Merge pull request #21 from avalon-vanguard/star-map/perf/label-scan

Name the brightest stars by walking one order, instead of sorting 60 000 five times a second

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016jxMkwA2rbicdGxHosecYi
This commit is contained in:
Senrokai
2026-09-17 15:05:27 +02:00
committed by GitHub
co-authored by Claude Opus 5
4 changed files with 222 additions and 39 deletions
@@ -211,6 +211,30 @@ describe('GalaxySystemSceneComponent camera-flight transitions', () => {
expect(navigationStore.viewLevel()).toBe('galaxy'); expect(navigationStore.viewLevel()).toBe('galaxy');
}); });
it('asks for no more label candidates once the last label it will show is placed', () => {
// Near the Sun a label candidate past the fifteenth can sit at the far end of the catalogue's
// brightness order, so asking for one more than is used can cost a walk of the whole order.
const component = fixture.componentInstance as unknown as {
spreadLabels(candidates: Iterable<{ id: number; name: string; x: number; y: number; z: number }>, camera: THREE.Camera, keepId: null): unknown[];
};
const camera = engine.getCamera();
camera.updateMatrixWorld(true);
camera.updateProjectionMatrix();
let pulled = 0;
const grid = function* () {
for (let row = 0; row < 5; row++) {
for (let column = 0; column < 5; column++) {
pulled++;
const point = new THREE.Vector3(-0.8 + column * 0.4, -0.8 + row * 0.4, 0.5).unproject(camera);
yield { id: row * 5 + column, name: `label-${pulled}`, x: point.x, y: point.y, z: point.z };
}
}
};
expect(component.spreadLabels(grid(), camera, null)).toHaveLength(15);
expect(pulled).toBe(15);
});
it('flies the camera into a selected star system: hides the galaxy group, shows the system group, and switches to AU-scale near/far planes', async () => { it('flies the camera into a selected star system: hides the galaxy group, shows the system group, and switches to AU-scale near/far planes', async () => {
navigationStore.selectStar(SUN.id); navigationStore.selectStar(SUN.id);
await flushAsync(); await flushAsync();
@@ -38,6 +38,7 @@ import { StarmapHudComponent } from './starmap-hud.component';
import { SystemObjectCardComponent } from './system-object-card.component'; import { SystemObjectCardComponent } from './system-object-card.component';
import { colorIndexToRgb, StarFieldRenderer, starRenderBudgetFromUrl } from './star-field-renderer'; import { colorIndexToRgb, StarFieldRenderer, starRenderBudgetFromUrl } from './star-field-renderer';
import { collectJumpLinks, minimumRangeBetween, routeBetween } from '../../shared/astro/jump-links'; import { collectJumpLinks, minimumRangeBetween, routeBetween } from '../../shared/astro/jump-links';
import { BrightnessIndex, brightestWithin, brightnessIndex } from '../../shared/astro/brightest';
import { StarNeighbourhood } from '../../shared/astro/star-neighbourhood'; import { StarNeighbourhood } from '../../shared/astro/star-neighbourhood';
import { MAX_JUMP_RANGE_PC } from '../hud/routes-panel.component'; import { MAX_JUMP_RANGE_PC } from '../hud/routes-panel.component';
import { HostStarRings } from './host-star-rings'; import { HostStarRings } from './host-star-rings';
@@ -356,6 +357,8 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
private deepSkyLabels: readonly LabeledPoint[] = []; private deepSkyLabels: readonly LabeledPoint[] = [];
/** Stars with at least one catalogued body, which are the ones the map can be flown into. */ /** Stars with at least one catalogued body, which are the ones the map can be flown into. */
private starIdsWithBodies = new Set<number>(); private starIdsWithBodies = new Set<number>();
/** Catalogue indices, brightest first, for the labels to walk rather than sort. See `brightestWithin`. */
private starsByBrightness: BrightnessIndex = brightnessIndex([]);
/** Stars alone, normalised once, for the two routing fields. Empty until the catalogue lands. */ /** Stars alone, normalised once, for the two routing fields. Empty until the catalogue lands. */
private readonly starSearchIndex = signal<IndexedSearchEntry[]>([]); private readonly starSearchIndex = signal<IndexedSearchEntry[]>([]);
private milkyWay?: MilkyWayRenderer; private milkyWay?: MilkyWayRenderer;
@@ -518,6 +521,7 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
this.stars = stars; this.stars = stars;
this.starsById = new Map(stars.map((star) => [star.id, star])); this.starsById = new Map(stars.map((star) => [star.id, star]));
this.neighbourhood = new StarNeighbourhood(stars); this.neighbourhood = new StarNeighbourhood(stars);
this.starsByBrightness = brightnessIndex(stars);
this.starSearchIndex.set( this.starSearchIndex.set(
buildSearchIndex(stars.map((star) => ({ kind: 'star' as const, name: star.name, subtitle: star.spectralType, starId: star.id }))) buildSearchIndex(stars.map((star) => ({ kind: 'star' as const, name: star.name, subtitle: star.spectralType, starId: star.id })))
); );
@@ -766,47 +770,27 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
// orbit distance, so a camera-relative rule names the stars closest to the near edge of the // orbit distance, so a camera-relative rule names the stars closest to the near edge of the
// view — a ring of labels around the outside of the thing the user is actually looking at. // view — a ring of labels around the outside of the thing the user is actually looking at.
