Plan step 3 promises glow and size driven by magnitude and spectral type, but the star field was a THREE.Points cloud and the WebGPU backend — the renderer this app targets — caps point primitives at a single pixel. Every one of the 8750 stars drew as an identical 1 px dot with a hard edge, discarding the magnitude sizing entirely; the class comment already admitted sizeNode only did anything on the WebGL2 fallback. Each star is now an instanced camera-facing quad on a SpriteNodeMaterial, which behaves the same on both backends. That material takes each instance's centre from positionNode rather than from an instance matrix, so position, colour and size ride on instanced buffer attributes and the mesh itself never moves. A radial falloff in opacityNode gives each star a bright core inside a soft halo. Sizes are angular rather than world-space. That keeps a star the same apparent size at any camera distance, which is both what the old screen-space points did and what is physically right: real stars are unresolvable point sources, so apparent size follows brightness, not distance. World-space quads would instead have made the whole field vanish at the camera's 2000 pc limit. Picking had to be rebuilt. Billboarding happens in the vertex shader, so the CPU-side geometry is one quad at the origin and Raycaster cannot see the star field at all. Selection is now done in screen space against the size each star is actually drawn at, which is strictly better than the fixed 1.2 pc world radius it replaces — that radius was over-permissive up close and sub-pixel at the far end of a 4000x camera range. Stars behind the camera need an explicit depth guard, because project() mirrors them back onto the screen. Two things only caught by running it. The colour attribute was declared with node type 'color', which is not a GLSL type, so the generated shader failed to compile — it has to be vec3. And the click tolerance was first written as a floor on the drawn radius, which flattened every star to one hit size, since a floor generous enough for the faintest star exceeds the brightest star's radius; adding the slop instead keeps a brighter star the easier target. Tests: 151 passing, up from 145. Verified in a real browser — shaders compile clean and the Playwright click-to-select flight passes against the new picking. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaySiNst4HhDXBHnMy8p5G
195 lines
8.8 KiB
TypeScript
195 lines
8.8 KiB
TypeScript
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 { 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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* reference viewport.
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*
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* Added rather than used as a floor. Stars are drawn 1.5-6 px across, so any floor generous
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* enough to make the faintest ones clickable would also exceed the brightest one's radius and
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* flatten every star to the same hit area. Adding keeps the ordering intact: a brighter star is
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* always the easier target, which is what the eye expects.
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*/
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const PICK_NDC_SLOP = 0.01;
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const COLD_STAR_COLOR = new THREE.Color(0.65, 0.75, 1.0);
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const NEUTRAL_STAR_COLOR = new THREE.Color(1.0, 1.0, 1.0);
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const WARM_STAR_COLOR = new THREE.Color(1.0, 0.6, 0.35);
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/**
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* Crude but effective B-V color-index -> RGB tint: hot/blue stars (low/negative index) skew
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* blue-white, cool/red stars (high index) skew orange-red, matching real spectral colors.
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*
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* `colorIndex` is `null` for the ~10% of stars HYG never photometered. Those fall back to a
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* value derived from `spectralType`, and to neutral white only when the catalog records no
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* classification at all — never to 0, which is itself a real color index meaning "hot A-type"
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* and would paint several hundred red dwarfs blue-white.
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*/
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export function colorIndexToRgb(colorIndex: number | null, spectralType?: string): THREE.Color {
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const resolved = colorIndex ?? spectralTypeToColorIndex(spectralType);
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const color = new THREE.Color();
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if (resolved === null) {
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return color.copy(NEUTRAL_STAR_COLOR);
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}
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const t = THREE.MathUtils.clamp((resolved + 0.4) / 2.4, 0, 1);
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return t < 0.5 ? color.lerpColors(COLD_STAR_COLOR, NEUTRAL_STAR_COLOR, t * 2) : color.lerpColors(NEUTRAL_STAR_COLOR, WARM_STAR_COLOR, (t - 0.5) * 2);
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}
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/** Brighter stars (lower apparent magnitude) render as bigger points. */
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export function magnitudeToPointSize(magnitude: number): number {
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const t = THREE.MathUtils.clamp(1 - (magnitude + 2) / 12, 0, 1);
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return MIN_POINT_SIZE + t * (MAX_POINT_SIZE - MIN_POINT_SIZE);
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}
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/** A unit quad centred on the origin — the billboard every star instance is drawn on. */
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function createQuadGeometry(instanceCount: number): THREE.InstancedBufferGeometry {
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const geometry = new THREE.InstancedBufferGeometry();
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geometry.setAttribute(
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'position',
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new THREE.BufferAttribute(new Float32Array([-0.5, -0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0, -0.5, 0.5, 0]), 3)
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);
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geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]), 2));
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geometry.setIndex([0, 1, 2, 0, 2, 3]);
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geometry.instanceCount = instanceCount;
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return geometry;
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}
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/**
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* Builds the galaxy-scale star field as instanced camera-facing billboards, one per HYG star,
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* coloured by spectral index and sized by magnitude.
