import { AfterViewInit, Component, effect, ElementRef, OnDestroy, signal, viewChild } from '@angular/core'; import { Router } from '@angular/router'; import * as THREE from 'three/webgpu'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { dateToJulianDate } from '../../shared/astro/constants'; import { galacticCentrePositionPc, galacticToEquatorial, MILKY_WAY_ARMS, SUN_GALACTOCENTRIC_RADIUS_PC } from '../../shared/astro/galaxy'; import { luminositySolar } from '../../shared/astro/stellar'; import { DataLoaderService } from '../../core/data/data-loader.service'; import { EngineService } from '../../core/engine/engine.service'; import { BodyRecord } from '../../shared/models/body.model'; import { DeepSkyRecord } from '../../shared/models/deepsky.model'; import { ExoplanetRecord } from '../../shared/models/exoplanet.model'; import { applyMilkyWaySkybox, createGlowSprite } from '../../shared/rendering/skybox'; import { loadCachedTexture, MILKY_WAY_SKYBOX_PATH, SUN_TEXTURE_PATH } from '../../shared/rendering/texture-catalog'; import { StarRecord } from '../../shared/models/star.model'; import { NavigationStore, ViewLevel } from '../../shared/state/navigation.store'; import { CameraRigController } from './camera-rig-controller'; import { DeepSkyRenderer } from './deep-sky-renderer'; import { galacticNormal, PolarGridPlane, TetherField } from './grid-plane'; import { MilkyWayRenderer } from './milky-way-renderer'; import { starMarkerRadiusAu, systemFramingDistanceAu, systemViewDirection } from './system-framing'; import { HudReadout, StarmapHudComponent } from './starmap-hud.component'; import { colorIndexToRgb, StarFieldRenderer } from './star-field-renderer'; import { LabeledPoint, StarLabelOverlay } from './star-label-overlay'; import { SystemOrbitsRenderer } from './system-orbits-renderer'; /** HYG catalog id for the Sun itself — the only star we have a real close-up photo of. */ const SOL_STAR_ID = 0; const SUN_GLOW_SCALE = 3.2; /** Stars closer than this to the camera get a name label (always includes the selection). */ const LABEL_MAX_DISTANCE_PC = 20; /** Caps how many labels are shown at once, to keep the DOM light. */ const LABEL_MAX_COUNT = 15; /** * Minimum on-screen separation between two labels, in NDC (roughly 6% of the viewport height). * Nearer stars win the space; see `spreadLabels`. */ const LABEL_MIN_SEPARATION_NDC = 0.12; /** * How many deep-sky objects get a permanent label. These sit on a fixed backdrop shell rather * than near the camera, so proximity is meaningless for them — the brightest handful are simply * always named. */ const DEEP_SKY_LABEL_COUNT = 12; /** How often (seconds) the visible label set is recomputed; doesn't need to be per-frame. */ const LABEL_UPDATE_INTERVAL_SECONDS = 0.2; /** Pointer travel (px) above which a press counts as an orbit drag rather than a selection. */ const CLICK_DRAG_SLOP_PX = 5; /** * Opening pose for the local view, expressed in the galactic frame rather than the equatorial * one: about 35 degrees above the galactic plane, looking down at the Sun. Picked so the grid * reads as a floor under the star field instead of slicing across it edge-on, which is what an * arbitrary equatorial direction gives — the plane is tilted 63 degrees to the equator. */ const GALAXY_OVERVIEW_POSITION = (() => { const view = galacticToEquatorial({ x: -21, y: -46, z: 35 }); return new THREE.Vector3(view.x, view.y, view.z); })(); const GALAXY_OVERVIEW_TARGET = new THREE.Vector3(0, 0, 0); const GALAXY_NEAR_PC = 0.01; const GALAXY_FAR_PC = 5000; const GALAXY_MIN_DISTANCE_PC = 0.5; /** Far enough out to hold the whole Galaxy in frame; the near/far planes swap to match. */ const GALAXY_MAX_DISTANCE_PC = 70000; /** How close (pc) the camera dives toward a selected star before the unit-space swap. */ const GALAXY_APPROACH_DISTANCE_PC = 0.05; /** * Depth range for the galactic scale. The local view needs a 1-centimetre-of-a-parsec near * plane to fly into a star; the galactic view