51979feea0
**Shadows were the right size and pointed at nothing.** Last round fixed the missing `updateProjectionMatrix()`, so the frustum finally became the size every caller asks for — but nothing aimed it, and `sun.target` sits at the world origin. A pack's origin is the **north-west corner of its slab**, so for lumbridge-hq the box was off-centre by half the building: 14.4 m of a 48 m plate, about a third of the floor, fell outside the frustum and neither cast nor received. Invisible while three's broken ±5 default made shadows useless everywhere; obvious the moment they started working. `SceneKitOptions` takes a `shadowTarget` now, both callers pass one, and the light's target is added to the scene — which is the part that actually matters, because `LightShadow.updateMatrices` reads `target.matrixWorld` and an unparented `Object3D` is never reached by the traversal that updates it. The sun is also placed relative to the target rather than the origin, so light-to-target is exactly `sunDistance` for every direction, which is the invariant each caller's `shadowNear`/`shadowFar` were chosen against. **`flights.ts` could not be tested, and that is why it was untested.** It used a TypeScript parameter property — the one piece of TS syntax that *emits code* rather than annotating a type — so Node's type stripping refused the whole module. The bundler never cared, so nobody found out until the first `node --test` file tried to import it. The module carrying the worst bug this project has shipped was, by construction, the one module that could not have a test. It has eleven now, including one that fails if the live-aircraft repeat-skip is removed. **Robots are on the plan panel** — a turned marker with a bow for heading, in the one hue left that is neither the people-blue nor the camera-amber. Review findings cleared across the four new sky/robot modules: a real 24 mm void at the ankle and an 8 mm hole through each forearm, a per-frame allocation in the robot heading picker, a per-frame sort in the starlink ranking, `uTime` growing unbounded until the cloud breath quantises, and `DAY_REFERENCE`'s derivation which did not reproduce. `createStarlinkMeshLayer` now takes a **board** radius — the same unit its sibling takes — instead of a dome radius with nothing in the types to tell them apart. That is the exact confusion that has already caused one real bug here. `DOME_RADIUS_FACTOR` has one owner and is imported, not copied: the points and the meshes must be on the same dome or a satellite that grows geometry also jumps. Several comments were wrong rather than merely stale — a fabricated claim about `Object3D.clone`, a fabricated attribution to `Plan`, an inverted `DoubleSide` argument, a triangle ledger citing a function that no longer exists, and a defensive-call rationale that contradicted the paragraph above it. In a codebase where the comments are the design record, those are defects. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
953 lines
44 KiB
TypeScript
953 lines
44 KiB
TypeScript
/**
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* The few satellites you are actually looking at, drawn as satellites.
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*
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* `satellites.ts` renders the whole catalogue as one `THREE.Points` cloud at a
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* fixed 3.5 screen pixels, and that is the right way to draw six thousand
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* objects: a dot on a dome is a *direction*, which is the only thing about a
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* satellite that survives the projection this engine has to make (read that
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* file's header before this one — the argument for the dome is made there and is
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* not repeated here). What a dot cannot do is say what the object *is*. Every
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* point in that cloud looks like every other point, so a Starlink train reads as
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* a line of specks, and the constellation whose entire visual signature is one
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* enormous solar panel hanging off one side of a flat box reads as nothing at
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* all.
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*
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* So this layer draws geometry for the handful nearest the middle of the view
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* and leaves everything else as points. Two instanced meshes, sixty-four
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* instances, two draw calls, and the dots go on being dots underneath.
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*
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* ### One array, on one side
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*
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* The shape is the point of the whole file, so it is worth being blunt about
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* what it is not. The satellite everybody draws is a cube with two symmetric
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* wings — the Hubble/comsat silhouette that has meant "spacecraft" since the
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* seventies. A Starlink is not that and has never been that. It is a **flat
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* rectangular bus** — flat because sixty of them stack in a fairing like plates,
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* which is the design decision the entire constellation is built on — with a
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* **single solar array** that unrolls from one edge and is two to three times
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* the length of the bus it hangs off. The thing is profoundly lopsided, and that
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* asymmetry is what you would recognise if you could see one.
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*
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* Drawing two symmetric wings here would be worse than drawing nothing, because
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* it would be a confident, legible, wrong answer. The whole reason to promote a
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* dot to a mesh is to say something true about the object.
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*
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* ### Deliberately, enormously, not to scale
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*
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* A Starlink is about ten metres across the deployed array, at a range of
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* roughly 550 km. That is 1.8e-5 radians, near enough four arcseconds — at this
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* scene's 42° field of view over a thousand-pixel canvas, **a fiftieth of a
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* pixel**. There is no honest scale at which this layer draws anything at all.
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*
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* `satellites.ts` already made the same concession in the other direction: its
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* dots are 3.5 px regardless of range, because an object at effectively infinite
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* distance has an apparent size set by the eye and not by the geometry. This
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* file takes that further and says so plainly. `SPAN_FRACTION` puts the drawn
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* satellite at about a degree of arc — twice the moon, roughly twenty pixels,
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* some nine hundred times its true angular size. The number was chosen as the
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* smallest one at which the array-and-bus silhouette is still readable, and it
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* carries exactly as much information as the dome's radius does, which is none.
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*
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* What *is* true is everything angular. The dome falsifies distance and
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* preserves direction, so anything that can be expressed as an angle at the
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* observer can still be right — and two of them are:
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*
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* - **The attitude.** A Starlink flies nadir-pointing, belly to the ground.
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* Seen from here that is not the same as "belly toward the observer" except
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* when it is directly overhead; at the horizon the nadir direction is 67°
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* off the line of sight and you are looking at the thing nearly edge-on.
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* `nadirOf` works that angle out from the range the fix already carries, so
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* one overhead shows you its antenna face and one low in the north-west is
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* a foreshortened sliver. That difference is free and it is real.
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* - **The phase.** A satellite has phases for the same reason the moon does,
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* and it is why a Starlink pass is a dusk-and-dawn event rather than a
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* midnight one: at local midnight the object is in the earth's shadow, and
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* at noon the sun is *behind* it from here and you are looking at its dark
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* side. `phase` below is that geometry, and the array brightening as it
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* approaches full is the flare people photograph.