const target = this.controls?.target ?? GALAXY_OVERVIEW_TARGET; const target = this.controls?.target ?? GALAXY_OVERVIEW_TARGET;
const { x: cx, y: cy, z: cz } = target;
const orbitDistance = (this.controls ? this.effectiveDistance(camera) : GALAXY_OVERVIEW_POSITION.length()) * LABEL_RADIUS_TO_ORBIT_DISTANCE; const orbitDistance = (this.controls ? this.effectiveDistance(camera) : GALAXY_OVERVIEW_POSITION.length()) * LABEL_RADIUS_TO_ORBIT_DISTANCE;
const labelRadius = THREE.MathUtils.clamp(orbitDistance, MIN_LABEL_RADIUS_PC, MAX_LABEL_RADIUS_PC); const labelRadius = THREE.MathUtils.clamp(orbitDistance, MIN_LABEL_RADIUS_PC, MAX_LABEL_RADIUS_PC);
const maxDistanceSq = labelRadius * labelRadius;
const candidates: Array<{ star: StarRecord; distanceSq: number }> = [];
for (const star of this.stars) {
const dx = star.x - cx;
const dy = star.y - cy;
const dz = star.z - cz;
const distanceSq = dx * dx + dy * dy + dz * dz;
if (distanceSq <= maxDistanceSq || star.id === selectedId) {
candidates.push({ star, distanceSq });
}
}
// 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;
// Brightest first, not nearest first. Proximity was the right ranking when the catalogue was // Brightest first, not nearest first. Proximity was the right ranking when the catalogue was
// a 50 pc bubble and everything in it was equally worth naming; across 250 pc it labels a // a 50 pc bubble and everything in it was equally worth naming; across 250 pc it labels a
// clump of whatever happens to be closest to the middle of the screen and never names the // clump of whatever happens to be closest to the middle of the screen and never names the
// stars that are actually prominent. Brightness is what makes a star worth a name. // stars that are actually prominent. Brightness is what makes a star worth a name.
candidates.sort((a, b) => a.star.magnitude - b.star.magnitude); //
// Individual star names mean nothing once the whole Galaxy is in frame — at that range the // Walked lazily, and only as far as it takes to place the labels. "System" rather than "Star"
// entire catalogue is inside one pixel — so the labels hand over to the structural ones. // for anything with catalogued bodies: it is the one distinction the second line can draw that
const isGalactic = this.galacticStrength >= GALACTIC_LEVEL_THRESHOLD; // the map cannot otherwise show, since it says which of these points is somewhere you can go.
