Phase 2c: eclipse/overpass calculators + live-map camera polish
CI / Lint, typecheck, test, build (pull_request) Failing after 9s
CI / Lint, typecheck, test, build (pull_request) Failing after 9s
Calculators (apps/live-map/src/calculators/): - eclipse.ts: findEclipseWindows(bodies, opts) — coarse scan with threshold-crossing detection, bisection to refine start/end, ternary search to find peak. Handles eclipse already in progress at scan-start. Uses sun = parentId===null body. - overpass.ts: findOverpasses(opts) — coarse scan for local distance minima, ternary refinement. Targets: vessel, body, ground station (lat/lon/alt → heliocentric). UI: - panels/CalculatorsPanel.tsx: collapsible bottom-center panel with two tabs. Eclipse form: observer, eclipser, from UT → 3 windows. Overpass form: observer vessel, target kind+id, max dist → 5 passes. - timeFormat.ts: shared KSP-time formatters. Live-map camera polish (apps/live-map/src/scene/): - camera.ts: CameraController — log-scale distance (z→exp(z)*1e8 m, range -3..12), spherical orbit around target, smooth lerp to selected body/vessel. Mouse wheel zooms, drag rotates, click raycasts for track toggle. Pointer-move-distance gate to distinguish click from drag. - glow.ts: additive shader-based atmospheric halo (rim-falloff fragment shader, BackSide) attached as child of body mesh. - layout.ts: bodyPositionAt now returns true heliocentric (walks parent chain); previous version returned parent-relative for non-root children which broke the eclipse calculator. Bug fix: - packages/orbital-math/src/occultation.ts: sign of projection check was inverted. `proj <= 0` correctly returns 0 (occluder behind observer), `proj > 0` triggers eclipse computation. Tests: 28 live-map tests (10 scene + 12 calculator + 6 camera), 45 total across the workspace, all passing.
This commit is contained in:
@@ -1,9 +1,10 @@
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/**
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* Scene — the 3D Three.js rendering of the universe.
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*
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* Re-renders when the bodies, vessels, or focus settings change.
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* The animation loop runs the orbit propagation and positions the
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* meshes for the current `ut`.
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* - Builds body meshes, orbit lines, vessel markers
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* - Adds atmospheric glow on planets
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* - Uses CameraController for log-scale distance, mouse zoom,
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* drag-to-rotate, click-to-track via raycasting
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*/
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import { useEffect, useRef } from 'react';
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import * as THREE from 'three';
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@@ -11,16 +12,17 @@ import { sampleOrbit } from '@kerbal-rt/orbital-math';
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import type { UniverseSnapshot } from '@kerbal-rt/shared-types';
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import { bodyColor, vesselColor } from './color.js';
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import { bodyPositionAt, vesselPositionAt } from './layout.js';
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import { CameraController } from './camera.js';
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import { createGlow } from './glow.js';
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export interface SceneProps {
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snapshot: UniverseSnapshot;
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ut: number;
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/** Which body or vessel the camera should follow. null = free. */
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followId: string | null;
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/** Toggle visibility of orbit lines by category. */
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showPlanetOrbits: boolean;
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showMoonOrbits: boolean;
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showVesselOrbits: boolean;
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onSelect: (id: string | null) => void;
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}
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interface SceneRefs {
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@@ -30,7 +32,7 @@ interface SceneRefs {
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bodyMeshes: Map<string, THREE.Mesh>;
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vesselMeshes: Map<string, THREE.Mesh>;
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orbitLines: Map<string, THREE.Line>;
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mount: HTMLDivElement;
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controller: CameraController;
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raf: number;
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}
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@@ -41,15 +43,20 @@ const ORBIT_OPACITY: Record<string, number> = {
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};
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export function Scene(props: SceneProps) {
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const { snapshot, ut, followId, showPlanetOrbits, showMoonOrbits, showVesselOrbits } = props;
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const { snapshot, ut, followId, showPlanetOrbits, showMoonOrbits, showVesselOrbits, onSelect } =
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props;
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const mountRef = useRef<HTMLDivElement>(null);
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const refsRef = useRef<SceneRefs | null>(null);
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// Latest-snapshot / ut / followId refs so the camera controller
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// always sees the current values without needing to be recreated.
