and one colour is one draw call — naming the buckets per part
// would put the Golden Gate back to six meshes for one orange object.
const add = (part: string, geometry: THREE.BufferGeometry, roadway = false) => {
const index = geometry.getIndex();
const triangles = index ? index.count / 3 : (geometry.getAttribute("position")?.count ?? 0) / 3;
if (roadway) cost.roadway += triangles;
else cost.structure += triangles;
cost.byPart[part] = (cost.byPart[part] ?? 0) + triangles;
sink.add(
roadway ? "bridge:roadway" : bridge.name,
geometry,
roadway ? roadwayMaterial : paint,
{ cast: !roadway },
);
};
// ---- Sizes ----
//
// Cross-sections in true metres with a legibility floor; heights through
// `world.metres`, which carries the board's vertical exaggeration. See the
// module comment for why those two are not the same conversion.
const perUnit = world.metresPerUnit;
const size = (metres: number, floor: number) => Math.max(metres / perUnit, floor);
// Three of these are wider than the real member, and the reason is the
// board's vertical exaggeration. San Francisco draws height at 3.6× and distance at
// 1×, so a tower at true scale is 227 m tall and 12 m thick — a 62:1 needle
// where the real thing is 19:1, and the first render of this kit had two
// wires standing in the strait. Widening the tower back to 19:1 across the
// deck would make it wider than the deck it carries, so the stoutness goes
// into **depth along the bridge** instead, which is where a real tower is
// already deeper than it is wide (10.4 m × 17.7 m at the Golden Gate's
// saddle) and where nothing else needs the room. The deck follows at 42 m
// against a true 27, which is the same allowance `socal.ts` records for its
// landmarks: at this scale a true-width deck is under two pixels.
const deckHalf = size(21, 0.09);
const deckDepth = size(14, 0.04);
const legWidth = size(20, 0.05);
const legDepth = size(46, 0.1);
const cableRadius = size(8, 0.015);
const hangerHalf = size(1.9, 0.005);
const pierHalf = size(8, 0.025);
const deckY = world.metres(bridge.deckHeight);
const towerY = world.metres(bridge.towerHeight);
/**
* Where a leg or a pier starts, given the ground under it.
*
* On land that is the ground, buried a little. Over water it is the seabed
* but only down to about 25 m, because the bay has trenches in it and a
* column drawn to the bottom of one is a long thin thing nobody can see doing
* nothing. The clamp is also what stops a foot appearing to float: the
* surface is at zero, so anything below it is hidden by the water.
*
* This started as `Math.min(ground, 0)`, which is right in water and wrong on
* land: it sank a pier through Yerba Buena to sea level and stood the island
* crossing on stilts.
*/
const seabed = -world.metres(25);
const footing = (ground: number, margin: number) =>
Math.max(ground, seabed) - world.metres(margin);
const list = stations(world, bridge.path, stationSpacing(deckHalf));
if (list.length < 2) return cost;
const towerAt = bridge.towers.map((tower) => nearestStation(world, list, tower));
const reaches = classify(list, towerAt, bridge.towerHeight, perUnit);
const runs = [
...chains(reaches, towerAt),
...localChains(list, reaches, towerAt, bridge.towerHeight, perUnit),
];
// ---- The deck ----
//
// Flat at `deckHeight` for its whole length, except the last stretch at each
// end, which ramps down onto whatever the shore is. That ramp is not a
// flourish: both ends of the Golden Gate are written well inland so the span
// has something to land on, and a deck held rigidly at 67 m simply disappeared
// into the Presidio bluff with no visible touchdown.
const total = list[list.length - 1]?.along ?? 0;
const rampLength = Math.min(total * 0.18, Math.max(deckHalf * 12, 1.2));
const deckTopAt = (station: Station): number => {
const fromEnd = Math.min(station.along, total - station.along);
if (fromEnd >= rampLength) return deckY;
const landing = Math.max(station.ground + deckDepth + size(4, 0.01), 0);
if (landing >= deckY) return deckY;
const t = rampLength <= 0 ? 1 : fromEnd / rampLength;
// Smoothstep, so the deck leaves the shore tangentially rather than kinking.
return landing + (deckY - landing) * (t * t * (3 - 2 * t));
};
const deckTop = list.map(deckTopAt);
/**
* The deck box, and the one place this module spends triangles on distance
* rather than on detail.
*
* Every station carries a quad on four faces 32 triangles a station and
* the station grid is set by what a suspended span needs. A causeway needs
* nothing of the sort: the San MateoHayward crossing is eleven kilometres of
* dead-straight trestle, and sampling it at 60 m spent 1,800 triangles
* subdividing a straight line. So an approach is emitted at every third
* station and a suspended reach at every one, which took the five Bay Area
* crossings from 18,044 triangles to 12,318 with nothing visible changing.
* Reach boundaries are always kept, or the deck would tear at the anchorage.
*/
const wanted = new Set<number>([0, list.length - 1]);
for (const reach of reaches) {
wanted.add(reach.from);
wanted.add(reach.to);
const stride = reach.kind === "approach" ? 3 : 1;
for (let at = reach.from; at <= reach.to; at += stride) wanted.add(at);
}
for (const at of towerAt) {
// Both sides of a tower, so a leg never lands between two deck samples.
wanted.add(Math.max(0, at - 1));
wanted.add(at);
wanted.add(Math.min(list.length - 1, at + 1));
}
const deckAt = [...wanted].sort((a, b) => a - b);
const topLeft: THREE.Vector3[] = [];
const topRight: THREE.Vector3[] = [];
const underLeft: THREE.Vector3[] = [];
const underRight: THREE.Vector3[] = [];
for (const at of deckAt) {
const station = list[at];
const y = deckTop[at];
if (!station || y === undefined) continue;
topLeft.push(offset(station, deckHalf, y));
topRight.push(offset(station, -deckHalf, y));
underLeft.push(offset(station, deckHalf, y - deckDepth));
underRight.push(offset(station, -deckHalf, y - deckDepth));
}
add("deck", strip(topLeft, topRight), true);
add("deck", strip(underRight, underLeft));
add("deck", strip(underLeft, topLeft));
add("deck", strip(topRight, underRight));
// ---- Towers ----
//
// Two legs and a ladder of portal struts between them, not one post. The
// openings between those struts are the single most recognisable thing about
// the Golden Gate's towers, and a solid box has none of them.
const towerTops = new Map<number, number>();
for (const at of towerAt) {
const station = list[at];
if (!station) continue;
const base = footing(station.ground, 8);
const yaw = Math.atan2(station.tangent.x, station.tangent.z);
const height = towerY - base;
towerTops.set(at, towerY);
for (const side of [-1, 1] as const) {
const leg = offset(station, side * deckHalf, 0);
// Three stacked frusta rather than one: real towers step in at intervals
// rather than tapering evenly, and three steps is where the silhouette
// stops changing.
const steps = [0, 0.42, 0.76, 1];
for (let i = 0; i < steps.length - 1; i += 1) {
const a = steps[i] ?? 0;
const b = steps[i + 1] ?? 1;
const wide = (t: number) => legWidth * (1 - 0.34 * t);
const deep = (t: number) => legDepth * (1 - 0.38 * t);
add(
"tower",
taper(leg.x, leg.z, base + height * a, base + height * b, wide(a), wide(b), deep(a), deep(b), yaw),
);
}
// A fender at the waterline. The south tower of the Golden Gate stands in
// open water inside one, and without it a tower leg appears to be stuck
// through the surface like a pin.
add("tower", taper(leg.x, leg.z, base, deckY * 0.14, legWidth * 1.5, legWidth * 1.25, legDepth * 1.45, legDepth * 1.2, yaw));
}
// Portal struts. The lowest sits under the deck, the rest climb to the
// saddle; the spacing tightens upward, which is what the real bracing does.
const centre = offset(station, 0, 0);
for (const frac of [0.2, 0.52, 0.71, 0.86, 0.985]) {
const y = base + height * frac;
const strutDepth = legDepth * (1 - 0.3 * frac);
add("tower", block(centre.x, y, centre.z, deckHalf * 2 + legWidth, legWidth * 0.62, strutDepth, yaw));
}
}
// ---- Cables and hangers ----
const hangerSpacing = Math.max(deckHalf * 3.4, size(60, 0.22));
for (const chain of runs) {
for (const side of [-1, 1] as const) {
const lateral = side * deckHalf;
const points: THREE.Vector3[] = [];
const hangers: { at: number; top: number }[] = [];
for (let i = 0; i < chain.nodes.length - 1; i += 1) {
const fromAt = chain.nodes[i];
const toAt = chain.nodes[i + 1];
if (fromAt === undefined || toAt === undefined) continue;
const fromTower = chain.towers.has(fromAt);
const toTower = chain.towers.has(toAt);
const fromY = fromTower ? towerY : (deckTop[fromAt] ?? deckY) + deckDepth * 0.6;
const toY = toTower ? towerY : (deckTop[toAt] ?? deckY) + deckDepth * 0.6;
/**
* Sag, measured against the drop from the saddle to the deck rather
* than against tower height.
*
* `sag` is authored as a fraction of tower height, and read literally
* it puts the Bay Bridge's cable a third of a tower above its own deck
* at midspan which is a trestle with a curve in it, not a suspension
* bridge. On every real one the main cable comes down to within a few
* metres of the deck at the centre of the main span; that near-touch is
* the silhouette, and it is what the eye is actually recognising from
* eight kilometres up. So the authored number is kept as the thing that
* separates one bridge from another a deeper cable on the Golden Gate
* than on the shallow-sagging Long Beach Gateway and mapped onto the
* range a cable actually occupies.
*
* A side span drops most of a tower's height on its own and needs only
* enough curve not to look like a guy wire.
*/
const drop = Math.max(towerY - deckY, 0);
const main = fromTower && toTower;
const sag = main
? drop * Math.min(0.95, Math.max(0.55, 0.55 + bridge.sag * 0.7))
: drop * 0.12;
const fromAlong = list[fromAt]?.along ?? 0;
const toAlong = list[toAt]?.along ?? 0;
for (let at = fromAt; at <= toAt; at += 1) {
const station = list[at];
if (!station) continue;
const t = toAlong === fromAlong ? 0 : (station.along - fromAlong) / (toAlong - fromAlong);
// A parabola, not a sine: a cable under a deck of uniform weight
// hangs in one, and the difference is visible at the tower, where a
// sine leaves the saddle horizontally and a real cable does not.
const y = fromY + (toY - fromY) * t - 4 * sag * t * (1 - t);
const floorY = (deckTop[at] ?? deckY) + deckDepth * 0.35;
const clamped = Math.max(y, floorY);
if (at > fromAt || i === 0) points.push(offset(station, lateral, clamped));
const carriesHanger = at !== fromAt && at !== toAt && !chain.towers.has(at);
if (carriesHanger) hangers.push({ at, top: clamped });
}
}
if (points.length < 2) continue;
add("cable", cord(points, cableRadius, 4));
// Anchorages. A main cable does not stop in mid-air: it runs into a block
// of concrete, and without one the side spans ended in two red wires
// pointing at the Presidio. One at each end of the run that is not a
// tower — the tower ends are where the cable crosses a saddle and carries
// on.
for (const end of [chain.nodes[0], chain.nodes[chain.nodes.length - 1]]) {
if (end === undefined || chain.towers.has(end)) continue;
const station = list[end];
const point = points[end === chain.nodes[0] ? 0 : points.length - 1];
if (!station || !point) continue;
const yaw = Math.atan2(station.tangent.x, station.tangent.z);
add(
"anchorage",
block(point.x, point.y - deckDepth * 0.3, point.z, legWidth * 1.4, deckDepth * 2.2, legDepth * 0.7, yaw),
);
}
let lastHanger = -Infinity;
for (const hanger of hangers) {
const station = list[hanger.at];
if (!station) continue;
if (station.along - lastHanger < hangerSpacing) continue;
const deckAt = deckTop[hanger.at] ?? deckY;
const height = hanger.top - deckAt;
if (height <= deckDepth) continue;
lastHanger = station.along;
const point = offset(station, lateral, deckAt + height / 2);
add("hanger", block(point.x, point.y, point.z, hangerHalf * 2, height, hangerHalf * 2));
}
}
}
// ---- Piers ----
//
// One every so often under an approach, and none at all where the ground has
// already risen to the deck: that is what walks the Bay Bridge onto Yerba
// Buena instead of standing it on stilts over the top of the island.
const pierSpacing = Math.max(deckHalf * 9, size(240, 0.7));
for (const reach of reaches) {
if (reach.kind !== "approach") continue;
let last = -Infinity;
for (let at = reach.from + 1; at < reach.to; at += 1) {
const station = list[at];
if (!station) continue;
if (station.along - last < pierSpacing) continue;
const top = (deckTop[at] ?? deckY) - deckDepth;
const foot = footing(station.ground, 6);
if (top - foot < deckDepth) continue;
last = station.along;
const yaw = Math.atan2(station.tangent.x, station.tangent.z);
const centre = offset(station, 0, 0);
// One column, not a pair of legs. Two legs at deck width made the Bay
// Bridge's skyway look like a viaduct carried on a wall — and the real
// skyway is single-column piers, which is also two thirds fewer triangles
// over eleven kilometres of South Bay trestle.
add(
"pier",
taper(centre.x, centre.z, foot, top, pierHalf * 1.5, pierHalf, pierHalf * 2.6, pierHalf * 1.8, yaw),
);
// The pier cap: the crosshead the deck actually sits on, and the thing
// that stops a column appearing to be pushed through the deck like a nail.
add("pier", block(centre.x, top - deckDepth * 0.2, centre.z, deckHalf * 1.5, deckDepth * 0.5, pierHalf * 2.2, yaw));
}
}
return cost;
}
/**
* How a bridge came out, for tests and for the census. Exported because the
* classifier is the part of this module with real judgement in it, and a picture
* cannot tell you that the Yerba Buena crossing was classified as an approach
* it can only tell you the cable is gone, which is also what a bug looks like.
*/
export interface BridgePlan {
reaches: Reach[];
chains: number;
towerStations: number[];
stationCount: number;
deckLength: number;
}
export function planBridge(world: BridgeWorld, bridge: Bridge): BridgePlan {
const perUnit = world.metresPerUnit;
const deckHalf = Math.max(15 / perUnit, 0.075);
const list = stations(world, bridge.path, stationSpacing(deckHalf));
const towerAt = bridge.towers.map((tower) => nearestStation(world, list, tower));
const reaches = classify(list, towerAt, bridge.towerHeight, perUnit);
return {
reaches,
chains:
chains(reaches, towerAt).length +
localChains(list, reaches, towerAt, bridge.towerHeight, perUnit).length,
towerStations: towerAt,
stationCount: list.length,
deckLength: list[list.length - 1]?.along ?? 0,
};
}
+572 -9
View File
@@ -320,7 +320,64 @@ export function sampleRoute(route: SimRoute, p: number): Aircraft {
const altitude = route.fromAlt + (route.toAlt - route.fromAlt) * ease; const altitude = route.fromAlt + (route.toAlt - route.fromAlt) * ease;
const heading = const heading =
(Math.atan2(route.to[1] - route.from[1], route.to[0] - route.from[0]) * 180) / Math.PI; (Math.atan2(route.to[1] - route.from[1], route.to[0] - route.from[0]) * 180) / Math.PI;
return { id: `sim-${route.callsign}`, callsign: route.callsign, lat, lng, altitude, heading }; /**
* The velocity, so a simulated aircraft is the same kind of object a real one
* is.
*
* Not decoration. `createFlightLayer` dead-reckons anything that carries a
* ground speed and interpolates anything that does not, and a build with no
* API a keyless clone, the boot state of every deployment, the fallback
* whenever the network goes away flies exactly these aircraft. Leaving them
* without a velocity would mean the two paths went through different code and
* only one of them was ever looked at, which is the arrangement that let the
* live sky sit still for as long as it did.
*
* Both numbers are the derivative of the arithmetic three lines up rather
* than a plausible-looking constant: the speed is the leg's ground distance
* over its duration, and the climb is `d/dt` of the eased altitude, which
* is why a departure's rate is steepest at the start and tails to nothing
* the same shape the ease was chosen for.
*/
const seconds = route.duration > 0 ? route.duration : 1;
const dLatM = (route.to[0] - route.from[0]) * METRES_PER_DEGREE_LAT;
const dLngM =
(route.to[1] - route.from[1]) * METRES_PER_DEGREE_LAT * Math.cos((lat * Math.PI) / 180);
const groundSpeed = Math.hypot(dLatM, dLngM) / seconds;
const verticalRate = ((route.toAlt - route.fromAlt) * 2 * (1 - t)) / seconds;
return {
id: `sim-${route.callsign}`,
callsign: route.callsign,
lat,
lng,
altitude,
heading,
groundSpeed,
verticalRate,
};
}
/**
* Metres in one degree of latitude, and the only geodesy in this file.
*
* A sphere, not an ellipsoid. The dead-reckoner integrates this over at most a
* minute of flight and the WGS-84 meridian varies by about half a percent from
* pole to equator half a metre in a hundred, on a board where one scene unit
* is ninety-four of them. `World.metresPerUnit` is derived from the same
* constant, so the two agree by construction rather than by coincidence.
*/
const METRES_PER_DEGREE_LAT = 111_320;
/**
* A caller-supplied string, trimmed, or `null` for anything that is not one.
*
* `undefined`, an empty string and a string of spaces are all "the feed said
* nothing" and must all reach the card as the same `null`, because a card that
* renders an empty row looks like a card whose data went missing.
*/
function text(value: string | null | undefined): string | null {
if (typeof value !== "string") return null;
const trimmed = value.trim();
return trimmed === "" ? null : trimmed;
} }
function nowSeconds(): number { function nowSeconds(): number {
@@ -432,6 +489,34 @@ export class AdsbFlights implements FlightSource {
* the heading of is one this layer cannot draw honestly. * the heading of is one this layer cannot draw honestly.
*/ */
heading: a.track as number, heading: a.track as number,
/**
* The velocity, when the feed reported one, and the reason this
* layer's aircraft can fly between snapshots at all.
*
* Guarded on being a positive finite number rather than merely
* present: this feed sends `gs: 0.0` for ground vehicles and parked
* aircraft, and a zero is a fact about a stationary object rather
* than a missing measurement, so both end up absent and both are
* held still by `createFlightLayer`. The track is already known to be
* a number the filter above dropped every record without one so
* a speed carried here always has a direction to go with it.
*
* `server/src/flights/adsb.ts` does the same conversion on the same
* fields for the shipped path. Two copies of the arithmetic is one
* more than anybody wants, and the alternative is this class
* importing server code into the browser bundle.
*/
...(typeof a.gs === "number" && Number.isFinite(a.gs) && a.gs > 0
? { groundSpeed: a.gs * KNOTS_TO_MS }
: {}),
...(typeof a.baro_rate === "number" && Number.isFinite(a.baro_rate)
? { verticalRate: a.baro_rate * FPM_TO_MS }
: typeof a.geom_rate === "number" && Number.isFinite(a.geom_rate)
? { verticalRate: a.geom_rate * FPM_TO_MS }
: {}),
...(typeof a.seen_pos === "number" && a.seen_pos >= 0
? { ageSeconds: a.seen_pos }
: {}),
})); }));
this.heldAt = nowSeconds(); this.heldAt = nowSeconds();
return this.held; return this.held;
@@ -455,8 +540,20 @@ interface RawAircraft {
lon?: number; lon?: number;
alt_baro?: number; alt_baro?: number;
track?: number; track?: number;
/** Ground speed, knots. `0.0` on a ground vehicle or a parked aircraft. */
gs?: number;
/** Barometric climb rate, feet per minute, positive up. */
baro_rate?: number;
/** Geometric climb rate, feet per minute — what a row carries instead. */
geom_rate?: number;
/** Seconds since this row's position was last updated. */
seen_pos?: number;
} }
/** The feed's units, converted once. The engine works in metres and seconds. */
const KNOTS_TO_MS = 0.514_444;
const FPM_TO_MS = 0.00508;
// ---- Detail --------------------------------------------------------------- // ---- Detail ---------------------------------------------------------------
/** /**
@@ -466,11 +563,17 @@ interface RawAircraft {
* a city they recognise and being told what it is, so this type is written for * a city they recognise and being told what it is, so this type is written for
* **anon** and carries nothing an account would be needed for. Everything in it * **anon** and carries nothing an account would be needed for. Everything in it
* is either broadcast unencrypted by the aircraft itself ADS-B is receivable * is either broadcast unencrypted by the aircraft itself ADS-B is receivable
* with a forty-dollar dongle or arithmetic on top of that. There is no route, * with a forty-dollar dongle or arithmetic on top of that.
* no registration and no operator here, because the open feeds do not carry *
* There is no route and no operator here, because the open feeds do not carry
* them and inventing them would be the same class of lie `synthetic` exists to * them and inventing them would be the same class of lie `synthetic` exists to
* prevent. `owner-decisions.md` reserves those for an openly-licensed registry * prevent. The registration and the type **are** here, and used not to be: the
* we have not wired. * comment this replaces said the open feeds did not carry those either, and
* that was simply a mistake `r` and `t` are on every row adsb.lol and
* airplanes.live serve, under the same ODbL as the coordinates, and the server
* was dropping them on the floor. They were the stated reason to want a
* commercial feed, which makes getting them right the cheapest thing in this
* file.
* *
* Two fields are about the *provenance* rather than the aeroplane, and they are * Two fields are about the *provenance* rather than the aeroplane, and they are
* the reason this is a type and not an object literal built in the UI: * the reason this is a type and not an object literal built in the UI:
@@ -504,6 +607,36 @@ export interface AircraftDetail {
headingDeg: number; headingDeg: number;
/** The heading as a 16-point compass name, for a card a human reads. */ /** The heading as a 16-point compass name, for a card a human reads. */
headingCompass: string; headingCompass: string;
/**
* The tail number, e.g. `"N68834"`, or `null`.
*
* The paragraph above this type used to say there is no registration and no
* type here because the open feeds do not carry them. **That was wrong**, and
* it was wrong in the expensive direction: it was the stated reason to want a
* commercial feed. Both community feeds have carried `r` and `t` on every row
* all along, under the same ODbL as the position beside them so this is the
* enrichment that was wanted, obtained legitimately, and an anonymous visitor
* clicking a dart now reads "B739 · N68834" rather than a hex address.
*
* `null` and never a guess. A registration is something somebody pastes into
* a registry lookup, so a wrong one names a different aeroplane the same
* argument `icao24` makes, about the same kind of identifier.
*/
registration: string | null;
/** ICAO type designator, e.g. `"B739"`, or `null`. Never expanded to a name. */
type: string | null;
/**
* Ground speed in knots, or `null` where the feed did not say.
*
* Knots because that is the unit a speed over the ground is read in, and
* rounded because the tenth of a knot the feed publishes is precision about
* a number that changes while the card is open. `null` for anything not
* moving: a parked aircraft reporting `gs: 0.0` reaches here with no speed at
* all rather than with a zero, and "—" is the honest thing to draw for it.
*/
groundSpeedKt: number | null;
/** Climb rate in feet per minute, positive up, or `null`. Aviation's unit. */
verticalRateFpm: number | null;
/** Nautical miles from the board's centre, or `null` when no centre was given. */ /** Nautical miles from the board's centre, or `null` when no centre was given. */
distanceNm: number | null; distanceNm: number | null;
/** /**
@@ -564,6 +697,20 @@ export interface AircraftDetailOptions {
* correctly declines for the simulator. * correctly declines for the simulator.
*/ */
icao24?: string | null; icao24?: string | null;
/**
* The registration and the ICAO type designator, when the caller was told
* them separately.
*
* Here rather than on `Aircraft` for the same reason `icao24` is, and it is
* the same boundary: `Aircraft` is what the *renderer* needs a position, a
* height and a direction and a tail number moves no pixels. The adapter
* keeps the wire record beside the position and hands these back when a card
* is asked for. Absent, they are `null`; nothing here is derived from
* anything else, because a type designator inferred from a callsign is a
* guess about a real aeroplane.
*/
registration?: string | null;
type?: string | null;
/** Whether these coordinates were observed. Defaults to `false`: invented until said otherwise. */ /** Whether these coordinates were observed. Defaults to `false`: invented until said otherwise. */
observed?: boolean; observed?: boolean;
/** Credit lines the feed asks for, shown on the card. */ /** Credit lines the feed asks for, shown on the card. */
@@ -604,6 +751,20 @@ export function aircraftDetail(
altitudeFt: Math.round(aircraft.altitude * FEET_PER_METRE), altitudeFt: Math.round(aircraft.altitude * FEET_PER_METRE),
headingDeg: aircraft.heading, headingDeg: aircraft.heading,
headingCompass: compassPoint(aircraft.heading), headingCompass: compassPoint(aircraft.heading),
registration: text(options.registration),
type: text(options.type),
// From the aircraft rather than from the options, because unlike the two
// above it these are numbers the renderer genuinely uses: the layer
// dead-reckons on them, so they are already on `Aircraft` and reading them
// from a second place would be a second chance to disagree.
groundSpeedKt:
typeof aircraft.groundSpeed === "number" && Number.isFinite(aircraft.groundSpeed)
? Math.round(aircraft.groundSpeed / KNOTS_TO_MS)
: null,
verticalRateFpm:
typeof aircraft.verticalRate === "number" && Number.isFinite(aircraft.verticalRate)
? Math.round(aircraft.verticalRate / FPM_TO_MS)
: null,
distanceNm: distanceNm:
options.from === undefined options.from === undefined
? null ? null
@@ -790,6 +951,49 @@ const JUMP_UNITS_PER_SECOND = 8;
*/ */
const GLYPH_MIN_SCREEN_FRACTION = 0.016; const GLYPH_MIN_SCREEN_FRACTION = 0.016;
/**
* A ceiling on the same scale, in multiples of the authored glyph.
*
* The floor above is a screen-space rule and it is right about a map: an
* aeroplane is drawn at a readable size wherever it is, because position and
* heading are what a reader wants and neither survives half a pixel. But the
* rule scales by the distance to *that aircraft*, not by how far the camera has
* zoomed, so the two are only the same thing when everything in frame is
* equally far away. On a whole-board pose they are. Beside a landmark they are
* not: at the Golden Gate chapter the bridge is a couple of units from the
* camera and the traffic over the Pacific is a couple of hundred, so the floor
* fires hard on the aeroplane and not at all on the bridge, and an airliner is
* drawn about two and a half times the length of the main span.
*
* A world-space ceiling is the missing half of the rule. The floor says "never
* smaller than legible"; this says "never larger than an aeroplane could
* plausibly be", and between them the glyph is a map symbol where there is
* nothing to compare it against and an aircraft where there is.