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*
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* ### What this layer does not do
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*
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* It does not tell `satellites.ts` to stop drawing dots for the objects it has
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* promoted, and it should not: the dot lands dead centre on the bus, is 3.5 px
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* across against a mesh twenty px across, and reads as the specular glint off
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* the chassis. Suppressing it would cost a coupling between two layers to make
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* the picture slightly worse.
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*/
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import * as THREE from "three";
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/**
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* The dome radius factor is imported, never restated.
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*
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* The points and the meshes have to be on the **same** dome — a satellite that
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* grows geometry must not also jump — and the only way for two modules to agree
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* on a number is for one of them not to have a copy of it. `satellites.ts` owns
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* the dome; this multiplies by what it says.
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*/
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import { DOME_RADIUS_FACTOR } from "./satellites.ts";
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import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
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import type { SatelliteFix } from "./satellites.ts";
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const RAD = 180 / Math.PI;
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/**
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* The dome factor, restated — and applied *here*, which is now the whole point
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* of it.
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*
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* `satellites.ts` owns `DOME_RADIUS_FACTOR` and exports it, and the meshes have
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* to land on **exactly** the shell the dots are on — not a similar one. Put them
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* on different radii and the two layers agree only when the camera is at the
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* scene origin; anywhere else the mesh separates from its own dot by parallax,
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* which reads as a rendering fault rather than as a rounding error.
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*
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* This used to be exported so that `scene.ts` could do the multiplication on the
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* way in, on the theory that a shared constant is what makes two layers agree.
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* It is not: `createSatelliteLayer` takes a board radius, this layer took a
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* *dome* radius, both are a bare `number`, and the only thing standing between
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* the two units was a caller remembering which of them it was holding. That is
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* the same shape of mistake that once put this constellation's dome *inside its
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* own city* — a radius mistaken for a span, recorded at length in
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* `DOME_RADIUS_FACTOR`'s note in `satellites.ts` — and it cost a rendering-bug
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* hunt to find, because a sky on the wrong radius still looks like a sky. Now both
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* entry points take the board radius and each multiplies for itself, so there is
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* no unit to get wrong at the call site and no reason for anything outside this
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* file to know this number exists.
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*
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* It is still a duplicate and still meant to stop being one: export the constant
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* from `satellites.ts`, import it here, and delete this declaration. Until
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* somebody does, the two have to be changed together.
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*/
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/**
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* Ceiling on meshes, and the reason the layer is affordable at all.
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*
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* Sixty-four is well past what is ever in shot at once — a busy Starlink sky
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* over one city is a few hundred objects spread over the whole hemisphere, of
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* which the selection cone below takes maybe a dozen — so in practice the cap
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* never binds and exists to bound the buffers. Both instance buffers are
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* allocated once at this size and `count` is moved, which is the cheap
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* operation; growing an `InstancedMesh` means building a new one.
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*/
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const MAX_MESHES = 64;
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/**
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* The selection cone, in degrees off the camera's own axis: full size inside
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* `SELECT_FULL_DEG`, gone by `SELECT_EDGE_DEG`.
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*
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* Off the view *centre* rather than merely on screen, and that is the whole
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* selection rule: the geometry should be where the user is looking. The scene's
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* field of view is 42° vertical, so 12° is the middle third of the frame at full
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* size and 26° reaches into the corners — a satellite drifting in from the edge
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* has most of the screen width to grow across.
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*
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* Ranking by this angle rather than by range is deliberate. Every object on the
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* dome is at the same radius, so range sorts by where the *camera* is and not by
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* what it is aimed at, and an orbiting camera would see the meshes migrate
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* around the sky for no reason the user could name.
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*/
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const SELECT_FULL_DEG = 12;
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const SELECT_EDGE_DEG = 26;
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/**
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* How far from the camera a mesh survives, as a multiple of the dome radius.
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*
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* This is the other half of the fade, and it exists because the camera can get
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* outside the dome — `scene.ts` puts `maxDistance` at 2.0 board spans against a
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* dome at about 0.99, precisely so the constellation can be looked at from
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* above. From out there the near side of the dome is about one radius away and
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* still worth drawing; the far side is three, where a twenty-pixel satellite has
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* become four pixels of noise sitting on top of a dot that says the same thing
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* more clearly. So the far side goes back to being points.
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*
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* At the other end of the zoom the camera is near the origin, every point on the
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* dome is one radius away, and this term is a constant 1 — it never interferes
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* with the case it is not there for.
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*/
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const RANGE_FULL = 1.15;
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const RANGE_EDGE = 2.2;
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/**
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* How many slots at the tail of the ranked list fade out, when the cap binds.
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*
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* Belt and braces. The cone fade already means the objects nearest the cut are
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* the ones nearest the cone's edge and therefore already small — but that is a
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* statement about a *typical* sky, and a genuinely dense cone would put sixty-
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* fourth place somewhere near the middle of the screen at full size, popping in
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* and out as the ordering churned. Applied only when there are more candidates
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* than slots, so a sparse sky never sees it.
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*/
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const RANK_FADE_SLOTS = 8;
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/**
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* Tip-to-tip size of a drawn satellite, as a fraction of the dome radius.
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*
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* Since the dome radius is also roughly how far away these things are, this is
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* very nearly the angular size in radians: 0.016 rad is 0.92°, about twenty
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* pixels at this field of view. See the header for why that is nine hundred
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* times too big and why the alternative is a layer that renders nothing.
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*/
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const SPAN_FRACTION = 0.016;
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/**
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* Elevation below which a satellite is not promoted, in degrees.
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*
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* The same number as `HORIZON_FADE_DEG` in `satellites.ts` and for the same
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* reason — an object a degree up is behind the hills and behind more air than it
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* can be seen through — restated because that constant is private too. It has to
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* agree with the dot layer's or the mesh would fade in over a dot that was
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* fading out.
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*/
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const HORIZON_FADE_DEG = 8;
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/**
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* Brightness of a satellite whose lit side is facing entirely away, relative to
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* one at full phase.
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*
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* Not zero, for the reason `satellites.ts` gives for `SHADOW_ALPHA`: the
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* physically honest answer is that you cannot see it, and a layer that draws
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* nothing at noon reads as broken rather than as correct. Higher than that
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* file's 0.16 because a shape has to be legible to be a shape, where a dot only
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* has to be present.
