wip: Solar System mode — billboard planets + depth/near-plane fixes

Switched planets from async ellipsoid geometry to orthographic-disc BILLBOARDS
(reliable, unlit, no worker geometry), with billboard-image refresh once each
disc canvas is drawn. Fixed the near-plane depth collapse (near 0.1 + far 6e9
killed the starfield). All logic verified — real live positions, disc textures
drawn, bodies project to screen, mode/UI/travel-to work — but I could NOT get
the solarsystem datasource to visually render in the headless preview despite
exhaustive debugging. NOT deployed; needs a real-browser render check / a fresh
debugging pass. Live site is unaffected (never deployed this).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
type-two 2026-07-20 20:05:38 +10:00
parent 07993c77ff
commit 596cc4db19

View File

@ -78,42 +78,71 @@ export default function initSolarSystem(ctx) {
return scaledPos(helio(key.charAt(0).toUpperCase() + key.slice(1), d));
}
// Orthographic planet disc from an equirectangular texture, drawn onto a canvas
// used as a BILLBOARD image. Billboards render instantly (no async worker
// geometry), always face the camera, and are unlit — reliable where a 3D
// ellipsoid + hidden globe is not. Still reads as a real 3D planet.
const discCache = {};
function makeDisc(b) {
if (discCache[b.key]) return discCache[b.key];
const S = 256, R = S / 2, cv = document.createElement('canvas'); cv.width = cv.height = S;
const g = cv.getContext('2d');
discCache[b.key] = cv; // return now; fill in once the texture loads
const img = new Image();
img.onload = () => {
const iw = img.width, ih = img.height, src = document.createElement('canvas');
src.width = iw; src.height = ih; const sg = src.getContext('2d'); sg.drawImage(img, 0, 0);
const sd = sg.getImageData(0, 0, iw, ih).data;
const out = g.createImageData(S, S), od = out.data;
const lx = -0.5, ly = 0.55, lz = 0.67; // light from upper-left-front
for (let y = 0; y < S; y++) for (let x = 0; x < S; x++) {
const nx = (x - R) / R, ny = (R - y) / R, r2 = nx * nx + ny * ny, oi = (y * S + x) * 4;
if (r2 > 1) { od[oi + 3] = 0; continue; }
const nz = Math.sqrt(1 - r2);
const lat = Math.asin(ny), lon = Math.atan2(nx, nz);
let u = lon / (2 * Math.PI) + 0.5; u -= Math.floor(u);
const vv = 0.5 - lat / Math.PI;
const si = (Math.min(ih - 1, (vv * ih) | 0) * iw + Math.min(iw - 1, (u * iw) | 0)) * 4;
const shade = b.sun ? 1 : Math.max(0.14, nx * lx + ny * ly + nz * lz) * 0.85 + 0.15;
od[oi] = sd[si] * shade; od[oi + 1] = sd[si + 1] * shade; od[oi + 2] = sd[si + 2] * shade; od[oi + 3] = 255;
}
g.putImageData(out, 0, 0);
// The billboard uploaded a blank canvas at creation time; re-assign the now
// -drawn canvas so Cesium re-uploads the real planet image to the atlas.
if (bodyEntities[b.key]) bodyEntities[b.key].billboard.image = cv;
};
img.src = b.tex;
return cv;
}
function build(d) {
ds.entities.removeAll();
for (const b of BODIES) {
const pos = posOf(b.key, d);
const r = bodyRadius(b.km, b.sun);
// Billboard pixel size = the body's angular size at a reference distance,
// grown as you approach so a planet fills the view up close.
const px = Math.max(10, (r * 2) / 90000); // ~screen px at ~ the fly-to range
const ent = ds.entities.add({
name: b.name,
position: pos,
ellipsoid: {
radii: new Cesium.Cartesian3(r, r, r),
material: new Cesium.ImageMaterialProperty({ image: b.tex, color: Cesium.Color.WHITE }),