*
* 52 IS A MITIGATION AND NOT A CURE, and the arithmetic says why. The furthest
* a visitor orbits on the California corridor is about 1,160 units, where the
* raw scale is 33.9 at a 42-degree field of view and 51.0 at 60 so any ceiling
* below 52 shrinks an aeroplane at a pose people actually use, and at 26 the
* glyph fell to 0.0123 of the frame against the 0.012 at which this file says
* the wings stop resolving. The Golden Gate case sits at about 2,280 units and a
* raw 81. A ceiling of 52 therefore takes the worst case down by a third from
* roughly two and a half times the bridge's main span to about one and a half
* and costs nothing at any board distance. It does not make the aeroplane
* smaller than the bridge.
*
* THE COMPLETE FIX IS A DIFFERENT INPUT, not a lower number. This function is
* handed the distance to the *aircraft*, and the thing that actually makes the
* glyph look wrong is how far the camera is from what it is LOOKING AT: at a
* whole-board pose everything in frame is equally far away and the floor is
* right about all of it, while at a chapter the bridge is two units away and the
* traffic is two thousand. Clamping against the camera's own focus distance
* would let the glyph collapse toward its authored size whenever the viewer has
* zoomed in on something near, at any aircraft range. That is a signature
* change through `tick` and its callers, and it wants its own pass rather than
* being smuggled into a constant.
*/
const GLYPH_MAX_SCALE = 52;
/** /**
* The radius of the sphere a pointer actually has to hit, in glyph lengths. * The radius of the sphere a pointer actually has to hit, in glyph lengths.
* *
@@ -901,6 +1105,169 @@ const SPEED_OVER_G = 200 / 9.80665;
*/ */
const ROLL_SETTLE_SECONDS = 2.5; const ROLL_SETTLE_SECONDS = 2.5;
/**
* How long the layer will keep flying an aircraft on its last known velocity.
*
* Dead reckoning is an *interpolation of the near future*, not a simulation. A
* position and a velocity describe where something will be in the next few
* seconds very well and where it will be in ten minutes not at all an
* airliner turns, descends and lands, and none of that is in the two numbers
* this layer was handed. So the propagation time is clamped: an aircraft coasts
* for a minute and then holds station until somebody tells it something new.
*
* A minute rather than a shorter, tidier number because a minute is what the
* rest of the file already treats as "the feed is gone" `ADSB_HOLD_SECONDS`
* is the same figure, and both sources hold their last snapshot for exactly
* that long. Reckoning past the point where the snapshot itself would have
* expired would be flying an aeroplane on the strength of data the layer has
* already agreed to stop believing.
*/
const MAX_RECKON_SECONDS = 60;
/**
* How quickly a dead-reckoned track slides onto a fresh observation, in seconds.
*
* **This constant is the whole difference between a fix and a flinch.** The
* reckoner is always a little wrong the aircraft banked, or the wind changed,
* or the fix that started it was itself a second stale so every observation
* arrives with the drawn aeroplane a few hundred metres from where the feed
* says it is. Teleporting it there is the artefact this layer has spent its
* whole life removing on other channels: a visible twitch on every aircraft on
* every refresh, five to fifteen seconds apart, forever.
*
* So the error is measured once, at the instant of the observation, and then
* *decayed*: the aeroplane flies the newly-truthful track and carries a
* shrinking offset on top of it. A first-order decay rather than a ramp for the
* same reason `ROLL_SETTLE_SECONDS` is one it cannot overshoot, and it has no
* end time to be interrupted at, so an observation landing early is not a
* special case.
*
* Three seconds puts 96% of the correction inside a ten-second refresh while
* keeping the closing speed below the aircraft's own: a 400 m error closes at
* 133 m/s against an airliner's 250, so the correction reads as a course
* adjustment rather than as a sideways lurch. Much shorter and it is a twitch
* again; much longer and two aircraft on the same approach never quite agree
* about where the centreline is.
*/
const RECKON_SETTLE_SECONDS = 3;
/**
* The largest error the layer will slide out rather than jump.
*
* Scene units, and a safety valve rather than a tuning knob. A correction is
* only worth easing if the two positions describe the same flight a moment
* apart; a fix that lands two kilometres from the reckoned position is a
* different claim altogether a receiver reacquiring a target, an id reused,
* a feed skipping a minute and easing that would drag the aeroplane across
* the county at three hundred knots with its trail attached. Past this the
* offset is simply dropped and the aircraft is where the feed says it is.
*
* 20 units is 1.9 km on the San Francisco board and about 3.3 km on California.
* A ten-second reckon of a turning airliner errs by well under a kilometre, so
* this bites only when something has genuinely gone wrong.
*/
const MAX_RECKON_CORRECTION_UNITS = 20;
/**
* A position and the velocity it is moving with: everything needed to say where
* something will be shortly.
*
* Geographic rather than scene coordinates on purpose. `World.project` is
* linear in latitude and longitude but the two axes have different scales a
* degree of longitude is shorter than a degree of latitude everywhere but the
* equator, and `lngScale` carries that so integrating a heading in scene
* space would need the projection undone and redone anyway. Doing it in degrees
* means one `project` at the end and no assumptions about the board.
*/
export interface Reckoning {
lat: number;
lng: number;
/** Metres. */
altitude: number;
/** Degrees clockwise from true north. */
heading: number;
/** Metres per second over the ground. Zero holds station. */
speed: number;
/** Metres per second, positive climbing. */
climb: number;
}
/**
* Where a track will be `seconds` from the state it was in.
*
* Pure, total, and exported so the arithmetic can be tested without a scene: a
* dead-reckoner that turns the wrong way, or converts degrees to metres at the
* wrong latitude, produces a sky that renders perfectly and is wrong by
* kilometres, which is precisely the class of defect this file's comments keep
* recording.
*
* Compass convention throughout: heading 0 is north and increases clockwise, so
* north is `+cos` on latitude and east is `+sin` on longitude. The longitude
* step is divided by the cosine of the latitude, because a degree of longitude
* carries fewer metres the further from the equator it is get that backwards
* and every eastbound aircraft over California flies at four fifths of its
* reported speed.
*
* Negative time is refused rather than run backwards: every caller is asking
* about the present or the near future, and a negative interval here would mean
* a clock had gone backwards, which is a thing browser clocks do.
*/
export function reckonForward(
state: Reckoning,
seconds: number,
): { lat: number; lng: number; altitude: number } {
const dt = clamp(seconds, 0, MAX_RECKON_SECONDS);
if (!Number.isFinite(dt) || dt === 0 || !Number.isFinite(state.speed)) {
return { lat: state.lat, lng: state.lng, altitude: altitudeAfter(state, seconds) };
}
const distance = state.speed * dt;
const radians = (state.heading * Math.PI) / 180;
const lat = state.lat + (Math.cos(radians) * distance) / METRES_PER_DEGREE_LAT;
// The cosine is taken at the *starting* latitude rather than at the mean of
// the two. A minute of flying moves an airliner about half a degree at most,
// over which the correction differs in the sixth decimal place, and using the
// start keeps this a closed form rather than an iteration.
const metresPerDegreeLng = METRES_PER_DEGREE_LAT * Math.cos((state.lat * Math.PI) / 180);
const lng =
metresPerDegreeLng > 1
? state.lng + (Math.sin(radians) * distance) / metresPerDegreeLng
: state.lng;
return { lat, lng, altitude: altitudeAfter(state, dt) };
}
/**
* The altitude after an interval, with the one floor that matters: nothing
* descends through the ground.
*
* A steady 1,300 ft/min descent reckoned for a full minute puts an aircraft
* 400 m *below* the terrain if it landed in the meantime which is exactly
* what happens to an arrival that lands while its feed is quiet, and it renders
* as an aeroplane buried in the bay.
*/
function altitudeAfter(state: Reckoning, seconds: number): number {
const dt = clamp(seconds, 0, MAX_RECKON_SECONDS);
if (!Number.isFinite(state.climb) || !Number.isFinite(dt)) return state.altitude;
return Math.max(0, state.altitude + state.climb * dt);
}
/**
* A track's dead-reckoned state, plus the error it is still sliding out of.
*
* `since` is when `state` was true; `offset` is where the aeroplane was drawn
* at `offsetAt` minus where this state says it was, in scene units, and decays
* to nothing over `RECKON_SETTLE_SECONDS`. Keeping the two apart is what makes
* the correction continuous: the *truth* jumps when an observation lands, and
* the *drawing* does not, because the jump is absorbed into an offset that is
* already on its way out.
*/
interface ReckonTrack {
state: Reckoning;
/** Seconds on `nowSeconds`'s monotonic clock. */
since: number;
offset: THREE.Vector3;
offsetAt: number;
}
interface TrailSample { interface TrailSample {
position: THREE.Vector3; position: THREE.Vector3;
altitude: number; altitude: number;
@@ -963,6 +1330,25 @@ interface Track {
stale: boolean; stale: boolean;
/** Altitude at `head`, which is what the aircraft's colour is chosen from. */ /** Altitude at `head`, which is what the aircraft's colour is chosen from. */
headAltitude: number; headAltitude: number;
/**
* The dead-reckoned state, or `null` for a source that reported no velocity.
*
* The presence of this object is what decides which of the layer's two motion
* models a track gets, and both are needed:
*
* - **`null` interpolate.** The head is lerped between the last two
* observations and stops when it arrives. This is the original behaviour
* and it is right for anything whose speed is unknown: a ground vehicle,
* a parked airframe, a position-only TIS-B target, a source that predates
* the velocity fields. Guessing a speed for those would be inventing
* motion, which is a worse lie than showing none.
* - **Present reckon.** The head is integrated forward from the last fix
* along the aircraft's own track at its own speed, every frame, and slides
* onto each new observation instead of snapping to it. This is what makes
* a live feed refreshing every ten seconds look like flying rather than
* like a slideshow.
*/
reckon: ReckonTrack | null;
} }
/** /**
@@ -1119,6 +1505,9 @@ export function createFlightLayer(world: World): FlightLayer {
headAltitude: a.altitude, headAltitude: a.altitude,
missingSince: 0, missingSince: 0,
stale: false, stale: false,
// Filled in by `adoptReckoning` below, on this same observation, if
// the source said how fast the thing is going.
reckon: null,
}; };
tracks.set(a.id, track); tracks.set(a.id, track);
} }
@@ -1159,6 +1548,18 @@ export function createFlightLayer(world: World): FlightLayer {
continue; continue;
} }
/**
* Whether this observation was a teleport rather than a flight.
*
* Carried out of the branch below because the dead-reckoner needs to know
* it: a wrapped simulator route or a reused id is a *different aircraft*
* at this position, so its new state must be adopted outright rather than
* eased onto from where the old one was being drawn. Easing it would
* produce exactly what the teleport guard exists to prevent an aeroplane
* sliding across the board over three seconds, trail attached.
*/
let jumped = false;
if (previous) { if (previous) {
// The clamp is load-bearing on both ends. Two polls arriving in the same // The clamp is load-bearing on both ends. Two polls arriving in the same
// millisecond — a manual refresh, a tab waking up — divide by nearly // millisecond — a manual refresh, a tab waking up — divide by nearly
@@ -1174,6 +1575,7 @@ export function createFlightLayer(world: World): FlightLayer {
position.z - previous.position.z, position.z - previous.position.z,
); );
if (travelled / span > JUMP_UNITS_PER_SECOND) { if (travelled / span > JUMP_UNITS_PER_SECOND) {
jumped = true;
// A source that has moved something further than anything flies has // A source that has moved something further than anything flies has
// either looped a simulated route or reused an id. Either way the // either looped a simulated route or reused an id. Either way the
// history is about a different flight; keeping it would draw a trail // history is about a different flight; keeping it would draw a trail
@@ -1201,6 +1603,7 @@ export function createFlightLayer(world: World): FlightLayer {
track.samples.push(sample); track.samples.push(sample);
trim(track, now); trim(track, now);
adoptReckoning(track, a, now, jumped);
} }
/** /**
@@ -1234,6 +1637,137 @@ export function createFlightLayer(world: World): FlightLayer {
tick(); tick();
} }
/**
* Scratch vectors for the reckoner. Reused because `adoptReckoning` runs once
* per aircraft per observation and `reckonedHead` once per aircraft per
* frame, and four hundred of either allocating a `Vector3` is a
* garbage-collection pause a pointer can feel.
*/
const reckonScratch = new THREE.Vector3();
const truthScratch = new THREE.Vector3();
/**
* Take a fresh observation as the truth a track flies from, without letting
* the aeroplane jump to it.
*
* Three things happen here and they are in this order for a reason.
*
* **The fix is advanced to now.** `Aircraft.ageSeconds` says how stale the
* coordinates already were when the source handed them over the receiver's
* last message, plus this box's cache TTL, plus whatever the browser was
* holding. Adopting them as though they described this instant would draw the
* entire sky that far behind, uniformly, which is the kind of error nobody
* ever notices because everything is wrong together.
*
* **The error is measured before the state is replaced.** Where the aeroplane
* is being *drawn* right now is a property of the old reckoning, so it has to
* be read while the old reckoning still exists; a moment later there is
* nothing left to compare against and the correction would be zero, which is
* the same thing as snapping.
*
* **A teleport is adopted outright.** See `jumped`.
*
* A source that reports no usable speed leaves `reckon` null and the track
* falls back to interpolating between observations, which is what every
* aircraft in this layer did before this function existed.
*/
function adoptReckoning(track: Track, a: Aircraft, now: number, jumped: boolean): void {
const speed = a.groundSpeed;
if (typeof speed !== "number" || !Number.isFinite(speed) || speed <= 0) {
track.reckon = null;
return;
}
const climb =
typeof a.verticalRate === "number" && Number.isFinite(a.verticalRate) ? a.verticalRate : 0;
const age =
typeof a.ageSeconds === "number" && Number.isFinite(a.ageSeconds) && a.ageSeconds > 0
? a.ageSeconds
: 0;
const fix: Reckoning = {
lat: a.lat,
lng: a.lng,
altitude: a.altitude,
heading: a.heading,
speed,
climb,
};
const caughtUp = reckonForward(fix, age);
const state: Reckoning = {
...fix,
lat: caughtUp.lat,
lng: caughtUp.lng,
altitude: caughtUp.altitude,
};
// Where this track is currently being drawn, read off the reckoning that is
// about to be replaced. `null` for a track that has never had one — a brand
// new arrival has nothing to be eased from and belongs at the fix.
const drawn =
track.reckon !== null && !jumped ? reckonedHead(track.reckon, now, reckonScratch) : null;
const offset = track.reckon?.offset ?? new THREE.Vector3();
if (drawn === null) {
offset.set(0, 0, 0);
} else {
const [x, z] = world.project(state.lat, state.lng);
truthScratch.set(x, world.metres(state.altitude), z);
offset.subVectors(reckonScratch, truthScratch);
// Past the valve, the two positions are not the same flight a moment
// apart and easing between them would drag the aeroplane across the
// board. See `MAX_RECKON_CORRECTION_UNITS`.
if (offset.lengthSq() > MAX_RECKON_CORRECTION_UNITS ** 2) offset.set(0, 0, 0);
}
track.reckon = { state, since: now, offset, offsetAt: now };
/**
* The climb angle, from the feed's own rate rather than from two altitudes.
*
* Better on both ends of the arithmetic: `climbAngle` divides a barometric
* difference by a horizontal distance, so it carries the noise of two
* altitude readings and the error of the span, and it reports a climb of
* zero for anything that has not moved. The vertical rate is a measurement
* the aircraft transmits, so a departure is nose-up on the first
* observation of it rather than on the second.
*
* `Math.max(speed, 1)` keeps the ratio finite for something crawling; at a
* metre a second the pitch saturates against `MAX_PITCH` anyway, which is
* the right answer for a helicopter going straight up.
*/
track.pitch = clamp(Math.atan2(climb, Math.max(speed, 1)), -MAX_PITCH, MAX_PITCH);
}
/**
* Where a reckoned track is at this instant, written into `out`; returns the
* altitude in metres, which is what the colour band is chosen from.
*
* The offset decays exponentially from the moment it was measured, so the
* drawn position starts at wherever the aeroplane already was and converges
* on the truth without ever stopping to do it. Below a thousandth of a unit
* it is dropped rather than added, which is not an optimisation: it is what
* guarantees a straight leg eventually draws at *exactly* the reckoned
* position instead of asymptotically near it.
*/
function reckonedHead(r: ReckonTrack, now: number, out: THREE.Vector3): THREE.Vector3 {
const forward = reckonForward(r.state, now - r.since);
const [x, z] = world.project(forward.lat, forward.lng);
out.set(x, world.metres(forward.altitude), z);
const fade = Math.exp(-Math.max(0, now - r.offsetAt) / RECKON_SETTLE_SECONDS);
if (fade > 1e-3) out.addScaledVector(r.offset, fade);
reckonedAltitude = forward.altitude;
return out;
}
/**
* The altitude `reckonedHead` last computed.
*
* A second return value, in a file that would otherwise allocate an object
* per aircraft per frame to carry it. The two are always read together and
* one statement apart.
*/
let reckonedAltitude = 0;
/** /**
* Put a track into the pick list, or take it out. * Put a track into the pick list, or take it out.
* *
@@ -1318,8 +1852,23 @@ export function createFlightLayer(world: World): FlightLayer {
setPickable(track, !track.stale); setPickable(track, !track.stale);
if (track.stale) continue; if (track.stale) continue;
track.head.lerpVectors(from.position, to.position, alpha); /**
track.headAltitude = from.altitude + (to.altitude - from.altitude) * alpha; * Two motion models, and which one a track gets is decided by whether the
* source told it how fast it is going. See `Track.reckon`.
*
* The reckoned branch is the one that matters for a live feed and it is
* deliberately *not* clamped to the newest observation: it flies past it,
* because the aircraft did. The interpolated branch below is the original
* behaviour and stops on arrival, which is the only honest thing to do
* with a position whose velocity nobody stated.
*/
if (track.reckon !== null) {
reckonedHead(track.reckon, now, track.head);
track.headAltitude = reckonedAltitude;
} else {
track.head.lerpVectors(from.position, to.position, alpha);
track.headAltitude = from.altitude + (to.altitude - from.altitude) * alpha;
}
track.mesh.position.copy(track.head); track.mesh.position.copy(track.head);
/** /**
@@ -1407,7 +1956,20 @@ export function createFlightLayer(world: World): FlightLayer {
// a genuinely new arrival — `tracks` is walked in insertion order, and the // a genuinely new arrival — `tracks` is walked in insertion order, and the
// ghosts are the oldest entries in it. // ghosts are the oldest entries in it.
if (track.stale) continue; if (track.stale) continue;
const spine = track.samples.length - 1; /**
* How many observations the trail is drawn through before the head.
*
* The two motion models differ here, and the difference is not cosmetic.
* An **interpolated** track's newest observation is where it is *going*,
* so drawing to it would put the trail in front of the aeroplane the
* spine stops one short and the last segment runs to the interpolated
* head, which lies between the two. A **reckoned** track has already flown
* past its newest observation, so that observation is history like every
* other one: leaving it out would cut the corner between the previous fix
* and the reckoned head, and a turning aircraft would trail a chord
* across the inside of its own turn.
*/
const spine = track.reckon !== null ? track.samples.length : track.samples.length - 1;
if (spine < 1) continue; if (spine < 1) continue;
drawn += 1; drawn += 1;
const points = spine + 1; // the spine, plus the head const points = spine + 1; // the spine, plus the head
@@ -1532,7 +2094,8 @@ export function glyphScale(distance: number, fovDegrees: number): number {
if (!Number.isFinite(distance) || !Number.isFinite(fovDegrees)) return 1; if (!Number.isFinite(distance) || !Number.isFinite(fovDegrees)) return 1;
if (distance <= 0 || fovDegrees <= 0 || fovDegrees >= 180) return 1; if (distance <= 0 || fovDegrees <= 0 || fovDegrees >= 180) return 1;
const frustumHeight = 2 * distance * Math.tan((fovDegrees * Math.PI) / 360); const frustumHeight = 2 * distance * Math.tan((fovDegrees * Math.PI) / 360);
return Math.max(1, (GLYPH_MIN_SCREEN_FRACTION * frustumHeight) / AIRLINER_LENGTH); const legible = (GLYPH_MIN_SCREEN_FRACTION * frustumHeight) / AIRLINER_LENGTH;
return Math.min(GLYPH_MAX_SCALE, Math.max(1, legible));
} }
/** /**
+5
View File
@@ -54,6 +54,7 @@ import type {
VehicleActionSnapshot, VehicleActionSnapshot,
VehicleControllerState, VehicleControllerState,
} from "../transport/vehicleController.ts"; } from "../transport/vehicleController.ts";
import { createAirports } from "./airports.ts";
import { createBridges, createFreewayWorld, createRoads } from "./structures.ts"; import { createBridges, createFreewayWorld, createRoads } from "./structures.ts";
import { createShorePlates, createTerrain, createWater, paletteFor } from "./terrain.ts"; import { createShorePlates, createTerrain, createWater, paletteFor } from "./terrain.ts";
import type { import type {
@@ -425,6 +426,10 @@ export async function createScene(
scene.add(blocks); scene.add(blocks);
scene.add(createLandmarks(world, buildingReservations)); scene.add(createLandmarks(world, buildingReservations));
scene.add(createBridges(world)); scene.add(createBridges(world));
// Airfields. Laid flush on the terrain rather than draped over it like a
// road, which is why the packs no longer carry runways as `Road` records —
// carrying both floats a dark stripe thirteen metres above every runway.
scene.add(createAirports(world, city.airports ?? []));
/** /**
* The city switching itself on after sunset. Built after `blocks` because it * The city switching itself on after sunset. Built after `blocks` because it
+264 -108
View File
@@ -1,11 +1,26 @@
/** /**
* Bridges and roads the lines that tie the landmasses together and give the * Roads and bridges the lines that tie the landmasses together and give the
* grid something to hang off. * grid something to hang off.
* *
* Roads follow the terrain: each path is resampled far more finely than it is * Roads follow the terrain: each path is resampled far more finely than it is
* written in the city pack, and every sample takes its height from the ground, * written in the city pack, and every sample takes its height from the ground,
* so a street climbs out of the flats instead of burrowing through the hill. * so a street climbs out of the flats instead of burrowing through the hill.
* *
* A road also has a **surface** rather than a colour. The cross-section verge,
* shoulder, edge line, lanes, median is painted once into a canvas texture and
* mapped across every ribbon, which is what took a city-pack freeway from a flat
* grey stroke lying on the terrain to something that reads as a road, at no
* triangle cost at all. See `paintRoadSurface`. The one corridor you can drive
* down is the exception and is built out of real ribbons by
* `createFreewayWorld`, because at chase-camera height an embankment has to have
* a normal.
*
* **The bridge kit lives in `bridges.ts`.** A suspension bridge is enough of a
* problem on its own towers, a cable in a parabola, hangers, and a classifier
* that works out which parts of a crossing hang from anything and both of the
* Bay Area's famous ones are configurations of it. What stays here is the
* batching it hands its geometry to, and the asphalt its decks wear.
*
* ### Everything here is batched, and it has to be * ### Everything here is batched, and it has to be
* *
* The city ran at 616 draw calls against a budget of 650 while the office spent * The city ran at 616 draw calls against a budget of 650 while the office spent
@@ -33,8 +48,9 @@
* *
* The corollary for anyone adding a helper here: give every geometry the **same * The corollary for anyone adding a helper here: give every geometry the **same
* attribute set** position, normal, uv, indexed or `mergeGeometries` * attribute set** position, normal, uv, indexed or `mergeGeometries`
* refuses the bucket and silently drops it. That is why the ribbons below carry * refuses the bucket and silently drops it. The UVs are load-bearing twice over
* UVs they have no texture for. * now: the road surface is a texture that reads them, and a part without them
* takes its whole bucket with it.
*/ */
import * as THREE from "three"; import * as THREE from "three";
@@ -42,26 +58,13 @@ import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js
import { buildFreewayWorldPlan } from "../transport/freewayWorld.ts"; import { buildFreewayWorldPlan } from "../transport/freewayWorld.ts";
import type { TransportPack } from "../transport/types.ts"; import type { TransportPack } from "../transport/types.ts";
import { buildRoutePath, sampleRoute } from "../transport/vehicleSim.ts"; import { buildRoutePath, sampleRoute } from "../transport/vehicleSim.ts";
import { buildBridge } from "./bridges.ts";
import type { SurfaceKind } from "./bridges.ts";
import type { Bridge, LatLng } from "./types.ts"; import type { Bridge, LatLng } from "./types.ts";
import type { World } from "./world.ts"; import type { World } from "./world.ts";
// ---- Batching ------------------------------------------------------------- // ---- Batching -------------------------------------------------------------
/**
* The three ways a surface out here is shaded.
*
* `deck` and `solid` differ only in sidedness: a road deck is a one-sided strip
* that has to survive being looked at from underneath on a bridge approach, and
* a tower is a closed solid where a back face is a waste.
*
* `marking` is unlit and `toneMapped: false` on purpose. Paint on a road is the
* one thing in the frame whose job is to be a fixed, known white it is
* retroreflective, it is what a driver navigates by, and putting it through the
* ACES shoulder with everything else turns a lane line into a grey smear at
* midday and loses it entirely at dusk.
*/
type SurfaceKind = "deck" | "solid" | "marking";
interface Bucket { interface Bucket {
readonly name: string; readonly name: string;
readonly material: THREE.Material; readonly material: THREE.Material;
@@ -83,7 +86,23 @@ class Batch {
private readonly materials = new Map<string, THREE.Material>(); private readonly materials = new Map<string, THREE.Material>();
private readonly buckets = new Map<string, Bucket>(); private readonly buckets = new Map<string, Bucket>();
/** The one material for a kind and colour in this build. */ /**
* The one material for a kind and colour in this build.
*
* `SurfaceKind` is declared in `bridges.ts`, because that module is the other
* side of this one's `GeometrySink` boundary, but the three materials it names
* are made here and here only.
*
* `deck` and `solid` differ only in sidedness: a road deck is a one-sided
* strip that has to survive being looked at from underneath on a bridge
* approach, and a tower is a closed solid where a back face is a waste.
*
* `marking` is unlit and `toneMapped: false` on purpose. Paint on a road is
* the one thing in the frame whose job is to be a fixed, known white it is
* retroreflective, it is what a driver navigates by, and putting it through
* the ACES shoulder with everything else turns a lane line into a grey smear
* at midday and loses it entirely at dusk.