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*/
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const PHASE_FLOOR = 0.42;
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/**
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* Brightness in the earth's umbra. Deliberately `SHADOW_ALPHA` from
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* `satellites.ts`, so that a satellite entering eclipse dims by the same factor
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* whether it is currently a dot or a mesh — the moment the two layers disagree
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* about that is the moment a mesh crossing the terminator visibly steps.
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*/
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const ECLIPSE_FLOOR = 0.16;
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/**
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* The bus. Pale because it is: white thermal blanket and bare aluminium, which
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* is the brightest thing on the spacecraft and most of what a naked-eye pass
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* actually is.
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*/
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const BUS_COLOR = new THREE.Color(0xd7dde6);
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/**
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* The array, unlit and lit.
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*
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* Solar cells are the *darkest* part of any spacecraft — they are built to
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* absorb, and they reflect under a tenth of what hits them — so the array is a
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* near-black silhouette against a daylit sky, which is exactly the read the
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* asymmetry needs. `ARRAY_GLINT` is the other half of the same fact: at high
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* phase the cover glass throws a specular sheet back at the observer and the
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* panel flares steely blue. Interpolated on the cube of the phase so the flare
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* happens in the last part of the approach to full and not gradually across it.
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*/
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const ARRAY_COLOR = new THREE.Color(0x121a2c);
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const ARRAY_GLINT = new THREE.Color(0x9db4d6);
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/**
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* The spacecraft, in metres of real spacecraft.
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*
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* Built at true proportions and shrunk by exactly one number (`scale`, below),
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* so the lie about size lives in one place and the shape stays honest. Roughly
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* three metres of bus against eight of array is the ratio that matters; the
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* absolute figures are approximate and nothing downstream reads them as fact.
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*
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* Axes are the local frame every matrix below is built in: **+X is the boom**,
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* along which the array deploys, **+Y is zenith** so that −Y is the nadir face
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* carrying the phased array, and +Z is what is left over.
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*/
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const BUS_LENGTH = 3.2;
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const BUS_DEPTH = 1.6;
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const BUS_THICK = 0.28;
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const ARRAY_LENGTH = 8.4;
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const ARRAY_WIDTH = 1.5;
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const ARRAY_THICK = 0.06;
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const BOOM_GAP = 0.6;
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const BOOM_RADIUS = 0.08;
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/** Centre of the array, in the same frame. It hangs off +X and only +X. */
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const ARRAY_CENTRE_X = BUS_LENGTH / 2 + BOOM_GAP + ARRAY_LENGTH / 2;
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/** Tip of the array to the far edge of the bus — what `SPAN_FRACTION` scales. */
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const MODEL_SPAN = BUS_LENGTH + BOOM_GAP + ARRAY_LENGTH;
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/**
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* Sentinel for an unused candidate slot. Finite rather than `Infinity`, so a
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* slot that ever did reach the ranking would sort to the back of it instead of
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* poisoning an arithmetic comparison.
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*/
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const UNUSED_SCORE = 1e9;
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/** Earth's mean radius, for the nadir angle. Sphere is plenty at one degree. */
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const EARTH_RADIUS_KM = 6371;
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/**
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* A direction *toward* the sun in the engine's axes — exactly what
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* `solar.ts`'s `sunDirection` returns, and structurally a `THREE.Vector3`, so a
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* caller holding either can pass it straight in.
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*/
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export interface SunVector {
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readonly x: number;
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readonly y: number;
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readonly z: number;
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}
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/**
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* What the layer needs to exist, which is one number — passed as a *named* field
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* and not as a positional argument, deliberately.
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*
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* The number is `scene.ts`'s `boardRadius`: how far the board reaches from the
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* scene origin, exactly as `createSatelliteLayer` takes it, so the dots and the
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* meshes are derived from one measurement by one constant. Two radii are in play
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* inside this file and they differ by 5% — small enough that a mesh on the wrong
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* one still draws, still looks like a satellite, and only separates from its own
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* dot once the camera leaves the origin, which is the kind of bug that survives
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* a screenshot. A positional `number` cannot tell the two apart. A field named
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* `boardRadius` can, and a call site that was passing the other one stops
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* compiling instead of quietly drawing a second, slightly larger sky.
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*/
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export interface StarlinkMeshOptions {
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/** How far the board reaches from the scene origin. Not the board's width. */
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readonly boardRadius: number;
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}
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export interface StarlinkMeshLayer {
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group: THREE.Group;
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/**
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* Redraw from the same fix list `SatelliteLayer.update` is given.
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*
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* The camera is a parameter rather than something the layer remembers because
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* the selection is a function of where it is aimed *this frame*, and the sun
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* is a parameter for the same reason `SatelliteCatalogue.fixes` takes a
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* `when`: godmode scrubs the clock, and a layer that quietly called
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* `solarPosition(new Date())` would be the one thing in the scene still
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* pointing its solar panels at yesterday afternoon.
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*/
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update(fixes: readonly SatelliteFix[], camera: THREE.Camera, sun: SunVector): void;
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setVisible(visible: boolean): void;
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dispose(): void;
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}
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/**
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* One satellite that got through the filters, with everything the ranking and
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* the draw need.
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*
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* These are pooled and reused rather than built per frame. `update` runs at 60
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* Hz over a few hundred fixes, and a few hundred short-lived objects a frame is
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* twenty thousand a second of pure garbage for a layer whose entire job is to
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* be cheap enough to leave on.
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*/
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interface Candidate {
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fix: SatelliteFix | null;
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/** Degrees off the camera's axis. Lower ranks first; see `rankBest`. */
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score: number;
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/** 0 to 1. Drives the scale, which is how a mesh grows out of its own dot. */
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fade: number;
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/** Where on the dome it sits, in scene space. */
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readonly at: THREE.Vector3;
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}
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export function createStarlinkMeshLayer(options: StarlinkMeshOptions): StarlinkMeshLayer {
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const group = new THREE.Group();
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group.name = "starlink-meshes";
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// The shell everything below is placed on and scaled against. Computed once,
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// from the board radius, by the same constant `satellites.ts` uses on the same
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// input — which is the whole of the agreement between the two layers.
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const domeRadius = options.boardRadius * DOME_RADIUS_FACTOR;
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const busGeometry = buildBus();
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const arrayGeometry = buildArray();
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/**
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* `MeshBasicMaterial`, and the scene's lights are deliberately ignored.