needs a far plane a hundred thousand parsecs out. * Asking one projection to span both would leave the depth buffer with nothing left to * distinguish two arms with. They swap at the crossfade instead, which happens while the camera * is hundreds of parsecs from anything and so is invisible. */ const GALACTIC_NEAR_PC = 5; const GALACTIC_FAR_PC = 250000; /** Rings for the local grid (parsecs from the Sun), with the catalogue's edge called out. */ const LOCAL_GRID_RINGS_PC = [10, 20, 30, 40, 50]; const LOCAL_GRID_SPOKES = 12; /** Rings for the galactic grid (parsecs from the centre), with the Sun's orbit called out. */ const GALACTIC_GRID_RINGS_PC = [2500, 5000, SUN_GALACTOCENTRIC_RADIUS_PC, 11000, 14000]; const GALACTIC_GRID_SPOKES = 24; /** The local grid passes through the Sun, which is the origin, so tethers drop to height zero. */ const LOCAL_PLANE_HEIGHT_PC = 0; /** How many of the Sun's nearest neighbours get a permanent drop line to the local grid. */ const TETHERED_STAR_COUNT = 28; /** Camera pose for the whole-Galaxy overview: above the disc, out past the Sun, looking in. */ const GALACTIC_OVERVIEW_HEIGHT_PC = 26000; const GALACTIC_OVERVIEW_BACK_PC = 11000; /** Above this share of the Galaxy-model crossfade, the HUD calls the view galactic. */ const GALACTIC_LEVEL_THRESHOLD = 0.5; const SYSTEM_NEAR_AU = 0.002; const SYSTEM_FAR_AU = 20000; const SYSTEM_MIN_DISTANCE_AU = 0.05; const SYSTEM_MAX_DISTANCE_AU = 5000; /** Where the camera lands (AU) immediately after swapping into system space, pre-settle. */ const SYSTEM_ENTRY_DISTANCE_AU = 200; /** How far out (AU) the camera flies before swapping back to galaxy/parsec space. */ const SYSTEM_EXIT_DISTANCE_AU = 400; const APPROACH_DURATION_SECONDS = 1.0; const SETTLE_DURATION_SECONDS = 0.9; const EXIT_DURATION_SECONDS = 0.9; const RETURN_DURATION_SECONDS = 1.1; const GALACTIC_FLIGHT_SECONDS = 2.4; /** Camera range for the readout panel, in the unit that suits the distance. */ function formatParsecs(distancePc: number): string { return distancePc >= 1000 ? `${(distancePc / 1000).toFixed(1)} kpc` : `${distancePc.toFixed(distancePc < 10 ? 2 : 0)} pc`; } function formatAu(distanceAu: number): string { return distanceAu >= 100 ? `${distanceAu.toFixed(0)} AU` : `${distanceAu.toFixed(2)} AU`; } /** * Where the camera sits to hold the whole Galaxy: above the disc and back past the Sun, looking * at the centre — near enough to the angle the Galaxy is usually drawn from, and it keeps the * Sun between the camera and the centre so "you are here" stays legible. */ function galacticOverviewPose(): { position: THREE.Vector3; target: THREE.Vector3 } { const centre = galacticCentrePositionPc(); const target = new THREE.Vector3(centre.x, centre.y, centre.z); const awayFromCentre = target.clone().negate().normalize(); const position = target.clone().add(galacticNormal().multiplyScalar(GALACTIC_OVERVIEW_HEIGHT_PC)).add(awayFromCentre.multiplyScalar(GALACTIC_OVERVIEW_BACK_PC)); return { position, target }; } /** * Hosts the shared galaxy + system scene: pan/zoom/rotate camera controls, click-to-select * picking, proximity-based name labels, and — once a star is selected — a camera-flight * transition into that star's system (real solar-system bodies for the Sun, cross-referenced * exoplanets for other stars) with orbit ellipses and planet/moon markers. Owns its own * `EngineService` instance. */ @Component({ selector: 'app-galaxy-system-scene', providers: [EngineService], imports: [StarmapHudComponent], template: `