*/
material(kind: SurfaceKind, color: number): THREE.Material { material(kind: SurfaceKind, color: number): THREE.Material {
const key = `${kind}:${color.toString(16)}`; const key = `${kind}:${color.toString(16)}`;
const hit = this.materials.get(key); const hit = this.materials.get(key);
@@ -165,12 +184,6 @@ function drapePath(world: World, path: LatLng[], samplesPerLeg = 14, lift = 0.14
return out; return out;
} }
/** A tube swept along a path — a bridge deck, a cable, a barrier. */
function tubeGeometry(points: THREE.Vector3[], width: number, radial = 4): THREE.BufferGeometry {
const curve = new THREE.CatmullRomCurve3(points);
return new THREE.TubeGeometry(curve, points.length * 2, width / 2, radial, false);
}
/** /**
* A draped strip running between two parallel offsets from a path, each at its * A draped strip running between two parallel offsets from a path, each at its
* own lateral distance and its own height. * own lateral distance and its own height.
@@ -333,6 +346,175 @@ function dashedRibbonGeometry(
return geometry; return geometry;
} }
// ---- The road surface ------------------------------------------------------
/**
* What a road is made of, drawn once on a canvas and mapped across every ribbon
* on the board.
*
* The defect this exists for: a city-pack road was one flat mid-grey ribbon the
* width of the carriageway, and at 94 m to the scene unit that is three or four
* pixels of unbroken value lying exactly on the terrain. It read as a line
* somebody drew on the map rather than as a road, which is precisely the
* complaint a wireframe overlay, not a surface.
*
* The fix is a cross-section rather than more geometry. The ribbon is widened by
* half, the extra going to a graded verge, and this texture paints the whole
* width: verge, shoulder, edge line, lanes, and the median. The eye then reads
* *pale / dark / pale* with a warm line down the middle, which is what a road
* looks like from a mile up, and it costs no triangles at all the alternative,
* a ribbon per stripe, is what `createFreewayWorld` does for the one corridor
* you can drive down, and it costs eight ribbons a carriageway.
*
* Two conventions the callers depend on:
*
* - **u runs 0..1 across the ribbon** and the widening is symmetric, so the
* fractions below are the same for a 19 m street and a 40 m freeway.
* - **v is distance along in scene units**, which is what `bandGeometry` and
* the bridge deck both write, so the repeat is set from `metresPerUnit` and
* the dash cycle comes out the same length in metres on every board.
*/
const ROAD_WIDEN = { freeway: 1.9, street: 1.5, bridge: 1 } as const;
/** Metres of road per vertical repeat of the texture — one dash cycle. */
const ROAD_CYCLE_M = 24;
function paintRoadSurface(
context: CanvasRenderingContext2D,
width: number,
height: number,
kind: "freeway" | "street" | "bridge",
): void {
const across = (fraction: number) => fraction * width;
/**
* How much of the ribbon is verge rather than pavement and deliberately not
* `(1 - 1/ROAD_WIDEN)/2`, which is where the widening actually went.
*
* A texture's far mip is its average colour, and that average is what a road
* three pixels wide *is*. Giving the verge the whole of the widening made it
* 47% of the width, so the average came out olive and the freeways on the
* SoCal board drew as gold threads across the harbour. Keeping the verge to a
* narrow graded strip and putting the rest of the widening into pavement
* leaves the average a grey, which is what a road is.
*/
const verge = kind === "bridge" ? 0 : 0.13;
// Not the near-black asphalt looks like from a car. A road seen from a mile
// up is a mid grey — the first pass used a true kerbside value and drew the
// peninsula as a line of ink across pale sand.
const asphalt = kind === "freeway" ? "#454a4d" : "#4c4f51";
if (kind === "bridge") {
// A bridge deck has no verge to grade: the roadway runs to the edge of the
// structure and stops. Filling the margins with asphalt rather than earth is
// what keeps the deck from appearing to have soft shoulders over water.
context.fillStyle = asphalt;
context.fillRect(0, 0, width, height);
} else {
// A shade greener and darker than the flats it is cut into. A verge the
// colour of the ground is not a verge — the first pass painted one and the
// corridor still read as a single dark stroke on pale sand.
context.fillStyle = "#7b7358";
context.fillRect(0, 0, width, height);
context.fillStyle = asphalt;
context.fillRect(across(verge), 0, across(1 - 2 * verge), height);
}
const inner = kind === "bridge" ? 0.06 : verge;
// Shoulders: a lighter, dustier strip inside each edge. This is the band that
// does the most work at distance — it is what separates the dark carriageway
// from the ground on both sides at every sun angle.
// Pale, not another shade of asphalt. This is the band that carries the road
// at distance: dark carriageway between two light edges is what the eye reads
// as a road from a mile up, and a shoulder within a few values of the asphalt
// leaves one thick dark line instead.
context.fillStyle = kind === "freeway" ? "#8b8d87" : "#7f817c";
context.fillRect(across(inner), 0, across(0.055), height);
context.fillRect(across(1 - inner - 0.055), 0, across(0.055), height);
// Speckle. Asphalt that is one exact value reads as plastic the moment the
// camera comes down to deck height on a bridge or a drive chapter.
let seed = 0x9e3779b9;
const random = () => {
seed = (seed * 1664525 + 1013904223) >>> 0;
return seed / 0xffffffff;
};
context.globalAlpha = 0.14;
for (let i = 0; i < width * height * 0.05; i += 1) {
context.fillStyle = random() > 0.5 ? "#5a6063" : "#22272a";
context.fillRect(Math.floor(random() * width), Math.floor(random() * height), 1, 1);
}
context.globalAlpha = 1;
const line = Math.max(1, Math.round(width * 0.012));
const edge = inner + 0.062;
context.fillStyle = "#e6e9e4";
context.fillRect(across(edge), 0, line, height);
context.fillRect(across(1 - edge) - line, 0, line, height);
const dash = (x: number, colour: string) => {
context.fillStyle = colour;
// 3 m of paint in a 12 m cycle, which is the US standard and reads as
// dashes rather than as a second solid line right down to a few pixels.
for (const start of [0, 0.5]) {
context.fillRect(x, (start + 0.02) * height, line, height * 0.21);
}
};
if (kind === "street") {
dash(across(0.5) - line / 2, "#e6e9e4");
return;
}
// Divided highway: two yellow lines down the middle, and a lane divider in
// each carriageway.
context.fillStyle = "#e0bb52";
context.fillRect(across(0.5) - line * 2, 0, line, height);
context.fillRect(across(0.5) + line, 0, line, height);
const laneInner = kind === "bridge" ? 0.2 : verge + 0.1;
dash(across(laneInner + (0.5 - laneInner) * 0.5), "#e6e9e4");
dash(across(1 - laneInner - (0.5 - laneInner) * 0.5), "#e6e9e4");
}
/**
* The material a road ribbon or a bridge deck wears.
*
* Falls back to a flat colour where there is no DOM, which is every test in this
* repo: `check-no-binaries.mjs` means every texture on the board is drawn at
* runtime, and a module that can only build its materials in a browser cannot be
* unit-tested at all.
*/
function roadSurfaceMaterial(
metresPerUnit: number,
kind: "freeway" | "street" | "bridge",
): THREE.Material {
const flat = kind === "street" ? 0x6f6a5c : 0x4a4e50;
if (typeof document === "undefined") {
return new THREE.MeshLambertMaterial({ color: flat, side: THREE.DoubleSide });
}
const canvas = document.createElement("canvas");
canvas.width = 96;
canvas.height = 192;
const context = canvas.getContext("2d");
if (!context) return new THREE.MeshLambertMaterial({ color: flat, side: THREE.DoubleSide });
paintRoadSurface(context, canvas.width, canvas.height, kind);
const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace;
texture.wrapS = THREE.ClampToEdgeWrapping;
texture.wrapT = THREE.RepeatWrapping;
// v arrives in scene units; the cycle is authored in metres so that a dash is
// the same length on a 94 m board and a 391 m one.
texture.repeat.set(1, metresPerUnit / ROAD_CYCLE_M);
texture.anisotropy = 8;
texture.needsUpdate = true;
const material = new THREE.MeshLambertMaterial({ map: texture, side: THREE.DoubleSide });
material.name = `road:${kind}`;
// `Material.dispose()` does not free the material's textures, and the scene's
// teardown sweep only reaches materials — so a board switch would orphan one
// canvas per road class on the GL context, which is the exact arithmetic
// `scene.ts` records for the renderer itself. Three's materials are event
// dispatchers and emit `dispose`, so the texture can simply follow its owner.
material.addEventListener("dispose", () => texture.dispose());
return material;
}
function makeShieldMaterial(identity: "us-highway" | "interstate", shield: string): THREE.Material { function makeShieldMaterial(identity: "us-highway" | "interstate", shield: string): THREE.Material {
if (typeof document === "undefined") { if (typeof document === "undefined") {
return new THREE.MeshBasicMaterial({ color: identity === "interstate" ? 0x2d5b8c : 0xe8edf0 }); return new THREE.MeshBasicMaterial({ color: identity === "interstate" ? 0x2d5b8c : 0xe8edf0 });
@@ -356,7 +538,11 @@ function makeShieldMaterial(identity: "us-highway" | "interstate", shield: strin
const texture = new THREE.CanvasTexture(canvas); const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace; texture.colorSpace = THREE.SRGBColorSpace;
texture.needsUpdate = true; texture.needsUpdate = true;
return new THREE.MeshBasicMaterial({ map: texture, toneMapped: false, side: THREE.DoubleSide }); const material = new THREE.MeshBasicMaterial({ map: texture, toneMapped: false, side: THREE.DoubleSide });
// As above: the shield canvas follows the material it belongs to, or every
// board switch leaves one per route on the context.
material.addEventListener("dispose", () => texture.dispose());
return material;
} }
/** /**
@@ -606,111 +792,81 @@ export function createFreewayWorld(world: World, pack: TransportPack): THREE.Gro
return group; return group;
} }
/**
* Every road on a city board, as two draw calls.
*
* This used to be a flat ribbon the width of the carriageway plus, on a freeway,
* a second ribbon of warm paint down the middle three meshes, and a corridor
* that read as a line on a map. It is now one ribbon half again wider carrying
* the cross-section as a texture: the verge, the shoulders, the edge lines and
* the median are all paint, so the road gained a surface and *lost* a third of
* its triangles along with a draw call. See `paintRoadSurface`.
*
* The one corridor you can drive down is not built here `createFreewayWorld`
* builds that one out of real ribbons, because at chase-camera height a texture
* is a texture and an embankment has to have a normal.
*/
export function createRoads(world: World): THREE.Group { export function createRoads(world: World): THREE.Group {
const group = new THREE.Group(); const group = new THREE.Group();
group.name = "roads"; group.name = "roads";
const batch = new Batch(); const batch = new Batch();
const surfaces = {
freeway: roadSurfaceMaterial(world.metresPerUnit, "freeway"),
street: roadSurfaceMaterial(world.metresPerUnit, "street"),
};
for (const road of world.city.roads) { for (const road of world.city.roads) {
const color = road.kind === "freeway" ? 0x7d7166 : 0x8b8578;
const path = drapePath(world, road.path); const path = drapePath(world, road.path);
batch.add("road:deck", roadRibbonGeometry(path, road.width), batch.material("deck", color)); batch.add(
if (road.kind === "freeway") { `road:${road.kind}`,
// One warm median stroke is enough at corridor scale to read as divided roadRibbonGeometry(path, road.width * ROAD_WIDEN[road.kind]),
// highway without spending a textured asset or a draw call per lane. surfaces[road.kind],
batch.add( );
"road:median-stroke",
roadRibbonGeometry(path, Math.max(0.025, road.width * 0.035), 0.012),
batch.material("deck", 0xd7c27c),
);
}
} }
batch.flush(group); batch.flush(group);
return group; return group;
} }
/** /**
* A suspension bridge: deck, towers, and a main cable sagging between them. * One bridge, as the kit in `bridges.ts` builds it: a deck box, tapered towers
* with portal bracing, main cables in parabola over the tower tops, hangers, and
* piers under whatever is not suspended from anything.
* *
* The cable is the detail worth the code. Two orange towers with a straight * Two meshes come out, not one. The structure is painted the bridge's own colour
* line between them read as a trestle; the catenary is what makes the shape at * International Orange, or the Bay Bridge's grey and the roadway on top of
* the mouth of the bay unmistakably the Golden Gate. * it is the same asphalt surface every road on the board wears, because a bridge
* deck is a road and painting it orange was the single thing most responsible
* for the Golden Gate reading as a red line rather than as a crossing.
*
* The material cache is deliberately per call and not module-level:
* `createScene().dispose()` walks the scene disposing every material it finds,
* so a cache that outlived one build would hand the next board a disposed
* material and render it black.
*/ */
export function createBridge(world: World, bridge: Bridge): THREE.Group { export function createBridge(world: World, bridge: Bridge, roadway?: THREE.Material): THREE.Group {
const group = new THREE.Group(); const group = new THREE.Group();
group.name = bridge.name; group.name = bridge.name;
const deckY = world.metres(bridge.deckHeight);
const towerY = world.metres(bridge.towerHeight);
/**
* One material for the whole bridge, and one mesh out of it.
*
* This used to read `const material = () => new THREE.MeshLambertMaterial(…)`
* and be called once per part, so the Golden Gate arrived as about
* thirty-four meshes with thirty-four identical materials thirty-four draw
* calls the sorter had to keep apart, for one orange object. Everything a
* bridge is made of is painted the same colour, so everything a bridge is made
* of belongs in one bucket.
*/
const batch = new Batch(); const batch = new Batch();
const paint = batch.material("solid", bridge.color); buildBridge(world, bridge, batch, roadway ?? roadSurfaceMaterial(world.metresPerUnit, "bridge"));
const part = (geometry: THREE.BufferGeometry) =>
batch.add(bridge.name, geometry, paint, { cast: true });
const deckPoints = bridge.path.map(([lat, lng]) => {
const [x, z] = world.project(lat, lng);
return new THREE.Vector3(x, deckY, z);
});
part(tubeGeometry(deckPoints, 0.5));
const towerTops: THREE.Vector3[] = [];
for (const [lat, lng] of bridge.towers) {
const [x, z] = world.project(lat, lng);
part(new THREE.BoxGeometry(0.34, towerY, 0.34).translate(x, towerY / 2, z));
// Cross-braces, which is most of what you see of a tower at distance.
for (const frac of [0.55, 0.82]) {
part(new THREE.BoxGeometry(0.5, 0.16, 0.4).translate(x, towerY * frac, z));
}
towerTops.push(new THREE.Vector3(x, towerY, z));
}
const anchors = [deckPoints[0], ...towerTops, deckPoints[deckPoints.length - 1]];
for (let i = 0; i < anchors.length - 1; i++) {
const a = anchors[i];
const b = anchors[i + 1];
if (!a || !b) continue;
const isMainSpan = i > 0 && i < anchors.length - 2;
const sag = bridge.sag * towerY * (isMainSpan ? 1 : 0.42);
const pts: THREE.Vector3[] = [];
for (let s = 0; s <= 18; s++) {
const t = s / 18;
const p = a.clone().lerp(b, t);
p.y -= Math.sin(t * Math.PI) * sag;
pts.push(p);
}
part(new THREE.TubeGeometry(new THREE.CatmullRomCurve3(pts), 24, 0.055, 5, false));
// Vertical hangers down to the deck.
for (let s = 2; s < 18; s += 2) {
const t = s / 18;
const p = a.clone().lerp(b, t);
const top = p.y - Math.sin(t * Math.PI) * sag;
if (top <= deckY + 0.2) continue;
const h = top - deckY;
part(new THREE.BoxGeometry(0.035, h, 0.035).translate(p.x, deckY + h / 2, p.z));
}
}
batch.flush(group); batch.flush(group);
return group; return group;
} }
/**
* Every crossing on a board, in one batch.
*
* One `Batch` across all of them rather than one each, which is what makes the
* Bay Area's five crossings six draw calls instead of ten. Buckets are keyed on
* material *and* name, so this loses nothing: each bridge's structure has both
* its own colour and its own name and stays its own mesh the scene graph still
* says which one is the Bay Bridge while five decks of identical asphalt,
* sharing a material and a bucket name, merge into a single roadway.
*/
export function createBridges(world: World): THREE.Group { export function createBridges(world: World): THREE.Group {
const group = new THREE.Group(); const group = new THREE.Group();
group.name = "bridges"; group.name = "bridges";
for (const b of world.city.bridges) group.add(createBridge(world, b)); const batch = new Batch();
const roadway = roadSurfaceMaterial(world.metresPerUnit, "bridge");
for (const bridge of world.city.bridges) buildBridge(world, bridge, batch, roadway);
batch.flush(group);
return group; return group;
} }
+271 -29
View File
@@ -163,6 +163,235 @@ export function createShorePlates(world: World): THREE.Mesh {
return mesh; return mesh;
} }
/**
* Patch sizes the visible surface is allowed to collapse to, largest first, in
* lattice cells per side.
*
* Powers of two and aligned to their own multiple, which is what makes the
* bookkeeping in `lodPatches` a single lookup: a level-2 patch is either wholly
* inside a level-4 patch or wholly outside one, so a patch is rejected by
* testing its first cell rather than all of them.
*
* Stopping at 8 is a measurement, not a limit of the method. Each level costs a
* pass over the lattice, and the levels pay less as they get coarser: against
* the cell-by-cell surface, going to 4 takes the Bay Area from 581,008
* triangles to 171,124 and going to 8 takes it to 157,378, while a fifth level
* would be scanning for flat ground that levels 4 and 8 have already claimed.
* The whole pass is *cheaper* than the surface it replaces, because the
* vertices it stops emitting cost more than the flatness test costs to run:
* `createTerrain` on the Bay Area went from 260 ms to 159 ms.
*/
const LOD_LEVELS = [8, 4, 2] as const;
/**
* The same, for the shadow caster appended to the visible surface.
*
* It ends one level coarser and begins one level coarser, because the caster
* already starts at `SHADOW_CASTER_STRIDE` rather than at a single cell the
* levels here are the *merges above* that stride, not a second decimation of
* the same ground. A 16 was measured and left out: it takes the Bay Area's
* caster from 53,806 triangles to 51,238 and California's from 17,632 to
* 17,602, which is not worth a fourth pass over the lattice.
*/
const LOD_CASTER_LEVELS = [8, 4] as const;
/**
* How far the collapsed surface may sit from the one it replaces, in **scene
* units** of height.
*
* Scene units rather than metres deliberately: the boards disagree about metres
* by a factor of twenty one unit of height is 148 m on California, 65 m in
* Southern California and 26 m on the Bay Area and what has to stay invisible
* is a number of *pixels*, which is a scene-unit quantity. The three boards are
* 1003, 308 and 284 units across and are all looked at from a standoff that
* puts the board across most of a 1440-pixel viewport, so a unit is roughly
* 1.4, 4.5 and 4.9 pixels. 0.1 units is therefore a seventh of a pixel on the
* board with the loosest scale and half a pixel on the tightest.
*
* It is deliberately not tuned per board. A self-hoster's pack gets the same
* guarantee without having to declare anything, for the same reason
* `NEIGHBOURHOOD_LOT_METRES` in `blocks.ts` is a measurement of the ground
* rather than a list of city ids.
*/
export const LOD_HEIGHT_TOLERANCE = 0.1;
// ^ exported, because it is a floor under anything laid flat on the
// ground. `airports.ts` derives its field lift from it: a plate laid closer to
// the surface than this can be pierced by the collapsed quad that replaced the
// lattice under it, which showed as a wedge of bare ground through the middle
// of Van Nuys. Two constants that must not drift apart are one constant.
/**
* How far the collapsed surface's colour may sit from the one it replaces, as a
* distance in linear RGB.
*
* Height is not enough on its own and the coast is where that shows.
* `groundColor` ramps `sand` into `flats` over the **first three metres** of
* elevation a swing of 0.15 in red across a band the coastal falloff makes
* tens of kilometres wide so a height tolerance loose enough to be free
* everywhere else is loose enough to walk the beach inland. Bounding the colour
* as well keeps the shoreline's pale rim exactly where it was and leaves the
* ramp free to be as steep as a pack likes.
*
* 0.012 is three parts in 255, which is under one step of an 8-bit framebuffer
* once the tone map has been through it.
*/
const LOD_COLOUR_TOLERANCE = 0.012;
/**
* Which lattice cells of the visible surface are drawn, and at what size.
*
* Returns `[i, j, s]` triples: the patch rooted at lattice corner `(i, j)`,
* `s` cells on a side, drawn as one quad.
*
* **Why this exists.** The lattice is sized for the roughest ground on the
* board, and most of a board is not that. California's Central Valley is four
* hundred kilometres of ground that never leaves a hundred-metre band, and it
* was being spent at the same triangle density as the Sierra crest. Southern
* California's terrain measured 213,968 triangles and the Bay Area's 581,008
* for exactly that reason: the floor of the LA basin and the floor of the bay's
* south valley are planes, and they were being tessellated like mountains.
*
* **Why it cannot be seen.** A patch is only collapsed when every lattice point
* inside it lies within `LOD_HEIGHT_TOLERANCE` of the quad that would replace
* it *and* within `LOD_COLOUR_TOLERANCE` of the colour that quad interpolates
* both measured against the very diagonal `createTerrain` draws, so the test
* and the mesh agree. Flat ground collapses; a ridge cannot, because a ridge is
* exactly the case the bilinear surface gets wrong.
*
* **Why the coastline is untouched.** A patch is also only collapsed when every
* one of its lattice points is on land and all of them agree about `park`. Any
* patch straddling either boundary falls back to `base` cells, which are
* emitted by the same four-corner test the surface used before this existed. So
* the *set of ground covered* is identical to the cell-by-cell version, down to
* the last stair-step, and only the interior of a flat run is redrawn.
*
* The seam between a collapsed patch and its finer neighbour is a T-junction,
* and it is bounded by the same tolerance: the two surfaces share the patch's
* corners, cover the same footprint in x/z the projection is linear in
* latitude and longitude, so a lattice rectangle stays a rectangle and differ
* along the shared edge by at most `LOD_HEIGHT_TOLERANCE`. There is no hole,
* only a sliver thinner than a pixel.
*/
function lodPatches(
world: World,
pal: ScenePalette,
levels: readonly number[],
base: number,
matchColour: boolean,
): Int32Array {
const { latSteps, lngSteps, lats, lngs, height, land, park } = world.lattice();
const w = lngSteps + 1;
const tolerance = world.unitsToMetres(LOD_HEIGHT_TOLERANCE);
const taken = new Uint8Array(latSteps * lngSteps);
const out: number[] = [];
// Held rather than allocated: `fits` runs a few million times on the Bay
// Area, and `groundColor` wants somewhere to put its answer.
const c00 = new THREE.Color();
const c01 = new THREE.Color();
const c10 = new THREE.Color();
const c11 = new THREE.Color();
const here = new THREE.Color();
const fits = (i0: number, j0: number, s: number): boolean => {
const parkAt = park[i0 * w + j0];
for (let i = i0; i <= i0 + s; i++) {
const row = i * w;
for (let j = j0; j <= j0 + s; j++) {
const k = row + j;
if (!land[k]) return false;
// Park membership is a *colour* boundary and nothing else, so the depth
// pass has no opinion about it.
if (matchColour && park[k] !== parkAt) return false;
}
}
const inPark = parkAt === 1;
const h00 = height[i0 * w + j0] as number;
const h01 = height[i0 * w + j0 + s] as number;
const h10 = height[(i0 + s) * w + j0] as number;
const h11 = height[(i0 + s) * w + j0 + s] as number;
if (matchColour) {
groundColor(pal, c00, inPark, h00);
groundColor(pal, c01, inPark, h01);
groundColor(pal, c10, inPark, h10);
groundColor(pal, c11, inPark, h11);
}
const lat0 = lats[i0] as number;
const lat1 = lats[i0 + s] as number;
const lng0 = lngs[j0] as number;
const lng1 = lngs[j0 + s] as number;
for (let i = i0; i <= i0 + s; i++) {
// The axes are not uniformly spaced — `buildAxis` runs a focus region
// fine and the rest coarse — so the interpolant comes off the coordinate
// rather than off the index.
const u = ((lats[i] as number) - lat0) / (lat1 - lat0);
const row = i * w;
for (let j = j0; j <= j0 + s; j++) {
const v = ((lngs[j] as number) - lng0) / (lng1 - lng0);
// Which of the patch's two triangles this point lands in. The diagonal
// joins (i0+s, j0) to (i0, j0+s), so u + v = 1 is the seam.
const near = u + v <= 1;
const a = near ? 1 - u - v : 1 - u;
const b = near ? u : 1 - v;
const cc = 1 - a - b;
const ha = near ? h00 : h01;
const hc = near ? h01 : h11;
const flat = a * ha + b * h10 + cc * hc;
const k = row + j;
const real = height[k] as number;
if (Math.abs(flat - real) > tolerance) return false;
if (!matchColour) continue;
const ca = near ? c00 : c01;
const ccol = near ? c01 : c11;
groundColor(pal, here, inPark, real);
const dr = a * ca.r + b * c10.r + cc * ccol.r - here.r;
const dg = a * ca.g + b * c10.g + cc * ccol.g - here.g;
const db = a * ca.b + b * c10.b + cc * ccol.b - here.b;
if (dr * dr + dg * dg + db * db > LOD_COLOUR_TOLERANCE * LOD_COLOUR_TOLERANCE) {
return false;
}
}
}
return true;
};
for (const s of levels) {
for (let i = 0; i + s <= latSteps; i += s) {
for (let j = 0; j + s <= lngSteps; j += s) {
if (taken[i * lngSteps + j]) continue; // inside a coarser patch already
if (!fits(i, j, s)) continue;
for (let a = i; a < i + s; a++) {
for (let b = j; b < j + s; b++) taken[a * lngSteps + b] = 1;
}
out.push(i, j, s);
}
}
}
// Everything a patch did not claim, at `base`, by the original four-corner
// land test — which is what keeps the covered ground identical to the version
// before any of this existed.
for (let i = 0; i + base <= latSteps; i += base) {
for (let j = 0; j + base <= lngSteps; j += base) {
if (taken[i * lngSteps + j]) continue;
const a = i * w + j;
if (
!land[a] ||
!land[a + base] ||
!land[a + base * w] ||
!land[a + base * w + base]
) {
continue;
}
out.push(i, j, base);
}
}
return Int32Array.from(out);
}
/** /**
* The displaced ground. Indexed, and holding only the cells that are fully on * The displaced ground. Indexed, and holding only the cells that are fully on
* land a partial cell would poke a stair-step out over the water that the * land a partial cell would poke a stair-step out over the water that the
@@ -170,7 +399,9 @@ export function createShorePlates(world: World): THREE.Mesh {
*/ */
export function createTerrain(world: World): THREE.Mesh { export function createTerrain(world: World): THREE.Mesh {
const pal = paletteFor(world); const pal = paletteFor(world);
const { latSteps, lngSteps, lats, lngs, height, land, park } = world.lattice(); // Which cells are drawn, and how big, is `lodPatches`' answer; this function
// only turns a corner into a vertex.
const { latSteps, lngSteps, lats, lngs, height, park } = world.lattice();
const positions: number[] = []; const positions: number[] = [];
const colors: number[] = []; const colors: number[] = [];
@@ -197,16 +428,15 @@ export function createTerrain(world: World): THREE.Mesh {
return id; return id;
}; };
for (let i = 0; i < latSteps; i++) { const patches = lodPatches(world, pal, LOD_LEVELS, 1, true);
for (let j = 0; j < lngSteps; j++) { for (let p = 0; p < patches.length; p += 3) {
const a = i * (lngSteps + 1) + j; const i = patches[p] as number;
const b = a + 1; const j = patches[p + 1] as number;
const c = a + (lngSteps + 1); const s = patches[p + 2] as number;
const d = c + 1; // The diagonal runs from (i+s, j) to (i, j+s). `lodPatches` splits its
if (!land[a] || !land[b] || !land[c] || !land[d]) continue; // error test along the same one, so what it measured is what is drawn.
indices.push(vertex(i, j), vertex(i + 1, j), vertex(i, j + 1)); indices.push(vertex(i, j), vertex(i + s, j), vertex(i, j + s));
indices.push(vertex(i, j + 1), vertex(i + 1, j), vertex(i + 1, j + 1)); indices.push(vertex(i, j + s), vertex(i + s, j), vertex(i + s, j + s));
}
} }
const geo = new THREE.BufferGeometry(); const geo = new THREE.BufferGeometry();
@@ -242,24 +472,29 @@ export function createTerrain(world: World): THREE.Mesh {
* it is also the cheapest: no second draw call, no second vertex buffer. * it is also the cheapest: no second draw call, no second vertex buffer.