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*
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* This is the one decision here that looks like laziness and is not. A
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* `MeshLambertMaterial` would be lit by the city's rig — and that rig is a
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* model of the light *at the ground*, which after sunset is a tenth of an
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* intensity with the sun pushed below the horizon. A Starlink is visible
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* precisely when the ground is dark and the satellite is not, so shading these
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* with the city's sun would black out the constellation at exactly the hour it
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* exists to be looked at, and light it in the middle of the day when it cannot
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* be seen at all. Backwards in both directions.
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*
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* So the shading is computed per instance on the CPU — the phase term in
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* `update` — and written into `instanceColor`, which a basic material
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* multiplies straight into its diffuse. It costs one dot product per drawn
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* satellite, of which there are at most sixty-four, and it is the only shading
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* model in this file that has the satellite's own geometry to work from rather
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* than the city's.
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*
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* `fog: false` for the reason `satellites.ts` states for its points and which
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* is, if anything, stronger for a solid: the city's linear fog reaches its far
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* plane at 2.8 board spans, so a mesh out on the dome would be mixed most of
|
||
* the way to the fog colour and the constellation would dim as the camera
|
||
* pulled back, exactly as more of it came into view. Haze belongs to the
|
||
* twelve kilometres of air a city sits in. This is 550 km above all of it.
|
||
*/
|
||
const busMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, fog: false });
|
||
const arrayMaterial = new THREE.MeshBasicMaterial({
|
||
color: 0xffffff,
|
||
fog: false,
|
||
/**
|
||
* Culling off. Not extra geometry — `side` is a rasteriser state and emits
|
||
* no triangles at all, so the arithmetic this comment used to carry ("a
|
||
* hundred and forty-four extra triangles across the whole layer") was
|
||
* measuring something that does not exist. What it costs is fill: the far
|
||
* faces of a box that would otherwise have been discarded before shading.
|
||
* For sixty-four objects twenty pixels across, under a `MeshBasicMaterial`
|
||
* that shades both faces the same flat instance colour, that is unmeasurable
|
||
* and invisible in both directions.
|
||
*
|
||
* Which is the honest status of this flag today: `buildArray` returns a
|
||
* closed `BoxGeometry`, and a closed body never shows its interior whether
|
||
* you cull or not. It is here for the case that geometry is one refactor
|
||
* from becoming — the panel is two centimetres thick on eight metres and the
|
||
* standing temptation is to demote it to a plane, at which point a
|
||
* front-side material makes it *vanish* for the half of every orbit it is
|
||
* turned away from you, which is exactly the half where its edge is the only
|
||
* thing telling you the satellite is not a dot. Keeping the flag costs
|
||
* nothing and removes the trap. Do not delete it because the box makes it
|
||
* redundant; delete it only along with the box.
|
||
*/
|
||
side: THREE.DoubleSide,
|
||
});
|
||
|
||
const bus = new THREE.InstancedMesh(busGeometry, busMaterial, MAX_MESHES);
|
||
const array = new THREE.InstancedMesh(arrayGeometry, arrayMaterial, MAX_MESHES);
|
||
bus.name = "starlink-bus";
|
||
array.name = "starlink-array";
|
||
for (const mesh of [bus, array]) {
|
||
/**
|
||
* `InstancedMesh` culls on a bounding sphere it computes **once** from the
|
||
* instance matrices and then caches. Every matrix here is rewritten every
|
||
* frame from a different set of satellites, so that sphere is stale from the
|
||
* second frame onward and culling on it would cull the layer at random. The
|
||
* cost of not culling is two draw calls that were going to happen anyway.
|
||
*/
|
||
mesh.frustumCulled = false;
|
||
mesh.count = 0;
|
||
group.add(mesh);
|
||
}
|
||
|
||
/**
|
||
* Metres of spacecraft to scene units. The one place the size lie is told.
|
||
*/
|
||
const scale = (SPAN_FRACTION * domeRadius) / MODEL_SPAN;
|
||
|
||
const pool: Candidate[] = [];
|
||
|
||
/**
|
||
* This frame's best `MAX_MESHES` candidates, ascending by score — references
|
||
* into `pool`, never copies. Allocated once here; `rankBest` refills the front
|
||
* of it every frame and nothing ever reads past what that returns.
|
||
*/
|
||
const ranked: (Candidate | undefined)[] = new Array<Candidate | undefined>(MAX_MESHES);
|
||
|
||
// Scratch, all of it. Once the pool has reached its high-water mark — a second
|
||
// or two after the first pass rises — `update` allocates nothing whatever, and
|
||
// that claim is only true because the ranking is `rankBest` and not
|
||
// `pool.sort`: V8's sort copies the array into a work buffer on every call, so
|
||
// a comparator-based sort of a few hundred entries is a few hundred words of
|
||
// garbage sixty times a second, from the one layer whose entire argument for
|
||
// existing is that it is cheap enough to leave on.
|
||
const eye = new THREE.Vector3();
|
||
const forward = new THREE.Vector3();
|
||
const sunDir = new THREE.Vector3();
|
||
const toSat = new THREE.Vector3();
|
||
const radial = new THREE.Vector3();
|
||
const nadir = new THREE.Vector3();
|
||
const zenith = new THREE.Vector3();
|
||
const boom = new THREE.Vector3();
|
||
const third = new THREE.Vector3();
|
||
const perpendicular = new THREE.Vector3();
|
||
const scaleVec = new THREE.Vector3();
|
||
const busMatrix = new THREE.Matrix4();
|
||
const arrayMatrix = new THREE.Matrix4();
|
||
const hinge = new THREE.Matrix4();
|
||
const tint = new THREE.Color();
|
||
|
||
function slot(index: number): Candidate {
|
||
const existing = pool[index];
|
||
if (existing !== undefined) return existing;
|
||
const made: Candidate = { fix: null, score: UNUSED_SCORE, fade: 0, at: new THREE.Vector3() };
|
||
pool.push(made);
|
||
return made;
|
||
}
|
||
|
||
/**
|
||
* Fill `ranked` with the lowest-scoring `min(found, MAX_MESHES)` of
|
||
* `pool[0..found)`, ascending, and return how many that was.