` }) export class GalaxySystemSceneComponent implements AfterViewInit, OnDestroy { private readonly canvasRef = viewChild.required>('canvas'); private readonly labelHostRef = viewChild.required>('labelHost'); private readonly raycaster = new THREE.Raycaster(); private readonly galaxyGroup = new THREE.Group(); private readonly systemGroup = new THREE.Group(); private readonly starMarkerMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff }); /** Rebuilt per system, since the star's radius is derived from that system's innermost orbit. */ private starMarkerGeometry?: THREE.SphereGeometry; /** Readout panel contents, refreshed on the same cadence as the labels rather than per frame. */ readonly hudEyebrow = signal(''); readonly hudTitle = signal(''); readonly hudSubtitle = signal(''); readonly hudReadouts = signal([]); readonly hudNote = signal(''); readonly hudRange = signal(''); private controls?: OrbitControls; private rig?: CameraRigController; private starField?: StarFieldRenderer; private deepSky?: DeepSkyRenderer; private deepSkyLabels: readonly LabeledPoint[] = []; private milkyWay?: MilkyWayRenderer; private galacticLabels: readonly LabeledPoint[] = []; private galacticGrid?: PolarGridPlane; private localGrid?: PolarGridPlane; private tethers?: TetherField; /** Strength of the Galaxy-model crossfade, 0 (local view) to 1 (galactic view). */ private galacticStrength = 0; private labelOverlay?: StarLabelOverlay; private stars: readonly StarRecord[] = []; private starsById = new Map(); private bodies: readonly BodyRecord[] = []; private exoplanets: readonly ExoplanetRecord[] = []; private resizeObserver?: ResizeObserver; private unsubscribeTick?: () => void; private labelUpdateAccumulator = 0; private pointerDownAt: { x: number; y: number } | null = null; private ready = false; private busy = false; /** Scale the HUD asked for while a system transition was still unwinding. */ private pendingLevel: ViewLevel | null = null; /** Id of the star whose system is currently shown (or being flown to/from); null = galaxy view. */ private currentStarId: number | null = null; private systemRenderer?: SystemOrbitsRenderer; private starMarker?: THREE.Mesh; private starGlow?: THREE.Sprite; constructor( private readonly engine: EngineService, private readonly dataLoader: DataLoaderService, private readonly router: Router, readonly navigationStore: NavigationStore ) { effect(() => { const selectedStarId = this.navigationStore.selectedStarId(); if (this.ready) { this.reconcileSelection(selectedStarId); } }); } ngAfterViewInit(): void { void this.bootstrap(); } ngOnDestroy(): void { this.unsubscribeTick?.(); this.resizeObserver?.disconnect(); this.canvasRef().nativeElement.removeEventListener('pointerdown', this.handlePointerDown); this.canvasRef().nativeElement.removeEventListener('click', this.handleClick); this.controls?.dispose(); this.starField?.dispose(); this.deepSky?.dispose(); this.milkyWay?.dispose(); this.galacticGrid?.dispose(); this.localGrid?.dispose(); this.tethers?.dispose(); this.labelOverlay?.dispose(); this.systemRenderer?.dispose(); (this.starMarker?.material as THREE.Material | undefined)?.dispose(); (this.starGlow?.material as THREE.SpriteMaterial | undefined)?.dispose(); this.starMarkerGeometry?.dispose(); this.starMarkerMaterial.dispose(); this.engine.dispose(); } /** * Moves the view to a wider scale, from the HUD's scale ladder. * * The two outer levels are one continuous space, so "go to the Milky Way" is a camera flight * rather than a scene change. Leaving a system is not: it has to unwind the unit-space swap * first, so a request made from inside a system is parked until the exit flight lands. */ goToLevel(level: ViewLevel): void { if (level === 'system') { return; } if (this.currentStarId !== null || this.busy) { this.pendingLevel = level; this.navigationStore.selectStar(null); return; } this.flyToOverview(level); } private flyToOverview(level: ViewLevel): void { if (!this.rig) { return; } const pose = level === 'galactic' ? galacticOverviewPose() : { position: GALAXY_OVERVIEW_POSITION.clone(), target: GALAXY_OVERVIEW_TARGET.clone() }; // The galactic flight covers four orders of magnitude, so it gets longer than a local hop. this.rig.flyTo(pose, level === 'galactic' ? GALACTIC_FLIGHT_SECONDS : RETURN_DURATION_SECONDS); } private async bootstrap(): Promise { const canvas = this.canvasRef().nativeElement; try { await this.engine.init(canvas); } catch (error) { console.error('Failed to initialize the 3D engine.', error); return; } const scene = this.engine.getScene(); const camera = this.engine.getCamera(); camera.position.copy(GALAXY_OVERVIEW_POSITION); camera.near = GALAXY_NEAR_PC; camera.far = GALAXY_FAR_PC; camera.updateProjectionMatrix(); this.controls = new OrbitControls(camera, canvas); this.controls.enableDamping = true; this.controls.minDistance = GALAXY_MIN_DISTANCE_PC; this.controls.maxDistance = GALAXY_MAX_DISTANCE_PC; this.controls.target.copy(GALAXY_OVERVIEW_TARGET); this.rig = new CameraRigController(camera, this.controls); scene.add(this.galaxyGroup, this.systemGroup); this.systemGroup.visible = false; applyMilkyWaySkybox(scene, MILKY_WAY_SKYBOX_PATH); const [{ stars, positions }, bodies, exoplanets, deepSky] = await Promise.all([ this.dataLoader.loadStars(), this.dataLoader.loadBodies(), this.dataLoader.loadExoplanets(), // The backdrop is decorative — if its dataset is missing or malformed the star field // should still come up, so this one failure is swallowed rather than aborting bootstrap. this.dataLoader.loadDeepSky().catch((error) => { console.error('Failed to load the deep-sky backdrop; continuing without it.', error); return [] as DeepSkyRecord[]; }) ]); this.stars = stars; this.starsById = new Map(stars.map((star) => [star.id, star])); this.bodies = bodies; this.exoplanets = exoplanets; this.starField = new StarFieldRenderer(stars, positions); this.galaxyGroup.add(this.starField.object); this.milkyWay = new MilkyWayRenderer(); this.galacticLabels = this.milkyWay.labelPoints(); const centre = galacticCentrePositionPc(); this.galacticGrid = new PolarGridPlane({ ringRadii: GALACTIC_GRID_RINGS_PC, spokeCount: GALACTIC_GRID_SPOKES, centre: new THREE.Vector3(centre.x, centre.y, centre.z), emphasisRadii: [SUN_GALACTOCENTRIC_RADIUS_PC] }); this.localGrid = new PolarGridPlane({ ringRadii: LOCAL_GRID_RINGS_PC, spokeCount: LOCAL_GRID_SPOKES, emphasisRadii: [LOCAL_GRID_RINGS_PC[LOCAL_GRID_RINGS_PC.length - 1]] }); // Drop lines for the Sun's nearest neighbours. A fixed set rather than whatever is currently // labelled: these are the stars the local view is about, they cluster where the grid is // densest, and a tether that appears and vanishes as the camera drifts reads as a glitch. this.tethers = new TetherField(TETHERED_STAR_COUNT); this.tethers.setTargets( [...stars] .sort((a, b) => Math.hypot(a.x, a.y, a.z) - Math.hypot(b.x, b.y, b.z)) .slice(0, TETHERED_STAR_COUNT) .map((star) => new THREE.Vector3(star.x, star.y, star.z)), LOCAL_PLANE_HEIGHT_PC ); this.galaxyGroup.add(this.milkyWay.object, this.galacticGrid.object, this.localGrid.object, this.tethers.object); if (deepSky.length > 0) { this.deepSky = new DeepSkyRenderer(deepSky); this.galaxyGroup.add(this.deepSky.object); this.deepSkyLabels = this.deepSky.labelPoints(DEEP_SKY_LABEL_COUNT); } this.labelOverlay = new StarLabelOverlay(scene); this.labelHostRef().nativeElement.appendChild(this.labelOverlay.domElement); const { width, height } = canvas.getBoundingClientRect(); this.labelOverlay.setSize(width, height); canvas.addEventListener('pointerdown', this.handlePointerDown); canvas.addEventListener('click', this.handleClick); this.observeResize(canvas); this.unsubscribeTick = this.engine.onTick((deltaSeconds) => this.tick(camera, deltaSeconds)); this.engine.start(); this.ready = true; this.reconcileSelection(this.navigationStore.selectedStarId()); } private tick(camera: THREE.PerspectiveCamera, deltaSeconds: number): void { this.rig?.update(deltaSeconds); this.controls?.update(); // Gated on the galaxy group rather than on `currentStarId`, which is only assigned once the // arrival flight finishes. In between, the scene has already swapped to system space while // `currentStarId` is still null, so labels were being recomputed from galaxy-scale positions // and pinned over the system — the whole point of clearing them on the swap. if (this.galaxyGroup.visible) { // Per-frame, unlike