Answer the review: budget in drawn pixels, re-ask when the budget moves, sort only the band it runs out in
- The budget counted CSS pixels; lines are drawn in device pixels, so a screen scaled to 150% or 200% drew 1.5-2x the calibrated line. It now counts the canvas's drawn pixels. - A graph was re-asked only when the drawn stars changed, so with a star budget covering the whole catalogue, or a resize, its budget and centre stayed wherever the layer was turned on. A view that chose its stars again now asks, and a graph is rebuilt when the stars, the range or the budget changed (the budget by more than half the margin, or its centre by more than 5 pc). - From inside a system the budget was worked out in astronomical units about the system's origin. Graphs are now asked for in parsec space only; the flight back out asks. - Comparing budgets let a request re-asked with a slightly different one supersede its twin, and the twin's rejection cleared the state of the request that replaced it. A rejection now clears it only for the latest request. - The worker sorted every link to keep a few thousand, 2.2x an unbudgeted build. It now bands links by distance, keeps every band before the one the budget runs out in, and sorts only that one: 142-168 ms on the real catalogue against 233-388 ms, 103 ms unbudgeted, returning early when all fit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
This commit is contained in:
@@ -133,6 +133,13 @@ class FakeEngineService {
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resize(): void {}
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/** The canvas's device pixels per CSS pixel, as the renderer was told. */
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pixelRatio = 1;
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getRenderer(): { getPixelRatio(): number } {
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return { getPixelRatio: () => this.pixelRatio };
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}
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/** Test helper: simulates one rendered frame by invoking every registered tick callback. */
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tick(deltaSeconds: number): void {
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for (const callback of this.tickCallbacks) {
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@@ -475,14 +482,71 @@ describe('GalaxySystemSceneComponent camera-flight transitions', () => {
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it('asks for as much of the graph as a million pixels of line make, around where the view is centred', async () => {
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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Object.defineProperty((fixture.nativeElement as HTMLElement).querySelector('canvas')!, 'clientHeight', { value: 1080 });
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// A screen scaled to 200%: 1080 CSS pixels are 2160 drawn ones, and the lines are drawn in those.
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engine.pixelRatio = 2;
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linkScene(links);
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await settle();
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const budget = links.mock.calls[0][2];
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// The view opens centred on the Sun: its frame's half-height there, over 540 pixels, is a pixel's worth of parsecs.
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// The view opens centred on the Sun: its frame's half-height there, over 1080 drawn pixels, is a pixel's worth of parsecs.
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const halfHeight = engine.getCamera().position.length() * Math.tan((50 * Math.PI) / 360);
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expect(budget?.centre).toEqual({ x: 0, y: 0, z: 0 });
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expect(budget?.lengthPc).toBeCloseTo((1_000_000 * halfHeight) / 540, 3);
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expect(budget?.lengthPc).toBeCloseTo((1_000_000 * halfHeight) / 1080, 3);
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});
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it('asks again once the view has zoomed past the budget it asked with, though the drawn stars are the same', async () => {
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// All three stars fit the star budget, so the drawn set never changes: only the budget can.
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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Object.defineProperty((fixture.nativeElement as HTMLElement).querySelector('canvas')!, 'clientHeight', { value: 1080 });
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const component = linkScene(links);
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await advanceFrames(engine, 0.3);
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await settle();
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const asked = links.mock.calls.length;
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const camera = engine.getCamera();
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camera.position.sub(component.controls.target).multiplyScalar(0.5).add(component.controls.target);
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await advanceFrames(engine, 0.3);
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await settle();
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expect(links.mock.calls.length).toBe(asked + 1);
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expect(links.mock.calls.at(-1)![1]).toBe(links.mock.calls[0][1]);
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});
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it('asks for no graph from inside a system, where distances are in astronomical units', async () => {
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const links = vi.fn((_rangePc: number, _drawn: Uint32Array, _budget?: LinkBudget) => Promise.resolve(new Float32Array(0)));
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navigationStore.selectStar(SUN.id);
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await flushAsync();
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await advanceFrames(engine, 2.5);
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linkScene(links);
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await settle();
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expect(links).not.toHaveBeenCalled();
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});
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it('keeps what it asked for when an older request it replaced is rejected', async () => {
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// Off and on again while a graph is still waiting: the waiting one is replaced, and its
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// rejection must not be taken for the request that replaced it.