*/ */
const seen = indices.length; const seen = indices.length;
for (let i = 0; i + SHADOW_CASTER_STRIDE <= latSteps; i += SHADOW_CASTER_STRIDE) { /*
for (let j = 0; j + SHADOW_CASTER_STRIDE <= lngSteps; j += SHADOW_CASTER_STRIDE) { * The caster is `lodPatches` again, one level coarser at both ends.
const s = SHADOW_CASTER_STRIDE; *
const a = i * (lngSteps + 1) + j; * `SHADOW_CASTER_STRIDE` is its *floor* rather than its spacing: rugged
// All four corners on land, the same test the visible surface uses. A * ground still writes a facet every two lattice cells, which is the
// coarse cell that straddles the coast sits on the world's falloff at * resolution the round before this one measured against full resolution and
// y≈0 and would cast nothing anyway. * shipped. What changes is the flat ground, which used to pay the same
if ( * stride and cannot record a shadow edge at any resolution the Central
!land[a] || * Valley's depth is a plane, and a plane is two triangles whether it is
!land[a + s] || * drawn as two or as eight thousand.
!land[a + s * (lngSteps + 1)] || *
!land[a + s * (lngSteps + 1) + s] * It runs with `matchColour` off. A depth pass reads no colour, so bounding
) { * one would only stop the caster merging across a park boundary that the
continue; * shadow map cannot see. The height tolerance still applies, and it is the
} * one that decides whether a shadow lands where it did.
indices.push(vertex(i, j), vertex(i + s, j), vertex(i, j + s)); */
indices.push(vertex(i, j + s), vertex(i + s, j), vertex(i + s, j + s)); const casterPatches = lodPatches(world, pal, LOD_CASTER_LEVELS, SHADOW_CASTER_STRIDE, false);
} for (let p = 0; p < casterPatches.length; p += 3) {
const i = casterPatches[p] as number;
const j = casterPatches[p + 1] as number;
const s = casterPatches[p + 2] as number;
indices.push(vertex(i, j), vertex(i + s, j), vertex(i, j + s));
indices.push(vertex(i, j + s), vertex(i + s, j), vertex(i + s, j + s));
} }
const cast = indices.length - seen; const cast = indices.length - seen;
// `vertex()` may have emitted a few lattice corners the visible surface never // `vertex()` may have emitted a few lattice corners the visible surface never
@@ -340,6 +575,13 @@ export function createTerrain(world: World): THREE.Mesh {
* If the board's triangle count ever comes back down, this is the first number * If the board's triangle count ever comes back down, this is the first number
* worth spending it on a stride of 1 puts a shadow edge on every ridge the * worth spending it on a stride of 1 puts a shadow edge on every ridge the
* map can resolve and costs nothing else. * map can resolve and costs nothing else.
*
* Since `lodPatches` arrived this is a **floor** rather than a spacing: rugged
* ground still writes a facet every two cells, and flat ground merges above it.
* The numbers above are what a uniform stride cost, and they are why the floor
* is 2 rather than 1; what the merge changed is that California's caster came
* down from 20,716 triangles to 17,632 and the Bay Area's from 143,704 to
* 53,806 without touching the resolution anywhere a shadow edge can exist.
*/ */
const SHADOW_CASTER_STRIDE = 2; const SHADOW_CASTER_STRIDE = 2;
+157 -1
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@@ -74,7 +74,12 @@ export interface Bridge {
towers: LatLng[]; towers: LatLng[];
towerHeight: number; towerHeight: number;
deckHeight: number; deckHeight: number;
/** Suspension sag as a fraction of tower height. */ /**
* How deeply the main cable sags, 0..1. Scaled onto the drop from the
* saddle to the deck, not read literally as a fraction of tower height
* see `bridges.ts`. Read literally it left the Bay Bridge's cable a third of
* a tower above its own deck at midspan, which is a trestle with a curve in it.
*/
sag: number; sag: number;
color: number; color: number;
} }
@@ -96,6 +101,118 @@ export interface Road {
* because a city's chapters are a numbered tour with a sentence each and an * because a city's chapters are a numbered tour with a sentence each and an
* office's views are usually just "Reception" and "The desk bay". * office's views are usually just "Reception" and "The desk bay".
*/ */
// ---- Airports -------------------------------------------------------------
//
// Plain data, JSON-serialisable, no functions and no THREE types — a city pack
// is posted to the terrain worker as a structured clone, so an airport that
// acquired a method would stop the whole pack being sendable. Same rule as
// `City` itself; see ARCHITECTURE.md §5.1.
//
// `engine/airports.ts` is the renderer for these and re-exports every name, so
// a pack may import them from either place.
/**
* One runway, given as its centre, its bearing and its size.
*
* **Centre and heading rather than two thresholds**, which is the opposite of
* how `Bridge` and `Road` are authored, and the reason is that a runway's
* heading is the fact worth being exact about. Two hand-typed thresholds encode
* a bearing implicitly and to whatever precision the fifth decimal place of a
* latitude happens to give you; a stated bearing can be checked against the
* published one by reading it. `runwayThresholds()` converts, for the callers
* that want the ends.
*
* `heading` is **true**, not magnetic. The two-digit designator painted on a
* runway is magnetic and rounded to ten degrees, so it is not the number to
* build geometry from: San Francisco's declination is about 13.5° east, which
* means "28R" is a runway pointing 298.6° true, and thirteen degrees is the
* difference between SFO's pattern and a plausible-looking airfield.
*/
export interface Runway {
/** Both designators, as they are said: `"10L/28R"`. */
id: string;
/** Midpoint of the centreline. */
lat: number;
lng: number;
/** TRUE bearing of the low-numbered end's direction, degrees clockwise from north. */
heading: number;
/** Threshold to threshold, metres. */
length: number;
/** Metres. */
width: number;
/** The numbers painted on the two thresholds, low end first. */
designators?: [string, string];
}
/** A taxiway centreline. Drawn as a flat strip; it does not follow terrain. */
export interface Taxiway {
id?: string;
path: LatLng[];
/** Metres. Defaults to 25, which is a Group V taxiway. */
width?: number;
}
/** A paved area: a terminal apron, a cargo ramp, a maintenance pad. */
export interface Apron {
id?: string;
polygon: LatLng[];
}
/**
* A terminal mass a building, not a plan.
*
* `gates` is what turns the box into an airport: the kit lines that many parked
* airliners nose-in along one long face. Aeroplanes on stand are the cheapest
* thing in this file and the most legible; a terminal without them is a
* warehouse.
*/
export interface Terminal {
id?: string;
lat: number;
lng: number;
/** Along `heading`, metres. */
length: number;
/** Across `heading`, metres. */
width: number;
/** Metres. */
height: number;
/** TRUE bearing of the long axis, degrees clockwise from north. */
heading: number;
/** Aircraft on stand, and which side of the long axis they park on. */
gates?: { count: number; side: 1 | -1 };
}
/** The control tower. One per field; it is a landmark, not a category. */
export interface Tower {
lat: number;
lng: number;
/** To the top of the cab, metres. */
height: number;
}
export interface Airport {
/** ICAO where there is one — `"KSFO"`. Only ever an id. */
id: string;
name: string;
/** The airport reference point. */
lat: number;
lng: number;
/** Field elevation, metres above sea level. Data, not a placement; see above. */
elevation: number;
/**
* The graded outline the fill, the fence line, whatever the airport's edge
* actually is. Optional: an airport with no outline is four bars on the bare
* terrain, which is right for a strip in a desert and wrong for SFO, whose
* pale rectangle of bay fill is half of what you recognise.
*/
field?: LatLng[];
runways: Runway[];
taxiways?: Taxiway[];
aprons?: Apron[];
terminals?: Terminal[];
tower?: Tower;
}
export interface View { export interface View {
id: string; id: string;
label: string; label: string;
@@ -178,6 +295,13 @@ export interface City {
roads: Road[]; roads: Road[];
chapters: Chapter[]; chapters: Chapter[];
/**
* Airfields, drawn by `engine/airports.ts` as graded plates with real
* runway headings. Optional because a pack that has none should not have to
* say so, and because every pack predates it.
*/
airports?: Airport[];
/** Palette overrides; every field is optional. */ /** Palette overrides; every field is optional. */
palette?: Partial<ScenePalette>; palette?: Partial<ScenePalette>;
} }
@@ -331,6 +455,38 @@ export interface Aircraft {
/** Degrees clockwise from true north. */ /** Degrees clockwise from true north. */
heading: number; heading: number;
callsign?: string; callsign?: string;
/**
* Metres per second over the ground, when the source knew.
*
* The three fields below are what let `createFlightLayer` **dead-reckon**
* rather than merely interpolate, and the difference between the two is the
* difference between a sky and a photograph of one. A layer given positions
* alone can only replay the leg between the last two of them: it arrives at
* the newest known point and then sits motionless for the five to fifteen
* seconds until the next snapshot, which is exactly what a live ADS-B board
* looked like here for as long as this type had four numbers in it.
*
* Optional, and the layer's behaviour when they are absent is the old
* behaviour unchanged interpolate between observations, hold still at the
* end. That is deliberate: a source that does not know how fast something is
* going must not have a speed guessed for it, and a stationary ground vehicle
* is a thing this feed genuinely reports.
*/
groundSpeed?: number;
/** Metres per second, positive climbing, when the source knew. */
verticalRate?: number;
/**
* How old the position already was when the source handed it over, in
* seconds.
*
* A fix crosses a receiver, a cache and a browser hold before it is drawn, so
* the coordinates describe an instant several seconds in the past. A
* dead-reckoner that starts from them as though they were current draws the
* whole sky that far behind; one that is told the age advances the position to
* now first. Absent means "as of when you were told", which is the safe
* reading and the one every source that cannot answer honestly gets.
*/
ageSeconds?: number;
} }
/** /**
+8
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@@ -2184,6 +2184,14 @@ function showAircraftDetail(aircraft: Aircraft | null): void {
lng: resolved.lng, lng: resolved.lng,
altitude: resolved.altitudeM, altitude: resolved.altitudeM,
heading: resolved.headingDeg, heading: resolved.headingDeg,
// The four the feed carries and the simulator does not. All four are `null`
// for a synthetic track and for a server one version behind, and the card
// drops the row rather than printing "unknown" — so there is no degraded
// state to handle here, only a shorter card.
type: resolved.type,
registration: resolved.registration,
groundSpeedKt: resolved.groundSpeedKt,
verticalRateFpm: resolved.verticalRateFpm,
synthetic: !resolved.observed, synthetic: !resolved.observed,
attribution: resolved.attribution.length > 0 ? resolved.attribution.join(" · ") : null, attribution: resolved.attribution.length > 0 ? resolved.attribution.join(" · ") : null,
}; };
+69
View File
@@ -180,6 +180,75 @@ export interface WireAircraft {
/** Degrees clockwise from true north. */ /** Degrees clockwise from true north. */
heading: number; heading: number;
callsign?: string; callsign?: string;
/**
* Metres per second over the ground, when the feed reported a real one.
*
* SI, like every other quantity on this wire the feed's own `gs` is knots
* and the conversion happens once, in the adapter, for the same reason
* `altitude` is not feet. See the note there.
*
* **This is the field that makes the sky move.** A client that is handed only
* positions can interpolate between the last two of them and nothing more, so
* every aircraft replays a leg it has already flown, arrives at the newest
* known point and then sits perfectly still until the next snapshot lands
* five to fifteen seconds later. Carrying the velocity lets the client
* dead-reckon advance each track along its own track angle at its own
* speed, every frame and an aeroplane that is flying stops being a
* screenshot of one.
*
* Absent, never zeroed, and absent covers three different things that must
* all behave the same way downstream: a feed that did not report it, a
* ground vehicle or parked aircraft reporting `gs: 0.0`, and a
* position-only record with a null `track` dead-reckoning any of those
* along an invented heading would be inventing motion, which is worse than
* showing none. `engine/flights.ts` holds a track still when this is missing.
*/
groundSpeed?: number;
/**
* Metres per second, positive climbing, when the feed reported a rate.
*
* Barometric where the feed has it and geometric otherwise; the two disagree
* by a few percent in real air and by nothing this renders. Absent rather
* than zero for the same reason as `groundSpeed`: level flight and no
* information are different facts, and only one of them may be drawn.
*/
verticalRate?: number;
/**
* How old the position fix already was when this snapshot was taken, in
* seconds the feed's `seen_pos`.
*
* Carried because the client is the thing that has to place the aircraft and
* it cannot do that without knowing what instant the coordinates describe.
* Between the receiver's last message, this box's cache TTL and the browser's
* own hold, a fix reaches a viewer several seconds stale, and a dead-reckoner
* handed a stale position as if it were current draws the whole sky lagging
* by that much. `observedAt` on the body says when the *snapshot* was taken;
* this says how far behind that the row already was.
*
* Small a fraction of a second on a healthy feed and worth carrying
* anyway, because it is the difference between a client that can reason about
* time and one that assumes.
*/
ageSeconds?: number;
/**
* The tail number the feed published for this airframe, e.g. `"N68834"`.
*
* ODbL data off the same record as the position, and publishable on exactly
* the same terms it is the enrichment a commercial feed was once wanted
* for, obtained legitimately. Absent, never invented: a registration is what
* somebody types into a registry lookup, and a wrong one names another
* aircraft altogether.
*/
registration?: string;
/**
* ICAO aircraft type designator, e.g. `"B739"`, `"A321"`.
*
* A four-character code and not a marketing name: the feed publishes the
* designator, and expanding it to "Boeing 737-900" would mean shipping a
* table this repo would then have to keep true. The card shows the code
* beside the registration, which is how a spotter reads it anyway.
*/
type?: string;
/** /**
* The transponder's 24-bit ICAO address, lowercase hex, when the feed gave a * The transponder's 24-bit ICAO address, lowercase hex, when the feed gave a
* real one. * real one.
+65
View File
@@ -0,0 +1,65 @@
/**
* One material property that costs 43% of the California board.
*
* `MeshPhysicalMaterial.transmission` is not a per-pixel cost. three.js runs a
* **transmission backdrop pass** whenever any rendered material has a non-zero
* one: the entire opaque scene is drawn a second time, into a render target, so
* that the transparent surface has something to refract. It is charged per
* *scene*, not per material and not per pixel, so a single small mesh switches
* it on for everything.
*
* The electric aircraft's canopy carried `transmission: 0.08` and it made the
* board draw its terrain, its blocks and every freeway piece twice per frame.
* Measured with `scripts/performance-budget.mjs`, California desktop:
*
* with it 695,828 triangles 562 draw calls
* without it 391,169 triangles 371 draw calls
*
* 304,659 triangles and 191 draw calls, for a canopy that is a few dozen pixels
* of dark glass on a glyph-scale aeroplane and which reads identically without
* it the material is already `transparent` at `opacity: 0.86`, and the chase
* camera shots before and after are indistinguishable.
*
* This test exists because that is a **one-word regression**: somebody adding
* realism to a canopy would be adding it to a material that looks like it is
* about the aeroplane, and the cost would land on the terrain, silently, on
* every phone. The performance budget would catch it, eventually, and would say
* "the California board got slower" rather than "this line did it".
*
* The office glazing in `src/assets/materials.ts` keeps `transmission: 0.92`
* and should: that is a wall of windows a metre from the camera at 1 unit = 1 m,
* and the office cell has four hundred thousand triangles of headroom to pay the
* pass with. `materialRoles.test.ts` asserts it is still there. The rule is not
* "no transmission"; it is "not in the city scene".
*/
import assert from "node:assert/strict";
import { test } from "node:test";
import * as THREE from "three";
import { createElectricAircraftMaterials } from "../../aircraft/asset.ts";
test("the electric aircraft's canopy stays out of the transmission pass", () => {
const materials = createElectricAircraftMaterials();
const glass = materials.glass as THREE.MeshPhysicalMaterial;
assert.ok(glass instanceof THREE.MeshPhysicalMaterial, "the canopy is no longer physical");
assert.equal(
glass.transmission,
0,
"the canopy is refracting again — that is a second full pass over the whole city scene",
);
// What carries the see-through instead, so a future reader can tell that the
// glass was not simply turned into a painted panel.
assert.equal(glass.transparent, true, "the canopy stopped being see-through altogether");
assert.ok(glass.opacity < 1, "the canopy is opaque; it needs the blend to read as glass");
});
test("no material the aircraft ships turns the pass on by another door", () => {
const materials = createElectricAircraftMaterials();
for (const [role, material] of Object.entries(materials)) {
const transmission = (material as THREE.MeshPhysicalMaterial).transmission;
assert.ok(
transmission === undefined || transmission === 0,
`${role} has transmission ${transmission}; the whole scene is now drawn twice`,
);
}
});
+564
View File
@@ -0,0 +1,564 @@
/**
* The sky moving between snapshots, which is the difference between a live map
* and a photograph of one.
*
* ## The defect
*
* `WireAircraft` carried a position and nothing else: no ground speed, no
* vertical rate. So `createFlightLayer` could only interpolate between the last
* two observations it had been handed every aircraft replayed a leg it had
* already flown, arrived at the newest known point, and then **sat perfectly
* still** for the five to fifteen seconds until the next one landed. Nobody
* could catch it, because the layer rendered correctly the whole time: a still
* frame of a stuck sky and a still frame of a flying one are the same picture,
* and every existing assertion in the suite passed on the broken build.
*
* It was found by taking two screenshots eight seconds apart with a **frozen**
* `/api/v1/flights` body the shape of every live deployment between server
* cache refreshes and measuring the aircraft: pixel-identical. The first test
* below is that experiment, with the pixels replaced by `mesh.position`.
*
* ## What is asserted, and what is deliberately not
*
* Everything here is observed through the scene graph or through an exported
* pure function, the same rule `flights.test.ts` set. `reckonForward` is the
* arithmetic heading conventions, the cosine on longitude, the clamps and is
* checked in degrees, where a sign error is legible. The layer is checked
* through `mesh.position`, because "does the aeroplane move" is a question about
* where it is drawn.
*
* The clock is `performance.now`, replaced with a counter for the file exactly
* as `flights.test.ts` does it: the intervals under test are tens of seconds
* long and the layer reads the clock fresh on every call.
*/
import assert from "node:assert/strict";
import { mkdtempSync, writeFileSync } from "node:fs";
import { tmpdir } from "node:os";
import { join } from "node:path";
import { after, before, describe, it } from "node:test";
import * as THREE from "three";
import { readDump1090 } from "../../../server/src/flights/adsb.ts";
import {
aircraftDetail,
createFlightLayer,
reckonForward,
sampleRoute,
type FlightLayer,
} from "../../engine/flights.ts";
import type { Aircraft } from "../../engine/types.ts";
// ---- The clock -------------------------------------------------------------
let clockMs = 0;
const realNow = performance.now;
before(() => {
performance.now = () => clockMs;
});
after(() => {
performance.now = realNow;
});
function at(seconds: number): void {
clockMs = seconds * 1000;
}
// ---- The board -------------------------------------------------------------
/** Metres in a degree of latitude, restated rather than imported. See the header. */
const METRES_PER_DEGREE_LAT = 111_320;
/**
* A flat stand-in for `World` the layer's whole contact with one is `project`
* and `metres`, and a real heightfield is half a million samples of nothing to
* do with any of it. `skyTraffic.test.ts` uses the same trick.
*
* **Unlike that one, this projection is geodetically honest**, and it has to be:
* every assertion below is a distance, and the dead-reckoner converts metres to
* degrees with the real 111,320 m per degree. A stand-in that put a round 1,000
* units on a degree of latitude would make one scene unit 111.32 m rather than
* the 100 it claimed, and every expected distance here would be 10% out which
* looks exactly like a broken reckoner and is not one. So the scales are
* derived from the same constant the code uses, and the longitude axis is
* squashed by the cosine of the reference latitude the way `World` does it.
*
* One scene unit is therefore 100 m, and every distance below reads as metres
* divided by a hundred.
*/
const METRES_PER_UNIT = 100;
const REFERENCE_LAT = 37.6;
const UNITS_PER_DEGREE_LAT = METRES_PER_DEGREE_LAT / METRES_PER_UNIT;
const UNITS_PER_DEGREE_LNG = UNITS_PER_DEGREE_LAT * Math.cos((REFERENCE_LAT * Math.PI) / 180);
const flatWorld = {
project: (lat: number, lng: number) => [lng * UNITS_PER_DEGREE_LNG, -lat * UNITS_PER_DEGREE_LAT],
metres: (m: number) => m / METRES_PER_UNIT,
metresPerUnit: METRES_PER_UNIT,
} as unknown as Parameters<typeof createFlightLayer>[0];
function meshOf(layer: FlightLayer): THREE.Mesh {
const mesh = layer.group.children.find((c): c is THREE.Mesh => c.type === "Mesh");
assert.ok(mesh, "the layer has no aircraft mesh");
return mesh;
}
/** Ground distance between two scene positions, in scene units. */
function apart(a: THREE.Vector3, b: THREE.Vector3): number {
return Math.hypot(a.x - b.x, a.z - b.z);
}
/** An airliner heading due north at 250 m/s, level, over the flat board. */
function jet(over: Partial<Aircraft> = {}): Aircraft {
return {
id: "ual505",
callsign: "UAL505",
lat: 37.6,
lng: -122.4,
altitude: 9000,
heading: 0,
groundSpeed: 250,
verticalRate: 0,
...over,
};
}
// ---- The arithmetic --------------------------------------------------------
describe("reckonForward", () => {
const state = { lat: 37.6, lng: -122.4, altitude: 9000, heading: 0, speed: 250, climb: 0 };
it("flies north on heading 000 and changes no longitude", () => {
const after10 = reckonForward(state, 10);
assert.equal(after10.lng, state.lng, "a northbound aircraft drifted east or west");
const metres = (after10.lat - state.lat) * METRES_PER_DEGREE_LAT;
assert.ok(Math.abs(metres - 2500) < 1, `flew ${metres.toFixed(1)} m in ten seconds, not 2500`);
});
/**
* The cosine on longitude, which is the one term that can be silently
* omitted: leave it out and every eastbound aircraft over California flies at
* 79% of its reported speed, uniformly, in a direction nobody is measuring.
*/
it("covers more degrees of longitude than of latitude for the same speed", () => {
const east = reckonForward({ ...state, heading: 90 }, 10);
assert.ok(Math.abs(east.lat - state.lat) < 1e-9, "an eastbound aircraft drifted north");
const degrees = east.lng - state.lng;
const expected = 2500 / (METRES_PER_DEGREE_LAT * Math.cos((37.6 * Math.PI) / 180));
assert.ok(
Math.abs(degrees - expected) / expected < 1e-6,
`${degrees} degrees of longitude, expected ${expected}`,
);
// And the ground distance is the same as the northbound leg's, which is the
// property the cosine exists to preserve.
const north = reckonForward(state, 10);
const northM = (north.lat - state.lat) * METRES_PER_DEGREE_LAT;
const eastM = degrees * METRES_PER_DEGREE_LAT * Math.cos((37.6 * Math.PI) / 180);
assert.ok(Math.abs(northM - eastM) < 0.01, "north and east legs are not the same length");
});
it("turns clockwise: 090 is east and 270 is west", () => {
assert.ok(reckonForward({ ...state, heading: 90 }, 10).lng > state.lng, "090 went west");
assert.ok(reckonForward({ ...state, heading: 270 }, 10).lng < state.lng, "270 went east");
assert.ok(reckonForward({ ...state, heading: 180 }, 10).lat < state.lat, "180 went north");
});
it("climbs and descends at the stated rate, and never through the ground", () => {
assert.equal(reckonForward({ ...state, climb: 5 }, 10).altitude, 9050);
const dived = reckonForward({ ...state, altitude: 300, climb: -20 }, 60);
assert.equal(dived.altitude, 0, "an aircraft was reckoned below the terrain");
});
/**
* The propagation is clamped at a minute, because a position and a velocity
* describe the next few seconds well and the next ten minutes not at all an
* airliner turns, descends and lands, and none of that is in the two numbers
* this had to work from. Past the clamp it holds station rather than flying
* off the board on data the rest of the file has already stopped believing.
*/
it("stops reckoning after a minute rather than flying forever", () => {
const minute = reckonForward(state, 60);
const hour = reckonForward(state, 3600);
assert.deepEqual(hour, minute, "an aircraft kept flying on a fix an hour old");
});
it("does not run backwards when a clock does", () => {
assert.deepEqual(reckonForward(state, -30), {
lat: state.lat,
lng: state.lng,
altitude: state.altitude,
});
});
});
// ---- The regression itself -------------------------------------------------
/**
* A frozen live body, polled at 1 Hz, which is what every deployment serves
* between cache refreshes. The layer skips a repeated position without
* recording it see `flights.test.ts` so this is precisely the state in
* which the old code had nothing left to interpolate and stood still.
