Rebuild the map chrome against the Star Citizen starmap

Until now this was built from memory — the reference site is blocked by this
environment's egress policy, so the resemblance was asserted rather than
checked. Five screenshots of the real thing arrived, and this is what
comparing against them changed.

Labels say what a thing is, not just what it is called. Every label is now
two lines: the name, then its type in smaller, wider-tracked, dimmer
capitals. This is the single most characteristic element of the reference
and it appears in every frame of it. It also settles a real ambiguity — in a
map that mixes scales, "Orion" is an arm, a nebula and a constellation, and
nothing about a bare name said which one a label pointed at.

For stars the type line distinguishes "System" from "Star", which is the one
thing it can say that the map could not otherwise show: which points are
somewhere you can actually go.

The system view had no body labels at all, where the reference labels every
planet. It does now, which turned out to need two supporting changes. The
overlay had only ever added and removed labels, never moved them, because
stars do not move; planets do, so an existing label is now repositioned
rather than left where the body used to be. And the inner four planets
printed on top of each other in exactly the clump the star labels were
already spread to avoid — so that logic is now shared rather than
duplicated, with system bodies ordered outermost-first. Closing in reverses
it by itself: the outer orbits leave the frame, their labels drop, and the
inner planets take the space.

The chrome follows the reference's layout. The scale ladder is a row of
chamfered tabs at the top left rather than a vertical list of diamonds at
the middle left, and a nameplate across the top centre says what the view is
holding. The centre reticle is a hexagon, which is how the reference locks
onto a body, and stays distinct from the rectangular panel chrome.

Not copied: the ARK/RSI logos, wordmarks, and the bottom-right tool tabs.
The first two are someone else's brand, and the third would be four tabs
opening features this app does not have.