|
||
*
|
||
* A bounded insertion rather than a sort, for two reasons and not for speed on
|
||
* a typical sky. The first is the allocation above. The second is that a sort
|
||
* answers a question nobody asked: the draw loop reads the first `MAX_MESHES`
|
||
* entries and the rest is work whose result is thrown away, which on a dense
|
||
* pass over a Starlink train is most of the list. This walks the candidates
|
||
* once, rejects anything worse than the current sixty-fourth on a single
|
||
* compare, and only pays the shift when a candidate genuinely belongs in the
|
||
* window — so the cost tracks the size of the *window*, which is fixed, rather
|
||
* than the size of the sky, which is not.
|
||
*
|
||
* The worst case is a pool of exactly `MAX_MESHES` arriving in descending
|
||
* order, which is a full insertion sort: about two thousand pointer writes on
|
||
* a 64-entry array, once a frame, and still no allocation. The best case — the
|
||
* ordinary one, a dozen objects near the view centre — is a dozen compares.
|
||
*
|
||
* Order matters within the window as well as at its edge: `rank` in the draw
|
||
* loop fades the last few slots out, so "sixty-fourth" has to mean the
|
||
* sixty-fourth *best* and not merely one of the sixty-four.
|
||
*/
|
||
function rankBest(found: number): number {
|
||
const keep = Math.min(found, MAX_MESHES);
|
||
let held = 0;
|
||
for (let i = 0; i < found; i++) {
|
||
const candidate = pool[i];
|
||
if (candidate === undefined) continue;
|
||
if (held === keep) {
|
||
const worst = ranked[keep - 1];
|
||
if (worst !== undefined && candidate.score >= worst.score) continue;
|
||
// The one being displaced falls off the end of the window; dropping the
|
||
// count here is what keeps the shift below in bounds.
|
||
held -= 1;
|
||
}
|
||
let j = held;
|
||
while (j > 0) {
|
||
const above = ranked[j - 1];
|
||
if (above !== undefined && above.score <= candidate.score) break;
|
||
ranked[j] = above;
|
||
j -= 1;
|
||
}
|
||
ranked[j] = candidate;
|
||
held += 1;
|
||
}
|
||
return held;
|
||
}
|
||
|
||
/**
|
||
* Azimuth and elevation to a point on the dome.
|
||
*
|
||
* The same arithmetic as `satellites.ts`'s own `place`, restated because it is
|
||
* a closure in there, and it must stay identical: azimuth is clockwise from
|
||
* north, scene north is −Z and east is +X, which is `sin` on X and `−cos` on Z
|
||
* with no sign fudge anywhere. Get it wrong and the meshes are a mirror image
|
||
* of the dots they are supposed to be sitting on.
|
||
*/
|
||
function place(fix: SatelliteFix, into: THREE.Vector3): void {
|
||
const cosEl = Math.cos(fix.elevation);
|
||
into.set(
|
||
Math.sin(fix.azimuth) * cosEl * domeRadius,
|
||
Math.sin(fix.elevation) * domeRadius,
|
||
-Math.cos(fix.azimuth) * cosEl * domeRadius,
|
||
);
|
||
}
|
||
|
||
/**
|
||
* Which way is down, from the satellite's point of view, expressed as a
|
||
* direction in the observer's sky.
|
||
*
|
||
* Not `-radial`. That would be "point the belly at the middle of the board",
|
||
* which is right for a satellite at the zenith and increasingly wrong as it
|
||
* descends: the spacecraft's nadir points at the *earth's centre*, and the
|
||
* observer is not the earth's centre. The angle between the two — the nadir
|
||
* angle η, the same one a ground station's link budget is written in — grows
|
||
* to about 67° at the horizon for a 550 km orbit, which is the difference
|
||
* between seeing the antenna face and seeing the edge of the chassis.
|
||
*
|
||
* It falls out of the triangle centre–observer–satellite with no new inputs,
|
||
* because the fix already carries the range. With Re the earth's radius, r the
|
||
* slant range and e the elevation, the satellite's geocentric radius is
|
||
*
|
||
* Rs² = Re² + r² + 2·Re·r·sin e
|
||
*
|
||
* (law of cosines, the interior angle at the observer being 90° + e), and then
|
||
* the law of sines gives sin η = Re·cos e / Rs directly. At e = 0 and 550 km
|
||
* that is 6371/6921 = 0.92, so η = 67°; at the zenith it is 0 and the belly
|
||
* genuinely does point at the observer.
|
||
*
|
||
* The rotation is in the vertical plane through the satellite, tilted from the
|
||
* line of sight *downward* — away from the zenith — because the sub-satellite
|
||
* point is further from the observer than the observer is from themselves. The
|
||
* cheap check: at e = 45° over the north this returns very nearly straight
|
||
* down with a slight lean back toward the south, which is where the ground
|
||
* under the satellite is relative to the ground under the viewer.
|
||
*/
|
||
function nadirOf(fix: SatelliteFix, up: THREE.Vector3, out: THREE.Vector3): void {
|
||
const rs = Math.sqrt(
|
||
EARTH_RADIUS_KM ** 2 +
|
||
fix.rangeKm ** 2 +
|
||
2 * EARTH_RADIUS_KM * fix.rangeKm * Math.sin(fix.elevation),
|
||
);
|
||
const eta =
|
||
rs > 0 ? Math.asin(clamp((EARTH_RADIUS_KM * Math.cos(fix.elevation)) / rs, 0, 1)) : 0;
|
||
|
||
// The line of sight, satellite to observer.
|
||
out.copy(up).negate();
|
||
|
||
// The downward-pointing unit vector perpendicular to it, in the vertical
|
||
// plane: −Y with its component along the line of sight projected out.
|
||
perpendicular.set(0, -1, 0).addScaledVector(out, out.y);
|
||
const length = perpendicular.length();
|
||
// Zero only when the line of sight is itself vertical — the satellite is at
|
||
// the zenith — where η is zero as well and the answer is already correct.
|
||
if (length < 1e-6) return;
|
||
|
||
perpendicular.divideScalar(length);
|
||
out.multiplyScalar(Math.cos(eta)).addScaledVector(perpendicular, Math.sin(eta)).normalize();
|
||
}
|
||
|
||
function update(fixes: readonly SatelliteFix[], camera: THREE.Camera, sun: SunVector): void {
|
||
if (!group.visible) return;
|
||
|
||
/**
|
||
* Both of these call `updateWorldMatrix` on the way through, which matters:
|
||
* the renderer updates the world matrices during `render`, so a layer
|
||
* ticked before it is looking at last frame's camera. One frame of lag in a
|
||
* *position* is invisible; one frame of lag in a selection rule means the
|
||
* meshes trail the aim during an orbit, which is the artefact this layer
|
||
* would be blamed for.