the labels: this is a handful of uniform writes, and it is what keeps // the zoom continuous rather than stepping between two discrete scales. this.updateGalacticCrossfade(camera); } this.labelUpdateAccumulator += deltaSeconds; if (this.labelUpdateAccumulator >= LABEL_UPDATE_INTERVAL_SECONDS) { this.labelUpdateAccumulator = 0; if (this.galaxyGroup.visible) { this.updateLabels(camera); } this.updateHud(camera); } if (this.systemGroup.visible) { this.systemRenderer?.update(dateToJulianDate()); } this.labelOverlay?.render(camera); } /** * Blends between the two things that share parsec space: the catalogued 50 pc star field with * its local grid, and the Milky Way model with its galactic one. Driven by how far the camera * has pulled back from the Sun, so the scale ladder reports where the view already is instead * of switching it. */ private updateGalacticCrossfade(camera: THREE.PerspectiveCamera): void { if (!this.milkyWay) { return; } const distancePc = camera.position.length(); this.galacticStrength = this.milkyWay.setViewerDistancePc(distancePc); this.galacticGrid?.setStrength(this.galacticStrength); this.localGrid?.setStrength(1 - this.galacticStrength); this.tethers?.setStrength(1 - this.galacticStrength); // The backdrop shell is the sky as seen from here; from outside it, it is a wall. this.deepSky?.setStrength(1 - this.galacticStrength); // Same argument for the skybox, and more sharply: it is a photograph of the Milky Way taken // from inside it, so it cannot also be the sky behind a view of the Galaxy from outside. this.engine.getScene().backgroundIntensity = 1 - this.galacticStrength; this.applyGalaxyDepthRange(camera, distancePc); const level: ViewLevel = this.galacticStrength >= GALACTIC_LEVEL_THRESHOLD ? 'galactic' : 'galaxy'; if (this.navigationStore.viewLevel() !== level && !this.systemGroup.visible) { this.navigationStore.setViewLevel(level); } } /** * Keeps the depth range proportional to how far out the camera is. One fixed pair cannot serve * both ends of this view: flying into a star needs a near plane a hundredth of a parsec out, * and holding the Galaxy needs a far plane a hundred thousand parsecs out, and a projection * spanning both has no precision left to separate one spiral arm from the next. */ private applyGalaxyDepthRange(camera: THREE.PerspectiveCamera, distancePc: number): void { const near = THREE.MathUtils.clamp(distancePc / 2000, GALAXY_NEAR_PC, GALACTIC_NEAR_PC); const far = THREE.MathUtils.clamp(distancePc * 8, GALAXY_FAR_PC, GALACTIC_FAR_PC); // Only when it has drifted enough to matter, so a slow zoom isn't rebuilding the projection // matrix on every frame of it. if (Math.abs(near - camera.near) > camera.near * 0.05 || Math.abs(far - camera.far) > camera.far * 0.05) { camera.near = near; camera.far = far; camera.updateProjectionMatrix(); } } private updateLabels(camera: THREE.PerspectiveCamera): void { const selectedId = this.navigationStore.selectedStarId(); // Measured from what the camera is looking at, not from where it is. Those differ by 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. const { x: cx, y: cy, z: cz } = this.controls?.target ?? GALAXY_OVERVIEW_TARGET; const maxDistanceSq = LABEL_MAX_DISTANCE_PC * LABEL_MAX_DISTANCE_PC; 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 }); } } candidates.sort((a, b) => a.distanceSq - b.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; const starLabels = isGalactic ? [] : this.spreadLabels(candidates, 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. * * 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. */ private spreadLabels(candidates: readonly { star: StarRecord }[], camera: THREE.PerspectiveCamera, selectedId: number | null): StarRecord[] { const placed: THREE.Vector2[] = []; const chosen: StarRecord[] = []; const projected = new THREE.Vector3(); for (const { star } 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)) { continue; } const point = new THREE.Vector2(projected.x * camera.aspect, projected.y); if (!isSelected && placed.some((other) => other.distanceTo(point) < LABEL_MIN_SEPARATION_NDC)) { continue; } placed.push(point); chosen.push(star); } return chosen; } /** 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); if (this.systemGroup.visible && star) { const planetCount = this.bodies.filter((body) => body.systemStarId === star.id && !body.parentBodyId).length + this.exoplanets.filter((exoplanet) => exoplanet.hostStarId === star.id).length; this.hudEyebrow.set('System'); this.hudTitle.set(star.name); this.hudSubtitle.set(star.spectralType ? `Spectral type ${star.spectralType}` : ''); this.hudReadouts.set([ { label: 'Bodies', value: `${planetCount}` }, { label: 'Distance', value: `${Math.hypot(star.x, star.y, star.z).toFixed(2)} pc` }, { label: 'Magnitude', value: star.magnitude.toFixed(2) } ]); this.hudNote.set('Orbits propagated from published elements to the current date.'); this.hudRange.set(formatAu(camera.position.distanceTo(this.controls?.target ?? GALAXY_OVERVIEW_TARGET))); return; } this.hudRange.set(formatParsecs(camera.position.length())); if (this.galacticStrength >= GALACTIC_LEVEL_THRESHOLD) { this.hudEyebrow.set('Galactic Scale'); this.hudTitle.set('Milky Way'); this.hudSubtitle.set('Barred spiral galaxy · our own'); this.hudReadouts.set([ { label: 'Sun to centre', value: `${(SUN_GALACTOCENTRIC_RADIUS_PC / 1000).toFixed(2)} kpc` }, { label: 'Arms modelled', value: `${MILKY_WAY_ARMS.length}` }, { label: 'Catalogued', value: `${this.stars.length} stars` } ]); this.hudNote.set('Galactic structure is an illustrative model built on measured arm geometry — no catalogue holds the Galaxy’s stars. Everything inside 50 pc is real.'); return; } this.hudEyebrow.set('Solar Neighbourhood'); this.hudTitle.set('Local Stars'); this.hudSubtitle.set('Hipparcos · Yale Bright Star · Gliese'); this.hudReadouts.set([ { label: 'Stars', value: `${this.stars.length}` }, { label: 'Radius', value: `${LOCAL_GRID_RINGS_PC[LOCAL_GRID_RINGS_PC.length - 1]} pc` }, { label: 'Exoplanets', value: `${this.exoplanets.length}` } ]); this.hudNote.set('Positions from measured parallaxes. Grid marks the galactic plane through the Sun.'); } /** Where the current press started, so a drag can be told apart from a click. */ private readonly handlePointerDown = (event: PointerEvent): void => { this.pointerDownAt = { x: event.clientX, y: event.clientY }; }; private readonly handleClick = (event: MouseEvent): void => { if (this.rig?.isAnimating) { return; } // The browser fires `click` on release however far the pointer travelled, and OrbitControls // does not suppress it — so without this every drag-to-rotate that happens to finish over a // star would launch a camera flight into its system. const pressedAt = this.pointerDownAt; this.pointerDownAt = null; if (pressedAt && Math.hypot(event.clientX - pressedAt.x, event.clientY - pressedAt.y) > CLICK_DRAG_SLOP_PX) { return; } const canvas = this.canvasRef().nativeElement; const camera = this.engine.getCamera(); const rect = canvas.getBoundingClientRect(); const pointerNdc = new THREE.Vector2(((event.clientX - rect.left) / rect.width) * 2 - 1, -((event.clientY - rect.top) / rect.height) * 2 + 1); this.raycaster.setFromCamera(pointerNdc, camera); if (this.currentStarId === null) { this.handleGalaxyClick(pointerNdc, camera); } else { this.handleSystemClick(); } }; private handleGalaxyClick(pointerNdc: THREE.Vector2, camera: THREE.PerspectiveCamera): void { if (!this.starField) { return; } // Screen-space rather than a raycast: the star field billboards in the vertex shader, so // its CPU-side geometry is a single quad at the origin. See `StarFieldRenderer.pickAt`. const starId = this.starField.pickAt(pointerNdc, camera); if (starId !