*/
describe("a frozen snapshot of a moving aircraft", () => {
function hold(layer: FlightLayer, a: Aircraft, from: number, until: number) {
for (let t = from; t < until; t += 1) {
at(t);
layer.update([a]);
}
}
it("keeps flying between refreshes instead of standing still", () => {
const layer = createFlightLayer(flatWorld);
at(0);
layer.update([jet()]);
const mesh = meshOf(layer);
const start = mesh.position.clone();
hold(layer, jet(), 1, 10);
at(10);
layer.tick();
// Ten seconds at 250 m/s is 2,500 m, which on this board is 25 units.
const flown = apart(mesh.position, start);
assert.ok(
Math.abs(flown - 25) < 0.5,
`the aircraft covered ${flown.toFixed(2)} units in ten seconds, not 25`,
);
// North is -z on every board in this repo.
assert.ok(mesh.position.z < start.z, "a northbound aircraft flew south");
});
/**
* The other half of the claim, and the reason the fields are optional: a
* source that does not say how fast something is going gets the old
* behaviour, exactly. Guessing a speed for a ground vehicle or a
* position-only TIS-B target would be inventing motion, which is a worse lie
* than showing none and it is the behaviour `flights.test.ts` pins.
*/
it("still stands still when the source reported no speed", () => {
const layer = createFlightLayer(flatWorld);
const parked: Aircraft = { ...jet(), groundSpeed: undefined, verticalRate: undefined };
at(0);
layer.update([parked]);
const mesh = meshOf(layer);
const start = mesh.position.clone();
hold(layer, parked, 1, 10);
at(10);
layer.tick();
assert.equal(apart(mesh.position, start), 0, "an aircraft with no reported speed moved");
});
/** A ground vehicle reports `gs: 0.0`, and zero is a fact, not a measurement gap. */
it("holds a target whose reported speed is zero", () => {
const layer = createFlightLayer(flatWorld);
const still = jet({ groundSpeed: 0, altitude: 0 });
at(0);
layer.update([still]);
const mesh = meshOf(layer);
const start = mesh.position.clone();
at(20);
layer.tick();
assert.equal(apart(mesh.position, start), 0, "a parked aircraft taxied on its own");
});
it("climbs between refreshes as well as advancing", () => {
const layer = createFlightLayer(flatWorld);
const climbing = jet({ altitude: 1000, verticalRate: 10 });
at(0);
layer.update([climbing]);
const mesh = meshOf(layer);
const start = mesh.position.y;
at(10);
layer.tick();
// 10 m/s for 10 s is 100 m, which `flatWorld.metres` puts at one unit.
assert.ok(
Math.abs(mesh.position.y - start - 1) < 0.02,
`climbed ${(mesh.position.y - start).toFixed(3)} units, not 1`,
);
});
});
/**
* The trail buffer is preallocated for `MAX_TRACKS × TRAIL_POINTS` segments,
* and a reckoned track draws **one more segment than an interpolated one**
* its newest observation is history rather than a destination, so the spine
* runs through it and on to the head. That is one extra vertex pair per track,
* which a sky at the ceiling would run off the end of.
*
* `rebuildTrails` already clamps rather than overflowing a crowded sky draws
* shorter trails, each still joined to its dart but nothing asserted it for
* the longer spine, and running off a `Float32Array` is silent: the writes go
* nowhere and the draw range says everything is fine.
*/
it("keeps a crowded reckoned sky inside the preallocated trail buffer", () => {
const layer = createFlightLayer(flatWorld);
const line = layer.group.getObjectByName("flight-trails") as THREE.LineSegments;
const capacity = (line.geometry.attributes.position as THREE.BufferAttribute).count;
const flock = (step: number) =>
Array.from({ length: 220 }, (_, i) =>
jet({
id: `ac${i}`,
lat: 37.4 + (i % 20) * 0.01 + step,
lng: -122.6 + Math.floor(i / 20) * 0.01,
}),
);
for (let poll = 0; poll < 90; poll += 1) {
at(poll * 2);
layer.update(flock(poll * 0.002));
}
assert.ok(
line.geometry.drawRange.count <= capacity,
`${line.geometry.drawRange.count} vertices drawn from a buffer of ${capacity}`,
);
assert.ok(line.geometry.drawRange.count > 0, "a full sky drew no trails at all");
});
// ---- Landing on the truth --------------------------------------------------
describe("a fresh observation arriving", () => {
/**
* The correction must be a slide and not a jump, and this is the assertion
* that says which. The reckoner is always a little wrong the aircraft
* banked, the wind changed, the fix was already stale so an observation
* lands with the drawn aeroplane a few hundred metres from where the feed
* says it is. Snapping is a visible twitch on every aircraft on every
* refresh; over a live feed that is one flinch every five to fifteen seconds,
* forever.
*/
it("eases onto a position that disagrees with the reckoning", () => {
const layer = createFlightLayer(flatWorld);
at(0);
layer.update([jet()]);
const mesh = meshOf(layer);
// Ten seconds of flying, and then a fix 500 m east of the reckoned track —
// the aircraft was drifting, or the receiver was.
at(10);
const drifted = jet({
lat: 37.6 + 2500 / METRES_PER_DEGREE_LAT,
lng: -122.4 + 500 / (METRES_PER_DEGREE_LAT * Math.cos((37.6 * Math.PI) / 180)),
});
layer.update([drifted]);
const truthX = flatWorld.project(drifted.lat, drifted.lng)[0];
const missBefore = Math.abs(mesh.position.x - truthX);
assert.ok(missBefore > 1, `the aircraft snapped onto the fix (${missBefore.toFixed(2)} units)`);
// …and closes on it without another observation, which is what "slide"
// means. Three seconds is one time constant, so most of it is gone.
at(13);
layer.tick();
const missAfter = Math.abs(mesh.position.x - truthX);
assert.ok(missAfter < missBefore * 0.5, "the error was carried rather than corrected");
at(25);
layer.tick();
assert.ok(
Math.abs(mesh.position.x - truthX) < 0.05,
"the correction never finished; the track is permanently offset",
);
});
/**
* A fix is already stale when it arrives the receiver's last message, plus
* the server's cache TTL, plus the browser's hold. Adopting one as though it
* described this instant draws the whole sky that far behind, uniformly,
* which is the sort of error nobody notices because everything is wrong
* together.
*/
it("advances a stale fix to the present before adopting it", () => {
const fresh = createFlightLayer(flatWorld);
const stale = createFlightLayer(flatWorld);
at(0);
fresh.update([jet()]);
stale.update([jet({ ageSeconds: 8 })]);
at(0);
fresh.tick();
stale.tick();
const ahead = meshOf(fresh).position.z - meshOf(stale).position.z;
// Eight seconds at 250 m/s is 2,000 m: 20 units, northbound, so -z.
assert.ok(
Math.abs(ahead - 20) < 0.2,
`the stale fix was placed ${ahead.toFixed(2)} units ahead, not 20`,
);
});
/**
* The teleport guard has to survive all of this. A simulated route reaching
* the end of its leg reappears at the start, several hundred units away, and
* `flights.ts` documents at length what happens when that is mistaken for
* flying. It must not be eased onto either: a three-second slide across the
* board with a trail attached is worse than the jump it replaced.
*/
it("still jumps rather than sliding when a route wraps", () => {
const layer = createFlightLayer(flatWorld);
at(0);
layer.update([jet()]);
at(10);
layer.update([jet({ lat: 37.6 + 2500 / METRES_PER_DEGREE_LAT })]);
at(20);
// Half a degree of latitude in one refresh: 556 km, i.e. a wrap.
const wrapped = jet({ lat: 37.1 });
layer.update([wrapped]);
at(20);
layer.tick();
const mesh = meshOf(layer);
const [x, z] = flatWorld.project(wrapped.lat, wrapped.lng);
assert.ok(
apart(mesh.position, new THREE.Vector3(x, mesh.position.y, z)) < 0.01,
"a wrapped route was eased across the board instead of restarting",
);
});
});
// ---- The simulator behaves the same way ------------------------------------
describe("the bundled simulator", () => {
/**
* A keyless clone and a live deployment must move through the same code, or
* only one of them is ever looked at which is the arrangement that let the
* live sky sit still for as long as it did. `sampleRoute` therefore reports a
* velocity, derived from the leg rather than invented.
*/
it("reports a ground speed consistent with its own leg", () => {
const route = {
callsign: "NIMBUS 4",
from: [37.95, -122.36] as [number, number],
to: [37.66, -122.4] as [number, number],
fromAlt: 2400,
toAlt: 500,
duration: 190,
};
const a = sampleRoute(route, 0.25);
assert.ok(a.groundSpeed !== undefined, "a simulated aircraft has no speed");
const dLat = (route.to[0] - route.from[0]) * METRES_PER_DEGREE_LAT;
const dLng =
(route.to[1] - route.from[1]) * METRES_PER_DEGREE_LAT * Math.cos((a.lat * Math.PI) / 180);
const expected = Math.hypot(dLat, dLng) / route.duration;
assert.ok(
Math.abs((a.groundSpeed ?? 0) - expected) / expected < 0.01,
`${a.groundSpeed} m/s does not match the leg's ${expected} m/s`,
);
// Descending, so the rate is negative, and it eases off toward the end.
assert.ok((a.verticalRate ?? 0) < 0, "an arrival was reported as climbing");
assert.ok(
Math.abs(a.verticalRate ?? 0) > Math.abs(sampleRoute(route, 0.9).verticalRate ?? 0),
"the eased descent does not shallow out",
);
});
});
// ---- The card --------------------------------------------------------------
describe("the detail card", () => {
/**
* The registration and the type were the stated reason to want a commercial
* feed. Both community feeds have carried them on every row all along, under
* the same ODbL as the position, and the server was dropping them on the
* floor so an anonymous visitor clicking a dart now reads what the aircraft
* is rather than a hex address.
*/
it("carries the registration and the ICAO type", () => {
const card = aircraftDetail(jet(), {
icao24: "a923cd",
registration: " N68834 ",
type: "B739",
observed: true,
});
assert.equal(card.registration, "N68834");
assert.equal(card.type, "B739");
assert.equal(card.icao24, "a923cd");
// Knots, because that is the unit a speed over the ground is read in.
assert.equal(card.groundSpeedKt, Math.round(250 / 0.514_444));
});
it("says nothing rather than something empty", () => {
const card = aircraftDetail(jet({ groundSpeed: undefined, verticalRate: undefined }), {
registration: " ",
});
assert.equal(card.registration, null);
assert.equal(card.type, null);
assert.equal(card.groundSpeedKt, null, "a card claimed a speed nobody reported");
assert.equal(card.verticalRateFpm, null);
});
});
// ---- The server's half of the wire -----------------------------------------
/**
* The unit conversions, through a real entry point.
*
* `readDump1090` parses exactly the envelope both hosted feeds serve, so a
* file on disk exercises the same `normalise` the network path does. The
* conversions are the part worth pinning: knots and feet per minute are what
* the feed publishes and metres per second is what the wire carries, and a
* factor that is wrong by 1.9 produces a sky that renders perfectly and is
* wrong everywhere.
*
* The row is a real one, copied from `api.adsb.lol/v2/point` while this was
* being written.
*/
describe("the ADS-B adapter", () => {
const dir = mkdtempSync(join(tmpdir(), "tera-adsb-"));
async function parse(rows: unknown[]) {
const path = join(dir, `${Math.random().toString(36).slice(2)}.json`);
writeFileSync(path, JSON.stringify({ now: 1_787_388_360, ac: rows }));
const snapshot = await readDump1090(path);
assert.ok(snapshot, "the adapter refused a well-formed envelope");
return snapshot;
}
it("converts knots and feet per minute to SI, and keeps the identifiers", async () => {
const snapshot = await parse([
{
hex: "a923cd",
flight: "UAL505 ",
r: "N68834",
t: "B739",
gs: 249.2,
track: 357.7,
baro_rate: 1344,
alt_baro: 4950,
lat: 37.62,
lon: -122.38,
seen_pos: 0.183,
},
]);
const [a] = snapshot.aircraft;
assert.ok(a);
assert.ok(Math.abs((a.groundSpeed ?? 0) - 249.2 * 0.514_444) < 1e-6, "ground speed in knots");
assert.ok(Math.abs((a.verticalRate ?? 0) - 1344 * 0.00508) < 1e-6, "climb in feet per minute");
assert.equal(a.registration, "N68834");
assert.equal(a.type, "B739");
assert.equal(a.ageSeconds, 0.183);
assert.equal(a.callsign, "UAL505");
});
/**
* The gate that matters most. A ground vehicle reports `gs: 0.0` with a null
* track, and `heading` falls back to `0` for a row with no track harmless
* for something that is not moving, and a claim that a baggage tug is
* taxiing due north the moment anything advances it. No track, no speed.
*/
it("carries no speed for a row with no track, whatever the speed said", async () => {
const snapshot = await parse([
{ hex: "a0b820", gs: 0, alt_baro: "ground", lat: 37.61, lon: -122.39 },
{ hex: "abcdef", gs: 180, alt_baro: 3000, lat: 37.61, lon: -122.39 },
{ hex: "beef00", gs: 0, track: 90, alt_baro: 3000, lat: 37.61, lon: -122.39 },
]);
for (const a of snapshot.aircraft) {
assert.equal(a.groundSpeed, undefined, `${a.id} was given a speed it did not report`);
}
});
it("falls back to the geometric climb rate when there is no barometric one", async () => {
const snapshot = await parse([
{ hex: "a1f5ff", geom_rate: -640, track: 180, gs: 300, alt_baro: 8000, lat: 37.6, lon: -122.4 },
]);
const [a] = snapshot.aircraft;
assert.ok(a);
assert.ok((a.verticalRate ?? 0) < 0, "a descent was reported as a climb");
assert.ok(Math.abs((a.verticalRate ?? 0) - -640 * 0.00508) < 1e-6);
});
});
@@ -0,0 +1,267 @@
/**
* Two seams that were each finished by a different workstream and could only be
* closed here, and both of which fail *silently* the build is green, the
* types check, every unit test passes, and the visitor sees less than they
* should.
*
* **The airports.** `engine/airports.ts` is a complete, tested kit, and
* `cities/sf.ts` and `cities/socal.ts` author nine real fields between them. In
* between sits one call. Until it existed the two detailed boards had *no*
* airports at all worse than before the kit landed, because the packs had
* already dropped the runways-as-roads they used to fake them with. There is no
* half-wired state that looks right, which is exactly why it is worth a test:
* the failure is a missing thing, and a missing thing is what a screenshot is
* worst at.
*
* **The card.** `flights.ts` resolves a registration and an ICAO type for every
* live track, and `AircraftDetailInput` had nowhere to put them, so the two
* facts that turn a dart into an aeroplane were parsed and thrown away one line
* before a visitor could read them.
*/
import assert from "node:assert/strict";
import { readFileSync } from "node:fs";
import path from "node:path";
import { fileURLToPath } from "node:url";
import test from "node:test";
import SAN_FRANCISCO from "../../cities/sf.ts";
import SOCAL from "../../cities/socal.ts";
import { formatAircraftDetail, type AircraftDetailInput } from "../../ui/hud.ts";
import { runwayThresholds } from "../../engine/airports.ts";
import type { Airport, City, LatLng } from "../../engine/types.ts";
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "../../..");
const read = (rel: string) => readFileSync(path.join(ROOT, rel), "utf8");
const BOARDS: readonly (readonly [string, City])[] = [
["sf", SAN_FRANCISCO],
["socal", SOCAL],
];
// ---- The airport wiring ---------------------------------------------------
test("both detailed boards ship the airports their packs author", () => {
for (const [id, city] of BOARDS) {
const airports = city.airports ?? [];
assert.ok(
airports.length > 0,
`${id} declares no airports. The kit is built and the fields are authored; ` +
`this is the one line in the pack literal that publishes them.`,
);
for (const airport of airports) {
assert.ok(airport.runways.length > 0, `${id}/${airport.id} has no runways`);
}
}
});
test("the scene builds them, from the field the packs fill in", () => {
const scene = read("src/engine/scene.ts");
assert.ok(
scene.includes('import { createAirports } from "./airports.ts";'),
"scene.ts no longer imports the airport kit",
);
assert.ok(
/scene\.add\(createAirports\(world, city\.airports \?\? \[\]\)\);/.test(scene),
"scene.ts must add the airports for the city it was handed. `?? []` and not a " +
"guard, because a board with no airfields is the normal case and must cost " +
"nothing to express.",
);
});
test("the airport contract stays plain data, and off the package surface", () => {
const types = read("src/engine/types.ts");
assert.ok(
!/from "\.\/airports\.ts"/.test(types),
"types.ts must not reach for airports.ts even for a type. `src/index.ts` " +
"reaches City, and barrel.test.ts reads the import graph as source — it " +
"cannot tell an erased edge from a real one, and airports.ts imports three.js.",
);
// Structured-cloneable, because a City is posted to the terrain worker.
for (const [id, city] of BOARDS) {
assert.doesNotThrow(
() => structuredClone(city.airports ?? []),
`${id}'s airports are not sendable to the terrain worker`,
);
}
});
/**
* The hazard the bridges workstream named: a runway drawn as a `Road` drapes
* about thirteen metres above the terrain at board scale, while the kit lays a
* runway flush on it. A board carrying both floats a dark stripe over every
* runway, and nothing in the type system objects.
*/
test("no pack still draws a runway as a road", () => {
const metresBetween = (a: LatLng, b: LatLng) => {
const dLat = (a[0] - b[0]) * 111_320;
const dLng = (a[1] - b[1]) * 111_320 * Math.cos((a[0] * Math.PI) / 180);
return Math.hypot(dLat, dLng);
};
for (const [id, city] of BOARDS) {
for (const airport of city.airports ?? []) {
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
for (const road of city.roads) {
if (road.path.length !== 2) continue;
const [a, b] = road.path as [LatLng, LatLng];
const same =
(metresBetween(a, low) < 400 && metresBetween(b, high) < 400) ||
(metresBetween(a, high) < 400 && metresBetween(b, low) < 400);
assert.ok(
!same,
`${id} draws ${airport.id}/${runway.id} as a Road as well as a runway — ` +
`the ribbon will float over the pavement`,
);
}
}
}
}
});
/**
* `FIELD_LIFT` in airports.ts has to clear `LOD_HEIGHT_TOLERANCE` in terrain.ts,
* because the terrain LOD collapses a flat patch to a quad that may sit that far
* *above* the lattice it replaced. It cannot be a second hand-typed number: the
* first time these two drifted apart, Van Nuys grew a wedge of bare ground
* through the middle of the field and nothing failed.
*/
test("the field lift is derived from the terrain tolerance, not typed beside it", () => {
assert.ok(
/export const LOD_HEIGHT_TOLERANCE/.test(read("src/engine/terrain.ts")),
"terrain.ts must export the tolerance the airport plate is measured against",
);
assert.ok(
/const FIELD_LIFT = LOD_HEIGHT_TOLERANCE \+ /.test(read("src/engine/airports.ts")),
"airports.ts must derive FIELD_LIFT from LOD_HEIGHT_TOLERANCE",
);
});
// ---- The aircraft card ----------------------------------------------------
const LIVE: AircraftDetailInput = {
id: "a4d8f2",
callsign: "UAL1234",
lat: 37.6213,
lng: -122.379,
altitude: 1_524,
heading: 298.6,
type: "B739",
registration: "N68834",
groundSpeedKt: 212,
verticalRateFpm: -1_408,
synthetic: false,
attribution: "ADS-B data © adsb.lol contributors, ODbL",
};
const rowsOf = (input: AircraftDetailInput) =>
Object.fromEntries(formatAircraftDetail(input).rows.map((r) => [r.label, r.value]));
test("an anonymous visitor reads what the aeroplane IS, first", () => {
const view = formatAircraftDetail(LIVE);
assert.equal(view.rows[0]?.label, "Aircraft");
assert.equal(view.rows[0]?.value, "B739 · N68834");
// And the identity a receiver actually heard is still on the card.
assert.equal(view.title, "UAL1234");
assert.equal(view.subtitle, "Mode S A4D8F2");
});
test("the card carries the whole of what the feed said", () => {
const rows = rowsOf(LIVE);
assert.equal(rows["Altitude"], "5,000 ft · 1,524 m");
assert.equal(rows["Heading"], "299° WNW");
assert.equal(rows["Ground speed"], "212 kt");
assert.equal(rows["Climb"], "1,408 ft/min");
assert.equal(rows["Position"], "37.621° N · 122.379° W");
});
test("a rate inside the noise band is level flight, not a manoeuvre", () => {
assert.equal(rowsOf({ ...LIVE, verticalRateFpm: 64 })["Climb"], "Level");
assert.equal(rowsOf({ ...LIVE, verticalRateFpm: 0 })["Climb"], "Level");
assert.equal(rowsOf({ ...LIVE, verticalRateFpm: 2_240 })["Climb"], "+2,240 ft/min");
});
test("a zero is a fact and an absence is not", () => {
// Parked, and saying so.
assert.equal(rowsOf({ ...LIVE, groundSpeedKt: 0 })["Ground speed"], "0 kt");
// The simulator, and every server one version behind: the rows vanish rather
// than printing "unknown", which is what makes this safe to ship un-gated.
const simulated = rowsOf({
...LIVE,
type: null,
registration: null,
groundSpeedKt: null,
verticalRateFpm: null,
synthetic: true,
});
assert.equal(simulated["Aircraft"], undefined);
assert.equal(simulated["Ground speed"], undefined);
assert.equal(simulated["Climb"], undefined);
assert.equal(simulated["Altitude"], "5,000 ft · 1,524 m");
});
test("one half of an airframe is still worth printing", () => {
assert.equal(rowsOf({ ...LIVE, registration: null })["Aircraft"], "B739");
assert.equal(rowsOf({ ...LIVE, type: null })["Aircraft"], "N68834");
assert.equal(rowsOf({ ...LIVE, type: " ", registration: "" })["Aircraft"], undefined);
});
test("main.ts hands the card all four, ungated", () => {
const main = read("src/main.ts");
const from = main.indexOf("function showAircraftDetail");
assert.ok(from > 0, "showAircraftDetail has been renamed");
const body = main.slice(from, main.indexOf("\n}", from));
for (const field of ["registration", "type", "groundSpeedKt", "verticalRateFpm"]) {
assert.ok(
new RegExp(`${field}: resolved\\.${field},`).test(body),
`showAircraftDetail drops ${field} on the floor`,
);
}
assert.ok(
!/\baccess\./.test(body),
"owner decision 2: the flight card is not gated on an account",
);
});
// A type-level check, in the only place that can make one: every field the card
// reads must exist on the record `flights.ts` resolves.
test("the card's inputs are the detail record's outputs", async () => {
const { aircraftDetail } = await import("../../engine/flights.ts");
const detail = aircraftDetail(
{ id: "a4d8f2", lat: 37.62, lng: -122.38, altitude: 1_524, heading: 298.6 },
{ observed: true, icao24: "a4d8f2", type: "B739", registration: "N68834" },
);
const card: AircraftDetailInput = {
id: detail.icao24 ?? detail.id,
callsign: detail.callsign,
lat: detail.lat,
lng: detail.lng,
altitude: detail.altitudeM,
heading: detail.headingDeg,
type: detail.type,
registration: detail.registration,
groundSpeedKt: detail.groundSpeedKt,
verticalRateFpm: detail.verticalRateFpm,
synthetic: !detail.observed,
attribution: detail.attribution.join(" · "),
};
assert.equal(formatAircraftDetail(card).rows[0]?.value, "B739 · N68834");
});
// ---- One thing the packs must agree about ---------------------------------
test("every authored field sits inside the board that draws it", () => {
const inside = (city: City, [lat, lng]: LatLng) =>
lat >= city.bounds.minLat &&
lat <= city.bounds.maxLat &&
lng >= city.bounds.minLng &&
lng <= city.bounds.maxLng;
for (const [id, city] of BOARDS) {
for (const airport of (city.airports ?? []) as Airport[]) {
assert.ok(inside(city, [airport.lat, airport.lng]), `${id}/${airport.id} is off the board`);
for (const point of airport.field ?? []) {
assert.ok(inside(city, point), `${id}/${airport.id}'s fence leaves the board`);
}
}
}
});
+481
View File
@@ -0,0 +1,481 @@
/**
* SFO, and the airport kit under it.
*
* Every defect this file guards against typechecked, threw nothing, and cost
* nothing in the performance budget. Each one was found by rendering the board
* and looking at it, and each assertion below is the cheapest arithmetic
* statement of what the picture showed:
*
* 1. **A field that was not there.** `terrain.ts` builds its relief mesh at
* `world.metres(e) + 0.012` a bias of its own so an airport plate laid
* a hundredth of a unit above `groundAt` is laid *under the ground*. SFO
* rendered as four runways floating on bare terrain with a magenta sliver
* of fill visible only where it overhung the bay. Nothing warned.
* 2. **Taxiways wound face-down.** A strip whose two rails are emitted
* right-before-left has reversed winding, `computeVertexNormals` points
* every normal at the ground, and a one-sided material draws nothing. Six
* taxiways were simply absent.
* 3. **Every building mirrored.** `rotateY` takes the angle whose sine and
* cosine are the *scene-space* along-vector, so the bearing is
* `atan2(x, z)` and not `atan2(x, z)`. With the negation SFO's terminal
* horseshoe was built on 153.5° instead of 26.5° not rotated, reflected
* and the aircraft on stand, which never went through that function, parked
* in a tidy row beside nothing.
* 4. **Two control towers.** The pack already carried a labelled `SFO Control
* Tower` landmark, which is what puts SFO on the minimap, and the airport
* declared one as well. They stood four hundred metres apart.
*
* The geography assertions are a different kind. A runway on the wrong bearing
* is not a bug in any code it is a number somebody typed and the only thing
* that catches it is stating the published figure next to the authored one.
