GODSIGH/js/solarsystem.js
type-two 0a6bbfaa23 fix: Solar System mode now RENDERS — the bug was hiding Cesium's shared collections
Root cause (found after deep debugging): enter() blanket-hid scene.primitives by
duck-typing (.length + .show), which also hid Cesium's shared DataSourceDisplay
collections — the very primitives the planets render into. Removed that loop
(the bespoke aircraft/mil billboards sit at Earth's tiny position near the Sun,
harmless to leave). Also fixed the wildly-wrong billboard scaleByDistance
(pixels-as-scale → sane 2.4/0.12 multipliers) and near-plane depth collapse.

VERIFIED RENDERING: the full orrery — textured Sun + 8 planets at true live
positions with orbits — zero console errors. Ready to deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 10:19:21 +10:00

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// Solar System mode (Wave 4) — "Travel to…". Leaves the Earth OSINT globe and
// renders a heliocentric orrery: the Sun + 8 planets as spheres textured with
// real (CC BY 4.0, self-hosted) imagery, at their TRUE current positions
// (Schlyter series), with orbits. Click a destination to fly there.
//
// Cesium's globe is Earth-at-origin, so the mode HIDES the globe + all Earth
// layers and places the Sun at the scene origin; exiting restores everything.
export default function initSolarSystem(ctx) {
const { viewer, Cesium, lib } = ctx;
const scene = viewer.scene;
// ---- astronomy (Schlyter low-precision, heliocentric ecliptic AU) ----
const D2R = Math.PI / 180;
const rev = (x) => x - Math.floor(x / 360) * 360;
const ELEM = {
Mercury: (d) => ({ N: 48.3313 + 3.24587e-5 * d, i: 7.0047 + 5.00e-8 * d, w: 29.1241 + 1.01444e-5 * d, a: 0.387098, e: 0.205635 + 5.59e-10 * d, M: 168.6562 + 4.0923344368 * d }),
Venus: (d) => ({ N: 76.6799 + 2.46590e-5 * d, i: 3.3946 + 2.75e-8 * d, w: 54.8910 + 1.38374e-5 * d, a: 0.723330, e: 0.006773 - 1.302e-9 * d, M: 48.0052 + 1.6021302244 * d }),
Mars: (d) => ({ N: 49.5574 + 2.11081e-5 * d, i: 1.8497 - 1.78e-8 * d, w: 286.5016 + 2.92961e-5 * d, a: 1.523688, e: 0.093405 + 2.516e-9 * d, M: 18.6021 + 0.5240207766 * d }),
Jupiter: (d) => ({ N: 100.4542 + 2.76854e-5 * d, i: 1.3030 - 1.557e-7 * d, w: 273.8777 + 1.64505e-5 * d, a: 5.20256, e: 0.048498 + 4.469e-9 * d, M: 19.8950 + 0.0830853001 * d }),
Saturn: (d) => ({ N: 113.6634 + 2.38980e-5 * d, i: 2.4886 - 1.081e-7 * d, w: 339.3939 + 2.97661e-5 * d, a: 9.55475, e: 0.055546 - 9.499e-9 * d, M: 316.9670 + 0.0334442282 * d }),
Uranus: (d) => ({ N: 74.0005 + 1.3978e-5 * d, i: 0.7733 + 1.9e-8 * d, w: 96.6612 + 3.0565e-5 * d, a: 19.18171 - 1.55e-8 * d, e: 0.047318 + 7.45e-9 * d, M: 142.5905 + 0.011725806 * d }),
Neptune: (d) => ({ N: 131.7806 + 3.0173e-5 * d, i: 1.7700 - 2.55e-7 * d, w: 272.8461 - 6.027e-6 * d, a: 30.05826 + 3.313e-8 * d, e: 0.008606 + 2.15e-9 * d, M: 260.2471 + 0.005995147 * d }),
};
const dayNumber = (t) => Cesium.JulianDate.toDate(t).getTime() / 86400000 - 10956.0;
function helio(name, d) {
const el = ELEM[name](d);
const N = el.N * D2R, i = el.i * D2R, w = el.w * D2R, e = el.e, M = rev(el.M) * D2R;
let E = M + e * Math.sin(M) * (1 + e * Math.cos(M));
for (let k = 0; k < 6; k++) E = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
const xv = el.a * (Math.cos(E) - e), yv = el.a * Math.sqrt(1 - e * e) * Math.sin(E);
const v = Math.atan2(yv, xv), r = Math.hypot(xv, yv), u = v + w;
return {
x: r * (Math.cos(N) * Math.cos(u) - Math.sin(N) * Math.sin(u) * Math.cos(i)),
y: r * (Math.sin(N) * Math.cos(u) + Math.cos(N) * Math.sin(u) * Math.cos(i)),
z: r * Math.sin(u) * Math.sin(i),
};
}
function earthHelio(d) {
const w = 282.9404 + 4.70935e-5 * d, e = 0.016709 - 1.151e-9 * d, M = rev(356.0470 + 0.9856002585 * d) * D2R;
let E = M + e * Math.sin(M) * (1 + e * Math.cos(M));
const xv = Math.cos(E) - e, yv = Math.sqrt(1 - e * e) * Math.sin(E);
const v = Math.atan2(yv, xv), r = Math.hypot(xv, yv), lon = v + w * D2R;
return { x: -r * Math.cos(lon), y: -r * Math.sin(lon), z: 0 }; // Earth = (Sun geocentric)