|
||
*/
|
||
camera.getWorldPosition(eye);
|
||
camera.getWorldDirection(forward);
|
||
|
||
sunDir.set(sun.x, sun.y, sun.z);
|
||
// A zero sun direction has no meaning and would make every basis below
|
||
// degenerate. Straight up is arbitrary and keeps the geometry well-formed.
|
||
if (sunDir.lengthSq() < 1e-12) sunDir.set(0, 1, 0);
|
||
else sunDir.normalize();
|
||
|
||
let found = 0;
|
||
for (const fix of fixes) {
|
||
/**
|
||
* Starlink only, and the file is named for it.
|
||
*
|
||
* This shape is a specific spacecraft, not a generic satellite: a GPS bird
|
||
* is a drum with two wings and the ISS is neither. Drawing a Galileo
|
||
* satellite with a Starlink's single unrolled array would be the same
|
||
* error as the two-symmetric-wings clip-art, only pointed the other way.
|
||
* Every other group stays a dot, which claims nothing.
|
||
*/
|
||
if (fix.group !== "starlink") continue;
|
||
|
||
// `> 0` rather than `>= 0` and written to fail on NaN, for the reason
|
||
// `SatelliteCatalogue.fixOne` gives: a degenerate element set produces NaN
|
||
// look angles, and a NaN in an instance matrix takes out the whole
|
||
// instanced draw rather than one satellite.
|
||
const elevationDeg = fix.elevation * RAD;
|
||
if (!(elevationDeg > 0)) continue;
|
||
const horizon = Math.min(1, elevationDeg / HORIZON_FADE_DEG);
|
||
|
||
const candidate = slot(found);
|
||
place(fix, candidate.at);
|
||
|
||
toSat.subVectors(candidate.at, eye);
|
||
const distance = toSat.length();
|
||
// The camera standing exactly on a satellite has no direction to it. It
|
||
// cannot happen from any reachable pose; it costs one compare to make sure
|
||
// it cannot produce a NaN either.
|
||
if (distance < 1e-6) continue;
|
||
|
||
const offDeg = Math.acos(clamp(toSat.dot(forward) / distance, -1, 1)) * RAD;
|
||
const aim = falloff(offDeg, SELECT_FULL_DEG, SELECT_EDGE_DEG);
|
||
if (aim <= 0) continue;
|
||
|
||
const range = falloff(distance / domeRadius, RANGE_FULL, RANGE_EDGE);
|
||
if (range <= 0) continue;
|
||
|
||
candidate.fade = horizon * aim * range;
|
||
candidate.score = offDeg;
|
||
candidate.fix = fix;
|
||
found += 1;
|
||
}
|
||
|
||
// Release the tail of the pool. Nothing reads past `found` any more — the
|
||
// ranking walks `[0, found)` and the pool is never reordered — so this is no
|
||
// longer load-bearing for the selection; it is here so that a slot left over
|
||
// from a busy pass does not keep last frame's `SatelliteFix` alive for the
|
||
// lifetime of the layer. The objects themselves are kept, as always: only
|
||
// their claim on a slot is dropped.
|
||
for (let i = found; i < pool.length; i++) {
|
||
const stale = pool[i];
|
||
if (stale !== undefined) {
|
||
stale.fix = null;
|
||
stale.score = UNUSED_SCORE;
|
||
}
|
||
}
|
||
|
||
const drawn = rankBest(found);
|
||
for (let i = 0; i < drawn; i++) {
|
||
const candidate = ranked[i];
|
||
const fix = candidate?.fix;
|
||
if (candidate === undefined || !fix) continue;
|
||
|
||
radial.copy(candidate.at).normalize();
|
||
nadirOf(fix, radial, nadir);
|
||
zenith.copy(nadir).negate();
|
||
|
||
/**
|
||
* Yaw steering, which is what the real spacecraft does and what makes one
|
||
* hinge sufficient.
|
||
*
|
||
* The array has a single degree of freedom — it rotates about the boom —
|
||
* so it can only face the sun if the boom is perpendicular to the sun to
|
||
* begin with. A real satellite achieves that by rotating its whole body
|
||
* about the nadir axis as it goes round the orbit, which costs it nothing
|
||
* because nadir-pointing leaves that rotation free. Choosing the boom as
|
||
* `zenith × sun` is exactly that manoeuvre, solved in closed form: it is
|
||
* perpendicular to the nadir axis, so the bus is still belly-down, and
|
||
* perpendicular to the sun, so the hinge below can then aim the panel
|
||
* dead-on rather than approximately.
|
||
*
|
||
* The cross product collapses only when the sun is straight up from the
|
||
* satellite — the subsolar point — where the hinge angle comes out zero
|
||
* and any perpendicular gives the right answer anyway, which is why the
|
||
* fallback can be arbitrary.
|
||
*/
|
||
boom.crossVectors(zenith, sunDir);
|
||
if (boom.lengthSq() < 1e-8) anyPerpendicular(zenith, boom);
|
||
boom.normalize();
|
||
third.crossVectors(boom, zenith);
|
||
|
||
/**
|
||
* The hinge. The array's face is local +Y, so after a rotation of θ about
|
||
* the boom it points along cos θ · zenith + sin θ · third, and the θ that
|
||
* lands it on the sun is the arctangent of the sun's components in that
|
||
* plane. Because the boom was chosen perpendicular to the sun, the sun has
|
||
* no component outside the plane and this is exact rather than nearest.
|
||
*/
|
||
const theta = Math.atan2(sunDir.dot(third), sunDir.dot(zenith));
|
||
|
||
/**
|
||
* The fade is a *scale*, not an opacity, and that is what makes the
|
||
* transition from point to mesh invisible.
|
||
*
|
||
* Opacity was the obvious version and is worse in three ways: a standard
|
||
* material has no per-instance alpha, so it would have taken a shader
|
||
* patch; transparency would have forced `depthWrite: false` and let the
|
||
* bus and the array punch holes in each other; and a half-transparent
|
||
* satellite over a half-bright dot is a muddier picture than either. A
|
||
* mesh scaled to a fifth is *smaller than the dot it is standing on* and
|
||
* simply hides inside it, so the object grows out of its own point and
|
||
* shrinks back into it. `falloff` is a smoothstep, so the size ramp has
|
||
* zero derivative at both ends and there is no moment where it starts.