*/
import assert from "node:assert/strict";
import { describe, it } from "node:test";
import * as THREE from "three";
import SF_CITY, { AIRPORTS, SFO, SJC, PENINSULA } from "../../cities/sf.ts";
import {
createAirports,
parallelTaxiway,
runwayThresholds,
type Airport,
type Runway,
} from "../../engine/airports.ts";
import type { LatLng } from "../../engine/types.ts";
import { World } from "../../engine/world.ts";
const METRES_PER_DEGREE_LAT = 111_320;
const DEG = Math.PI / 180;
/** Metres between two coordinates, flat-earth, which is right at this scale. */
function metresBetween(a: LatLng, b: LatLng): number {
const north = (a[0] - b[0]) * METRES_PER_DEGREE_LAT;
const east = (a[1] - b[1]) * METRES_PER_DEGREE_LAT * Math.cos(a[0] * DEG);
return Math.hypot(north, east);
}
/** True bearing from `a` to `b`, degrees clockwise from north. */
function bearing(a: LatLng, b: LatLng): number {
const north = (b[0] - a[0]) * METRES_PER_DEGREE_LAT;
const east = (b[1] - a[1]) * METRES_PER_DEGREE_LAT * Math.cos(a[0] * DEG);
return ((Math.atan2(east, north) / DEG) + 360) % 360;
}
/** Perpendicular distance in metres from a runway's centreline to a point. */
function offsetFromCentreline(runway: Runway, point: LatLng): number {
const north = (point[0] - runway.lat) * METRES_PER_DEGREE_LAT;
const east = (point[1] - runway.lng) * METRES_PER_DEGREE_LAT * Math.cos(runway.lat * DEG);
// The runway's right-hand normal: its heading turned a quarter clockwise.
const rightEast = Math.cos(runway.heading * DEG);
const rightNorth = -Math.sin(runway.heading * DEG);
return east * rightEast + north * rightNorth;
}
function runwayById(airport: Airport, id: string): Runway {
const runway = airport.runways.find((candidate) => candidate.id === id);
assert.ok(runway, `${airport.id} has no runway ${id}`);
return runway;
}
/**
* San Francisco's real projection with flat ground, which is what SFO stands
* on: the field is bay fill and `elevationAt` returns exactly zero across all
* of it. A tidy 1:1 world would hide every scale mistake in the kit.
*/
function bayWorld(): World {
const world = new World(SF_CITY);
return Object.assign(Object.create(Object.getPrototypeOf(world) as object), world, {
groundAt: () => 0,
elevationSampled: () => 0,
}) as World;
}
describe("SFO — the numbers a picture cannot check", () => {
it("lays both crossing pairs on their true bearings, not their painted ones", () => {
// A designator is magnetic and rounded to ten degrees; San Francisco's
// declination is ~13.5° east. Building from "28" or "01" puts the whole
// airport thirteen degrees out.
assert.equal(runwayById(SFO, "10L/28R").heading, 118.6);
assert.equal(runwayById(SFO, "10R/28L").heading, 118.6);
assert.equal(runwayById(SFO, "1L/19R").heading, 26.5);
assert.equal(runwayById(SFO, "1R/19L").heading, 26.5);
});
it("crosses the two pairs at very close to a right angle", () => {
const crossing = Math.abs(
runwayById(SFO, "10L/28R").heading - runwayById(SFO, "1L/19R").heading,
);
// 92.1°. An airfield whose runways cross at seventy degrees is a different
// airport, and reads as a generic one.
assert.ok(
Math.abs(crossing - 90) <= 4,
`SFO's pairs cross at ${crossing.toFixed(1)}°, which is not SFO`,
);
});
it("holds each runway to its published length", () => {
// Threshold to threshold, metres, from the published feet.
for (const [id, feet] of [
["10L/28R", 11_870],
["10R/28L", 11_381],
["1L/19R", 7_650],
["1R/19L", 8_650],
] as const) {
const runway = runwayById(SFO, id);
const metres = feet * 0.3048;
assert.ok(
Math.abs(runway.length - metres) < 12,
`${id} is ${runway.length} m against ${metres.toFixed(0)} m`,
);
// And the derived thresholds agree with the declared length, which is what
// makes `runwayThresholds` safe for anything downstream to build on.
const { low, high } = runwayThresholds(runway);
assert.ok(Math.abs(metresBetween(low, high) - runway.length) < 2);
assert.ok(Math.abs(bearing(low, high) - runway.heading) < 0.1);
}
});
it("keeps the two famous parallel separations", () => {
// 750 ft between the 28s: the closest parallel pair in the United States
// used for simultaneous approaches, and the reason every SFO arrival in low
// cloud is a single-file arrival. 700 ft between the 01s.
const tenRight = offsetFromCentreline(runwayById(SFO, "10L/28R"), [
runwayById(SFO, "10R/28L").lat,
runwayById(SFO, "10R/28L").lng,
]);
assert.ok(
Math.abs(tenRight - 750 * 0.3048) < 8,
`10L/28R to 10R/28L is ${tenRight.toFixed(0)} m, not 229 m`,
);
const oneRight = offsetFromCentreline(runwayById(SFO, "1L/19R"), [
runwayById(SFO, "1R/19L").lat,
runwayById(SFO, "1R/19L").lng,
]);
assert.ok(
Math.abs(oneRight - 700 * 0.3048) < 8,
`1L/19R to 1R/19L is ${oneRight.toFixed(0)} m, not 213 m`,
);
// Sign matters as much as magnitude: 10R is south-south-west of 10L and 1R
// is east-south-east of 1L. A mirrored pair is a plausible airport in the
// wrong place.
assert.ok(tenRight > 0 && oneRight > 0, "both right-hand runways are on the right");
});
it("builds the 28 thresholds out onto the mud, and not past it", () => {
const world = new World(SF_CITY);
for (const id of ["10L/28R", "10R/28L"] as const) {
const { high } = runwayThresholds(runwayById(SFO, id));
assert.equal(world.isLand(high[0], high[1]), true, `${id}'s east threshold is in the bay`);
// Within 250 m of the traced bay edge. `PENINSULA` was drawn with "SFO's
// bay edge — the runways are built out onto the mud" on the vertex, and
// this is the assertion that the runways now honour it rather than
// stopping half a mile short.
let nearest = Infinity;
for (const vertex of PENINSULA) nearest = Math.min(nearest, metresBetween(high, vertex));
assert.ok(nearest < 900, `${id}'s east threshold is ${nearest.toFixed(0)} m from any shore vertex`);
}
});
});
describe("every airport on the Bay Area board sits somewhere legal", () => {
const world = new World(SF_CITY);
/** Every authored coordinate an airport puts on the ground. */
function coordinates(airport: Airport): LatLng[] {
const out: LatLng[] = [[airport.lat, airport.lng]];
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
out.push(low, high, [runway.lat, runway.lng]);
}
for (const point of airport.field ?? []) out.push(point);
for (const apron of airport.aprons ?? []) out.push(...apron.polygon);
for (const taxiway of airport.taxiways ?? []) out.push(...taxiway.path);
for (const terminal of airport.terminals ?? []) out.push([terminal.lat, terminal.lng]);
return out;
}
for (const airport of AIRPORTS) {
it(`${airport.id} is entirely on land`, () => {
for (const [lat, lng] of coordinates(airport)) {
assert.equal(world.isLand(lat, lng), true, `${airport.id}: ${lat},${lng} is water`);
}
});
it(`${airport.id} has no district or park scattered over it`, () => {
// `blocks.ts` skips no lot for an airport — it has never heard of one — so
// the only thing keeping houses off a runway is the district polygon
// stopping short of it. `millbrae-burlingame` says so in a comment; this
// is the assertion that makes the comment true, and it covers the whole
// graded plate rather than only its corners.
const field = airport.field;
assert.ok(field, `${airport.id} declares no field outline`);
for (let lat = 37.34; lat < 37.65; lat += 0.0006) {
for (let lng = -122.4; lng < -121.9; lng += 0.0006) {
if (!world.pointInPolygon(lat, lng, field)) continue;
for (const district of SF_CITY.districts) {
assert.equal(
world.pointInPolygon(lat, lng, district.polygon),
false,
`${airport.id}: district ${district.id} reaches ${lat.toFixed(4)},${lng.toFixed(4)}`,
);
}
assert.equal(world.inPark(lat, lng), false, `${airport.id}: park over ${lat},${lng}`);
}
}
});
}
it("draws exactly one control tower at SFO", () => {
// The pack's landmark is the tower, because `label: true` is what puts SFO
// on the minimap and `minimap.ts` reads `city.landmarks`, not the airport.
const towers = SF_CITY.landmarks.filter((landmark) => /SFO/.test(landmark.name));
assert.equal(towers.length, 1);
assert.equal(SFO.tower, undefined, "SFO declares a second tower on top of its landmark");
// And it stands with the terminals rather than out on the field.
const tower = towers[0]!;
let nearest = Infinity;
for (const terminal of SFO.terminals ?? []) {
nearest = Math.min(nearest, metresBetween([tower.lat, tower.lng], [terminal.lat, terminal.lng]));
}
assert.ok(nearest < 400, `the tower is ${nearest.toFixed(0)} m from the nearest terminal`);
});
});
describe("the pack stays data, and stays derivable", () => {
it("keeps SFO's parallel taxiways aligned with the runways they parallel", () => {
// The coordinates are typed rather than computed, because a city pack must
// not import three.js. This is what stops them drifting: each one still has
// to be what `parallelTaxiway` would produce for the runway it belongs to.
const spec: Array<[string, string, 1 | -1, number, number]> = [
["A", "10L/28R", -1, 165, 120],
["B", "10R/28L", 1, 165, 120],
["F", "1L/19R", -1, 110, 100],
["Z", "1R/19L", 1, 165, 100],
];
for (const [id, runwayId, side, offset, trim] of spec) {
const authored = (SFO.taxiways ?? []).find((taxiway) => taxiway.id === id);
assert.ok(authored, `SFO has no taxiway ${id}`);
const derived = parallelTaxiway(runwayById(SFO, runwayId), side, offset, trim).path;
assert.equal(authored.path.length, derived.length);
authored.path.forEach((point, index) => {
const want = derived[index]!;
// Five decimal places of latitude is about a metre, which is the
// rounding in the pack and nothing else.
assert.ok(
metresBetween(point, want) < 2,
`taxiway ${id} point ${index} is ${metresBetween(point, want).toFixed(1)} m off`,
);
});
}
});
it("survives the JSON round trip a served pack would take", () => {
// CONTRACT.md §2: a pack hand-written as a module and one arriving over HTTP
// have to be literally the same thing. An `undefined`-valued key is the way
// that quietly stops being true, and `City` is posted to the terrain worker
// as a structured clone besides.
for (const airport of AIRPORTS) {
assert.deepEqual(JSON.parse(JSON.stringify(airport)), airport);
assert.doesNotThrow(() => structuredClone(airport));
}
});
});
describe("the airport kit's geometry", () => {
const world = bayWorld();
const group = createAirports(world, AIRPORTS);
/** Every mesh in the group, with its triangle count. */
function meshes(): Array<{ name: string; triangles: number; mesh: THREE.Mesh }> {
const out: Array<{ name: string; triangles: number; mesh: THREE.Mesh }> = [];
group.traverse((object) => {
const mesh = object as THREE.Mesh & { isMesh?: boolean; isInstancedMesh?: boolean; count?: number };
if (!mesh.isMesh) return;
const geometry = mesh.geometry;
const indices = geometry.index?.count ?? geometry.getAttribute("position").count;
const instances = mesh.isInstancedMesh ? (mesh.count ?? 1) : 1;
out.push({ name: mesh.name, triangles: (indices / 3) * instances, mesh });
});
return out;
}
it("costs a handful of draw calls no matter how many airports a board has", () => {
// Buckets are shared **across** airports rather than per airport, so the
// count is a function of how many kinds of surface an airport has and not of
// how many airports there are. Two fields here; SoCal will have six.
assert.ok(meshes().length <= 12, `${meshes().length} draw calls for two airports`);
});
it("stays far inside its triangle allowance", () => {
const total = meshes().reduce((sum, entry) => sum + entry.triangles, 0);
// The allowance for this round was 35,000 on the Bay Area cell. Runways are
// quads and the only thing here that costs anything is the aircraft on
// stand, which are worth it.
assert.ok(total < 6_000, `the Bay Area's airports are ${total} triangles`);
const runways = meshes().find((entry) => entry.name === "airports:runway");
assert.ok(runways);
assert.equal(runways.triangles, AIRPORTS.reduce((n, a) => n + a.runways.length, 0) * 2);
});
it("faces every paved surface at the sky", () => {
// The taxiways were built right-rail-first and every triangle's normal
// pointed at the ground, so a one-sided material drew nothing at all: no
// warning, no black stripe, just no taxiways. This is that regression.
for (const { name, mesh } of meshes()) {
if (!/field|apron|taxiway|runway|markings/.test(name)) continue;
const normals = mesh.geometry.getAttribute("normal");
assert.ok(normals, `${name} has no normals and cannot merge`);
for (let i = 0; i < normals.count; i += 1) {
assert.ok(normals.getY(i) > 0.9, `${name} vertex ${i} faces ${normals.getY(i).toFixed(2)}`);
}
}
});
it("lays the field above the bias terrain.ts gives its own mesh", () => {
// `terrain.ts` pushes its relief to `world.metres(e) + 0.012`. An airport at
// `groundAt` plus a hundredth is an airport under the ground.
const field = meshes().find((entry) => entry.name === "airports:field");
assert.ok(field);
field.mesh.geometry.computeBoundingBox();
const y = field.mesh.geometry.boundingBox!.min.y;
assert.ok(y > 0.012, `the field plate sits at ${y}, under terrain's own 0.012 bias`);
// And the paint is above the concrete, which is above the field.
const order = ["airports:field", "airports:apron", "airports:taxiway", "airports:runway", "airports:markings"];
let previous = -Infinity;
for (const name of order) {
const entry = meshes().find((candidate) => candidate.name === name);
assert.ok(entry, `${name} was not built`);
entry.mesh.geometry.computeBoundingBox();
const min = entry.mesh.geometry.boundingBox!.min.y;
assert.ok(min > previous, `${name} is not above the layer below it`);
previous = min;
}
});
it("turns a terminal to its heading rather than mirroring it", () => {
// `rotateY` wants `atan2(x, z)` of the scene-space along-vector. With the
// sign of z flipped a building is not rotated but *reflected*, and SFO's
// horseshoe came out on 153.5° instead of 26.5°. The test builds one
// terminal on a known bearing and measures the box that comes back.
const single: Airport = {
id: "TEST",
name: "one shed",
lat: 37.6189,
lng: -122.375,
elevation: 0,
runways: [],
terminals: [
// Long and thin on purpose: the two furthest vertices of a box are its
// diagonal corners, so a stubby shed measures a couple of degrees off
// its own axis for reasons that have nothing to do with the bug.
{ id: "shed", lat: 37.6189, lng: -122.375, length: 2400, width: 18, height: 4, heading: 26.5 },
],
};
const built = createAirports(world, [single]);
const shed = [...built.children].find((child) => child.name === "airports:terminal") as THREE.Mesh;
assert.ok(shed, "no terminal was built");
const positions = shed.geometry.getAttribute("position");
// The two vertices furthest apart lie on the long axis, so the bearing
// between them is the building's.
let best = -1;
let a = new THREE.Vector3();
let b = new THREE.Vector3();
const p = new THREE.Vector3();
const q = new THREE.Vector3();
for (let i = 0; i < positions.count; i += 1) {
p.fromBufferAttribute(positions, i);
for (let j = i + 1; j < positions.count; j += 1) {
q.fromBufferAttribute(positions, j);
const d = p.distanceTo(q);
if (d > best) {
best = d;
a = p.clone();
b = q.clone();
}
}
}
// Scene space runs x east and z south, so north is z.
const along = b.clone().sub(a);
const measured = ((Math.atan2(along.x, -along.z) / DEG) + 360) % 360;
// The long axis is a line, not a ray, so either end is correct.
const error = Math.min(Math.abs(measured - 26.5), Math.abs(measured - 206.5));
// The mirror this catches is 127° wrong, so a degree of slack for the
// diagonal costs the test nothing.
assert.ok(error < 1.5, `the shed was built on ${measured.toFixed(1)}° rather than 26.5°`);
});
it("parks aircraft against the terminals that declared gates", () => {
const stands = meshes().find((entry) => entry.name === "airports:stands");
assert.ok(stands, "nothing is parked at either airport");
const expected = AIRPORTS.flatMap((airport) => airport.terminals ?? []).reduce(
(sum, terminal) => sum + (terminal.gates?.count ?? 0),
0,
);
const instanced = stands.mesh as THREE.InstancedMesh;
assert.equal(instanced.count, expected);
// Each one within a wingspan or two of the building it belongs to, which is
// the check that caught the mirrored terminals: the stands were exactly
// where they should be and the buildings were not.
const position = new THREE.Vector3();
const matrix = new THREE.Matrix4();
for (let i = 0; i < instanced.count; i += 1) {
instanced.getMatrixAt(i, matrix);
position.setFromMatrixPosition(matrix);
let nearest = Infinity;
for (const airport of AIRPORTS) {
for (const terminal of airport.terminals ?? []) {
if (!terminal.gates) continue;
const [x, z] = world.project(terminal.lat, terminal.lng);
nearest = Math.min(nearest, Math.hypot(position.x - x, position.z - z));
}
}
// Half the longest terminal plus the stand depth, in scene units.
assert.ok(nearest < 4.2, `stand ${i} is ${nearest.toFixed(2)} units from any terminal`);
}
});
it("draws nothing at all for a board with no airports", () => {
const empty = createAirports(world, []);
assert.equal(empty.children.length, 0);
assert.equal(empty.name, "airports");
});
it("is unbothered by a Node run with no canvas", () => {
// `markingsAtlas` needs a 2D context and there is none here. The paint has
// to fall back to a flat colour rather than throwing, because these tests
// and the office's server-side pack checks both run without a DOM.
const markings = meshes().find((entry) => entry.name === "airports:markings");
assert.ok(markings);
const material = markings.mesh.material as THREE.MeshBasicMaterial;
assert.equal(material.map, null);
assert.equal(material.toneMapped, false);
});
});
describe("SJC", () => {
it("puts both parallels on one bearing 700 ft apart", () => {
assert.equal(SJC.runways.length, 2);
for (const runway of SJC.runways) assert.equal(runway.heading, 131.5);
const separation = offsetFromCentreline(SJC.runways[0]!, [
SJC.runways[1]!.lat,
SJC.runways[1]!.lng,
]);
assert.ok(Math.abs(separation - 700 * 0.3048) < 8, `SJC's parallels are ${separation.toFixed(0)} m apart`);
});
it("keeps its plate off the freeway this pack draws beside it", () => {
// `BAYSHORE_101` passes about 240 m north-east of runway 12L here, so the
// graded plate runs further to the south-west than to the north-east. A
// symmetric one had US-101 drawn across the middle of the airport.
const world = new World(SF_CITY);
for (const [lat, lng] of SF_CITY.roads.flatMap((road) => road.path)) {
if (lat < 37.34 || lat > 37.38) continue;
assert.equal(
world.pointInPolygon(lat, lng, SJC.field!),
false,
`a road vertex at ${lat},${lng} is inside SJC's plate`,
);
}
});
});
+427
View File
@@ -0,0 +1,427 @@
/**
* The Southland fields, and the terrain they stand on.
*
* Every defect this file guards typechecked, threw nothing and cost nothing in
* the performance budget. Each was found by rendering the board and looking at
* it, and each assertion is the cheapest arithmetic statement of what the
* picture showed:
*
* 1. **Burbank on a hillside.** `airports.ts` grades a field to the highest
* ground it covers, which is what grading is. The pack's `Mount Thom` sat
* at 34.205/118.33 with a 4.4 km falloff half a kilometre north of
* runway 08/26 and put 478 m of mountain on the 26 threshold against
* 191 m on the 08 threshold. The plate graded to the high end and Hollywood
* Burbank rendered as a green table floating over its own city, with a
* shadow under the south fence. Photographed before and after.
* 2. **Long Beach on Signal Hill.** Same failure, smaller: a field rectangle
* reaching 118.169 caught the flank of a real 111 m hill 1.9 km away and
* lifted the whole plate a hundred metres.
* 3. **Houses on every runway.** `blocks.ts` has never heard of an airport.
* All six of these sit inside a district polygon, and the only thing
* keeping tract housing off a runway is the polygon stopping short a
* notch for four of them, a hole reached by a corridor for Long Beach and
* Ontario. This sweeps the whole of every field rather than its corners,
* because checking the corners is exactly what lets a subdivision land in
* the middle of one.
* 4. **Runways on the painted numbers.** The board used to carry LAX as two
* hand-typed roads lying due eastwest. LAX's runways are on 82.9° true;
* due eastwest is seven degrees and four hundred metres out, and it is the
* kind of wrong that anybody who has flown into LAX sees at once.
*
* The geography assertions are a different kind. A runway on the wrong bearing
* is not a bug in any code it is a number somebody typed and the only thing
* that catches it is stating the published figure next to the authored one.
*/
import assert from "node:assert/strict";
import { describe, it } from "node:test";
import * as THREE from "three";
import SOCAL_CITY, { AIRPORTS, LAX, BUR, VNY, LGB, SNA, ONT, ROADS } from "../../cities/socal.ts";
import {
createAirports,
parallelTaxiway,
runwayThresholds,
type Airport,
type Runway,
} from "../../engine/airports.ts";
import type { LatLng } from "../../engine/types.ts";
import { World } from "../../engine/world.ts";
const METRES_PER_DEGREE_LAT = 111_320;
const DEG = Math.PI / 180;
/**
* Magnetic declination over the Los Angeles basin, degrees east.
*
* The number that turns a painted designator into a true bearing, and the
* reason none of the headings below is a multiple of ten.
*/
const DECLINATION = 11.8;
function metresBetween(a: LatLng, b: LatLng): number {
const north = (a[0] - b[0]) * METRES_PER_DEGREE_LAT;
const east = (a[1] - b[1]) * METRES_PER_DEGREE_LAT * Math.cos(a[0] * DEG);
return Math.hypot(north, east);
}
function bearing(a: LatLng, b: LatLng): number {
const north = (b[0] - a[0]) * METRES_PER_DEGREE_LAT;
const east = (b[1] - a[1]) * METRES_PER_DEGREE_LAT * Math.cos(a[0] * DEG);
return ((Math.atan2(east, north) / DEG) + 360) % 360;
}
/** Perpendicular distance in metres from a runway's centreline to a point. */
function offsetFromCentreline(runway: Runway, point: LatLng): number {
const north = (point[0] - runway.lat) * METRES_PER_DEGREE_LAT;
const east = (point[1] - runway.lng) * METRES_PER_DEGREE_LAT * Math.cos(runway.lat * DEG);
const rightEast = Math.cos(runway.heading * DEG);
const rightNorth = -Math.sin(runway.heading * DEG);
return east * rightEast + north * rightNorth;
}
function runwayById(airport: Airport, id: string): Runway {
const runway = airport.runways.find((candidate) => candidate.id === id);
assert.ok(runway, `${airport.id} has no runway ${id}`);
return runway;
}
describe("LAX — the numbers a picture cannot check", () => {
it("lays all four parallels on one true bearing, not on their painted ones", () => {
// A designator is magnetic and rounded to ten degrees. 82.9 true minus the
// basin's 11.8° east declination is 71.1 magnetic, which rounds to "07" —
// and the south pair is 07L/25R and 07R/25L. The FAA does not allow four
// parallels to share a number, so the north pair takes the next one down and
// is called 06/24 while lying on exactly the same bearing. Any reading that
// makes the 24s a different heading from the 25s is wrong about LAX.
for (const runway of LAX.runways) assert.equal(runway.heading, 82.9);
const magnetic = 82.9 - DECLINATION;
assert.ok(Math.abs(magnetic - 70) < 5, `82.9 true is ${magnetic.toFixed(1)} magnetic`);
});
it("holds each runway to its published length", () => {
for (const [id, feet] of [
["06L/24R", 8_926],
["06R/24L", 10_285],
["07L/25R", 12_091],
["07R/25L", 11_095],
] as const) {
const runway = runwayById(LAX, id);
const metres = feet * 0.3048;
assert.ok(
Math.abs(runway.length - metres) < 12,
`${id} is ${runway.length} m against ${metres.toFixed(0)} m`,
);
}
});
it("keeps the two complexes their real distance apart, and on the right sides", () => {
// 700 ft inside the north complex, 800 ft inside the south, and about
// 1,250 m of airport between 24L and 25R — which is what the horseshoe fills.
const north = offsetFromCentreline(runwayById(LAX, "06L/24R"), [
runwayById(LAX, "06R/24L").lat,
runwayById(LAX, "06R/24L").lng,
]);
assert.ok(Math.abs(north - 700 * 0.3048) < 8, `06L to 06R is ${north.toFixed(0)} m`);
const south = offsetFromCentreline(runwayById(LAX, "07L/25R"), [
runwayById(LAX, "07R/25L").lat,
runwayById(LAX, "07R/25L").lng,
]);
assert.ok(Math.abs(south - 800 * 0.3048) < 8, `07L to 07R is ${south.toFixed(0)} m`);
// Sign matters as much as magnitude: right of the 07 direction is south, and
// every "R" runway at LAX is the southern one of its pair. A mirrored
// complex is a plausible airport in the wrong place.
assert.ok(north > 0 && south > 0, "both right-hand runways are on the right");
const between = offsetFromCentreline(runwayById(LAX, "06R/24L"), [
runwayById(LAX, "07L/25R").lat,
runwayById(LAX, "07L/25R").lng,
]);
assert.ok(
Math.abs(between - 1250) < 60,
`the terminal gap is ${between.toFixed(0)} m, not ~1,250`,
);
});
it("puts the horseshoe between the complexes with its stands on the outside", () => {
const arms = ["north-arm", "south-arm"] as const;
for (const id of arms) {
const terminal = (LAX.terminals ?? []).find((t) => t.id === id);
assert.ok(terminal, `LAX has no ${id}`);
assert.ok(terminal.gates, `${id} has no stands, which is what makes it an airport`);
const across = offsetFromCentreline(runwayById(LAX, "06R/24L"), [terminal.lat, terminal.lng]);
assert.ok(across > 0 && across < 1250, `${id} is not between the complexes`);
}
// North arm's stands face north, south arm's face south: away from the
// court, which holds roadway and cars and nothing that needs a wingspan.
assert.equal((LAX.terminals ?? []).find((t) => t.id === "north-arm")?.gates?.side, -1);
assert.equal((LAX.terminals ?? []).find((t) => t.id === "south-arm")?.gates?.side, 1);
});
});
describe("every field's bearings agree with its designators", () => {
for (const airport of AIRPORTS) {
it(`${airport.id} is on true bearings, not painted ones`, () => {
for (const runway of airport.runways) {
const designator = runway.designators?.[0];
assert.ok(designator, `${airport.id} ${runway.id} has no designators`);
const painted = Number.parseInt(designator, 10) * 10;
// LAX's north complex is the documented exception, and it is a rule
// rather than an error: the FAA does not let four parallel runways share
// a number, so the pair that is not on the magnetic figure takes the next
// one down. 06L/24R and 06R/24L lie on exactly the 07s' bearing.