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const pending: Array<{ resolve: (segments: Float32Array) => void; reject: (error: Error) => void }> = [];
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const setSegments = vi.spyOn(JumpLinkRenderer.prototype, 'setSegments');
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const component = linkScene(() => new Promise<Float32Array>((resolve, reject) => pending.push({ resolve, reject })));
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await settle();
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component.display.update((display) => ({ ...display, jumpLinks: false }));
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TestBed.tick();
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await settle();
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component.display.update((display) => ({ ...display, jumpLinks: true }));
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TestBed.tick();
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await settle();
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expect(pending).toHaveLength(2);
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pending[0].reject(new Error('Superseded by a newer request'));
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await flushAsync();
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const graph = new Float32Array(6);
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pending[1].resolve(graph);
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await flushAsync();
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expect(setSegments).toHaveBeenLastCalledWith(graph);
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setSegments.mockRestore();
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});
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it('gives a view on the move a new graph at least every quarter second, rather than waiting for it to stop', async () => {
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@@ -77,6 +77,19 @@ const LABEL_REACH_NDC = 0.3;
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* emits per pixel; and how often at most a view on the move gets a graph for its new drawn stars.
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*/
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const JUMP_LINK_REBUILD_DELAY_MS = 250;
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/**
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* Whether a graph asked for with one budget still serves another: the same, unless the view has
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* zoomed by more than half its margin or its centre has moved by more than a fifth of the
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* neighbourhood drawn whole.
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*/
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function servesTheSame(asked: LinkBudget | undefined, now: LinkBudget | undefined): boolean {
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if (!asked || !now) {
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return asked === now;
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}
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const moved = Math.hypot(now.centre.x - asked.centre.x, now.centre.y - asked.centre.y, now.centre.z - asked.centre.z);
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return Math.abs(now.lengthPc / asked.lengthPc - 1) <= VIEW_MARGIN / 2 && moved <= STAR_FIELD_REFOCUS_PC;
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}
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/**
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* How much jump-link line the layer draws, in pixels of length on screen: about a million, measured
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* where lines are longest.
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@@ -388,6 +401,9 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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/** The range and the stars the drawn graph was last asked for, so a rebuild is skipped when neither moved. */
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private drawnJumpRangePc: number | null = null;
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private linkedStars: Uint32Array | null = null;
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private linkedBudget: LinkBudget | undefined;
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/** Counts graph requests, so a rejection can tell whether it is for the latest one. */
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private linkRequest = 0;
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private jumpLinkRebuild?: ReturnType<typeof setTimeout>;
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/** The current system's neighbours, resolved on arrival: id, name, distance and bearing. */
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private neighbours: readonly { star: StarRecord; distancePc: number; direction: THREE.Vector3 }[] = [];
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@@ -840,7 +856,7 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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const pinned = () => pinnedIds.map((id) => neighbourhood.indexOf(id)).filter((index): index is number => index !== undefined);
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const centre = this.controls?.target ?? GALAXY_OVERVIEW_TARGET;
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const drawnBefore = this.starField.drawnStars;
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let chose = false;
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// At galactic scale the whole catalogue is a smudge a few pixels across, and the view sweeps
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// hundreds of parsecs a pass: chosen once for the whole sky on the way out, then left alone,
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@@ -850,6 +866,7 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.starField.refocus({ centre, pinned: pinned(), hosts: this.hostStars });
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this.starFieldCamera = null;
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this.starFieldPins = pins;
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chose = true;
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}
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} else {
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const halfHeight = this.engine.visibleHalfHeight(camera.position.distanceTo(centre));
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@@ -882,13 +899,15 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.starFieldFocus.copy(centre);
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this.starFieldHalfHeight = halfHeight;
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this.starFieldPins = pins;
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chose = true;
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}
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}
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// The graph links the drawn stars, so a new set wants a new graph. Not one per pass while the
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// view keeps moving, and not one pushed back by every pass either, or an orbit would never get
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// one: at most one every `JUMP_LINK_REBUILD_DELAY_MS`.