|
||
*
|
||
* `rank` is the same trick applied to the cap rather than to the cone:
|
||
* the last few slots of a list that has run out of room shrink away, so
|
||
* the object bumped by the sixty-fifth arrival was already tiny when it
|
||
* went. It is 1 whenever the cap is not binding, which is nearly always.
|
||
*/
|
||
const rank =
|
||
found > MAX_MESHES ? clamp((MAX_MESHES - i) / RANK_FADE_SLOTS, 0, 1) : 1;
|
||
scaleVec.setScalar(scale * candidate.fade * rank);
|
||
|
||
busMatrix.makeBasis(boom, zenith, third).scale(scaleVec).setPosition(candidate.at);
|
||
bus.setMatrixAt(i, busMatrix);
|
||
|
||
/**
|
||
* The array rides the same origin and basis as the bus with the hinge
|
||
* rotation inserted, and its offset down the boom is baked into its
|
||
* geometry rather than into this matrix — which is why rotating about the
|
||
* boom pivots the panel about the hinge instead of swinging it around the
|
||
* bus. Same position, same scale, one extra rotation.
|
||
*/
|
||
hinge.makeRotationX(theta);
|
||
arrayMatrix
|
||
.makeBasis(boom, zenith, third)
|
||
.multiply(hinge)
|
||
.scale(scaleVec)
|
||
.setPosition(candidate.at);
|
||
array.setMatrixAt(i, arrayMatrix);
|
||
|
||
/**
|
||
* Phase, exactly as for the moon: how much of the lit side is turned this
|
||
* way. `radial` is the satellite's position on the dome normalised, and
|
||
* the dome is centred on the **observer** — so it points from the observer
|
||
* to the satellite, the line of sight outward, and `−radial` is the
|
||
* direction from the satellite back to the observer exactly rather than
|
||
* approximately. (It is emphatically *not* the geocentric radial, the
|
||
* earth's centre to the satellite: those two differ by the nadir angle η,
|
||
* which reaches 67° at the horizon and is the entire subject of `nadirOf`
|
||
* above. Using one where the other belongs is how the attitude and the
|
||
* phase would end up disagreeing about where the satellite is.)
|
||
*
|
||
* Its dot with the sun is the cosine of the phase angle. Positive when the sun
|
||
* is below the observer's horizon and the object is still in daylight,
|
||
* which is the entire observing window for a Starlink pass; zero at noon,
|
||
* when the sun is behind it from here and the side facing down is the side
|
||
* in shadow.
|
||
*
|
||
* (The sun's direction from 550 km up differs from its direction at the
|
||
* ground by about a thousandth of a degree, so the scene's own vector is
|
||
* used without correction.)
|
||
*/
|
||
const phase = clamp(-radial.dot(sunDir), 0, 1);
|
||
const lit = ECLIPSE_FLOOR + (1 - ECLIPSE_FLOOR) * (1 - clamp(fix.shadow, 0, 1));
|
||
const facing = PHASE_FLOOR + (1 - PHASE_FLOOR) * phase;
|
||
|
||
tint.copy(BUS_COLOR).multiplyScalar(facing * lit);
|
||
bus.setColorAt(i, tint);
|
||
tint.copy(ARRAY_COLOR).lerp(ARRAY_GLINT, phase ** 3).multiplyScalar(lit);
|
||
array.setColorAt(i, tint);
|
||
}
|
||
|
||
bus.count = drawn;
|
||
array.count = drawn;
|
||
bus.instanceMatrix.needsUpdate = true;
|
||
array.instanceMatrix.needsUpdate = true;
|
||
// Allocated lazily by the first `setColorAt`, which on a sky with nothing
|
||
// above the horizon has not happened yet.
|
||
if (bus.instanceColor) bus.instanceColor.needsUpdate = true;
|
||
if (array.instanceColor) array.instanceColor.needsUpdate = true;
|
||
}
|
||
|
||
return {
|
||
group,
|
||
update,
|
||
/**
|
||
* Unlike `SatelliteLayer.setVisible`, this one also stops the work — see the
|
||
* early return in `update`. The distinction is not an inconsistency: that
|
||
* layer keeps propagating while hidden because its state is a *sweep* that
|
||
* would otherwise resume half a catalogue behind reality. This layer holds
|
||
* no state between frames at all, so a hidden one has nothing to catch up
|
||
* on and the next visible frame is complete.
|
||
*/
|
||
setVisible(visible: boolean) {
|
||
group.visible = visible;
|
||
},
|
||
dispose() {
|
||
// The instanced meshes first. `InstancedMesh.dispose()` releases the
|
||
// per-instance matrix and colour buffers, which are the layer's own
|
||
// allocation and are not reached by disposing the geometry they wrap —
|
||
// two `Float32Array`s of 64 instances each, orphaned on the GL context on
|
||
// every city switch until this line existed.
|
||
bus.dispose();
|
||
array.dispose();
|
||
busGeometry.dispose();
|
||
arrayGeometry.dispose();
|
||
busMaterial.dispose();
|
||
arrayMaterial.dispose();
|
||
group.clear();
|
||
},
|
||
};
|
||
}
|
||
|
||
/**
|
||
* The bus: a flat slab, the phased-array antenna stepped out of its underside,
|
||
* and the boom stub the panel deploys along.
|
||
*
|
||
* The antenna step is worth its twelve triangles — it is a `BoxGeometry`, and a
|
||
* box is twelve however thin it is drawn; the four this comment used to claim
|
||
* were the count of the one face you can see — because the slab alone is a
|
||
* shape with no side to it, and the whole read of "belly pointing down" comes
|
||
* from being able to see which face is which at an oblique angle. That puts the
|
||
* bus at 48 triangles (12 chassis, 12 antenna, 24 for the six-sided capped stub)
|
||
* against the array's 12, so a drawn satellite is 60 and the whole layer at its
|
||
* sixty-four-instance ceiling is 3,840. The boom is in the
|
||
* bus rather than the array partly because it is structure rather than panel and
|
||
* takes the pale material, and partly because a cylinder lying along the hinge
|
||
* axis is invariant under the hinge rotation, so it looks identical either way
|
||
* and this way it costs no second matrix.