const renumbered = airport === LAX && designator.startsWith("06") ? 10 : 0;
const magnetic = runway.heading - DECLINATION;
// Five degrees is the rounding a designator already carries; anything
// outside it is a runway pointing somewhere else.
assert.ok(
Math.abs(((magnetic - painted - renumbered + 540) % 360) - 180) < 5,
`${airport.id} ${runway.id}: ${runway.heading}° true is ${magnetic.toFixed(1)}° magnetic, ` +
`which is not "${designator}"`,
);
// And it is never a round number, which is the mistake this catches:
// building from the painted figure lays the field a declination out.
assert.notEqual(runway.heading % 10, 0, `${airport.id} ${runway.id} is on a magnetic heading`);
}
});
it(`${airport.id}'s thresholds agree with its declared lengths`, () => {
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
assert.ok(Math.abs(metresBetween(low, high) - runway.length) < 2);
assert.ok(Math.abs(bearing(low, high) - runway.heading) < 0.1);
}
});
}
});
describe("the pack stays data, and stays derivable", () => {
it("keeps every parallel taxiway aligned with the runway it parallels", () => {
// The coordinates are typed rather than computed, because a city pack must
// not import three.js. This is what stops them drifting: each one still has
// to be what `parallelTaxiway` would produce.
const spec: Array<[Airport, string, string, 1 | -1, number, number]> = [
[LAX, "B", "06L/24R", -1, 150, 90],
[LAX, "C", "06R/24L", 1, 140, 90],
[LAX, "D", "07L/25R", -1, 140, 90],
[LAX, "E", "07R/25L", 1, 150, 90],
[BUR, "A", "15/33", -1, 140, 90],
[BUR, "C", "08/26", 1, 130, 80],
[VNY, "A", "16R/34L", -1, 140, 80],
[LGB, "D", "12/30", 1, 140, 100],
[LGB, "B", "08L/26R", -1, 130, 80],
[SNA, "A", "02L/20R", 1, 140, 80],
[ONT, "A", "08L/26R", 1, 140, 100],
[ONT, "B", "08R/26L", -1, 140, 100],
];
for (const [airport, id, runwayId, side, offset, trim] of spec) {
const authored = (airport.taxiways ?? []).find((taxiway) => taxiway.id === id);
assert.ok(authored, `${airport.id} has no taxiway ${id}`);
const derived = parallelTaxiway(runwayById(airport, runwayId), side, offset, trim).path;
assert.equal(authored.path.length, derived.length);
authored.path.forEach((point, index) => {
const want = derived[index]!;
assert.ok(
metresBetween(point, want) < 2,
`${airport.id} taxiway ${id} point ${index} is ${metresBetween(point, want).toFixed(1)} m off`,
);
});
}
});
it("survives the JSON round trip a served pack would take", () => {
// CONTRACT.md §2: a pack hand-written as a module and one arriving over HTTP
// have to be literally the same thing.
for (const airport of AIRPORTS) {
assert.deepEqual(JSON.parse(JSON.stringify(airport)), airport);
assert.doesNotThrow(() => structuredClone(airport));
}
});
it("no longer draws a runway as a road, and no road crosses a field", () => {
// Two hand-typed strips on 33.9535 and 33.9405 due east-west used to stand in
// for LAX. A road ribbon drapes 0.14 units above the terrain and a runway
// quad lies flush on it, so a board carrying both floats a dark stripe over
// every runway. The sweep is every hundred metres along every road rather
// than every vertex, because a freeway with one vertex either side of an
// airport still has tarmac drawn across it — which is how I-405 was found
// running over the 25R touchdown zone.
const world = new World(SOCAL_CITY);
for (const road of ROADS) {
for (let index = 1; index < road.path.length; index += 1) {
const from = road.path[index - 1]!;
const to = road.path[index]!;
const steps = Math.max(1, Math.ceil(metresBetween(from, to) / 100));
for (let step = 0; step <= steps; step += 1) {
const lat = from[0] + (to[0] - from[0]) * (step / steps);
const lng = from[1] + (to[1] - from[1]) * (step / steps);
for (const airport of AIRPORTS) {
assert.equal(
world.pointInPolygon(lat, lng, airport.field!), false,
`a road runs across ${airport.id} at ${lat.toFixed(4)},${lng.toFixed(4)}`,
);
}
}
}
}
});
});
describe("every airport on the SoCal board sits somewhere legal", () => {
const world = new World(SOCAL_CITY);
function coordinates(airport: Airport): LatLng[] {
const out: LatLng[] = [[airport.lat, airport.lng]];
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
out.push(low, high, [runway.lat, runway.lng]);
}
for (const point of airport.field ?? []) out.push(point);
for (const apron of airport.aprons ?? []) out.push(...apron.polygon);
for (const taxiway of airport.taxiways ?? []) out.push(...taxiway.path);
for (const terminal of airport.terminals ?? []) out.push([terminal.lat, terminal.lng]);
return out;
}
for (const airport of AIRPORTS) {
it(`${airport.id} is on land, on the board, and inside its own fence`, () => {
const field = airport.field;
assert.ok(field, `${airport.id} declares no field outline`);
for (const point of coordinates(airport)) {
assert.equal(world.isLand(point[0], point[1]), true, `${airport.id}: ${point} is water`);
}
const bounds = SOCAL_CITY.bounds;
assert.ok(
airport.lat > bounds.minLat && airport.lat < bounds.maxLat &&
airport.lng > bounds.minLng && airport.lng < bounds.maxLng,
`${airport.id} is off the board`,
);
// Everything the kit draws has to be inside the graded plate, or it is
// drawn at plate height over ground that is somewhere else — and a plate
// graded from an apron corner that hangs off the field is graded from
// ground the field does not cover. Van Nuys's east ramp did exactly that.
const inside: LatLng[] = [];
for (const runway of airport.runways) {
const { low, high } = runwayThresholds(runway);
inside.push(low, high);
}
for (const apron of airport.aprons ?? []) inside.push(...apron.polygon);
for (const taxiway of airport.taxiways ?? []) inside.push(...taxiway.path);
for (const terminal of airport.terminals ?? []) inside.push([terminal.lat, terminal.lng]);
for (const point of inside) {
assert.equal(
world.pointInPolygon(point[0], point[1], field), true,
`${airport.id}: ${point[0].toFixed(5)},${point[1].toFixed(5)} is outside the field`,
);
}
});
it(`${airport.id} has no district or park scattered over it`, () => {
const field = airport.field!;
const lats = field.map((point) => point[0]);
const lngs = field.map((point) => point[1]);
for (let lat = Math.min(...lats); lat <= Math.max(...lats); lat += 0.0004) {
for (let lng = Math.min(...lngs); lng <= Math.max(...lngs); lng += 0.0004) {
if (!world.pointInPolygon(lat, lng, field)) continue;
for (const district of SOCAL_CITY.districts) {
assert.equal(
world.pointInPolygon(lat, lng, district.polygon), false,
`${airport.id}: district ${district.id} reaches ${lat.toFixed(4)},${lng.toFixed(4)}`,
);
}
assert.equal(world.inPark(lat, lng), false, `${airport.id}: park over ${lat},${lng}`);
}
}
});
}
it("draws exactly one control tower at LAX", () => {
// The pack's landmark is the tower, because `label: true` is what puts LAX
// on the minimap and `minimap.ts` reads `city.landmarks`, not `city.airports`.
const towers = SOCAL_CITY.landmarks.filter((landmark) => /LAX Control Tower/.test(landmark.name));
assert.equal(towers.length, 1);
assert.equal(LAX.tower, undefined, "LAX declares a second tower on top of its landmark");
for (const airport of AIRPORTS) assert.equal(airport.tower, undefined);
const tower = towers[0]!;
let nearest = Infinity;
for (const terminal of LAX.terminals ?? []) {
nearest = Math.min(nearest, metresBetween([tower.lat, tower.lng], [terminal.lat, terminal.lng]));
}
assert.ok(nearest < 500, `the tower is ${nearest.toFixed(0)} m from the nearest terminal`);
// And the flat two-kilometre pad that used to stand in for the airport is
// gone, or it would be drawn on top of its own field.
assert.equal(SOCAL_CITY.landmarks.some((landmark) => landmark.name === "LAX"), false);
});
});
describe("no field is graded onto a hillside", () => {
/**
* The Burbank guard, and the reason `Mount Thom` moved.
*
* `airports.ts` lays the whole plate at the highest ground the airport
* covers, so a field that reaches onto rising ground stands proud of its own
* city by the difference. Ten scene units of relief here is 1.15 km; the bound
* below is 0.6 units, about 70 real metres at this board's 3.4× exaggeration,
* which is a graded platform rather than a table.
*/
const world = new World(SOCAL_CITY);
const LIMIT = 0.6;
for (const airport of AIRPORTS) {
it(`${airport.id} covers less than ${LIMIT} units of relief`, () => {
const field = airport.field!;
const lats = field.map((point) => point[0]);
const lngs = field.map((point) => point[1]);
let low = Infinity;
let high = -Infinity;
for (let lat = Math.min(...lats); lat <= Math.max(...lats); lat += 0.0004) {
for (let lng = Math.min(...lngs); lng <= Math.max(...lngs); lng += 0.0004) {
if (!world.pointInPolygon(lat, lng, field)) continue;
const ground = world.groundAt(lat, lng);
if (ground < low) low = ground;
if (ground > high) high = ground;
}
}
assert.ok(
high - low < LIMIT,
`${airport.id} spans ${(high - low).toFixed(3)} units of ground; its plate would float`,
);
});
}
});
describe("what the six airports cost", () => {
/**
* The SoCal board's real projection with flat ground. A 1:1 fake world would
* hide every scale mistake in the kit, and flat ground is what makes the
* triangle count reproducible.
*/
function socalWorld(): World {
const world = new World(SOCAL_CITY);
return Object.assign(Object.create(Object.getPrototypeOf(world) as object), world, {
groundAt: () => 0,
elevationSampled: () => 0,
}) as World;
}
it("draws all six for a few thousand triangles in a handful of draw calls", () => {
const group = createAirports(socalWorld(), AIRPORTS);
let triangles = 0;
let draws = 0;
group.traverse((object) => {
const mesh = object as THREE.Mesh & { isMesh?: boolean; isInstancedMesh?: boolean; count?: number };
if (!mesh.isMesh) return;
const indices = mesh.geometry.index?.count ?? mesh.geometry.getAttribute("position").count;
const instances = mesh.isInstancedMesh ? (mesh.count ?? 1) : 1;
triangles += (indices / 3) * instances;
draws += 1;
});
// Measured at 6,428 triangles in 8 draw calls. The allowance for this
// workstream was 35,000 on the SoCal cell; the headroom is not an invitation,
// and a change that doubles this is a change worth arguing for.
assert.ok(triangles < 12_000, `the Southland fields cost ${triangles} triangles`);
assert.ok(draws <= 12, `the Southland fields cost ${draws} draw calls`);
// Most of that is aeroplanes on stand, which is the single biggest thing
// making an airport read as an airport rather than as a car park.
const stands = group.getObjectByName("airports:stands") as THREE.InstancedMesh | undefined;
assert.ok(stands, "nothing is parked at any gate on this board");
});
});
+293
View File
@@ -0,0 +1,293 @@
/**
* The bridge kit's judgement, which is the part a screenshot cannot check.
*
* `bridges.ts` decides what *kind* of bridge a `Bridge` record describes: which
* reaches of deck hang from a cable, where the anchorages go, and which stretches
* stand on piers instead. Those decisions are invisible in a picture except as
* their consequences the Bay Bridge's Yerba Buena crossing is right when there
* is no cable over the island, and "no cable" is also exactly what a broken
* classifier looks like. So they are asserted here.
*
* The world below is San Francisco's real projection, not a unit square: one
* scene unit is 94.34 m and heights carry the pack's 3.6× exaggeration. That
* matters because the first version of the span limit compared an exaggerated
* tower height against an unexaggerated deck length, decided the Bay Bridge
* could suspend two and a half kilometres, and drew it. A fake world with a
* tidy 1:1 scale would have passed.
*/
import assert from "node:assert/strict";
import test from "node:test";
import * as THREE from "three";
import { buildBridge, planBridge } from "../../engine/bridges.ts";
import type { GeometrySink, SurfaceKind } from "../../engine/bridges.ts";
import type { Bridge } from "../../engine/types.ts";
import type { World } from "../../engine/world.ts";
const LAT_SCALE = 1180;
const CENTRE = { lat: 37.7749, lng: -122.4194 };
const METRES_PER_UNIT = 111_320 / LAT_SCALE;
const EXAGGERATION = 3.6;
/** San Francisco's projection, with the ground wherever the caller says. */
function bayWorld(groundAt: (lat: number, lng: number) => number = () => 0): World {
const lngScale = LAT_SCALE * Math.cos((CENTRE.lat * Math.PI) / 180);
return {
project(lat: number, lng: number): [number, number] {
return [(lng - CENTRE.lng) * lngScale, -(lat - CENTRE.lat) * LAT_SCALE];
},
groundAt,
metres(value: number): number {
return (value / METRES_PER_UNIT) * EXAGGERATION;
},
metresPerUnit: METRES_PER_UNIT,
} as unknown as World;
}
/** Collects what a build emitted, without a `Batch` or a renderer in sight. */
function sink(): GeometrySink & { parts: { name: string; geometry: THREE.BufferGeometry }[] } {
const materials = new Map<string, THREE.Material>();
const parts: { name: string; geometry: THREE.BufferGeometry }[] = [];
return {
parts,
material(kind: SurfaceKind, color: number): THREE.Material {
const key = `${kind}:${color}`;
const hit = materials.get(key);
if (hit) return hit;
const made = new THREE.MeshBasicMaterial({ color });
made.name = key;
materials.set(key, made);
return made;
},
add(name, geometry) {
parts.push({ name, geometry });
},
};
}
const ROADWAY = new THREE.MeshBasicMaterial({ color: 0x3a3f42 });
/** The pack's Golden Gate, coordinate for coordinate. */
const GOLDEN_GATE: Bridge = {
name: "Golden Gate Bridge",
path: [
[37.8025, -122.4752],
[37.8106, -122.4775],
[37.8155, -122.4783],
[37.825, -122.479],
[37.8325, -122.4798],
[37.8375, -122.4806],
],
towers: [
[37.8155, -122.4783],
[37.825, -122.479],
],
towerHeight: 227,
deckHeight: 67,
sag: 0.55,
color: 0xc0442c,
};
/** The pack's Bay Bridge: two west-span towers, a tunnel, and one more tower. */
const BAY_BRIDGE: Bridge = {
name: "Bay Bridge",
path: [
[37.7905, -122.3885],
[37.7965, -122.3805],
[37.8035, -122.3725],
[37.8095, -122.3648],
[37.8155, -122.3535],
[37.8205, -122.3405],
[37.8225, -122.3275],
],
towers: [
[37.7955, -122.3815],
[37.8035, -122.3725],
[37.8165, -122.3515],
],
towerHeight: 160,
deckHeight: 58,
sag: 0.4,
color: 0x9aa6b2,
};
/** The pack's San MateoHayward: eleven kilometres of trestle, one high span. */
const SAN_MATEO: Bridge = {
name: "San MateoHayward Bridge",
path: [
[37.5745, -122.2585],
[37.578, -122.255],
[37.5865, -122.2405],
[37.6, -122.212],
[37.615, -122.175],
[37.628, -122.128],
[37.6305, -122.1235],
],
towers: [[37.5865, -122.2405]],
towerHeight: 58,
deckHeight: 14,
sag: 0.3,
color: 0x9aa6b2,
};
// ---- The classifier --------------------------------------------------------
test("the Golden Gate is a main span between its towers", () => {
const plan = planBridge(bayWorld(), GOLDEN_GATE);
const main = plan.reaches.filter((reach) => reach.kind === "main");
assert.equal(main.length, 1, "the strait is one main span, not several");
const [span] = main;
assert.ok(span);
assert.deepEqual(
[span.from, span.to],
plan.towerStations,
"the main span does not run tower to tower",
);
// One cable run: anchorage, tower, tower, anchorage.
assert.equal(plan.chains, 1);
});
test("the Golden Gate anchors its cable short of the shore", () => {
const plan = planBridge(bayWorld(), GOLDEN_GATE);
// The pack runs the path 1.4 km past each tower so the span has something to
// land on. A real anchorage sits about half a main span out and the rest is
// approach viaduct — anchoring at the end of the path instead is what used to
// run the side cables up the Presidio bluff.
const kinds = plan.reaches.map((reach) => reach.kind);
assert.equal(kinds[0], "approach", "the first reach should be viaduct, not cable");
assert.equal(kinds[kinds.length - 1], "approach");
assert.equal(kinds.filter((kind) => kind === "side").length, 2);
});
test("the Bay Bridge does not suspend a cable over Yerba Buena", () => {
const plan = planBridge(bayWorld(), BAY_BRIDGE);
const towers = plan.towerStations;
const [west, centre, east] = towers;
assert.ok(west !== undefined && centre !== undefined && east !== undefined);
const between = plan.reaches.find((reach) => reach.from === centre && reach.to === east);
assert.ok(between, "no reach runs from the west span's far tower to the east span's");
// 2.35 km at 160 m of tower is fifteen tower-heights. Nothing ever built
// reaches nine, and this one crosses an island.
assert.equal(between.kind, "approach");
const main = plan.reaches.filter((reach) => reach.kind === "main");
assert.equal(main.length, 1, "only the west span is suspended tower-to-tower");
assert.deepEqual([main[0]?.from, main[0]?.to], [west, centre]);
// Two separate cable runs: the west span's, and the single-tower east span's.
assert.equal(plan.chains, 2);
});
test("a trestle with one channel tower gets a hump, not a cable across the bay", () => {
const plan = planBridge(bayWorld(), SAN_MATEO);
assert.equal(plan.chains, 1, "the ship-channel tower should carry exactly one cable run");
const suspended = plan.reaches.filter((reach) => reach.kind !== "approach");
const suspendedLength = suspended.length;
assert.ok(suspendedLength > 0, "the tower is holding nothing up");
// Eleven kilometres of crossing, and the cable covers a few hundred metres of
// it. `sideLimit` for a 58 m tower is 58 × 9 × 0.55 = 287 m.
const cableSpan = suspended.reduce((sum, reach) => sum + (reach.to - reach.from), 0);
assert.ok(
cableSpan < plan.stationCount * 0.2,
`the cable covers ${cableSpan} of ${plan.stationCount} stations`,
);
});
// ---- What comes out --------------------------------------------------------
test("a bridge is two buckets: painted structure, and roadway", () => {
const into = sink();
const cost = buildBridge(bayWorld(), GOLDEN_GATE, into, ROADWAY);
const names = new Set(into.parts.map((part) => part.name));
assert.deepEqual([...names].sort(), ["Golden Gate Bridge", "bridge:roadway"]);
assert.ok(cost.roadway > 0, "the deck has no running surface");
assert.ok(cost.structure > cost.roadway, "the structure should outweigh one flat plate");
// The parts the whole kit exists for. `byPart` is the census, not the buckets.
for (const part of ["deck", "tower", "cable", "hanger", "pier", "anchorage"]) {
assert.ok((cost.byPart[part] ?? 0) > 0, `the bridge has no ${part}`);
}
});
test("every part carries the attributes a merge needs", () => {
const into = sink();
buildBridge(bayWorld(), BAY_BRIDGE, into, ROADWAY);
// `mergeGeometries` returns null when attribute sets disagree, and `Batch`
// drops the whole bucket. A part missing a UV takes the bridge with it.
for (const part of into.parts) {
for (const attribute of ["position", "normal", "uv"]) {
assert.ok(
part.geometry.getAttribute(attribute),
`${part.name} lost its ${attribute}`,
);
}
assert.ok(part.geometry.getIndex(), `${part.name} is not indexed`);
}
});
test("the towers stand at their authored height and the deck at its own", () => {
const into = sink();
buildBridge(bayWorld(), GOLDEN_GATE, into, ROADWAY);
const world = bayWorld();
const box = new THREE.Box3();
for (const part of into.parts) {
part.geometry.computeBoundingBox();
if (part.geometry.boundingBox) box.union(part.geometry.boundingBox);
}
assert.ok(
Math.abs(box.max.y - world.metres(227)) < 0.2,
`the towers top out at ${box.max.y.toFixed(2)}, not ${world.metres(227).toFixed(2)}`,
);
const roadway = into.parts.filter((part) => part.name === "bridge:roadway");
const deck = new THREE.Box3();
for (const part of roadway) {
part.geometry.computeBoundingBox();
if (part.geometry.boundingBox) deck.union(part.geometry.boundingBox);
}
assert.ok(
Math.abs(deck.max.y - world.metres(67)) < 0.05,
`the deck sits at ${deck.max.y.toFixed(2)}, not ${world.metres(67).toFixed(2)}`,
);
// The ramp at each end drops the deck onto the shore, so the lowest roadway
// is below the authored deck height rather than at it.
assert.ok(deck.min.y < deck.max.y - 0.2, "the deck never lands on anything");
});
test("a pier is not driven through an island", () => {
// Yerba Buena, as a hill under the middle of the crossing: ground above the
// deck for a stretch of it. The approach must walk onto that rather than
// standing on stilts over the top of it.
const island = bayWorld((lat, lng) =>
lat > 37.806 && lat < 37.813 && lng > -122.368 && lng < -122.36 ? 4 : 0,
);
const into = sink();
buildBridge(island, BAY_BRIDGE, into, ROADWAY);
const flat = sink();
buildBridge(bayWorld(), BAY_BRIDGE, flat, ROADWAY);
const piers = (parts: typeof into.parts) =>
parts.filter((part) => {
part.geometry.computeBoundingBox();
const box = part.geometry.boundingBox;
return box !== null && box.min.y < -0.05;
}).length;
assert.ok(
piers(into.parts) < piers(flat.parts),
"the island did not remove a single pier",
);
});
test("the whole crossing stays inside its triangle allowance", () => {
// The Bay Area board had 21,256 spare triangles when this kit was written and
// five crossings to spend them on. This is the per-bridge share, and it is
// here because the cheapest way to lose it is a spacing constant: halving
// `stationSpacing` quadruples nothing visible and doubles the deck.
const world = bayWorld();
for (const bridge of [GOLDEN_GATE, BAY_BRIDGE, SAN_MATEO]) {
const into = sink();
const cost = buildBridge(world, bridge, into, ROADWAY);
const total = cost.structure + cost.roadway;
assert.ok(total < 4_000, `${bridge.name} costs ${total} triangles`);
}
});
+101
View File
@@ -0,0 +1,101 @@
/**
* The aeroplane glyph has a floor AND a ceiling, and the ceiling is the newer half.
*
* The floor is a screen-space rule: never smaller than legible, because position
* and heading are what a reader wants off a map and neither survives half a
* pixel. It scales by the distance to *that aircraft*, which is the same thing
* as "how far the camera has zoomed" only when everything in frame is equally
* far away. On a whole-board pose it is. Beside a landmark it is not at the
* Golden Gate the bridge is a couple of units from the camera and the traffic
* over the Pacific is a couple of thousand, so the floor fired hard on the
* aeroplane and not at all on the bridge, and an airliner was drawn about two
* and a half times the length of the main span.
*
* These tests pin both ends: that the board still gets a symbol it can read, and
* that no camera anywhere can produce a state-sized aeroplane again.
*/
import assert from "node:assert/strict";
import { describe, it } from "node:test";
import { glyphScale } from "../../engine/flights.ts";
/** The field of view the city scenes actually use, near enough for a ratio. */
const FOV = 50;
describe("glyph scale", () => {
it("never shrinks an aeroplane below the size it was drawn at", () => {
for (const d of [0.5, 5, 20, 34]) {
assert.ok(glyphScale(d, FOV) >= 1, `close camera at ${d} must not shrink the glyph`);
}
});
it("still grows the glyph across the whole-board range, where the floor is the point", () => {
const near = glyphScale(200, FOV);
const far = glyphScale(400, FOV);
assert.ok(near > 1, "a board-distance aeroplane must be enlarged to stay readable");
assert.ok(far > near, "the floor must keep tracking distance until the ceiling binds");
});
it("stops growing at all, however far the aircraft is", () => {
const capped = glyphScale(2280, FOV);
assert.equal(
glyphScale(4000, FOV),
capped,
"past the ceiling the scale must be flat, not merely slower",
);
assert.equal(glyphScale(1e9, FOV), capped, "and flat all the way out");
});
/*
* Deliberately asserts a REDUCTION and not an absolute size, because the
* ceiling is a mitigation and calling it a cure in a test name would be the
* test lying about the product.
*
* 2,280 units is the measured Golden Gate case, where the uncapped glyph
* reached about 81x roughly two and a half times the bridge's 1,280 m main
* span at ~94 m to the unit. The ceiling takes that to about one and a half.
* It is still bigger than the bridge. The complete fix is to clamp against the
* camera's focus distance rather than the aircraft's, which is a signature
* change and is written up in `flights.ts`.
*/
it("cuts the worst case by a third without touching any board distance", () => {
/** The floor alone, with no ceiling — what the scale used to be. */
const uncapped = (d: number, fov: number): number => {
const frustum = 2 * d * Math.tan((fov * Math.PI) / 360);
return Math.max(1, (0.016 * frustum) / 0.42);
};
// 1,160 units is the far end of the orbit over the California corridor — a
// pose people actually use. It must be untouched at every field of view the
// scenes run at, because below 0.012 of the frame the wings stop resolving
// and a ceiling of 26 put it at 0.0123.
for (const fov of [42, 50, 60]) {
assert.equal(
glyphScale(1160, fov),
uncapped(1160, fov),
`the ceiling must not bind at 1160 units and ${fov} degrees`,
);
}
// And the chapter-zoom case must actually come down.
assert.ok(
glyphScale(2280, 50) < uncapped(2280, 50) * 0.7,
"the ceiling must remove at least 30% of the worst case",
);
});
it("is monotonic, so an aeroplane never grows as it approaches", () => {
let previous = 0;
for (const d of [1, 10, 50, 100, 300, 700, 900, 2000, 5000]) {
const s = glyphScale(d, FOV);
assert.ok(s >= previous, `scale fell between distances at ${d}`);
previous = s;
}
});
it("returns 1 for degenerate inputs rather than emptying the sky", () => {
for (const [d, fov] of [[0, FOV], [-1, FOV], [10, 0], [10, 180], [NaN, FOV], [10, NaN]]) {
assert.equal(glyphScale(d as number, fov as number), 1);
}
});
});
+92 -38
View File
@@ -35,24 +35,34 @@ import type { Bridge, City, Road } from "../../engine/types.ts";
import type { World } from "../../engine/world.ts"; import type { World } from "../../engine/world.ts";
/** /**
* The smallest thing `structures.ts` will accept: a flat projection, ground at * The smallest thing `structures.ts` will accept: San Francisco's projection,
* zero, and metres straight through. * ground at sea level, and no heightfield.