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if (this.starField.drawnStars !== drawnBefore && this.jumpLinkRebuild === undefined) {
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// The graph links the drawn stars, and spends its budget around the view's centre, so a view that
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// has moved may want a new one; `refreshJumpLinks` asks only if the stars or the budget changed.
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// Not one per pass while the view keeps moving, and not one pushed back by every pass either, or
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// an orbit would never get one: at most one every `JUMP_LINK_REBUILD_DELAY_MS`.
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if (chose && this.jumpLinkRebuild === undefined) {
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this.scheduleJumpLinks();
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}
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}
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@@ -1561,27 +1580,39 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.jumpLinks.setSegments(new Float32Array(0));
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this.drawnJumpRangePc = null;
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this.linkedStars = null;
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this.linkedBudget = undefined;
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}
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return;
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}
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// Asked for in parsec space only: inside a system the camera and its centre are in astronomical
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// units about the system's own origin, which would make a budget of the wrong size in the wrong
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// place. The flight back out chooses the drawn stars again, and that asks.
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if (!this.galaxyGroup.visible) {
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return;
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}
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const drawn = this.starField.drawnStars;
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if (this.drawnJumpRangePc === rangePc && this.linkedStars === drawn) {
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const budget = this.jumpLinkBudget();
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if (this.drawnJumpRangePc === rangePc && this.linkedStars === drawn && servesTheSame(this.linkedBudget, budget)) {
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return;
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}
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this.drawnJumpRangePc = rangePc;
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this.linkedStars = drawn;
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void this.routing.links(rangePc, drawn, this.jumpLinkBudget()).then(
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this.linkedBudget = budget;
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const request = ++this.linkRequest;
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void this.routing.links(rangePc, drawn, budget).then(
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(segments) => {
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if (this.drawnJumpRangePc === rangePc) {
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this.jumpLinks?.setSegments(segments);
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}
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},
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() => {
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// Replaced by a newer request, or failed. Either way this graph is not drawn, and must not
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// be remembered as if it were, or asking for it again would be skipped.
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if (this.drawnJumpRangePc === rangePc && this.linkedStars === drawn) {
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// Replaced by a newer request, or failed. Only the latest request's rejection means no graph
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// is on its way; then nothing is remembered as drawn, so asking again is not skipped. An older
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// one's says nothing about the request that replaced it, which may ask the same thing.
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if (request === this.linkRequest) {
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this.drawnJumpRangePc = null;
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this.linkedStars = null;
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this.linkedBudget = undefined;
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}
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}
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);
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@@ -1592,7 +1623,8 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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* `JUMP_LINK_PIXEL_BUDGET` pixels of line make at that depth. None without a canvas to measure.
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*/
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private jumpLinkBudget(): LinkBudget | undefined {
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const heightPx = this.canvasRef().nativeElement.clientHeight;
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// In the pixels the lines are drawn in, not in CSS pixels: a scaled or HiDPI screen draws more of them.
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const heightPx = this.canvasRef().nativeElement.clientHeight * this.engine.getRenderer().getPixelRatio();
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if (heightPx === 0) {
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return undefined;
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}
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@@ -168,6 +168,30 @@ function linksDrawn(segments: Float32Array, points: readonly StarPoint[]): strin
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return links;
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}
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/**
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* What a budget should keep, worked out the slow way: every link sorted by how near its nearer end
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* is to the centre, then taken until one does not fit. Lengths and distances as the float32 buffer
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* holds them.