Two e2e assertions moved off bare text matches onto the readout panel's own
title. The nameplate names the same thing the panel does, so "is 'Local
Stars' on screen" became ambiguous — the assertion, not the design, was what
had to give.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G
This commit is contained in:
Claude
2026-08-05 10:50:07 +00:00
parent 39e7f29086
commit 748cb8927e
10 changed files with 326 additions and 60 deletions
@@ -199,6 +199,8 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
private starField?: StarFieldRenderer;
private deepSky?: DeepSkyRenderer;
private deepSkyLabels: readonly LabeledPoint[] = [];
/** Stars with at least one catalogued body, which are the ones the map can be flown into. */
private starIdsWithBodies = new Set<number>();
private milkyWay?: MilkyWayRenderer;
private galacticLabels: readonly LabeledPoint[] = [];
private galacticGrid?: PolarGridPlane;
@@ -339,6 +341,11 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
this.starsById = new Map(stars.map((star) => [star.id, star]));
this.bodies = bodies;
this.exoplanets = exoplanets;
// Built once rather than per label refresh: it is a scan of every body and exoplanet, and the
// labels are recomputed whenever the camera moves.
this.starIdsWithBodies = new Set([...bodies.map((body) => body.systemStarId), ...exoplanets.map((exoplanet) => exoplanet.hostStarId)].filter(
(id): id is number => id !== null && id !== undefined
));
this.starField = new StarFieldRenderer(stars, positions, starRenderBudgetFromUrl(window.location.search));
this.galaxyGroup.add(this.starField.object);
@@ -410,6 +417,8 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
this.labelUpdateAccumulator = 0;
if (this.galaxyGroup.visible) {
this.updateLabels(camera);
} else if (this.systemGroup.visible) {
this.updateSystemLabels(camera);
}
this.updateHud(camera);
}
@@ -498,50 +507,121 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
// Individual star names mean nothing once the whole Galaxy is in frame — at that range the
// entire catalogue is inside one pixel — so the labels hand over to the structural ones.
const isGalactic = this.galacticStrength >= GALACTIC_LEVEL_THRESHOLD;
const starLabels = isGalactic ? [] : this.spreadLabels(candidates, camera, selectedId);
// "System" rather than "Star" for anything with catalogued bodies: it is the one distinction
// the second line can draw that the map cannot otherwise show, since it says which of these
// points is somewhere you can actually go.
const starLabels: LabeledPoint[] = isGalactic
? []
: this.spreadLabels(
candidates.map(({ star }) => ({
id: star.id,
name: star.name,
kind: this.starIdsWithBodies.has(star.id) ? 'System' : 'Star',
x: star.x,
y: star.y,
z: star.z
})),
camera,
selectedId
);
const backdropLabels = isGalactic ? this.galacticLabels : this.deepSkyLabels;
this.labelOverlay?.update([...starLabels, ...backdropLabels]);
}
/**
* Takes the nearest stars in order and keeps only those that land clear of the labels already
* placed, dropping the rest.
* Takes candidate labels in priority order and keeps only those that land clear of the labels
* already placed, dropping the rest.
*
* Nearest-first alone is not enough: the Sun's fifteen nearest neighbours are all inside four
* parsecs, so from anything but point-blank range their names print on top of each other in a
* single unreadable clump. Rejecting on screen separation instead of on distance means the set
* naturally opens up as the camera closes in, and stays legible when it pulls back.
* Priority alone is not enough at either scale. The Sun's fifteen nearest neighbours are all
* inside four parsecs, so from anything but point-blank range their names print on top of each
* other in a single unreadable clump; the inner four planets do exactly the same thing when a
* system is framed out to Pluto. Rejecting on screen separation rather than on distance means
* the set naturally opens up as the camera closes in, and stays legible when it pulls back.
*
* `keepId` is exempt from both tests — it is the selection, which is about to be flown to, and
* its label going missing mid-flight reads as the target having been lost.
*/
private spreadLabels(candidates: readonly { star: StarRecord }[], camera: THREE.PerspectiveCamera, selectedId: number | null): StarRecord[] {
private spreadLabels(candidates: readonly LabeledPoint[], camera: THREE.PerspectiveCamera, keepId: number | string | null): LabeledPoint[] {
const placed: THREE.Vector2[] = [];
const chosen: StarRecord[] = [];
const chosen: LabeledPoint[] = [];
const projected = new THREE.Vector3();
for (const { star } of candidates) {
for (const candidate of candidates) {
if (chosen.length >= LABEL_MAX_COUNT) {
break;
}
projected.set(star.x, star.y, star.z).project(camera);
const isSelected = star.id === selectedId;
// Offscreen or behind the camera. The selection is exempt: it is about to be flown to, and
// its label going missing mid-flight reads as the target having been lost.
if (!isSelected && (projected.z < -1 || projected.z > 1 || Math.abs(projected.x) > 1 || Math.abs(projected.y) > 1)) {
projected.set(candidate.x, candidate.y, candidate.z).project(camera);
const isKept = candidate.id === keepId;
// Offscreen or behind the camera.
if (!isKept && (projected.z < -1 || projected.z > 1 || Math.abs(projected.x) > 1 || Math.abs(projected.y) > 1)) {
continue;
}
const point = new THREE.Vector2(projected.x * camera.aspect, projected.y);
if (!isSelected && placed.some((other) => other.distanceTo(point) < LABEL_MIN_SEPARATION_NDC)) {
if (!isKept && placed.some((other) => other.distanceTo(point) < LABEL_MIN_SEPARATION_NDC)) {
continue;
}
placed.push(point);
chosen.push(star);
chosen.push(candidate);
}
return chosen;
}
/**
* Names the bodies of the system the view is inside.
*
* Outermost first, because that is the order that survives the separation test usefully: with
* the whole system in frame the outer planets are the ones far enough apart to label, and the
* inner four are a single clump around the star. Closing in reverses it on its own — the outer
* orbits leave the frame and their labels drop out, freeing the space for the inner planets.
*
* Moons are left out entirely: they sit within a marker's width of their planet at system
* framing, so their labels could only ever print on top of it.
*/
private updateSystemLabels(camera: THREE.PerspectiveCamera): void {
const renderer = this.systemRenderer;
if (!renderer) {
this.labelOverlay?.update([]);
return;
}
const records = new Map<string, { name: string; semiMajorAxisAu: number }>([
...this.bodies.map((body): [string, { name: string; semiMajorAxisAu: number }] => [
body.id,
{ name: body.name, semiMajorAxisAu: body.orbit.semiMajorAxisAu }
]),
...this.exoplanets.map((exoplanet): [string, { name: string; semiMajorAxisAu: number }] => [
exoplanet.id,
{ name: exoplanet.name, semiMajorAxisAu: exoplanet.orbit?.semiMajorAxisAu ?? 0 }
])
]);
const position = new THREE.Vector3();
const points: Array<LabeledPoint & { semiMajorAxisAu: number }> = [];
for (const member of renderer.members) {
if (member.kind === 'moon') {
continue;
}
const record = records.get(member.id);
member.marker.getWorldPosition(position);
points.push({
id: member.id,
name: record?.name ?? member.id,
kind: member.kind === 'exoplanet' ? 'Exoplanet' : member.kind === 'dwarf' ? 'Dwarf Planet' : 'Planet',
semiMajorAxisAu: record?.semiMajorAxisAu ?? 0,
x: position.x,
y: position.y,
z: position.z
});
}
points.sort((a, b) => b.semiMajorAxisAu - a.semiMajorAxisAu);
this.labelOverlay?.update(this.spreadLabels(points, camera, null));
}
/** Refreshes the readout panel for whichever scale the view is currently at. */
private updateHud(camera: THREE.PerspectiveCamera): void {
const star = this.currentStarId === null ? undefined : this.starsById.get(this.currentStarId);