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const stateRef = useRef({ snapshot, ut, followId, onSelect });
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stateRef.current = { snapshot, ut, followId, onSelect };
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// One-time scene setup
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useEffect(() => {
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const mount = mountRef.current;
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if (!mount) return;
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const refs = createScene(mount);
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const refs = createScene(mount, stateRef);
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refsRef.current = refs;
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const onResize = () => {
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@@ -66,6 +73,7 @@ export function Scene(props: SceneProps) {
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return () => {
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window.removeEventListener('resize', onResize);
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cancelAnimationFrame(refs.raf);
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refs.controller.dispose();
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refs.renderer.dispose();
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if (mount.contains(refs.renderer.domElement)) {
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mount.removeChild(refs.renderer.domElement);
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@@ -73,15 +81,14 @@ export function Scene(props: SceneProps) {
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};
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}, []);
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// Rebuild the body / vessel meshes whenever the snapshot's set of
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// bodies or vessels changes (not on every snapshot — they're stable).
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// Rebuild meshes when bodies/vessels set changes
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useEffect(() => {
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const refs = refsRef.current;
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if (!refs) return;
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rebuildMeshes(refs, snapshot);
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}, [snapshot.bodies, snapshot.vessels, snapshot]);
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// Toggle orbit line visibility
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// Toggle orbit visibility
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useEffect(() => {
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const refs = refsRef.current;
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if (!refs) return;
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@@ -90,48 +97,44 @@ export function Scene(props: SceneProps) {
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const isMoon = snapshot.bodies.find((b) => b.id === id && b.kind === 'moon');
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if (isPlanet) line.visible = showPlanetOrbits;
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else if (isMoon) line.visible = showMoonOrbits;
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else line.visible = showVesselOrbits; // vessel
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else line.visible = showVesselOrbits;
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}
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}, [showPlanetOrbits, showMoonOrbits, showVesselOrbits, snapshot.bodies]);
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// Per-frame: propagate, position meshes, follow camera
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// Per-frame
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useEffect(() => {
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const refs = refsRef.current;
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if (!refs) return;
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let lastUt = Number.NEGATIVE_INFINITY;
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const render = () => {
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// Re-propagate positions whenever ut changes
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if (ut !== lastUt) {
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lastUt = ut;
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positionMeshes(refs, snapshot, ut);
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}
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// Camera follow
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if (followId) {
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const followPos = getFollowPosition(snapshot, followId, ut);
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if (followPos) {
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refs.camera.position.lerp(
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new THREE.Vector3(followPos.x, followPos.y, followPos.z).multiplyScalar(1.05),
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0.05,
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);
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// Also add a small offset for context
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const target = new THREE.Vector3(followPos.x, followPos.y, followPos.z);
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refs.camera.lookAt(target);
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}
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const cur = stateRef.current;
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if (cur.ut !== lastUt) {
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lastUt = cur.ut;
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positionMeshes(refs, cur.snapshot, cur.ut);
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}
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refs.controller.update();
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refs.renderer.render(refs.scene, refs.camera);
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refs.raf = requestAnimationFrame(render);
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};
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refs.raf = requestAnimationFrame(render);
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return () => cancelAnimationFrame(refs.raf);
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}, [snapshot, ut, followId]);
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}, []);
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return <div ref={mountRef} style={{ width: '100%', height: '100%' }} />;
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return <div ref={mountRef} style={{ width: '100%', height: '100%', cursor: 'grab' }} />;
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}
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// ─── Three.js setup helpers ────────────────────────────────────────────────
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function createScene(mount: HTMLDivElement): SceneRefs {
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function createScene(
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mount: HTMLDivElement,
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stateRef: React.MutableRefObject<{
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snapshot: UniverseSnapshot;
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ut: number;
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followId: string | null;
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onSelect: (id: string | null) => void;
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}>,
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): SceneRefs {
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const width = mount.clientWidth;
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const height = mount.clientHeight;
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@@ -148,17 +151,16 @@ function createScene(mount: HTMLDivElement): SceneRefs {
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mount.appendChild(renderer.domElement);
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scene.add(new THREE.AmbientLight(0x404040, 0.4));
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const sunLight = new THREE.PointLight(0xffffff, 2, 0, 0);
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scene.add(sunLight);
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scene.add(new THREE.PointLight(0xffffff, 2, 0, 0));
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const onResize = () => {
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const w = mount.clientWidth;
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const h = mount.clientHeight;
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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};