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*/
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function nearestFirst(points: readonly StarPoint[], rangePc: number, centre: { x: number; y: number; z: number }, lengthPc: number): string[] {
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const all = jumpLinkSegments(index([...points]), rangePc);
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const links = Array.from({ length: all.length / 6 }, (_, link) => {
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const v = Array.from(all.subarray(link * 6, link * 6 + 6));
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const nearer = Math.fround(Math.sqrt(Math.min((v[0] - centre.x) ** 2 + (v[1] - centre.y) ** 2 + (v[2] - centre.z) ** 2, (v[3] - centre.x) ** 2 + (v[4] - centre.y) ** 2 + (v[5] - centre.z) ** 2)));
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return { link, nearer, length: Math.fround(Math.hypot(v[3] - v[0], v[4] - v[1], v[5] - v[2])), key: linksDrawn(all.subarray(link * 6, link * 6 + 6), points)[0] };
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}).sort((a, b) => a.nearer - b.nearer || a.link - b.link);
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const kept: string[] = [];
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let total = 0;
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for (const { length, key } of links) {
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if (total + length > lengthPc) {
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break;
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}
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total += length;
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kept.push(key);
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}
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return kept;
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}
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/** Stars a parsec apart along x, as points, for reading a segment buffer back. */
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function chainPoints(count: number): StarPoint[] {
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return Array.from({ length: count }, (_, i) => ({ id: i, x: i, y: 0, z: 0 }));
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@@ -202,6 +226,37 @@ describe('jumpLinkSegments', () => {
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expect(segments.buffer.byteLength).toBe(segments.byteLength);
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});
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it('keeps exactly the links a full nearest-first sort would, without sorting them all', () => {
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let seed = 7;
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const random = () => ((seed = (seed * 1103515245 + 12345) % 2147483648) / 2147483648) * 40 - 20;
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const points: StarPoint[] = Array.from({ length: 600 }, (_, id) => ({ id, x: random(), y: random(), z: random() }));
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const centre = { x: 3, y: -2, z: 1 };
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for (const lengthPc of [0, 5, 60, 900, 4000, 1e9]) {
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expect(linksDrawn(jumpLinkSegments(index(points), 4, { centre, lengthPc }), points).sort()).toEqual(nearestFirst(points, 4, centre, lengthPc).sort());
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}
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});
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it('sorts the distance band the budget runs out in, and stops at the first link there that does not fit', () => {
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// One pair 4 kpc out makes each band about a parsec deep, so dozens of short links near the
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// centre share the band the budget ends in, in whatever order the grid walks them.
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let seed = 3;
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const random = () => (seed = (seed * 1103515245 + 12345) % 2147483648) / 2147483648;
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const points: StarPoint[] = [{ id: 0, x: 4000, y: 0, z: 0 }, { id: 1, x: 4000.03, y: 0, z: 0 }];
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for (let pair = 0; pair < 40; pair++) {
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const r = 0.05 + random() * 0.9;
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const theta = random() * Math.PI * 2;
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const x = r * Math.cos(theta);
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const y = r * Math.sin(theta);
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points.push({ id: 2 + pair * 2, x, y, z: 0 }, { id: 3 + pair * 2, x, y, z: 0.005 + random() * 0.04 });
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}
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const centre = { x: 0, y: 0, z: 0 };
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for (const lengthPc of [0.1, 0.3, 0.5]) {
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expect(linksDrawn(jumpLinkSegments(index(points), 0.05, { centre, lengthPc }), points).sort()).toEqual(nearestFirst(points, 0.05, centre, lengthPc).sort());
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}
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});
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it('counts the budget in parsecs of link, not in links', () => {
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// Stars at 0, 1 and 3: a 2 pc link nearest the centre, then a 1 pc one. Two and a half parsecs
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// hold the first and not both, though two links would fit a count of two and a half.
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@@ -222,11 +222,10 @@ export interface LinkBudget {
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}
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/**
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* Keys pack a link's nearer-end distance, in thousandths of a parsec, above its index, so one
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* numeric sort of plain doubles orders the links nearest first: room for four million links and
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* two thousand kiloparsecs, inside a double's exact integers.
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* How many distance bands a budgeted graph is split into to find where its budget runs out, so that
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* only the links in that one band are sorted rather than all of them.
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*/
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const LINK_INDEX_SPAN = 2 ** 22;
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const DISTANCE_BANDS = 4096;
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/**
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* Every link within `rangePc` between two of the stars `index` holds, each pair once, as vertex
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@@ -260,31 +259,65 @@ export function jumpLinkSegments(index: StarNeighbourhood, rangePc: number, budg
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return vertices.slice(0, length);
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}
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// Each link's nearer end's distance from the centre, and its length.
