A system was a handful of ellipses floating in the dark. You could see that one orbit was bigger than another, but not how big, and not that a planet sat above or below the plane the others share. Adds the same plane-and-tether reading aid the outer scales got: a polar grid in the system's own reference plane, with a drop line from each body onto it. Ring radii snap to a 1-2-5 ladder rather than dividing the system evenly, because the point is to put a number on a distance — 5, 10, 15 AU can be read at a glance and 4.34, 8.68, 13.02 cannot. That holds across the four orders of magnitude real systems span: the solar system gets 5 AU rings, TRAPPIST-1 gets 0.01 AU ones. The outermost ring encloses the outermost orbit rather than falling just inside it. The rings are dashed. Solid ones would sit in the same plane as the orbit ellipses, which are themselves rings, and at a glance a reference circle and a circular orbit are the same picture. Dashes are cut by dropping whole segments rather than by a dashed material: the ring is already built from independent segment pairs, so a material's dash pattern would restart at every one. Drawing the grid exposed a framing bug it made unmissable. The camera settled along one fixed direction derived from the ecliptic, which is face-on only for the one system whose elements are ecliptic. Every exoplanet system — measured against the plane of the sky, perpendicular to the line of sight to its own host star — was being presented nearly edge-on, a smear of overlapping ellipses. The settle direction is now taken relative to whichever plane the system was measured in, so all of them read as discs. The solar system is unmoved, which a test pins. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G
227 lines
9.7 KiB
TypeScript
227 lines
9.7 KiB
TypeScript
import * as THREE from 'three/webgpu';
|
|
|
|
import { GALACTIC_BASIS_EQUATORIAL, SUN_HEIGHT_ABOVE_MIDPLANE_PC } from '../../shared/astro/galaxy';
|
|
|
|
const SEGMENTS_PER_RING = 180;
|
|
|
|
/**
|
|
* The rotation that carries the galactic frame's axes onto the scene's equatorial ones, as a
|
|
* quaternion — so a grid built flat in XY comes out lying in the galactic plane, tilted the
|
|
* real 63 degrees against the celestial equator rather than parked on an arbitrary plane.
|
|
*/
|
|
export function galacticFrameQuaternion(): THREE.Quaternion {
|
|
const { x, y, z } = GALACTIC_BASIS_EQUATORIAL;
|
|
const basis = new THREE.Matrix4().makeBasis(new THREE.Vector3(x.x, x.y, x.z), new THREE.Vector3(y.x, y.y, y.z), new THREE.Vector3(z.x, z.y, z.z));
|
|
return new THREE.Quaternion().setFromRotationMatrix(basis);
|
|
}
|
|
|
|
/** The galactic plane's unit normal, in the equatorial frame. */
|
|
export function galacticNormal(): THREE.Vector3 {
|
|
const { z } = GALACTIC_BASIS_EQUATORIAL;
|
|
return new THREE.Vector3(z.x, z.y, z.z);
|
|
}
|
|
|
|
/**
|
|
* Distances here carry no unit of their own: they are whatever the group the grid is added to
|
|
* works in — parsecs in the galaxy view, AU in the system view.
|
|
*/
|
|
export interface PolarGridOptions {
|
|
/** Ring radii to draw, innermost first. */
|
|
readonly ringRadii: readonly number[];
|
|
/** Radial spokes drawn from the innermost to the outermost ring. */
|
|
readonly spokeCount: number;
|
|
/**
|
|
* Rotation from the grid's own XY plane onto the plane it should lie in. Defaults to the
|
|
* galactic plane; the system view passes the frame its orbital elements were measured in.
|
|
*/
|
|
readonly orientation?: THREE.Quaternion;
|
|
/**
|
|
* Centre of the grid, which also fixes the plane it lies in. Defaults to the origin — note
|
|
* that in the galaxy view the origin is the Sun, whose own plane is
|
|
* {@link SUN_HEIGHT_ABOVE_MIDPLANE_PC} above the Galaxy's midplane; that matters at the local
|
|
* scale and is invisible at the galactic one.