}
// ---- scaling (tuned for a readable orrery, not true scale) ----
const AU_UNIT = 4.0e7; // ~Earth orbit display radius
const distScale = (au) => AU_UNIT * Math.pow(au, 0.72); // gentle outer compression
const BODY_UNIT = 3.4e6; // exaggerated so bodies read at orrery scale
const bodyRadius = (km, isSun) => isSun ? 1.6e7 : BODY_UNIT * Math.pow(km / 6371, 0.4);
function scaledPos(vec) { // ecliptic AU {x,y,z} → scene Cartesian3
const au = Math.hypot(vec.x, vec.y, vec.z) || 1e-6;
const s = distScale(au) / au;
return new Cesium.Cartesian3(vec.x * s, vec.y * s, vec.z * s);
}
const BODIES = [
{ key: 'sun', name: '☉ Sun', tex: 'textures/2k_sun.jpg', km: 696000, sun: true },
{ key: 'mercury', name: '☿ Mercury', tex: 'textures/2k_mercury.jpg', km: 2439.7 },
{ key: 'venus', name: '♀ Venus', tex: 'textures/2k_venus_atmosphere.jpg', km: 6051.8 },
{ key: 'earth', name: '🜨 Earth', tex: 'textures/2k_earth_daymap.jpg', km: 6371 },
{ key: 'mars', name: '♂ Mars', tex: 'textures/2k_mars.jpg', km: 3389.5 },
{ key: 'jupiter', name: '♃ Jupiter', tex: 'textures/2k_jupiter.jpg', km: 69911 },
{ key: 'saturn', name: '♄ Saturn', tex: 'textures/2k_saturn.jpg', km: 58232, ring: [1.3, 2.3] },
{ key: 'uranus', name: '⛢ Uranus', tex: 'textures/2k_uranus.jpg', km: 25362 },
{ key: 'neptune', name: '♆ Neptune', tex: 'textures/2k_neptune.jpg', km: 24622 },
];
const ds = new Cesium.CustomDataSource('solarsystem');
ds.show = false;
viewer.dataSources.add(ds);
const bodyEntities = {}; // key → entity (for travel-to framing)
function posOf(key, d) {
if (key === 'sun') return new Cesium.Cartesian3(0, 0, 0);
if (key === 'earth') return scaledPos(earthHelio(d));
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);
// The disc canvas is 256px; `scale` is a MULTIPLIER on that. Small values:
// ~2.4 when you're right at the planet (fills the view), ~0.12 far away (a
// dot). Per-body near distance = just outside its own radius.
const ent = ds.entities.add({
name: b.name,
position: pos,
billboard: {
image: makeDisc(b),
scaleByDistance: new Cesium.NearFarScalar(r * 2.5, 2.4, 9e8, 0.12),
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.TOP, pixelOffset: new Cesium.Cartesian2(0, 12),
disableDepthTestDistance: Number.POSITIVE_INFINITY,
},
});
bodyEntities[b.key] = ent;
// 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) {
const v = b.key === 'earth' ? earthHelioAt(d, a) : helioAt(b.key, d, a);
pts.push(scaledPos(v));
}
ds.entities.add({
polyline: { positions: pts, width: 1.5, arcType: Cesium.ArcType.NONE, material: lib.cz('#6a86c0', 0.6) },
});
}
}
}
// Orbit sampling: recompute a body's heliocentric position at mean-anomaly `deg`.
function helioAt(key, d, deg) {
const name = key.charAt(0).toUpperCase() + key.slice(1);
const el = ELEM[name](d);
const N = el.N * D2R, i = el.i * D2R, w = el.w * D2R, e = el.e, M = deg * D2R;
let E = M + e * Math.sin(M) * (1 + e * Math.cos(M));
for (let k = 0; k < 6; k++) E = E - (E - e * Math.sin(E) - M) / (1 - e * Math.cos(E));
const xv = el.a * (Math.cos(E) - e), yv = el.a * Math.sqrt(1 - e * e) * Math.sin(E);
const v = Math.atan2(yv, xv), r = Math.hypot(xv, yv), u = v + w;
return { x: r * (Math.cos(N) * Math.cos(u) - Math.sin(N) * Math.sin(u) * Math.cos(i)), y: r * (Math.sin(N) * Math.cos(u) + Math.cos(N) * Math.sin(u) * Math.cos(i)), z: r * Math.sin(u) * Math.sin(i) };
}
function earthHelioAt(d, deg) {
const w = 282.9404 + 4.70935e-5 * d, e = 0.016709 - 1.151e-9 * d, M = deg * D2R;
let E = M + e * Math.sin(M) * (1 + e * Math.cos(M));
const xv = Math.cos(E) - e, yv = Math.sqrt(1 - e * e) * Math.sin(E);
const v = Math.atan2(yv, xv), r = Math.hypot(xv, yv), lon = v + w * D2R;
return { x: -r * Math.cos(lon), y: -r * Math.sin(lon), z: 0 };
}
// ---- mode enter / exit ----
let active = false;
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;
active = true;
const d = dayNumber(viewer.clock.currentTime);
build(d);
// Hide every Earth layer: entity data sources + billboard primitives.