== undefined) { this.navigationStore.selectStar(starId); } } private handleSystemClick(): void { if (!this.systemRenderer) { return; } const [hit] = this.raycaster.intersectObjects(this.systemRenderer.pickableObjects); const member = hit ? this.systemRenderer.memberForObject(hit.object) : undefined; if (member) { this.navigationStore.selectBody(member.id); void this.router.navigate(['/body', member.id]); } } /** Reacts to `NavigationStore.selectedStarId` changes coming from any source (click/search). */ private reconcileSelection(selectedStarId: number | null): void { if (this.busy || selectedStarId === this.currentStarId) { return; } this.busy = true; if (selectedStarId === null) { this.exitToGalaxy(() => this.finishTransition()); } else if (this.currentStarId === null) { this.enterSystem(selectedStarId, () => this.finishTransition()); } else { // Star-to-star: exit the current system (short outward hop) then fly into the new one. this.exitToGalaxy(() => this.enterSystem(selectedStarId, () => this.finishTransition()), true); } } /** Re-checks the store in case the selection changed again while a transition was in flight. */ private finishTransition(): void { this.busy = false; this.reconcileSelection(this.navigationStore.selectedStarId()); // Only once the scene is settled back in parsec space can a scale request be honoured. const pending = this.pendingLevel; this.pendingLevel = null; if (pending && !this.busy && this.currentStarId === null) { this.flyToOverview(pending); } } private enterSystem(starId: number, onComplete: () => void): void { const star = this.starsById.get(starId); if (!star || !this.rig) { onComplete(); return; } const camera = this.engine.getCamera(); const starPc = new THREE.Vector3(star.x, star.y, star.z); const direction = camera.position.clone().sub(this.controls!.target).normalize(); if (!Number.isFinite(direction.x) || direction.lengthSq() === 0) { direction.set(0, 0.3, 1).normalize(); } const approachPosition = starPc.clone().add(direction.clone().multiplyScalar(GALAXY_APPROACH_DISTANCE_PC)); this.rig.flyTo({ position: approachPosition, target: starPc }, APPROACH_DURATION_SECONDS, () => { this.swapToSystemSpace(star, direction, onComplete); }); } private swapToSystemSpace(star: StarRecord, direction: THREE.Vector3, onComplete: () => void): void { const camera = this.engine.getCamera(); this.systemRenderer?.dispose(); if (this.starMarker) { this.systemGroup.remove(this.starMarker); (this.starMarker.material as THREE.Material).dispose(); } if (this.starGlow) { this.systemGroup.remove(this.starGlow); (this.starGlow.material as THREE.SpriteMaterial).dispose(); this.starGlow = undefined; } const systemBodies = this.bodies.filter((body) => body.systemStarId === star.id); const systemExoplanets = this.exoplanets.filter((exoplanet) => exoplanet.hostStarId === star.id); // The star's own position is the line of sight to it, which is the plane the archive // measures exoplanet inclinations against. The Sun sits at the origin and has no // exoplanets, so it has no meaningful direction and the renderer falls back. // The star's luminosity, derived from its own catalogued magnitude and distance, is what // decides how hot each body in the system is — and so what each of them looks like. const hostLuminosity = luminositySolar({ magnitude: star.magnitude, distancePc: Math.hypot(star.x, star.y, star.z), spectralType: star.spectralType }); this.systemRenderer = new SystemOrbitsRenderer(systemBodies, systemExoplanets, { x: star.x, y: star.y, z: star.z }, hostLuminosity); this.systemGroup.add(this.systemRenderer.object); // Sized against this system's innermost orbit, so the star never swallows its own planets. const starRadiusAu = starMarkerRadiusAu(this.systemRenderer.minTopLevelSemiMajorAxisAu); this.starMarkerGeometry?.dispose(); this.starMarkerGeometry = new THREE.SphereGeometry(starRadiusAu, 24, 16); const starMarkerMaterial = this.starMarkerMaterial.clone(); const starColor = colorIndexToRgb(star.colorIndex, star.spectralType); if (star.id === SOL_STAR_ID) { // The Sun is the only star we have (and could ever have) a real photograph of; every // other point in the galaxy view is far too distant to be resolved as a