|
|
*/
|
|
readonly centre?: THREE.Vector3;
|
|
readonly color?: THREE.ColorRepresentation;
|
|
/** Rings listed here are drawn at full strength — used to call out a meaningful radius. */
|
|
readonly emphasisRadii?: readonly number[];
|
|
/** Peak opacity, for a grid that should read louder or quieter than the default. */
|
|
readonly opacity?: number;
|
|
/**
|
|
* Breaks the rings into dashes. Worth it where the grid shares a plane with real curves it
|
|
* could be mistaken for — the system view draws orbit ellipses in the same plane, and a solid
|
|
* ring there is indistinguishable at a glance from a circular orbit. Dashed reads as
|
|
* "reference", solid as "something is actually there".
|
|
*/
|
|
readonly dashed?: boolean;
|
|
}
|
|
|
|
/** Ring segments per dash and per gap when {@link PolarGridOptions.dashed} is set. */
|
|
const DASH_SEGMENTS = 2;
|
|
|
|
/**
|
|
* A polar grid lying in a reference plane: concentric rings and radial spokes, fading out with
|
|
* radius.
|
|
*
|
|
* This is the one piece of chrome that makes a 3D map readable. Without a reference plane a
|
|
* cloud of points has no depth at all — two stars a thousand parsecs apart look like neighbours,
|
|
* and a planet above its system's plane looks like one inside it. With a plane under them, and a
|
|
* tether from each down to it, the eye reads height directly. It is also the signature of the
|
|
* map this view is modelled on.
|
|
*/
|
|
export class PolarGridPlane {
|
|
readonly object: THREE.LineSegments;
|
|
|
|
private readonly geometry = new THREE.BufferGeometry();
|
|
private readonly material: THREE.LineBasicMaterial;
|
|
private readonly baseOpacity: number;
|
|
|
|
constructor(options: PolarGridOptions) {
|
|
const color = new THREE.Color(options.color ?? 0x4dd7ff);
|
|
const emphasis = new Set(options.emphasisRadii ?? []);
|
|
const outerRadius = Math.max(...options.ringRadii);
|
|
const innerRadius = Math.min(...options.ringRadii);
|
|
|
|
const vertices: number[] = [];
|
|
const colors: number[] = [];
|
|
|
|
const push = (x: number, y: number, brightness: number): void => {
|
|
vertices.push(x, y, 0);
|
|
colors.push(color.r * brightness, color.g * brightness, color.b * brightness);
|
|
};
|
|
|
|
for (const radius of options.ringRadii) {
|
|
// Rings dim toward the edge of the grid so it dissolves into the void instead of ending.
|
|
const brightness = emphasis.has(radius) ? 1 : 0.55 * (1 - (0.6 * radius) / outerRadius);
|
|
for (let segment = 0; segment < SEGMENTS_PER_RING; segment++) {
|
|
// Dashes are cut by dropping whole segments rather than by a dashed material: the ring is
|
|
// already built from independent segment pairs, so a material's dash pattern would
|
|
// restart at each one. Skipping segments also keeps the dash angular, so every ring is
|
|
// dashed at the same rate however large it is.
|
|
if (options.dashed && segment % (DASH_SEGMENTS * 2) >= DASH_SEGMENTS) {
|
|
continue;
|
|
}
|
|
const a = (segment / SEGMENTS_PER_RING) * Math.PI * 2;
|
|
const b = ((segment + 1) / SEGMENTS_PER_RING) * Math.PI * 2;
|
|
push(Math.cos(a) * radius, Math.sin(a) * radius, brightness);
|
|
push(Math.cos(b) * radius, Math.sin(b) * radius, brightness);
|
|
}
|
|
}
|
|
|
|
for (let spoke = 0; spoke < options.spokeCount; spoke++) {
|
|
const angle = (spoke / options.spokeCount) * Math.PI * 2;
|
|
const cos = Math.cos(angle);
|
|
const sin = Math.sin(angle);
|
|
push(cos * innerRadius, sin * innerRadius, 0.4);
|
|
push(cos * outerRadius, sin * outerRadius, 0.05);
|
|
}
|
|
|
|
this.geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
|
|
this.geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
|
|
|
|
// Deliberately restrained: the grid is the reference the map is read against, not the map.
|
|
this.baseOpacity = options.opacity ?? 0.55;
|
|
this.material = new THREE.LineBasicMaterial({
|
|
vertexColors: true,
|
|
transparent: true,
|
|
opacity: 0,
|
|
depthWrite: false,
|
|
blending: THREE.AdditiveBlending
|
|
});
|
|
|
|
this.object = new THREE.LineSegments(this.geometry, this.material);
|
|
// Built flat in its own XY plane, then rotated onto the reference plane and slid to centre.