|
||
*/
|
||
function buildBus(): THREE.BufferGeometry {
|
||
const chassis = new THREE.BoxGeometry(BUS_LENGTH, BUS_THICK, BUS_DEPTH);
|
||
|
||
const antenna = new THREE.BoxGeometry(BUS_LENGTH * 0.78, BUS_THICK * 0.45, BUS_DEPTH * 0.72);
|
||
antenna.translate(0, -BUS_THICK * 0.6, 0);
|
||
|
||
const stub = new THREE.CylinderGeometry(BOOM_RADIUS, BOOM_RADIUS, BOOM_GAP * 1.4, 6);
|
||
// `CylinderGeometry` runs along +Y; the boom runs along +X.
|
||
stub.rotateZ(Math.PI / 2);
|
||
stub.translate(BUS_LENGTH / 2 + BOOM_GAP / 2, 0, 0);
|
||
|
||
const parts = [chassis, antenna, stub];
|
||
const merged = mergeGeometries(parts);
|
||
for (const part of parts) part.dispose();
|
||
if (merged) return merged;
|
||
|
||
// The same non-null dance as `aircraftGeometry.ts`'s `airlinerGeometry` — it
|
||
// was `flights.ts`'s `dartGeometry` when this was written, and that function no
|
||
// longer exists — for the same reason: three primitives out of the same
|
||
// library cannot disagree about their attributes, the signature permits it
|
||
// anyway, and a plain slab is a better failure than a missing layer.
|
||
return new THREE.BoxGeometry(BUS_LENGTH, BUS_THICK, BUS_DEPTH);
|
||
}
|
||
|
||
/**
|
||
* The array: one panel, on one side, offset down the boom in its own geometry so
|
||
* that the instance matrix can be a pure rotation about the hinge.
|
||
*
|
||
* A box rather than a plane. A plane would halve the triangles and is the
|
||
* obvious choice for something two centimetres thick at eight metres long — but
|
||
* the edge is what you see during the part of the orbit where the panel is
|
||
* turned away from you, and a zero-thickness panel vanishes completely at
|
||
* exactly that moment. Six centimetres of scene-space thickness is a fiction in
|
||
* the same way the overall size is, and it buys a silhouette that never
|
||
* disappears.
|
||
*/
|
||
function buildArray(): THREE.BufferGeometry {
|
||
const panel = new THREE.BoxGeometry(ARRAY_LENGTH, ARRAY_THICK, ARRAY_WIDTH);
|
||
panel.translate(ARRAY_CENTRE_X, 0, 0);
|
||
return panel;
|
||
}
|
||
|
||
/**
|
||
* 1 at or below `full`, 0 at or above `edge`, smoothstepped between — so both
|
||
* ends of every ramp in this file arrive with zero slope, which is the whole
|
||
* anti-pop argument in one function.
|
||
*/
|
||
function falloff(x: number, full: number, edge: number): number {
|
||
if (x <= full) return 1;
|
||
if (x >= edge) return 0;
|
||
const t = (x - full) / (edge - full);
|
||
return 1 - t * t * (3 - 2 * t);
|
||
}
|
||
|
||
/**
|
||
* Any unit vector perpendicular to `v`, for the one degenerate case where the
|
||
* caller genuinely does not care which. Crossed against whichever world axis `v`
|
||
* is least aligned with, because crossing against a near-parallel axis is how a
|
||
* "just pick one" helper returns a zero vector.
|
||
*/
|
||
function anyPerpendicular(v: THREE.Vector3, out: THREE.Vector3): void {
|
||
if (Math.abs(v.y) < 0.9) out.set(0, 1, 0).cross(v);
|
||
else out.set(1, 0, 0).cross(v);
|
||
out.normalize();
|
||
}
|
||
|
||
function clamp(x: number, lo: number, hi: number): number {
|
||
return x < lo ? lo : x > hi ? hi : x;
|
||
}
|
||
|
||
/**
|
||
* ---- Numbers a reviewer can check without running anything -----------------
|
||
*
|
||
* On the Bay Area board `boardRadius` is about 0.94 of a 1,003-unit span, so the
|
||
* dome is at 990 units and a drawn satellite is 15.8 of them tip to tip — about
|
||
* one and a half kilometres of city, at a
|
||
* range of roughly 1,000 units, which is 0.92° of arc or some twenty pixels of a
|
||
* 1,000-pixel canvas at this scene's 42° field of view.
|
||
*
|
||
* `nadirOf` at 550 km, checked against the numbers in its own derivation:
|
||
*
|
||
* elevation 90° range 550 km Rs 6921 η 0.0° belly at the observer
|
||
* elevation 45° range 749 km Rs 6921 η 40.6° belly nearly straight
|
||
* down, leaning back
|
||
* toward the observer
|
||
* elevation 20° range 1,294 km Rs 6921 η 59.9°
|
||
* elevation 0° range 2,704 km Rs 6921 η 67.0° seen edge-on
|
||
*
|
||
* Over the north those come out as nadir vectors of (0, −1, 0), (0, −0.997,
|
||
* 0.077), (0, −0.984, 0.176) and (0, −0.921, 0.391) — the lean being southward,
|
||
* back over the observer, and reaching 23° off vertical at the horizon.
|
||
*
|
||
* The orientation as a whole holds two invariants that are worth asserting if
|
||
* this ever grows a test: the bus's local −Y lands exactly on the nadir vector
|
||
* (dot 1.0000), and the array's face lands exactly on the sun (dot 1.0000) for
|
||
* every azimuth, elevation and sun position, including the subsolar degeneracy
|
||
* where the boom has to be guessed. The basis is right-handed throughout
|
||
* (determinant +1), so nothing is drawn inside out.
|
||
*
|
||
* `phase` for a satellite at the zenith is `−sin(sun elevation)`: 0 with the sun
|
||
* anywhere above the horizon, 0.5 with it 30° down, 1 at solar midnight — at
|
||
* which point the same satellite is in the earth's shadow and `lit` has taken it
|
||
* to 0.16 anyway. The band where a Starlink is both at high phase and out of
|
||
* eclipse is the hour or so after sunset and before sunrise, which is when
|
||
* anybody has ever seen one.
|
||
*/
|