// "System" rather than "Star" for anything with catalogued bodies: it is the one distinction const starIdsWithBodies = this.starIdsWithBodies;
// the second line can draw that the map cannot otherwise show, since it says which of these const candidates = function* (stars: readonly StarRecord[], index: BrightnessIndex): Generator<LabeledPoint> {
// points is somewhere you can actually go. for (const star of brightestWithin(stars, index, target, labelRadius, selectedId)) {
const starLabels: LabeledPoint[] = isGalactic yield { id: star.id, name: star.name, kind: starIdsWithBodies.has(star.id) ? 'System' : 'Star', x: star.x, y: star.y, z: star.z };
? [] }
: this.spreadLabels( };
candidates.map(({ star }) => ({ const starLabels: LabeledPoint[] = isGalactic ? [] : this.spreadLabels(candidates(this.stars, this.starsByBrightness), camera, selectedId);
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; const backdropLabels = isGalactic ? this.galacticLabels : this.deepSkyLabels;
const ringLabels = isGalactic || !this.display().grid ? [] : this.ringLabels(camera); const ringLabels = isGalactic || !this.display().grid ? [] : this.ringLabels(camera);
this.labelOverlay?.update([...starLabels, ...ringLabels, ...backdropLabels]); this.labelOverlay?.update([...starLabels, ...ringLabels, ...backdropLabels]);
@@ -831,16 +815,12 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
return canvas.clientHeight > 0 ? canvas.clientWidth / canvas.clientHeight : 1; return canvas.clientHeight > 0 ? canvas.clientWidth / canvas.clientHeight : 1;
} }
private spreadLabels(candidates: readonly LabeledPoint[], camera: SceneCamera, keepId: number | string | null): LabeledPoint[] { private spreadLabels(candidates: Iterable<LabeledPoint>, camera: SceneCamera, keepId: number | string | null): LabeledPoint[] {
const placed: THREE.Vector2[] = []; const placed: THREE.Vector2[] = [];
const chosen: LabeledPoint[] = []; const chosen: LabeledPoint[] = [];
const projected = new THREE.Vector3(); const projected = new THREE.Vector3();
for (const candidate of candidates) { for (const candidate of candidates) {
if (chosen.length >= LABEL_MAX_COUNT) {
break;
}
projected.set(candidate.x, candidate.y, candidate.z).project(camera); projected.set(candidate.x, candidate.y, candidate.z).project(camera);
const isKept = candidate.id === keepId; const isKept = candidate.id === keepId;
// Offscreen or behind the camera. // Offscreen or behind the camera.
@@ -867,6 +847,11 @@ export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy {
placed.push(point); placed.push(point);
chosen.push({ ...candidate, side }); chosen.push({ ...candidate, side });
// Here rather than at the top of the loop: there, taking the fifteenth label asked the
// candidates for a sixteenth first, and near the Sun finding one walks most of the catalogue.
if (chosen.length >= LABEL_MAX_COUNT) {
break;
}
} }
return chosen; return chosen;
+90
View File
@@ -0,0 +1,90 @@
import { describe, expect, it } from 'vitest';
import { brightestWithin, brightnessIndex, brightnessOrder } from './brightest';
interface TestStar {
id: number;
x: number;
y: number;
z: number;
magnitude: number;
}
/** A pseudo-random cloud with repeated magnitudes, so ties are exercised. */
function cloud(count: number): TestStar[] {
let seed = 5;
const random = () => (seed = (seed * 1103515245 + 12345) % 2147483648) / 2147483648;
return Array.from({ length: count }, (_, id) => ({
id: id * 7,
x: random() * 200 - 100,
y: random() * 200 - 100,
z: random() * 200 - 100,
magnitude: Math.round(random() * 40) / 4
}));
}
describe('brightnessOrder', () => {
it('puts the brightest first and keeps catalogue order among equals', () => {
const stars = [{ magnitude: 5 }, { magnitude: -1 }, { magnitude: 5 }, { magnitude: 2 }];
expect(Array.from(brightnessOrder(stars))).toEqual([1, 3, 0, 2]);
});
it('orders nothing for an empty catalogue', () => {
expect(brightnessOrder([])).toHaveLength(0);
});
});
describe('brightestWithin', () => {
// What the labels used to do on every pass: filter the whole catalogue, then sort what was left.