disk. starMarkerMaterial.map = loadCachedTexture(SUN_TEXTURE_PATH); starMarkerMaterial.color.set(0xffffff); this.starGlow = createGlowSprite(0xfff2c0, starRadiusAu, SUN_GLOW_SCALE); } else { starMarkerMaterial.color.copy(starColor); this.starGlow = createGlowSprite(starColor, starRadiusAu, SUN_GLOW_SCALE * 0.6); } this.starMarker = new THREE.Mesh(this.starMarkerGeometry, starMarkerMaterial); this.systemGroup.add(this.starMarker, this.starGlow); this.galaxyGroup.visible = false; this.systemGroup.visible = true; // Labels are CSS2D objects parented to the scene, not to galaxyGroup, so hiding the group // does not hide them: without this the galaxy-scale star names stay pinned on screen, // clumped over the system's star. this.labelOverlay?.update([]); camera.near = SYSTEM_NEAR_AU; camera.far = SYSTEM_FAR_AU; camera.updateProjectionMatrix(); this.controls!.minDistance = SYSTEM_MIN_DISTANCE_AU; this.controls!.maxDistance = SYSTEM_MAX_DISTANCE_AU; this.rig!.setImmediate({ position: direction.clone().multiplyScalar(SYSTEM_ENTRY_DISTANCE_AU), target: new THREE.Vector3(0, 0, 0) }); // Framed against the grid's outer ring rather than the outermost orbit — the ring is always // the wider of the two — and against the camera this scene actually has, so the margin holds // whatever the window shape. const framingDistance = systemFramingDistanceAu(this.systemRenderer.gridOuterRadiusAu, { fovDegrees: camera.fov, aspect: camera.aspect }); // Arrives along whichever direction the approach came from, then swings round to look down // on this system's own orbital plane as it settles — so the swap stays continuous but the // system is not presented edge-on. See `systemViewDirection`. const viewDirection = systemViewDirection(this.systemRenderer.referenceFrame); this.rig!.flyTo({ position: viewDirection.multiplyScalar(framingDistance), target: new THREE.Vector3(0, 0, 0) }, SETTLE_DURATION_SECONDS, () => { this.currentStarId = star.id; this.navigationStore.setViewLevel('system'); onComplete(); }); } private exitToGalaxy(onComplete: () => void, isSwitchingSystems = false): void { if (this.currentStarId === null || !this.rig) { onComplete(); return; } const camera = this.engine.getCamera(); const direction = camera.position.clone().sub(this.controls!.target).normalize(); if (!Number.isFinite(direction.x) || direction.lengthSq() === 0) { direction.set(0, 0.3, 1).normalize(); } const exitingStarId = this.currentStarId; this.rig.flyTo({ position: direction.clone().multiplyScalar(SYSTEM_EXIT_DISTANCE_AU), target: new THREE.Vector3(0, 0, 0) }, EXIT_DURATION_SECONDS, () => { this.swapToGalaxySpace(exitingStarId, direction, isSwitchingSystems, onComplete); }); } private swapToGalaxySpace(exitingStarId: number, direction: THREE.Vector3, isSwitchingSystems: boolean, onComplete: () => void): void { const camera = this.engine.getCamera(); const star = this.starsById.get(exitingStarId); const starPc = star ? new THREE.Vector3(star.x, star.y, star.z) : GALAXY_OVERVIEW_TARGET.clone(); this.systemGroup.visible = false; this.galaxyGroup.visible = true; camera.near = GALAXY_NEAR_PC; camera.far = GALAXY_FAR_PC; camera.updateProjectionMatrix(); this.controls!.minDistance = GALAXY_MIN_DISTANCE_PC; this.controls!.maxDistance = GALAXY_MAX_DISTANCE_PC; this.rig!.setImmediate({ position: starPc.clone().add(direction.clone().multiplyScalar(GALAXY_APPROACH_DISTANCE_PC)), target: starPc }); if (isSwitchingSystems) { this.currentStarId = null; onComplete(); return; } this.rig!.flyTo({ position: GALAXY_OVERVIEW_POSITION.clone(), target: GALAXY_OVERVIEW_TARGET.clone() }, RETURN_DURATION_SECONDS, () => { this.currentStarId = null; this.navigationStore.setViewLevel('galaxy'); onComplete(); }); } private observeResize(canvas: HTMLCanvasElement): void { this.resizeObserver = new ResizeObserver(([entry]) => { const { width, height } = entry.contentRect; this.engine.resize(width, height); this.labelOverlay?.setSize(width, height); }); this.resizeObserver.observe(canvas); } }