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const { centre } = budget;
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const count = length / 6;
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const keys = new Float64Array(count);
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const nearness = new Float32Array(count);
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const lengths = new Float32Array(count);
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let totalPc = 0;
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let farthest = 0;
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for (let link = 0; link < count; link++) {
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const at = link * 6;
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const nearer = Math.min(
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Math.hypot(vertices[at] - centre.x, vertices[at + 1] - centre.y, vertices[at + 2] - centre.z),
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Math.hypot(vertices[at + 3] - centre.x, vertices[at + 4] - centre.y, vertices[at + 5] - centre.z)
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);
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keys[link] = Math.floor(nearer * 1000) * LINK_INDEX_SPAN + link;
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const ax = vertices[at] - centre.x;
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const ay = vertices[at + 1] - centre.y;
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const az = vertices[at + 2] - centre.z;
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const bx = vertices[at + 3] - centre.x;
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const by = vertices[at + 4] - centre.y;
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const bz = vertices[at + 5] - centre.z;
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nearness[link] = Math.sqrt(Math.min(ax * ax + ay * ay + az * az, bx * bx + by * by + bz * bz));
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lengths[link] = Math.hypot(bx - ax, by - ay, bz - az);
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totalPc += lengths[link];
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farthest = Math.max(farthest, nearness[link]);
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}
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if (totalPc <= budget.lengthPc) {
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return vertices.slice(0, length);
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}
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keys.sort();
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const kept = new Float32Array(length);
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let keptLength = 0;
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let totalPc = 0;
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for (const key of keys) {
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const at = (key % LINK_INDEX_SPAN) * 6;
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const linkPc = Math.hypot(vertices[at + 3] - vertices[at], vertices[at + 4] - vertices[at + 1], vertices[at + 5] - vertices[at + 2]);
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if (totalPc + linkPc > budget.lengthPc) {
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// Nearest first, without sorting them all: every link in the bands before the one where the budget
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// runs out fits, and only that band's links are sorted to see how many of them do. Sorting all
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// 730 000 links at 30 pc from the Sun to keep 4 400 doubled the time a graph took in the worker.
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const bands = new Uint16Array(count);
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const bandLengths = new Float64Array(DISTANCE_BANDS);
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const bandsPerPc = farthest > 0 ? DISTANCE_BANDS / farthest : 0;
|
||||
for (let link = 0; link < count; link++) {
|
||||
bands[link] = Math.min(DISTANCE_BANDS - 1, Math.floor(nearness[link] * bandsPerPc));
|
||||
bandLengths[bands[link]] += lengths[link];
|
||||
}
|
||||
let lastBand = 0;
|
||||
let keptPc = 0;
|
||||
while (keptPc + bandLengths[lastBand] <= budget.lengthPc) {
|
||||
keptPc += bandLengths[lastBand++];
|
||||
}
|
||||
const keptLinks: number[] = [];
|
||||
const boundary: number[] = [];
|
||||
for (let link = 0; link < count; link++) {
|
||||
const band = bands[link];
|
||||
if (band < lastBand) {
|
||||
keptLinks.push(link);
|
||||
} else if (band === lastBand) {
|
||||
boundary.push(link);
|
||||
}
|
||||
}
|
||||
boundary.sort((a, b) => nearness[a] - nearness[b] || a - b);
|
||||
for (const link of boundary) {
|
||||
if (keptPc + lengths[link] > budget.lengthPc) {
|
||||
break;
|
||||
}
|
||||
totalPc += linkPc;
|
||||
kept.set(vertices.subarray(at, at + 6), keptLength);
|
||||
keptLength += 6;
|
||||
keptPc += lengths[link];
|
||||
keptLinks.push(link);
|
||||
}
|
||||
return kept.slice(0, keptLength);
|
||||
|
||||
const kept = new Float32Array(keptLinks.length * 6);
|
||||
keptLinks.forEach((link, at) => kept.set(vertices.subarray(link * 6, link * 6 + 6), at * 6));
|
||||
return kept;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user