Merge branch 'perf/label-scan' into feat/drawn-set-follows-view
The label fix turns the brightness order into an index with positions and ids laid out beside it. The star field only needs the order, so it is handed `.order`. Both sides added scene tests in the same place; both are kept. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
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@@ -30,6 +30,38 @@ export function brightnessOrder(stars: readonly BrightnessRanked[]): Uint32Array
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return Uint32Array.from(stars.keys()).sort((a, b) => magnitudes[a] - magnitudes[b]);
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}
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/**
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* The brightness order, with each star's position and id laid out beside it in that order.
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*
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* A walk has to test every star it passes, and near the Sun it passes nearly all of them: a 4 pc
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* label radius holds a few dozen stars, faint dwarfs deep in the order, so the walk rarely finds
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* fifteen to name before the end. Reading the stars themselves in brightness order jumps all over
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* the catalogue, and a full walk took 19-23 ms — slower than the scan and sort it replaced. Read
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* from these arrays, laid out in the order they are walked, the same walk touches memory in
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* sequence and reads a star only when it yields one.
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*/
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export interface BrightnessIndex {
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/** Indices into the catalogue, brightest first. */
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readonly order: Uint32Array;
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/** Positions in the same order, three to a star, at full precision so a star on a radius stays on it. */
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readonly positions: Float64Array;
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readonly ids: Float64Array;
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}
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export function brightnessIndex<T extends BrightnessRanked & Positioned & { readonly id: number }>(stars: readonly T[]): BrightnessIndex {
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const order = brightnessOrder(stars);
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const positions = new Float64Array(order.length * 3);
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const ids = new Float64Array(order.length);
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order.forEach((index, at) => {
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const star = stars[index];
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positions[at * 3] = star.x;
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positions[at * 3 + 1] = star.y;
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positions[at * 3 + 2] = star.z;
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ids[at] = star.id;
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});
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return { order, positions, ids };
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}
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/**
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* The stars within `radiusPc` of `centre`, brightest first, plus the one star `alwaysId` names
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* wherever it is — handed over lazily, so a caller that stops after the first few pays for no
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@@ -37,19 +69,19 @@ export function brightnessOrder(stars: readonly BrightnessRanked[]): Uint32Array
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*/
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export function* brightestWithin<T extends BrightnessRanked & Positioned & { readonly id: number }>(
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stars: readonly T[],
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order: Uint32Array,
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index: BrightnessIndex,
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centre: Positioned,
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radiusPc: number,
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alwaysId: number | null
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): Generator<T> {
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const { order, positions, ids } = index;
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const radiusSq = radiusPc * radiusPc;
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for (const index of order) {
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const star = stars[index];
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const dx = star.x - centre.x;
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const dy = star.y - centre.y;
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const dz = star.z - centre.z;
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if (dx * dx + dy * dy + dz * dz <= radiusSq || star.id === alwaysId) {
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yield star;
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for (let at = 0; at < order.length; at++) {
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const dx = positions[at * 3] - centre.x;
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const dy = positions[at * 3 + 1] - centre.y;
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const dz = positions[at * 3 + 2] - centre.z;
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if (dx * dx + dy * dy + dz * dz <= radiusSq || ids[at] === alwaysId) {
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yield stars[order[at]];
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}
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}
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}
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