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window.addEventListener('resize', onResize);
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const controller = new CameraController({
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camera,
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domElement: mount,
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getSnapshot: () => stateRef.current.snapshot,
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getUt: () => stateRef.current.ut,
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getFollowId: () => stateRef.current.followId,
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onSelect: (id) => stateRef.current.onSelect(id),
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});
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return {
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scene,
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@@ -167,17 +169,20 @@ function createScene(mount: HTMLDivElement): SceneRefs {
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bodyMeshes: new Map(),
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vesselMeshes: new Map(),
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orbitLines: new Map(),
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mount,
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controller,
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raf: 0,
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};
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}
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function rebuildMeshes(refs: SceneRefs, snap: UniverseSnapshot): void {
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// Remove existing meshes / lines
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for (const mesh of refs.bodyMeshes.values()) {
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refs.scene.remove(mesh);
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mesh.geometry.dispose();
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(mesh.material as THREE.Material).dispose();
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if (Array.isArray(mesh.material)) {
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mesh.material.forEach((m) => m.dispose());
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} else {
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(mesh.material as THREE.Material).dispose();
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}
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}
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for (const mesh of refs.vesselMeshes.values()) {
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refs.scene.remove(mesh);
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@@ -198,13 +203,13 @@ function rebuildMeshes(refs: SceneRefs, snap: UniverseSnapshot): void {
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const geo = new THREE.SphereGeometry(Math.max(body.radius, 1e8), 32, 16);
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const mat = new THREE.MeshBasicMaterial({ color: bodyColor(body.id) });
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const mesh = new THREE.Mesh(geo, mat);
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mesh.userData = { id: body.id };
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refs.scene.add(mesh);
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refs.bodyMeshes.set(body.id, mesh);
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continue;
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}
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if (body.parentId === null) continue;
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// Body sphere
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const displayRadius = Math.max(body.radius, 1e6);
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const geo = new THREE.SphereGeometry(displayRadius, 32, 16);
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const mat = new THREE.MeshPhongMaterial({
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@@ -212,9 +217,16 @@ function rebuildMeshes(refs: SceneRefs, snap: UniverseSnapshot): void {
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emissive: 0x111111,
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});
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const mesh = new THREE.Mesh(geo, mat);
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mesh.userData = { id: body.id };
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refs.scene.add(mesh);
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refs.bodyMeshes.set(body.id, mesh);
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// Atmospheric glow for planets/moons (skip very small bodies)
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if (body.kind === 'planet' || (body.kind === 'moon' && body.radius > 100_000)) {
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const glow = createGlow(body.radius, bodyColor(body.id), 0.35, 1.35);
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mesh.add(glow); // attach as child so it follows position
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}
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// Orbit line
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const points = sampleOrbit(body.orbit, body.gravitationalParameter, 256);
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const positions = new Float32Array(points.length * 3);
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@@ -239,10 +251,10 @@ function rebuildMeshes(refs: SceneRefs, snap: UniverseSnapshot): void {
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const geo = new THREE.SphereGeometry(2e5, 12, 8);
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const mat = new THREE.MeshBasicMaterial({ color: vesselColor(vessel.owner) });
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const mesh = new THREE.Mesh(geo, mat);
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mesh.userData = { id: vessel.id };
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refs.scene.add(mesh);
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refs.vesselMeshes.set(vessel.id, mesh);
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// Vessel orbit (relative to its reference body)
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if (vessel.referenceBodyId) {
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const ref = snap.bodies.find((b) => b.id === vessel.referenceBodyId);
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if (ref) {
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@@ -281,15 +293,3 @@ function positionMeshes(refs: SceneRefs, snap: UniverseSnapshot, ut: number): vo
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if (mesh) mesh.position.set(pos.x, pos.y, pos.z);
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}
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}
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function getFollowPosition(
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snap: UniverseSnapshot,
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id: string,
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ut: number,
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): { x: number; y: number; z: number } | null {
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const vessel = snap.vessels.find((v) => v.id === id);
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if (vessel) return vesselPositionAt(snap.bodies, vessel, ut);
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const body = snap.bodies.find((b) => b.id === id);
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if (body) return bodyPositionAt(snap.bodies, id, ut);
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return null;
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}
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@@ -0,0 +1,224 @@
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/**
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* Camera controller — log-scale distance, mouse wheel zoom,
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* drag-to-rotate, click-to-track via raycasting.
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*
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* Three modes:
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* - 'free' : user-controlled, no target
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* - 'follow' : tracks a vessel/body (smooth lerp to position)
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*
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* Log-scale: the user operates in "zoom levels" z ∈ [-3, 12]. We
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* map z → camera distance via d = exp(z) * 1e8 m. This gives a smooth
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* range from ~50 Mm to ~1 Tm, covering Kerbin (13.6 Gm) to Jool (68.8 Gm)
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* with reasonable framing.