function filterThenSort(stars: TestStar[], centre: { x: number; y: number; z: number }, radius: number, alwaysId: number | null): number[] {
return stars
.filter((star) => Math.hypot(star.x - centre.x, star.y - centre.y, star.z - centre.z) <= radius || star.id === alwaysId)
.sort((a, b) => a.magnitude - b.magnitude)
.map((star) => star.id);
}
it('yields exactly what filtering and then sorting the catalogue did, in the same order', () => {
const stars = cloud(3000);
const index = brightnessIndex(stars);
const centre = { x: 12, y: -30, z: 5 };
for (const [radius, alwaysId] of [[40, null], [15, 7 * 2999], [0, 7 * 11], [500, null]] as const) {
const lazy = Array.from(brightestWithin(stars, index, centre, radius, alwaysId), (star) => star.id);
expect(lazy).toEqual(filterThenSort(stars, centre, radius, alwaysId));
}
});
it('includes a star lying exactly on the radius, as the scan it replaced did', () => {
const stars = [
{ id: 1, x: 3, y: 4, z: 0, magnitude: 1 },
{ id: 2, x: 3, y: 4.001, z: 0, magnitude: 0 }
];
expect(Array.from(brightestWithin(stars, brightnessIndex(stars), { x: 0, y: 0, z: 0 }, 5, null), (star) => star.id)).toEqual([1]);
});
it('reads no further than the caller takes', () => {
const stars = cloud(3000);
let read = 0;
const counted = new Proxy(stars, {
get(target, key, receiver) {
if (typeof key === 'string' && /^\d+$/.test(key)) {
read++;
}
return Reflect.get(target, key, receiver);
}
});
const taken: number[] = [];
for (const star of brightestWithin(counted, brightnessIndex(stars), { x: 0, y: 0, z: 0 }, 1000, null)) {
taken.push(star.id);
if (taken.length === 15) {
break;
}
}
expect(taken).toHaveLength(15);
expect(read).toBe(15);
});
});
+84
View File
@@ -0,0 +1,84 @@
/**
* The catalogue in order of brightness, worked out once and walked as often as needed.
*
* Two parts of the map want "the brightest stars in this region": the labels, which name about
* fifteen of them five times a second, and the star field, which draws a budget of them. Sorting
* the region each time is paid for every star in it. At the opening view the label region holds
* some 60 000 stars, and sorting them to name fifteen took 55-70 ms a pass, a stall five times
* a second on any machine. Walking one shared order and stopping when enough have been taken
* costs only the stars looked at before that.
*/
export interface BrightnessRanked {
readonly magnitude: number;
}
export interface Positioned {
readonly x: number;
readonly y: number;
readonly z: number;
}
/**
* Indices into `stars`, brightest (lowest magnitude) first. Ties keep catalogue order: typed-array
* sort is required to be stable, exactly as the sort of the stars themselves was.
*/
export function brightnessOrder(stars: readonly BrightnessRanked[]): Uint32Array {
return Uint32Array.from(stars.keys()).sort((a, b) => stars[a].magnitude - stars[b].magnitude);
}
/**
* The brightness order, with each star's position and id laid out beside it in that order.
*
* A walk has to test every star it passes, and near the Sun it passes nearly all of them: a 4 pc
* label radius holds a few dozen stars, faint dwarfs deep in the order, so the walk rarely finds
* fifteen to name before the end. Reading the stars themselves in brightness order jumps all over
* the catalogue, and a full walk took 19-23 ms — slower than the scan and sort it replaced. Read
* from these arrays, laid out in the order they are walked, the same walk touches memory in
* sequence and reads a star only when it yields one.
*/
export interface BrightnessIndex {
/** Indices into the catalogue, brightest first. */
readonly order: Uint32Array;
/** Positions in the same order, three to a star, at full precision so a star on a radius stays on it. */
readonly positions: Float64Array;
readonly ids: Float64Array;
}
export function brightnessIndex<T extends BrightnessRanked & Positioned & { readonly id: number }>(stars: readonly T[]): BrightnessIndex {
const order = brightnessOrder(stars);
const positions = new Float64Array(order.length * 3);
const ids = new Float64Array(order.length);
order.forEach((index, at) => {
const star = stars[index];
positions[at * 3] = star.x;
positions[at * 3 + 1] = star.y;
positions[at * 3 + 2] = star.z;
ids[at] = star.id;
});
return { order, positions, ids };
}
/**
* The stars within `radiusPc` of `centre`, brightest first, plus the one star `alwaysId` names
* wherever it is — handed over lazily, so a caller that stops after the first few pays for no
* more than it read.
*/
export function* brightestWithin<T extends BrightnessRanked & Positioned & { readonly id: number }>(
stars: readonly T[],
index: BrightnessIndex,
centre: Positioned,
radiusPc: number,
alwaysId: number | null
): Generator<T> {
const { order, positions, ids } = index;
const radiusSq = radiusPc * radiusPc;
for (let at = 0; at < order.length; at++) {
const dx = positions[at * 3] - centre.x;
const dy = positions[at * 3 + 1] - centre.y;
const dz = positions[at * 3 + 2] - centre.z;
if (dx * dx + dy * dy + dz * dz <= radiusSq || ids[at] === alwaysId) {
yield stars[order[at]];
}
}
}