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*
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* **Why billboards and not `THREE.Points`.** Point primitives are capped at a single pixel on
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* the WebGPU backend — which is the renderer this app targets — so a points cloud rendered
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* every star as an identical 1 px dot no matter what `sizeNode` said, discarding both the
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* magnitude sizing and any glow. Instanced quads render identically on both backends.
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*
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* `SpriteNodeMaterial` takes each instance's centre from `positionNode` rather than from an
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* instance matrix (see its own documentation), so the per-star data rides on instanced buffer
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* attributes and the mesh itself never moves.
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*
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* Sizes are angular (`sizeAttenuation = false`), so a star holds the same apparent size however
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* close the camera gets. That is deliberate and physically right: real stars are unresolvable
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* point sources, and their apparent size on screen is a function of brightness, not distance.
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*/
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export class StarFieldRenderer {
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readonly object: THREE.Mesh;
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private readonly geometry: THREE.InstancedBufferGeometry;
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private readonly material: THREE.SpriteNodeMaterial;
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/** Angular diameter per star, in the same order as `stars` — reused for picking. */
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private readonly angularSizes: Float32Array;
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constructor(
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private readonly stars: readonly StarRecord[],
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positions: Float32Array
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) {
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this.geometry = createQuadGeometry(stars.length);
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const colors = new Float32Array(stars.length * 3);
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this.angularSizes = new Float32Array(stars.length);
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stars.forEach((star, index) => {
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const color = colorIndexToRgb(star.colorIndex, star.spectralType);
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colors[index * 3] = color.r;
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colors[index * 3 + 1] = color.g;
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colors[index * 3 + 2] = color.b;
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this.angularSizes[index] = magnitudeToPointSize(star.magnitude) * PIXELS_TO_ANGULAR_SIZE;
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});
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// `positions` is the ETL's packed buffer, already in the same order as `stars`.
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const positionAttribute = new THREE.InstancedBufferAttribute(positions, 3);
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const colorAttribute = new THREE.InstancedBufferAttribute(colors, 3);
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const sizeAttribute = new THREE.InstancedBufferAttribute(this.angularSizes, 1);
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this.material = new THREE.SpriteNodeMaterial({
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending
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});
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this.material.sizeAttenuation = false;
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this.material.positionNode = instancedBufferAttribute(positionAttribute, 'vec3');
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this.material.scaleNode = instancedBufferAttribute(sizeAttribute, 'float');
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this.material.colorNode = instancedBufferAttribute(colorAttribute, 'vec3');
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// Soft radial falloff so each star is a small bright core inside a halo, rather than a
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// hard-edged square. `uv` runs 0..1 across the quad, so 0.5 is its centre.
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const radius = uv().sub(vec2(0.5)).length();
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this.material.opacityNode = smoothstep(0.0, 0.5, radius).oneMinus().pow(2.0);
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this.object = new THREE.Mesh(this.geometry, this.material);
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// The quad's own bounds sit at the origin and say nothing about where the instances are,
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// so leaving culling on would drop the whole field whenever the origin left the frustum.
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this.object.frustumCulled = false;
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}
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/** Looks up the HYG star id for a given instance index. */
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starIdAt(instanceIndex: number): number | undefined {
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return this.stars[instanceIndex]?.id;
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}
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/**
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* The star under `pointerNdc`, or `undefined`.
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*
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* Billboarding happens in the vertex shader, so the CPU-side geometry is a single quad at the
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* origin and `Raycaster` cannot see the star field at all. Picking is therefore done in screen
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* space, which is also strictly better than the fixed world-space radius the points cloud
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* needed: each star is tested against the size it is actually drawn at, so the hit area matches
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* what the user sees at every zoom level instead of being over-permissive up close and
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* sub-pixel at the far end of the camera's range.
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*/
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pickAt(pointerNdc: THREE.Vector2, camera: THREE.PerspectiveCamera): number | undefined {
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const tanHalfFov = Math.tan((camera.fov * Math.PI) / 360);
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const projected = new THREE.Vector3();
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let bestIndex: number | undefined;
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let bestScore = Infinity;
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for (let index = 0; index < this.stars.length; index++) {
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const star = this.stars[index];
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projected.set(star.x, star.y, star.z).project(camera);
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// Outside the depth range means behind the camera or beyond the far plane; `project`
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// mirrors points behind the camera onto the screen, so this guard is load-bearing.
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if (projected.z < -1 || projected.z > 1) {
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continue;
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}
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// A sprite square in view space projects to an ellipse in NDC: the same half-extent in y,
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// divided by the aspect ratio in x. Scaling dx by the aspect makes the comparison circular.
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const ndcRadius = (0.5 * this.angularSizes[index]) / tanHalfFov + PICK_NDC_SLOP;
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const dx = (projected.x - pointerNdc.x) * camera.aspect;
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const dy = projected.y - pointerNdc.y;
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const score = Math.hypot(dx, dy) / ndcRadius;
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if (score <= 1 && score < bestScore) {
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bestScore = score;
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bestIndex = index;
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}
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}
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return bestIndex === undefined ? undefined : this.stars[bestIndex].id;
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}
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dispose(): void {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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