07cc5321d1
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.
244 lines
7.4 KiB
TypeScript
244 lines
7.4 KiB
TypeScript
/**
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* Eclipse calculator — finds the next N times when the sun (Kerbol)
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* is occluded from an observer's point of view by another body.
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*
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* Algorithm: scan forward in UT at fixed steps, refining around
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* the transition points with bisection. Treats the sun as a point
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* source (parallel rays) — accurate for KSP scale.
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*/
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import type { CelestialBody } from '@kerbal-rt/shared-types';
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import { bodyPositionAt } from '../scene/layout.js';
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import { shadowFraction } from '@kerbal-rt/orbital-math';
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export interface EclipseWindow {
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/** UT at which the eclipse begins (sun starts being occluded). */
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utStart: number;
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/** UT at which the eclipse ends. */
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utEnd: number;
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/** Maximum shadow fraction during the window (0..1). */
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maxFraction: number;
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/** UT at which the max occurs. */
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utPeak: number;
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}
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export interface EclipseOptions {
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observerId: string;
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eclipserId: string;
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/** Scan starts at this UT. */
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startUt: number;
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/** How many windows to find. */
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count?: number;
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/** Max time to scan forward (default ~1 KSP year). */
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maxSearchTime?: number;
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/** Coarse scan step (default 600 = 10 KSP minutes). */
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stepSec?: number;
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/** Threshold for "eclipse started". */
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threshold?: number;
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}
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/**
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* Find the next `count` eclipse windows where `eclipser` occludes
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* the sun as seen from `observer`.
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*
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* Returns an empty array if observer and eclipser are the same body
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* or if either is Kerbol (the sun can't eclipse itself, and
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* eclipsers behind the sun don't make sense).
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*/
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export function findEclipseWindows(
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bodies: CelestialBody[],
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options: EclipseOptions,
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): EclipseWindow[] {
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const {
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observerId,
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eclipserId,
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startUt,
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count = 3,
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maxSearchTime = 426 * 6 * 3600, // 1 KSP year
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stepSec = 600,
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threshold = 0.05,
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} = options;
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if (observerId === eclipserId) return [];
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const observer = bodies.find((b) => b.id === observerId);
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const eclipser = bodies.find((b) => b.id === eclipserId);
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if (!observer || !eclipser) return [];
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const windows: EclipseWindow[] = [];
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const end = startUt + maxSearchTime;
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// Coarse scan: find the start of an eclipse (transition from below
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// threshold to above threshold). Then refine to find utStart, utPeak,
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// utEnd.
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let inEclipse = false;
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let current: Partial<EclipseWindow> = {};
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// If we start in the middle of an eclipse, bisect backwards to find utStart.
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const startF = computeShadowFraction(bodies, observerId, eclipserId, startUt);
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if (startF > threshold) {
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inEclipse = true;
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const utStart = refine(
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bodies,
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observerId,
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eclipserId,
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Math.max(0, startUt - stepSec),
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startUt,
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threshold,
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'down',
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);
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current = { utStart };
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}
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let t = startUt + stepSec;
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while (t < end && windows.length < count) {
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const f = computeShadowFraction(bodies, observerId, eclipserId, t);
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if (!inEclipse && f > threshold) {
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// Eclipse just started — bisect to find exact start
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const utStart = refine(bodies, observerId, eclipserId, t - stepSec, t, threshold, 'up');
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inEclipse = true;
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current = { utStart };
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} else if (inEclipse && f < threshold) {
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// Eclipse just ended
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const utEnd = refine(bodies, observerId, eclipserId, t - stepSec, t, threshold, 'down');
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const utPeak = refine(
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bodies,
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observerId,
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eclipserId,
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current.utStart!,
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utEnd,
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threshold,
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'max',
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);
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const maxFraction = computeShadowFraction(bodies, observerId, eclipserId, utPeak);
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windows.push({
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utStart: current.utStart!,
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utPeak,
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utEnd,
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maxFraction,
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});
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inEclipse = false;
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current = {};
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}
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t += stepSec;
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}
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// If we ended while still in eclipse, close it.