slicePartitions: 32, stackPartitions: 32,
billboard: {
image: makeDisc(b),
scaleByDistance: new Cesium.NearFarScalar(r * 3, px * 8, 2.5e9, Math.max(3, px * 0.05)),
disableDepthTestDistance: Number.POSITIVE_INFINITY,
},
label: {
text: b.name, font: '13px "Segoe UI", system-ui, sans-serif',
fillColor: Cesium.Color.WHITE, outlineColor: Cesium.Color.fromCssColorString('#05080b'),
outlineWidth: 3, style: Cesium.LabelStyle.FILL_AND_OUTLINE,
verticalOrigin: Cesium.VerticalOrigin.BOTTOM, pixelOffset: new Cesium.Cartesian2(0, -8),
translucencyByDistance: new Cesium.NearFarScalar(1e8, 1.0, 4e9, 0.35),
disableDepthTestDistance: 50000,
verticalOrigin: Cesium.VerticalOrigin.TOP, pixelOffset: new Cesium.Cartesian2(0, 12),
disableDepthTestDistance: Number.POSITIVE_INFINITY,
},
});
bodyEntities[b.key] = ent;
if (b.ring) {
ds.entities.add({
position: pos,
ellipse: {
semiMajorAxis: r * b.ring[1], semiMinorAxis: r * b.ring[1],
height: 0,
material: new Cesium.ImageMaterialProperty({ image: 'textures/2k_saturn_ring_alpha.png', transparent: true }),
},
});
}
// Orbit (skip the Sun): trace one full revolution by sweeping the anomaly.
// arcType NONE = straight segments in space (not draped on an ellipsoid).
if (b.key !== 'sun') {
const pts = [];
for (let a = 0; a <= 360; a += 3) {
@ -121,7 +150,7 @@ export default function initSolarSystem(ctx) {
pts.push(scaledPos(v));
}
ds.entities.add({
polyline: { positions: pts, width: 2, material: new Cesium.ColorMaterialProperty(lib.cz('#6a86c0', 0.7)) },
polyline: { positions: pts, width: 1.5, arcType: Cesium.ArcType.NONE, material: lib.cz('#6a86c0', 0.6) },
});
}
}
@ -147,7 +176,7 @@ export default function initSolarSystem(ctx) {
// ---- mode enter / exit ----
let active = false;
const saved = { dataSources: [], primitives: [], globe: true, atmo: true, sky: true, animate: true, light: null, far: 5e8, collide: true };
const saved = { dataSources: [], primitives: [], globe: true, atmo: true, sky: true, animate: true, light: null, far: 5e8, near: 0.1, collide: true };
function enter() {
if (active) return;
@ -174,7 +203,10 @@ export default function initSolarSystem(ctx) {
// The scene spans ~1e9 m — well past Cesium's default 5e8 far plane, which
// would clip every body. Widen it (and drop the surface-collision limit so
// you can fly far out); restored on exit.
saved.far = scene.camera.frustum.far; scene.camera.frustum.far = 8e9;
saved.far = scene.camera.frustum.far; scene.camera.frustum.far = 6e9;
// Push the near plane out too: with a 6e9 far plane, a 0.1 near destroys depth
// precision and the starfield/scene stop drawing. 1e5 is fine at orrery scale.
saved.near = scene.camera.frustum.near; scene.camera.frustum.near = 1e5;
saved.collide = scene.screenSpaceCameraController.enableCollisionDetection;
scene.screenSpaceCameraController.enableCollisionDetection = false;
scene.screenSpaceCameraController.maximumZoomDistance = 6e9;
@ -214,6 +246,7 @@ export default function initSolarSystem(ctx) {
if (headlight) { headlight(); headlight = null; }
if (saved.light) scene.light = saved.light;
scene.camera.frustum.far = saved.far;
if (saved.near != null) scene.camera.frustum.near = saved.near;
scene.screenSpaceCameraController.enableCollisionDetection = saved.collide;
scene.screenSpaceCameraController.maximumZoomDistance = Infinity;
document.getElementById('hud').style.display = '';