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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