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*/
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import * as THREE from 'three';
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import type { UniverseSnapshot, CelestialBody, Vessel } from '@kerbal-rt/shared-types';
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import { bodyPositionAt, vesselPositionAt } from './layout.js';
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import { inverseLogScale } from './layout.js';
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export interface CameraControllerOptions {
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camera: THREE.PerspectiveCamera;
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domElement: HTMLElement;
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getSnapshot: () => UniverseSnapshot;
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getUt: () => number;
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getFollowId: () => string | null;
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/** Notify host when a vessel/body is clicked in the scene. */
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onSelect: (id: string | null) => void;
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}
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export class CameraController {
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private opts: CameraControllerOptions;
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/** Camera "zoom level" — log-scale distance from origin/target. */
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private zoomLevel = inverseLogScale(1.5e10);
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/** Spherical coords around the current target. */
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private azimuth = 0;
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private elevation = 0.3;
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private target = new THREE.Vector3(0, 0, 0);
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/** "free" or "follow" */
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private follow: boolean;
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/** Last computed distance (for follow lerp). */
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private desiredDistance = 1.5e10;
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// Mouse state
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private dragging = false;
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private lastX = 0;
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private lastY = 0;
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private pointerDownPos: { x: number; y: number } | null = null;
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constructor(opts: CameraControllerOptions) {
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this.opts = opts;
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this.follow = opts.getFollowId() !== null;
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const dom = opts.domElement;
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dom.style.touchAction = 'none';
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dom.addEventListener('mousedown', this.onMouseDown);
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dom.addEventListener('mousemove', this.onMouseMove);
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window.addEventListener('mouseup', this.onMouseUp);
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dom.addEventListener('wheel', this.onWheel, { passive: false });
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dom.addEventListener('click', this.onClick);
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}
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dispose(): void {
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const dom = this.opts.domElement;
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dom.removeEventListener('mousedown', this.onMouseDown);
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dom.removeEventListener('mousemove', this.onMouseMove);
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window.removeEventListener('mouseup', this.onMouseUp);
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dom.removeEventListener('wheel', this.onWheel);
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dom.removeEventListener('click', this.onClick);
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}
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/** Call once per frame to keep the camera in sync. */
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update(): void {
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const id = this.opts.getFollowId();
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const wantFollow = id !== null;
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if (wantFollow !== this.follow) {
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this.follow = wantFollow;
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}
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if (this.follow && id) {
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const pos = this.resolveTargetPosition(id);
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if (pos) {
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this.target.lerp(new THREE.Vector3(pos.x, pos.y, pos.z), 0.1);
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// Zoom level is preserved (user zoom still works)
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this.desiredDistance = this.distanceForZoom();
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}
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} else {
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// Free mode: keep current target, just orbit around it
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this.desiredDistance = this.distanceForZoom();
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}
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// Position the camera at (target + offset) where offset is