saved.dataSources = [];
for (let i = 0; i < viewer.dataSources.length; i++) {
const s = viewer.dataSources.get(i);
if (s === ds) continue;
saved.dataSources.push([s, s.show]); s.show = false;
}
// NOTE: do NOT blanket-hide scene.primitives by duck-typing — that also hides
// Cesium's shared DataSourceDisplay collections (the very ones our planets
// render into). The bespoke billboard layers (aircraft/military/adsb/radius)
// sit at Earth-surface coords → a tiny speck near the Sun in the orrery, so
// leaving them visible is harmless.
saved.primitives = [];
saved.globe = scene.globe.show; scene.globe.show = false;
saved.atmo = scene.globe.showGroundAtmosphere; scene.globe.showGroundAtmosphere = false;
saved.sky = scene.skyAtmosphere.show; scene.skyAtmosphere.show = false;
saved.animate = viewer.clock.shouldAnimate; viewer.clock.shouldAnimate = false; // freeze the snapshot
// 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 = 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;
// Even "planetarium" lighting: a headlight from the camera so no half-dark planets.
saved.light = scene.light;
scene.light = new Cesium.DirectionalLight({ direction: scene.camera.directionWC.clone(), intensity: 2.2 });
headlight = scene.preRender.addEventListener((s) => {
scene.light.direction = Cesium.Cartesian3.clone(s.camera.directionWC, scene.light.direction);
});
ds.show = true;
document.getElementById('hud').style.display = 'none';
panel.style.display = 'block';
document.getElementById('ss-btn').classList.add('active');
// Fly out to a clean top-down-ish view of the system (orthonormal dir/up —
// Cesium needs those, and lookAt at the geocentre is degenerate).
viewer.camera.flyTo({
destination: new Cesium.Cartesian3(0.7e8, 0.3e8, 7.5e8),
orientation: { direction: new Cesium.Cartesian3(0, 0, -1), up: new Cesium.Cartesian3(0, 1, 0) },
duration: 2.5,
});
}
let headlight = null;
function exit() {
if (!active) return;
active = false;
ds.show = false;
for (const [s, show] of saved.dataSources) s.show = show;
for (const [p, show] of saved.primitives) p.show = show;
scene.globe.show = saved.globe;
scene.globe.showGroundAtmosphere = saved.atmo;
scene.skyAtmosphere.show = saved.sky;
viewer.clock.shouldAnimate = saved.animate;
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 = '';
panel.style.display = 'none';
document.getElementById('ss-btn').classList.remove('active');
viewer.camera.flyTo({
destination: Cesium.Cartesian3.fromDegrees(ctx.CONFIG.camera.lon, ctx.CONFIG.camera.lat, ctx.CONFIG.camera.height),
duration: 2.0,
});
}
function travelTo(key) {
const ent = bodyEntities[key];
if (!ent) return;
if (key === 'earth') { // Earth = home; offer to drop back to the OSINT globe
exit();
return;
}
viewer.flyTo(ent, { duration: 2.5, offset: new Cesium.HeadingPitchRange(0, -0.3, bodyRadius(BODIES.find((b) => b.key === key).km) * 6) });
}
// ---- UI: enter button + destination panel ----
const btn = document.createElement('button');
btn.id = 'ss-btn';
btn.type = 'button';
btn.textContent = '◉ Solar System';
btn.title = 'Leave Earth and travel the solar system';
btn.addEventListener('click', () => (active ? exit() : enter()));
document.body.appendChild(btn);
const panel = document.createElement('aside');
panel.id = 'ss-panel';
panel.style.display = 'none';
panel.innerHTML = `<div class="ss-title">TRAVEL TO</div><div class="ss-dests"></div>
<div class="ss-foot">Positions computed live · textures © <a href="https://www.solarsystemscope.com/" target="_blank" rel="noopener">Solar System Scope</a> CC BY 4.0</div>`;
const dests = panel.querySelector('.ss-dests');
for (const b of BODIES) {
const d = document.createElement('button');
d.className = 'ss-dest';
d.textContent = b.name;
d.addEventListener('click', () => travelTo(b.key));
dests.appendChild(d);
}
const back = document.createElement('button');
back.className = 'ss-dest ss-back';
back.textContent = '↩ Return to Earth (OSINT)';
back.addEventListener('click', exit);
panel.appendChild(back);
document.body.appendChild(panel);
return { enter, exit, isActive: () => active };
}