|
|
this.object.quaternion.copy(options.orientation ?? galacticFrameQuaternion());
|
|
this.object.position.copy(options.centre ?? new THREE.Vector3());
|
|
this.object.visible = false;
|
|
this.object.renderOrder = -1;
|
|
}
|
|
|
|
/** Crossfades the grid. Zero hides it outright rather than drawing a fully transparent pass. */
|
|
setStrength(strength: number): void {
|
|
const clamped = Math.max(0, Math.min(1, strength));
|
|
this.material.opacity = clamped * this.baseOpacity;
|
|
this.object.visible = clamped > 0;
|
|
}
|
|
|
|
dispose(): void {
|
|
this.object.removeFromParent();
|
|
this.geometry.dispose();
|
|
this.material.dispose();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The vertical lines dropped from objects onto the reference plane — the other half of what
|
|
* makes the grid work. A point floating over a grid still has ambiguous height; a point with a
|
|
* line down to a marked spot on the grid does not.
|
|
*
|
|
* Drawn as one `LineSegments` with a fixed-capacity buffer and a draw range, so following a
|
|
* changing set of stars costs a buffer write rather than a rebuild.
|
|
*/
|
|
export class TetherField {
|
|
readonly object: THREE.LineSegments;
|
|
|
|
private readonly geometry = new THREE.BufferGeometry();
|
|
private readonly material: THREE.LineBasicMaterial;
|
|
private readonly positions: Float32Array;
|
|
private readonly maxCount: number;
|
|
private readonly normal: THREE.Vector3;
|
|
private readonly peakOpacity: number;
|
|
|
|
constructor(maxCount: number, options: { color?: THREE.ColorRepresentation; normal?: THREE.Vector3; opacity?: number } = {}) {
|
|
this.maxCount = maxCount;
|
|
this.normal = (options.normal ?? galacticNormal()).clone().normalize();
|
|
this.peakOpacity = options.opacity ?? 0.45;
|
|
this.positions = new Float32Array(maxCount * 6);
|
|
const color = options.color ?? 0x4dd7ff;
|
|
this.geometry.setAttribute('position', new THREE.BufferAttribute(this.positions, 3));
|
|
this.geometry.setDrawRange(0, 0);
|
|
|
|
this.material = new THREE.LineBasicMaterial({ color, transparent: true, opacity: 0, depthWrite: false, blending: THREE.AdditiveBlending });
|
|
this.object = new THREE.LineSegments(this.geometry, this.material);
|
|
// The buffer is rewritten in place as the visible set changes, so its bounds are stale by
|
|
// construction; culling on those bounds would blink the whole field in and out.
|
|
this.object.frustumCulled = false;
|
|
this.object.visible = false;
|
|
}
|
|
|
|
/**
|
|
* Drops a tether from each point onto the plane through the origin with this field's normal,
|
|
* offset along that normal by `planeOffset`.
|
|
*
|
|
* The offset is `0` for a plane through the origin — the Sun in the galaxy view, the host star
|
|
* in the system view — and `-SUN_HEIGHT_ABOVE_MIDPLANE_PC` for a grid on the Galaxy's true
|
|
* midplane. Points past the field's capacity are dropped.
|
|
*/
|
|
setTargets(points: readonly THREE.Vector3[], planeOffset = 0): void {
|
|
const normal = this.normal;
|
|
const count = Math.min(points.length, this.maxCount);
|
|
|
|
for (let index = 0; index < count; index++) {
|
|
const point = points[index];
|
|
const height = point.dot(normal) - planeOffset;
|
|
this.positions.set(
|
|
[point.x, point.y, point.z, point.x - normal.x * height, point.y - normal.y * height, point.z - normal.z * height],
|
|
index * 6
|
|
);
|
|
}
|
|
|
|
this.geometry.setDrawRange(0, count * 2);
|
|
this.geometry.getAttribute('position').needsUpdate = true;
|
|
}
|
|
|
|
/** Crossfades the tethers, matching whichever grid they are dropping onto. */
|
|
setStrength(strength: number): void {
|
|
const clamped = Math.max(0, Math.min(1, strength));
|
|
this.material.opacity = clamped * this.peakOpacity;
|
|
this.object.visible = clamped > 0;
|
|
}
|
|
|
|
dispose(): void {
|
|
this.object.removeFromParent();
|
|
this.geometry.dispose();
|
|
this.material.dispose();
|
|
}
|
|
}
|