Answer the review: one reference viewport, one lookup for the card
Two of the three comments were worth taking. The star field and the rings drawn over it each carried their own copy of the reference viewport and field of view the angular sizes are figured against. They agree today, and nothing would have told anyone when they stopped: a ring would just sit a little wide of its star at some window sizes. One module now holds the three constants and says what they are for. The leader line to the object card looked the card's panel up by selector on every frame it was drawn. The host element is stable and the panel inside it only changes when a different body is selected, so the lookup is derived once per change instead of sixty times a second. Left alone: replacing `positions.set([x, y, z], i * 3)` with an index-by-index loop to avoid a temporary array per host. It runs once, over six hundred and thirty-four stars, at bootstrap, and the version with the temporary reads better than the version without. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
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@@ -2,22 +2,13 @@ import * as THREE from 'three/webgpu';
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import { instancedBufferAttribute, smoothstep, uv, vec2 } from 'three/tsl';
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import { spectralTypeToColorIndex } from '../../shared/astro/spectral';
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import { PIXELS_TO_ANGULAR_SIZE, REFERENCE_VIEWPORT_HEIGHT_PX } from './angular-size';
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import { StarRecord } from '../../shared/models/star.model';
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/** Apparent star diameters, in pixels at {@link REFERENCE_VIEWPORT_HEIGHT_PX}. */
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const MIN_POINT_SIZE = 1.5;
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const MAX_POINT_SIZE = 6;
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/**
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* Star size is expressed in pixels for readability, but the material works in angular size, so
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* the two are related through the scene's vertical field of view and a reference viewport.
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* Because the size is angular, a star keeps the same share of the screen at any window size —
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* these pixel figures are exact only at this reference height.
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*/
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const REFERENCE_VIEWPORT_HEIGHT_PX = 900;
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const REFERENCE_FOV_DEGREES = 55;
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const PIXELS_TO_ANGULAR_SIZE =
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(2 * Math.tan((REFERENCE_FOV_DEGREES * Math.PI) / 180 / 2)) / REFERENCE_VIEWPORT_HEIGHT_PX;
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/**
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* Extra click forgiveness added to a star's drawn radius, in NDC — roughly 4 px on the
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