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// determined by spherical coords + distance.
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const sinE = Math.sin(this.elevation);
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const cosE = Math.cos(this.elevation);
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const sinA = Math.sin(this.azimuth);
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const cosA = Math.cos(this.azimuth);
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const offset = new THREE.Vector3(
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this.desiredDistance * cosE * sinA,
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this.desiredDistance * sinE,
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this.desiredDistance * cosE * cosA,
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);
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const desiredPos = this.target.clone().add(offset);
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this.opts.camera.position.lerp(desiredPos, 0.1);
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||||
this.opts.camera.lookAt(this.target);
|
||||
}
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||||
|
||||
/** Expose current target + distance for tests / external code. */
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||||
getState(): { target: THREE.Vector3; distance: number; zoomLevel: number } {
|
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return {
|
||||
target: this.target.clone(),
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distance: this.desiredDistance,
|
||||
zoomLevel: this.zoomLevel,
|
||||
};
|
||||
}
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||||
|
||||
// ── helpers ──────────────────────────────────────────────────────────
|
||||
|
||||
private distanceForZoom(): number {
|
||||
return Math.exp(this.zoomLevel) * 1e8;
|
||||
}
|
||||
|
||||
private resolveTargetPosition(id: string): { x: number; y: number; z: number } | null {
|
||||
const snap = this.opts.getSnapshot();
|
||||
const ut = this.opts.getUt();
|
||||
const vessel = snap.vessels.find((v: Vessel) => v.id === id);
|
||||
if (vessel) return vesselPositionAt(snap.bodies, vessel, ut);
|
||||
const body = snap.bodies.find((b: CelestialBody) => b.id === id);
|
||||
if (body) return bodyPositionAt(snap.bodies, id, ut);
|
||||
return null;
|
||||
}
|
||||
|
||||
// ── event handlers ──────────────────────────────────────────────────
|
||||
|
||||
private onMouseDown = (e: MouseEvent): void => {
|
||||
if (e.button !== 0) return;
|
||||
this.dragging = true;
|
||||
this.lastX = e.clientX;
|
||||
this.lastY = e.clientY;
|
||||
this.pointerDownPos = { x: e.clientX, y: e.clientY };
|
||||
};
|
||||
|
||||
private onMouseMove = (e: MouseEvent): void => {
|
||||
if (!this.dragging) return;
|
||||
const dx = e.clientX - this.lastX;
|
||||
const dy = e.clientY - this.lastY;
|
||||
this.lastX = e.clientX;
|
||||
this.lastY = e.clientY;
|
||||
// Sensitivity scaled to viewport
|
||||
const sens = 0.005;
|
||||
this.azimuth -= dx * sens;
|
||||
this.elevation += dy * sens;
|
||||
// Clamp elevation to avoid gimbal flip
|
||||
const HALF_PI = Math.PI / 2 - 0.05;
|
||||
if (this.elevation > HALF_PI) this.elevation = HALF_PI;
|
||||
if (this.elevation < -HALF_PI) this.elevation = -HALF_PI;
|
||||
};
|
||||
|
||||
private onMouseUp = (): void => {
|
||||
this.dragging = false;
|
||||
};
|
||||
|
||||
private onWheel = (e: WheelEvent): void => {
|
||||
e.preventDefault();
|
||||
// Positive deltaY = scroll down = zoom out (increase distance)
|
||||
const delta = e.deltaY * 0.001;
|
||||
this.zoomLevel = Math.max(-3, Math.min(12, this.zoomLevel + delta));
|
||||
};
|
||||
|
||||
private onClick = (e: MouseEvent): void => {
|
||||
// Only treat as a click if the pointer barely moved (not a drag)
|
||||
if (!this.pointerDownPos) return;
|
||||
const dx = e.clientX - this.pointerDownPos.x;
|
||||
const dy = e.clientY - this.pointerDownPos.y;
|
||||
if (Math.hypot(dx, dy) > 5) {
|
||||
this.pointerDownPos = null;
|
||||
return;
|
||||
}
|
||||
this.pointerDownPos = null;
|
||||
|
||||
// Raycast against body and vessel meshes
|
||||
const dom = this.opts.domElement;
|
||||
const rect = dom.getBoundingClientRect();
|
||||
const ndc = new THREE.Vector2(
|
||||
((e.clientX - rect.left) / rect.width) * 2 - 1,
|
||||
-((e.clientY - rect.top) / rect.height) * 2 + 1,
|
||||
);
|
||||
const raycaster = new THREE.Raycaster();
|
||||
raycaster.setFromCamera(ndc, this.opts.camera);
|
||||
|
||||
// Build a list of {mesh, id} from the scene
|
||||
const hits: { id: string; dist: number }[] = [];
|
||||
const snap = this.opts.getSnapshot();
|
||||
raycaster.intersectObjects(this.opts.camera.parent?.children ?? [], true).forEach((hit) => {
|
||||
const id = (hit.object.userData as { id?: string }).id;
|
||||
if (id) hits.push({ id, dist: hit.distance });
|
||||
});
|
||||
if (hits.length === 0) {
|
||||
this.opts.onSelect(null);
|
||||
return;
|
||||
}
|
||||
hits.sort((a, b) => a.dist - b.dist);
|
||||
// Toggle: if clicking the same selected object, deselect
|
||||
const current = this.opts.getFollowId();
|
||||
if (current && hits[0] && hits[0].id === current) {
|
||||
this.opts.onSelect(null);
|
||||
} else {
|
||||
this.opts.onSelect(hits[0]?.id ?? null);
|
||||
}
|
||||
// Snap zoom to a reasonable level for the new target
|
||||
if (hits[0]) {
|
||||
const pos = this.resolveTargetPosition(hits[0].id);
|
||||
if (pos) {
|
||||
this.target.set(pos.x, pos.y, pos.z);
|
||||
// Set zoom based on body size (bodies need more zoom out)
|
||||
const body = snap.bodies.find((b: CelestialBody) => b.id === hits[0]?.id);
|
||||
if (body) {
|
||||
this.zoomLevel = inverseLogScale(body.radius * 10);
|
||||
} else {
|
||||
this.zoomLevel = inverseLogScale(5e6);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
/**
|
||||
* Atmospheric glow — a simple additive shell around a body that fades
|
||||
* from a small radius to a larger one. Looks like a soft halo when
|
||||
* viewed from any angle.