* *
* A real `World` builds a heightfield, which is 0.53M lattice points and a * A real `World` builds one, which is 0.53M lattice points and a couple of
* couple of seconds none of which any assertion here depends on. * seconds none of which any assertion here depends on. The *scale* does
* matter and used to be a tidy 20 units per degree with metres straight
* through: `bridges.ts` sizes its members against `metresPerUnit` and compares
* span lengths against tower heights, so a world whose projection and whose
* `metres()` disagree gives a bridge nothing real to be checked against.
*/ */
const LAT_SCALE = 1180;
const CENTRE = { lat: 37.7749, lng: -122.4194 };
const METRES_PER_UNIT = 111_320 / LAT_SCALE;
function flatWorld(city: Partial<City>): World { function flatWorld(city: Partial<City>): World {
const lngScale = LAT_SCALE * Math.cos((CENTRE.lat * Math.PI) / 180);
return { return {
city: { roads: [], bridges: [], inlandWater: [], ...city } as unknown as City, city: { roads: [], bridges: [], inlandWater: [], ...city } as unknown as City,
project(lat: number, lng: number): [number, number] { project(lat: number, lng: number): [number, number] {
return [(lng + 122) * 20, -(lat - 37) * 20]; return [(lng - CENTRE.lng) * lngScale, -(lat - CENTRE.lat) * LAT_SCALE];
}, },
groundAt(): number { groundAt(): number {
return 0; return 0;
}, },
metres(value: number): number { metres(value: number): number {
return value / 100; return (value / METRES_PER_UNIT) * 3.6;
}, },
metresPerUnit: METRES_PER_UNIT,
} as unknown as World; } as unknown as World;
} }
@@ -73,6 +83,11 @@ const GOLDEN_GATE: Bridge = {
color: 0xc0553b, color: 0xc0553b,
}; };
/** Everything painted the bridge's own colour, which is everything but the road. */
function structureOf(root: THREE.Object3D): THREE.Mesh | undefined {
return meshes(root).find((mesh) => mesh.name !== "bridge:roadway");
}
function meshes(root: THREE.Object3D): THREE.Mesh[] { function meshes(root: THREE.Object3D): THREE.Mesh[] {
const found: THREE.Mesh[] = []; const found: THREE.Mesh[] = [];
root.traverse((object) => { root.traverse((object) => {
@@ -92,29 +107,32 @@ function materialsIn(root: THREE.Object3D): Set<THREE.Material> {
// ---- Bridges --------------------------------------------------------------- // ---- Bridges ---------------------------------------------------------------
test("a suspension bridge is one material and one draw call", () => { test("a suspension bridge is two draw calls: structure and roadway", () => {
const bridge = createBridge(flatWorld({}), GOLDEN_GATE); const bridge = createBridge(flatWorld({}), GOLDEN_GATE);
// The spec's number is six; a bridge is painted one colour throughout, so // The spec's number was six for a bridge painted one colour throughout, and
// anything above one is a part that was left out of the bucket. // it is two now for a reason worth stating: the deck of a bridge is a road,
// and painting it International Orange with the towers is most of why the
// Golden Gate used to read as a red line. Everything structural is still one
// material — anything above two is a part that fell out of a bucket.
const distinct = materialsIn(bridge); const distinct = materialsIn(bridge);
assert.ok(distinct.size <= 6, `the bridge holds ${distinct.size} materials`); assert.equal(distinct.size, 2, `the bridge holds ${distinct.size} materials, not two`);
assert.equal(distinct.size, 1, `the bridge holds ${distinct.size} materials, not one`); assert.equal(meshes(bridge).length, 2, "the bridge did not merge into two meshes");
assert.equal(meshes(bridge).length, 1, "the bridge did not merge into one mesh"); assert.ok(structureOf(bridge), "nothing in the bridge is painted the bridge's colour");
}); });
test("merging kept every part of the bridge", () => { test("merging kept every part of the bridge", () => {
const bridge = createBridge(flatWorld({}), GOLDEN_GATE); const bridge = createBridge(flatWorld({}), GOLDEN_GATE);
const merged = meshes(bridge)[0]; const merged = structureOf(bridge);
assert.ok(merged); assert.ok(merged);
// The arithmetic, because a bucket that failed to merge comes out as one // The arithmetic, because a bucket that failed to merge comes out as one
// *span* of geometry and otherwise looks entirely healthy: a 3-point deck tube // *part* of a bridge and otherwise looks entirely healthy. Two towers are six
// is 7 × 5 = 35 vertices, two towers and four braces are 24 each = 144, three // frusta, two fenders and five struts each 13 boxes, 24 vertices apiece —
// cable spans at 25 × 6 = 450, and the hangers are 24 boxes of 24 less // the deck box is four strips over about fifty stations, and the cables and
// whichever ones the deck-clearance test culls — call it 1,000 at the floor. // their hangers are the rest. Two thousand is well under the floor.
const vertices = merged.geometry.getAttribute("position").count; const vertices = merged.geometry.getAttribute("position").count;
assert.ok(vertices > 1_000, `the bridge merged down to ${vertices} vertices`); assert.ok(vertices > 2_000, `the bridge merged down to ${vertices} vertices`);
// The merge only happens because every part carries the same attributes. // The merge only happens because every part carries the same attributes.
for (const name of ["position", "normal", "uv"]) { for (const name of ["position", "normal", "uv"]) {
@@ -127,30 +145,38 @@ test("merging kept every part of the bridge", () => {
}); });
test("the bridge is still shaped like a bridge after the merge", () => { test("the bridge is still shaped like a bridge after the merge", () => {
const bridge = createBridge(flatWorld({}), GOLDEN_GATE); const world = flatWorld({});
const merged = meshes(bridge)[0]; const bridge = createBridge(world, GOLDEN_GATE);
const merged = structureOf(bridge);
assert.ok(merged); assert.ok(merged);
merged.geometry.computeBoundingBox(); merged.geometry.computeBoundingBox();
const box = merged.geometry.boundingBox; const box = merged.geometry.boundingBox;
assert.ok(box); assert.ok(box);
// Towers to 2.27 units, deck at 0.67, cables sagging between. Baking the // Towers to 8.66 units — 227 m at 94 m per unit and 3.6× exaggeration — with
// transforms into the geometry is where a merge goes wrong — a part that lost // the deck and its cables below. Baking the transforms into the geometry is
// its translation collapses onto the origin and the box stops matching. // where a merge goes wrong: a part that lost its translation collapses onto
assert.ok(Math.abs(box.max.y - 2.27) < 0.05, `the towers top out at ${box.max.y.toFixed(2)}`); // the origin and the box stops matching.
assert.ok(box.min.y > 0, "something sank below the water line"); const top = world.metres(227);
assert.ok(box.max.x - box.min.x > 0.4, "the bridge has no span"); assert.ok(Math.abs(box.max.y - top) < 0.05, `the towers top out at ${box.max.y.toFixed(2)}`);
// Tower feet and pier footings go under the surface on purpose; nothing
// should be a whole tower's worth of them.
assert.ok(box.min.y > -1, `something sank to ${box.min.y.toFixed(2)}`);
assert.ok(box.max.z - box.min.z > 20, "the bridge has no span");
}); });
test("two bridges are two draw calls, not sixty-eight", () => { test("two bridges are three draw calls, not sixty-eight", () => {
const second: Bridge = { ...GOLDEN_GATE, name: "bay-bridge", color: 0x9aa6ad }; const second: Bridge = { ...GOLDEN_GATE, name: "bay-bridge", color: 0x9aa6ad };
const group = createBridges(flatWorld({ bridges: [GOLDEN_GATE, second] })); const group = createBridges(flatWorld({ bridges: [GOLDEN_GATE, second] }));
assert.equal(meshes(group).length, 2); // Two structures — different colours, so genuinely two materials — and one
// Different colours, so genuinely two materials. Each bridge builds its own // roadway, because both decks are the same asphalt and one batch covers the
// batch, which is deliberate: the cache cannot outlive the build, because // whole board. That batch still cannot outlive the build: `createScene()
// `createScene().dispose()` walks the scene disposing every material it finds // .dispose()` walks the scene disposing every material it finds, and a cache
// and a shared cache would hand the next board a disposed one. // that survived would hand the next board a disposed one.
assert.equal(materialsIn(group).size, 2); assert.equal(meshes(group).length, 3);
assert.equal(materialsIn(group).size, 3);
const names = meshes(group).map((mesh) => mesh.name).sort();
assert.deepEqual(names, ["bay-bridge", "bridge:roadway", "golden-gate"]);
}); });
// ---- Roads ----------------------------------------------------------------- // ---- Roads -----------------------------------------------------------------
@@ -180,7 +206,7 @@ test("identical roads share one material and one mesh", () => {
assert.ok(merged.geometry.getAttribute("uv"), "the road deck lost the UVs merging depends on"); assert.ok(merged.geometry.getAttribute("uv"), "the road deck lost the UVs merging depends on");
}); });
test("a freeway keeps its median stroke as a second material", () => { test("a freeway carries its markings as texture, not as a second ribbon", () => {
const freeway: Road = { const freeway: Road = {
kind: "freeway", kind: "freeway",
width: 0.14, width: 0.14,
@@ -190,8 +216,36 @@ test("a freeway keeps its median stroke as a second material", () => {
], ],
}; };
const group = createRoads(flatWorld({ roads: [freeway] })); const group = createRoads(flatWorld({ roads: [freeway] }));
// Two colours is two calls, and that is the floor rather than a regression: // One ribbon, one call. The median stroke used to be a second draped ribbon
// the stroke is a different colour from the deck it sits on. // in a second colour; verge, shoulders, edge lines and median now live in the
assert.equal(meshes(group).length, 2); // surface texture, which costs no triangles and reads as a road rather than
assert.equal(materialsIn(group).size, 2); // as a line on a map.
assert.equal(meshes(group).length, 1);
assert.equal(materialsIn(group).size, 1);
});
test("a road is drawn wider than its carriageway, and streets less so", () => {
const shape = (kind: Road["kind"]): number => {
const road: Road = {
kind,
width: 0.2,
path: [
[37.7, -122.4],
[37.9, -122.4],
],
};
const mesh = meshes(createRoads(flatWorld({ roads: [road] })))[0];
assert.ok(mesh);
mesh.geometry.computeBoundingBox();
const box = mesh.geometry.boundingBox;
assert.ok(box);
return box.max.x - box.min.x;
};
// The widening is the graded right-of-way the texture paints, and a freeway
// gets more of it than a boulevard does. Both are wider than the authored
// 0.2, which is the carriageway alone.
const street = shape("street");
const freeway = shape("freeway");
assert.ok(street > 0.2 && street < 0.35, `a street came out ${street.toFixed(3)} wide`);
assert.ok(freeway > street, "a freeway is no wider than a street");
}); });
+298
View File
@@ -0,0 +1,298 @@
/**
* The visible terrain is decimated where the ground is flat, and this is what
* holds the decimation honest.
*
* Everything `lodPatches` does is invisible by construction and therefore
* invisible to review: a wrong tolerance, a wrong diagonal or a dropped land
* test all produce a mesh that builds, renders and passes every other test in
* this directory, and shows up only as a board that has quietly lost its
* coastline or grown a crack. The four facts below are the ones the pictures
* were checked against, and each of them is a number.
*
* The boards are synthetic and small twenty cells a side for the reason
* `seaAndTerrain.test.ts` gives: none of this is about California, and a real
* pack would couple a render test to a city's coastline.
*/
import assert from "node:assert/strict";
import test from "node:test";
import * as THREE from "three";
import { createTerrain } from "../../engine/terrain.ts";
import type { City, ScenePalette } from "../../engine/types.ts";
import { World } from "../../engine/world.ts";
/** A square island in the middle of a one-degree board, at 0.05° per cell. */
const BASE: Omit<City, "hills"> = {
id: "lod-board",
name: "LOD Board",
center: { lat: 37, lng: -122 },
bounds: { minLat: 36.5, maxLat: 37.5, minLng: -122.5, maxLng: -121.5 },
latScale: 100,
verticalExaggeration: 2,
cellLat: 0.05,
cellLng: 0.05,
coastFalloff: 0.02,
/*
* The island's rim sits half a cell outside the lattice corners it wants, so
* its land cells run 4..15 on both axes. That is deliberate: the patch levels
* are aligned to their own multiple, and an island whose interior straddled
* the alignment would make this file a test of where the coast happens to
* fall rather than of whether flat ground collapses.
*/
landmasses: [
[
[36.65, -122.35],
[37.35, -122.35],
[37.35, -121.65],
[36.65, -121.65],
],
],
parks: [],
inlandWater: [],
districts: [],
landmarks: [],
bridges: [],
roads: [],
chapters: [],
};
/** Flat: no hills at all, so the whole island is one plane at sea level. */
const FLAT: City = { ...BASE, hills: [] };
/**
* Rough: a hill every other cell, which is the frequency the lattice itself is
* sized for. Nothing here may collapse, because a bilinear patch across two
* cells of this is wrong by most of a hill.
*/
const ROUGH: City = {
...BASE,
hills: (() => {
const hills: City["hills"] = [];
for (let i = 0; i < 6; i++) {
for (let j = 0; j < 6; j++) {
hills.push({
name: `h${i}-${j}`,
lat: 36.75 + i * 0.1,
lng: -122.25 + j * 0.1,
elevation: 600,
radius: 0.05,
});
}
}
return hills;
})(),
};
async function board(city: City): Promise<World> {
const world = new World(city);
assert.equal(await world.ready(), true, "the synthetic board failed to build a heightfield");
return world;
}
/** Triangles the surface would have had if every land cell were drawn alone. */
function cellByCellTriangles(world: World): number {
const { latSteps, lngSteps, land } = world.lattice();
const w = lngSteps + 1;
let cells = 0;
for (let i = 0; i < latSteps; i++) {
for (let j = 0; j < lngSteps; j++) {
const a = i * w + j;
if (land[a] && land[a + 1] && land[a + w] && land[a + w + 1]) cells++;
}
}
return cells * 2;
}
/** The ground the cell-by-cell surface covered, in square scene units. */
function cellByCellArea(world: World): number {
const { latSteps, lngSteps, lats, lngs, land } = world.lattice();
const w = lngSteps + 1;
let area = 0;
for (let i = 0; i < latSteps; i++) {
for (let j = 0; j < lngSteps; j++) {
const a = i * w + j;
if (!land[a] || !land[a + 1] || !land[a + w] || !land[a + w + 1]) continue;
const [x0, z0] = world.project(lats[i] as number, lngs[j] as number);
const [x1, z1] = world.project(lats[i + 1] as number, lngs[j + 1] as number);
area += Math.abs((x1 - x0) * (z1 - z0));
}
}
return area;
}
/**
* The footprint of a range of the index, in square scene units.
*
* Area rather than a cell list because that is the property the decimation has
* to preserve exactly: the patches cover the same ground, they just cover it
* with fewer triangles. A merge that swallowed a coastal cell, or a T-junction
* that left a gap, changes this number and nothing else.
*/
function footprint(geo: THREE.BufferGeometry, start: number, count: number): number {
const index = geo.getIndex() as THREE.BufferAttribute;
const pos = geo.getAttribute("position") as THREE.BufferAttribute;
let area = 0;
for (let at = start; at < start + count; at += 3) {
const a = index.getX(at);
const b = index.getX(at + 1);
const c = index.getX(at + 2);
// Twice the signed area of the triangle projected onto the ground plane.
area += Math.abs(
(pos.getX(b) - pos.getX(a)) * (pos.getZ(c) - pos.getZ(a)) -
(pos.getX(c) - pos.getX(a)) * (pos.getZ(b) - pos.getZ(a)),
) / 2;
}
return area;
}
function visibleTriangles(mesh: THREE.Mesh): number {
return mesh.geometry.drawRange.count / 3;
}
function casterTriangles(mesh: THREE.Mesh): number {
const geo = mesh.geometry;
return ((geo.getIndex() as THREE.BufferAttribute).count - geo.drawRange.count) / 3;
}
test("flat ground collapses and cell-scale relief does not", async () => {
const flat = await board(FLAT);
const rough = await board(ROUGH);
const flatMesh = createTerrain(flat);
const roughMesh = createTerrain(rough);
const flatBase = cellByCellTriangles(flat);
const roughBase = cellByCellTriangles(rough);
assert.ok(flatBase > 200, `the flat board is too small to be a test: ${flatBase} triangles`);
/*
* A plane is a plane at any resolution, so the flat island must come out at
* the coarsest level the patch list allows a sixteenth of the cell-by-cell
* count in the interior, plus whatever the coast leaves unaligned.
*/
assert.ok(
visibleTriangles(flatMesh) < flatBase / 4,
`flat ground kept ${visibleTriangles(flatMesh)} of ${flatBase} triangles`,
);
/*
* And the opposite, which is the half that a too-loose tolerance would break
* silently: ground that moves every cell has to keep every cell. This is the
* failure that turns a mountain range into a bump map, and it is the reason
* the tolerance is a measured number rather than a large one.
*/
assert.ok(
visibleTriangles(roughMesh) > roughBase * 0.9,
`relief at lattice frequency was decimated to ${visibleTriangles(roughMesh)} of ${roughBase}`,
);
});
test("the collapsed surface covers exactly the ground the cells covered", async () => {
for (const city of [FLAT, ROUGH]) {
const world = await board(city);
const mesh = createTerrain(world);
const drawn = footprint(mesh.geometry, mesh.geometry.drawRange.start, mesh.geometry.drawRange.count);
const expected = cellByCellArea(world);
/*
* The coastline is the whole point of this assertion. A patch is only
* collapsed when every one of its lattice points is on land, so the set of
* ground covered is unchanged down to the last stair-step and if a merge
* ever reached across the shore, or a T-junction left a hole, the area is
* where it shows.
*/
assert.ok(
Math.abs(drawn - expected) < expected * 1e-6,
`${city.id} covers ${drawn} square units against ${expected}`,
);
}
});
test("no point of the collapsed surface strays from the heightfield", async () => {
const world = await board(ROUGH);
const mesh = createTerrain(world);
mesh.updateMatrixWorld(true);
const { latSteps, lngSteps, lats, lngs, height, land } = world.lattice();
const w = lngSteps + 1;
const raycaster = new THREE.Raycaster();
const down = new THREE.Vector3(0, -1, 0);
const from = new THREE.Vector3();
let worst = 0;
let sampled = 0;
for (let i = 0; i <= latSteps; i++) {
for (let j = 0; j <= lngSteps; j++) {
const k = i * w + j;
if (!land[k]) continue;
const [x, z] = world.project(lats[i] as number, lngs[j] as number);
// Nudged inward, because a ray down the exact rim of the mesh is a
// coin toss between hitting the edge triangle and missing the board.
from.set(x + 1e-4, 10_000, z + 1e-4);
raycaster.set(from, down);
const hit = raycaster.intersectObject(mesh, false)[0];
if (!hit) continue;
sampled++;
worst = Math.max(worst, Math.abs(hit.point.y - world.metres(height[k] as number)));
}
}
assert.ok(sampled > 100, `only ${sampled} lattice points landed on the surface`);
/*
* `LOD_HEIGHT_TOLERANCE` is 0.1 scene units and the surface sits 0.012 above
* the heightfield to clear the shore plate, so 0.12 is the tolerance plus
* that lift plus a rounding allowance. This is the assertion that a raised
* tolerance has to walk past: the decimation may not move the ground.
*/
assert.ok(worst < 0.12, `the surface strays ${worst} scene units from the heightfield`);
});
test("a colour boundary the height test cannot see stops the merge", async () => {
/*
* The coast is flat and its colour is not. `groundColor` ramps `sand` into
* `flats` over the first three metres of elevation, which is a band the
* coastal falloff makes tens of cells wide and which no height tolerance
* loose enough to be useful can protect. So the same board is built twice:
* once with a palette whose beach and flats are the same colour, and once
* with them far apart. The second must keep more triangles, and the only
* mechanism that can produce that difference is the colour guard.
*/
const beach: Partial<ScenePalette> = { sand: 0xffffff, flats: 0x000000 };
const plain: Partial<ScenePalette> = { sand: 0x9d9c93, flats: 0x9d9c93 };
// A single broad, low hill: the island climbs through the sand ramp gently
// enough that the height test is happy everywhere.
const gentle: City["hills"] = [
{ name: "swell", lat: 37, lng: -122, elevation: 40, radius: 0.4 },
];
const flatColoured = await board({ ...BASE, hills: gentle, palette: plain });
const rampColoured = await board({ ...BASE, hills: gentle, palette: beach });
const a = visibleTriangles(createTerrain(flatColoured));
const b = visibleTriangles(createTerrain(rampColoured));
assert.ok(b > a, `the colour guard changed nothing: ${b} triangles against ${a}`);
});
test("the shadow caster is coarser than the surface and stands on the same ground", async () => {
const world = await board(ROUGH);
const mesh = createTerrain(world);
const geo = mesh.geometry;
const seen = visibleTriangles(mesh);
const cast = casterTriangles(mesh);
assert.ok(cast > 0, "the relief stopped casting a shadow");
/*
* The caster's floor is `SHADOW_CASTER_STRIDE`, so on ground rough enough to
* defeat every merge it is a quarter of the surface and never more. A caster
* that came out the same size as the surface would mean the stride had been
* lost and the depth pass was paying full price for the board.
*/
assert.ok(cast <= seen / 3, `the caster kept ${cast} triangles against ${seen} visible`);
// Same board, so the same island: the caster may be blockier at the rim, but
// it may not be somewhere else.
const seenArea = footprint(geo, geo.drawRange.start, geo.drawRange.count);
const castArea = footprint(geo, geo.drawRange.count, (geo.getIndex() as THREE.BufferAttribute).count - geo.drawRange.count);
assert.ok(
castArea <= seenArea * 1.0001 && castArea > seenArea * 0.5,
`the caster covers ${castArea} square units against the surface's ${seenArea}`,
);
});
+73 -4
View File
@@ -203,6 +203,19 @@ export interface AircraftDetailInput {
altitude: number; altitude: number;
/** Degrees clockwise from true north. */ /** Degrees clockwise from true north. */
heading: number; heading: number;
/**
* ICAO type designator `"B739"` and tail number `"N68834"`, or absent.
*
* Optional, and every caller may leave all four of these out: the simulator
* knows none of them, and neither does a server one version behind. The rows
* simply do not appear, which is why there is no "unknown" string here.
*/
type?: string | null;
registration?: string | null;
/** Ground speed in knots. */
groundSpeedKt?: number | null;
/** Climb rate in feet per minute, positive up. */
verticalRateFpm?: number | null;
/** The track came out of the bundled simulator, not out of a receiver. */ /** The track came out of the bundled simulator, not out of a receiver. */
synthetic?: boolean; synthetic?: boolean;
/** The feed's own credit line, shown on the card that displays its data. */ /** The feed's own credit line, shown on the card that displays its data. */
@@ -225,6 +238,25 @@ export interface AircraftDetailView {
attribution: string | null; attribution: string | null;
} }
/**
* Below this, in feet per minute, an aircraft is flying level.
*
* A cruising airliner's reported vertical rate wanders either side of zero by a
* few tens of feet a minute pressure noise, not a manoeuvre and drawing
* "+64 ft/min" for it says *climbing* about an aeroplane that is not. 100 is
* comfortably inside that noise and comfortably below anything deliberate.
*/
const LEVEL_FPM = 100;
/** `-1240` → `"1,240 ft/min"`; anything inside the noise band → `"Level"`. */
function formatVerticalRate(fpm: number): string {
if (Math.abs(fpm) < LEVEL_FPM) return "Level";
// U+2212, not a hyphen: this sits in a tabular-numeric column next to a
// heading and an altitude, and a hyphen is half the width of the digits.
const sign = fpm > 0 ? "+" : "\u2212";
return `${sign}${Math.round(Math.abs(fpm)).toLocaleString()} ft/min`;
}
/** /**
* Format one aircraft for the card. * Format one aircraft for the card.
* *
@@ -252,12 +284,49 @@ export function formatAircraftDetail(aircraft: AircraftDetailInput): AircraftDet
? `${Math.round(((aircraft.heading % 360) + 360) % 360)}° ${compassPoint(aircraft.heading)}` ? `${Math.round(((aircraft.heading % 360) + 360) % 360)}° ${compassPoint(aircraft.heading)}`
: "—", : "—",
}, },
{
label: "Position",
value: `${formatCoordinate(aircraft.lat, "lat")} · ${formatCoordinate(aircraft.lng, "lng")}`,
},
]; ];
/**
* What it is, above what it is doing.
*
* The type designator and the tail number are the two things that turn a dart
* into an aeroplane "B739 · N68834" is a specific 737 with a history, and a
* hex address is a number. Both community feeds have carried them all along,
* under the same terms as the position, so this row costs an anonymous
* visitor nothing and is the half of the card they actually read.
*
* First, and `unshift` rather than a fourth entry, because identity reads
* before state and absent entirely rather than "unknown" when the feed said
* nothing, which is every simulated track.
*/
const airframe = [aircraft.type, aircraft.registration]
.map((value) => (value ?? "").trim())
.filter((value) => value !== "");
if (airframe.length > 0) rows.unshift({ label: "Aircraft", value: airframe.join(" · ") });
/**
* Speed and climb, which are what say *landing at SFO* rather than *over the
* Peninsula*. Knots and feet per minute because those are the units the
* numbers are read in; a signed climb because the sign is the whole message.
*
* `typeof` rather than a truthiness test: a stationary aircraft reports zero
* knots and a cruising one reports zero feet per minute, and both are facts.
*/
if (typeof aircraft.groundSpeedKt === "number" && Number.isFinite(aircraft.groundSpeedKt)) {
rows.push({
label: "Ground speed",
value: `${Math.round(aircraft.groundSpeedKt).toLocaleString()} kt`,
});
}
if (typeof aircraft.verticalRateFpm === "number" && Number.isFinite(aircraft.verticalRateFpm)) {
rows.push({ label: "Climb", value: formatVerticalRate(aircraft.verticalRateFpm) });
}
rows.push({
label: "Position",
value: `${formatCoordinate(aircraft.lat, "lat")} · ${formatCoordinate(aircraft.lng, "lng")}`,
});
return { return {
title: callsign !== "" ? callsign : hex !== "" ? hex.toUpperCase() : "Unknown aircraft", title: callsign !== "" ? callsign : hex !== "" ? hex.toUpperCase() : "Unknown aircraft",
subtitle: synthetic subtitle: synthetic