Files
mass-driver/frontend/src/routes/(simulator)/components/Canvas2DView.svelte
scott 067ef1f557 Add 3D solar system view with Threlte and velocity tails in 2D
- 3D scene: Threlte/Three.js with starfield, orbit lines, planet meshes,
  sun glow, OrbitControls (orbit/zoom/pan), point lighting
- 2D velocity tails: gradient lines showing planet velocity direction/magnitude
- New WASM API: get_body_velocities_at_epoch(), get_orbit_points()
- Orbit ellipses computed in Rust, rendered in both 2D and 3D views
- Ecliptic-to-Three.js coordinate mapping (Y-up convention)
- View toggle now switches between working 2D and 3D renderers

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 11:54:31 -07:00

68 lines
1.8 KiB
Svelte

<script lang="ts">
import { onMount, onDestroy } from 'svelte';
import { SolarSystem2DRenderer } from '$lib/render/canvas2d/SolarSystem2D';
import { simulation } from '$lib/stores/simulation.svelte';
import { getBodyPositions, getBodyVelocities, getBodyInfos, getOrbitPoints } from '$lib/wasm/bridge';
let canvas: HTMLCanvasElement;
let renderer: SolarSystem2DRenderer;
let animFrameId: number;
let orbitsComputed = false;
function computeOrbits() {
const bodyCount = simulation.bodyInfos.length;
for (let i = 1; i < bodyCount; i++) {
const points = getOrbitPoints(i, simulation.currentJD, 360);
if (points.length > 0) {
renderer.updateOrbit(i, points);
}
}
orbitsComputed = true;
}
onMount(() => {
renderer = new SolarSystem2DRenderer(canvas);
if (simulation.wasmReady) {
simulation.bodyInfos = getBodyInfos();
}
let lastTime = performance.now();
let frameCount = 0;
function mainLoop() {
const now = performance.now();
const dt = (now - lastTime) / 1000;
lastTime = now;
simulation.advanceTime(dt);
if (simulation.wasmReady) {
simulation.bodyPositions = getBodyPositions(simulation.currentJD);
const velocities = getBodyVelocities(simulation.currentJD);
renderer.updateBodies(simulation.bodyInfos, simulation.bodyPositions, velocities);
// Compute orbits on first frame and refresh every 600 frames (~10s)
if (!orbitsComputed || frameCount % 600 === 0) {
computeOrbits();
}
}
renderer.render();
frameCount++;
animFrameId = requestAnimationFrame(mainLoop);
}
mainLoop();
});
onDestroy(() => {
if (animFrameId) cancelAnimationFrame(animFrameId);
renderer?.destroy();
});
</script>
<canvas
bind:this={canvas}
class="w-full h-full block"
style="cursor: grab;"
></canvas>