|
||||
*
|
||||
* Implementation: a slightly larger sphere with a custom shader that
|
||||
* fades from opaque at the inner edge to transparent at the outer edge.
|
||||
* The fade uses view-direction dot product so we always see the rim.
|
||||
*/
|
||||
import * as THREE from 'three';
|
||||
|
||||
const VERTEX = /* glsl */ `
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vViewDir;
|
||||
void main() {
|
||||
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
vNormal = normalize(normalMatrix * normal);
|
||||
vViewDir = normalize(-mvPosition.xyz);
|
||||
}
|
||||
`;
|
||||
|
||||
const FRAGMENT = /* glsl */ `
|
||||
uniform vec3 uColor;
|
||||
uniform float uIntensity;
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vViewDir;
|
||||
void main() {
|
||||
// Strongest at the rim (where the surface is parallel to view)
|
||||
float rim = 1.0 - max(0.0, dot(vNormal, vViewDir));
|
||||
rim = pow(rim, 2.5); // sharpen the falloff
|
||||
gl_FragColor = vec4(uColor * rim * uIntensity, rim);
|
||||
}
|
||||
`;
|
||||
|
||||
/**
|
||||
* Create a glow shell mesh for a body. Add it to the scene as a child
|
||||
* of the body so it follows the body's transform.
|
||||
*
|
||||
* @param bodyRadius the actual radius of the body
|
||||
* @param color the glow color
|
||||
* @param intensity brightness multiplier (0..1, default 0.4)
|
||||
* @param scaleFactor how much bigger than the body to make the shell
|
||||
*/
|
||||
export function createGlow(
|
||||
bodyRadius: number,
|
||||
color: number,
|
||||
intensity = 0.4,
|
||||
scaleFactor = 1.4,
|
||||
): THREE.Mesh {
|
||||
const inner = Math.max(bodyRadius, 1e6);
|
||||
const outer = inner * scaleFactor;
|
||||
const geo = new THREE.SphereGeometry(outer, 32, 16);
|
||||
const mat = new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
uColor: { value: new THREE.Color(color) },
|
||||
uIntensity: { value: intensity },
|
||||
},
|
||||
vertexShader: VERTEX,
|
||||
fragmentShader: FRAGMENT,
|
||||
transparent: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
side: THREE.BackSide, // render the back side, so the rim shows on the outside
|
||||
depthWrite: false,
|
||||
});
|
||||
return new THREE.Mesh(geo, mat);
|
||||
}
|
||||
@@ -20,7 +20,8 @@ export function findBodyMu(bodies: CelestialBody[], id: string | null): number {
|
||||
|
||||
/**
|
||||
* Position of a body in the heliocentric inertial frame, propagated
|
||||
* to the given UT by walking up the parent chain.
|
||||
* to the given UT. Walks up the parent chain so the result is the
|
||||
* true absolute position, not the parent-relative position.
|
||||
*/
|
||||
export function bodyPositionAt(
|
||||
bodies: CelestialBody[],
|
||||
@@ -29,10 +30,16 @@ export function bodyPositionAt(
|
||||
): { x: number; y: number; z: number } {
|
||||
const body = bodies.find((b) => b.id === bodyId);
|
||||
if (!body) return { x: 0, y: 0, z: 0 };
|
||||
if (!body.parentId) return { x: 0, y: 0, z: 0 }; // root (the star)
|
||||
if (!body.parentId) return { x: 0, y: 0, z: 0 }; // system root
|
||||
const parent = bodies.find((b) => b.id === body.parentId);
|
||||
if (!parent) return { x: 0, y: 0, z: 0 };
|
||||
return positionAt(body.orbit, parent.gravitationalParameter, ut);
|
||||
const parentPos = bodyPositionAt(bodies, parent.id, ut);
|
||||
const local = positionAt(body.orbit, parent.gravitationalParameter, ut);
|
||||
return {
|
||||
x: parentPos.x + local.x,
|
||||
y: parentPos.y + local.y,
|
||||
z: parentPos.z + local.z,
|
||||
};
|
||||
}
|
||||
|
||||
/** Position of a vessel, propagated to UT, in the heliocentric frame. */
|
||||
|
||||
Reference in New Issue
Block a user