Frame the system view from the camera it actually has
The grid overflowed the frame in 368 of the 371 systems the datasets contain — median fill 1.11, and the outermost ring cut off by the viewport edge in almost every one. Two compounding causes. The framing distance was a fixed multiple of the outermost orbit, tuned by eye against a 55-degree field of view; the engine's camera is 50. And it framed the outermost *orbit*, while the widest thing actually drawn is the grid's outer ring, which by construction always sits beyond it. Neither is fixable by adjusting the multiple, because a multiple is the wrong shape of answer: what has to fit is a radius on screen, and how much radius a given distance buys depends entirely on the lens. So the distance now comes from the camera's own vertical field of view and aspect — picking whichever screen axis is the tighter one, so a portrait window backs off further rather than clipping — applied to the grid's outer ring with an explicit margin around it. The ceiling goes up with it. Eighty AU could not frame the solar system out to Pluto once the real field of view was accounted for; that needs 120 on a landscape display and 140 on a portrait one. Only companions hundreds of AU out reach the new ceiling, and those still arrive framed on their inner region. Measured across every system in the data, at three window shapes: the overflow count drops from 368 to 2, the fill settles at exactly 0.89 — the margin, uniformly — and the outer ring still encloses the outermost orbit everywhere, so neither invariant was traded for the other. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G
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@@ -733,7 +733,10 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
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this.rig!.setImmediate({ position: direction.clone().multiplyScalar(SYSTEM_ENTRY_DISTANCE_AU), target: new THREE.Vector3(0, 0, 0) });
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const framingDistance = systemFramingDistanceAu(this.systemRenderer.maxTopLevelSemiMajorAxisAu);
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// Framed against the grid's outer ring rather than the outermost orbit — the ring is always
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// the wider of the two — and against the camera this scene actually has, so the margin holds
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// whatever the window shape.
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const framingDistance = systemFramingDistanceAu(this.systemRenderer.gridOuterRadiusAu, { fovDegrees: camera.fov, aspect: camera.aspect });
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// Arrives along whichever direction the approach came from, then swings round to look down
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// on this system's own orbital plane as it settles — so the swap stays continuous but the
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// system is not presented edge-on. See `systemViewDirection`.
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