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if (inEclipse) {
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const utEnd = refine(
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bodies,
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observerId,
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eclipserId,
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t - stepSec,
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t + stepSec,
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threshold,
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'down',
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);
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const utPeak = refine(
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bodies,
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observerId,
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eclipserId,
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current.utStart!,
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utEnd,
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threshold,
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'max',
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);
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const maxFraction = computeShadowFraction(bodies, observerId, eclipserId, utPeak);
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windows.push({
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utStart: current.utStart!,
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utPeak,
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utEnd,
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maxFraction,
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});
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}
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return windows;
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}
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/** Shadow fraction at a single instant. */
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export function computeShadowFraction(
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bodies: CelestialBody[],
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observerId: string,
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eclipserId: string,
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ut: number,
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): number {
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const observer = bodies.find((b) => b.id === observerId);
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const eclipser = bodies.find((b) => b.id === eclipserId);
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if (!observer || !eclipser) return 0;
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// Sun is Kerbol (the system root). For this to work the catalog
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// must have a single body with parentId === null — the star.
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const sun = bodies.find((b) => b.parentId === null);
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if (!sun) return 0;
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// The reference frame for shadowFraction is: vectors from the
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// observer toward the sun, and from the observer toward the
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// eclipser. We compute them in heliocentric coordinates then
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// shift.
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const sunPos = bodyPositionAt(bodies, sun.id, ut);
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const eclipserPos = bodyPositionAt(bodies, eclipserId, ut);
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const observerPos = bodyPositionAt(bodies, observerId, ut);
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// For solar eclipses, "eclipser" sits between observer and sun.
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// We treat the eclipser as the occluder and the sun as the light
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// source. shadowFraction() expects: vector from observer to sun,
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// and vector from observer to eclipser.
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// Observer-to-sun = sunPos - observerPos
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// Observer-to-eclipser = eclipserPos - observerPos
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// BUT shadowFraction actually wants: vector from observer to sun,
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// and the eclipser center RELATIVE to the observer-to-sun line.
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// Re-reading the function: it computes perpDist of occluder
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// center to sun-direction line, and uses the sun-direction
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// projection. So the right call is:
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return shadowFraction(
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{ x: sunPos.x - observerPos.x, y: sunPos.y - observerPos.y, z: sunPos.z - observerPos.z },
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{
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x: eclipserPos.x - observerPos.x,
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y: eclipserPos.y - observerPos.y,
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z: eclipserPos.z - observerPos.z,
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},
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eclipser.radius,
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);
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}
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/**
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* Bisection to find when the shadow fraction crosses the threshold.
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* direction = 'up' → find t such that f(t) ≈ threshold going upward
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* direction = 'down' → find t such that f(t) ≈ threshold going downward
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* direction = 'max' → find t that maximizes f in the range
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*/
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function refine(
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bodies: CelestialBody[],
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observerId: string,
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eclipserId: string,
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tLo: number,
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tHi: number,
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threshold: number,
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direction: 'up' | 'down' | 'max',
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): number {
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if (direction === 'max') {
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// Golden-section or simple ternary search on a small interval.
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// For 600s windows this is plenty.
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let lo = tLo;
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let hi = tHi;
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for (let i = 0; i < 32; i++) {
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const m1 = lo + (hi - lo) / 3;
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const m2 = hi - (hi - lo) / 3;
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const f1 = computeShadowFraction(bodies, observerId, eclipserId, m1);
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const f2 = computeShadowFraction(bodies, observerId, eclipserId, m2);
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if (f1 < f2) lo = m1;
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else hi = m2;
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}
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return (lo + hi) / 2;
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}
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// Bisection: 30 iterations gets us to 1-second precision on a 600s range.
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let lo = tLo;
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let hi = tHi;
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for (let i = 0; i < 30; i++) {
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const mid = (lo + hi) / 2;
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const f = computeShadowFraction(bodies, observerId, eclipserId, mid);
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if (direction === 'up' ? f < threshold : f > threshold) lo = mid;
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else hi = mid;
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}
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return (lo + hi) / 2;
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}
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