Files
galaxy-game/ui/docs/renderer.md
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Ilia Denisov cc004f935d ui/map-renderer: clamp torus zoom-out to minScaleNoWrap
The renderer's torus mode laid out the world in a 3×3 grid of wrap
copies (TORUS_OFFSETS) so the user could pan past an edge without
seeing a void. Below `minScale = max(viewport/world)` the world
shrinks below the viewport along at least one axis and the wrap
copies become visible side-by-side — the user reported a 9-tile
mosaic that pans and zooms as one rigid unit. The doc explicitly
deferred the fix ("if profiling ever reveals that users do this");
real usage is the trigger.

Apply `clampZoom({ minScale })` in both modes; torus still keeps
free pan (no `clamp({ direction: "all" })`) so the wrap copies
fill the cross-edge slack as designed. Resize re-evaluates the
clamp so a window resize does not strand the camera below the new
floor. Documentation in `ui/docs/renderer.md` updated to describe
the new shared invariant.

Regression test in `tests/e2e/playground-map.spec.ts` wheels out
aggressively in torus mode and asserts `camera.scale >= minScale`
across all four Playwright projects.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 21:45:01 +02:00

9.8 KiB
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Map renderer

This document specifies the map renderer in ui/frontend/src/map/. It is the source of truth for the rendering data model, the hit-test algorithm, the torus-wrap and bounded-plane (no-wrap) camera semantics, and the choice of dependencies. Any disagreement between this document and the code is a bug in one of them.

galaxy/client is deprecated. The Go module under galaxy/client/ — including client/world/ — is no longer the reference implementation for any new code. The TypeScript renderer described here is independent: it does not import client/world at runtime, and it is not bound by the older module's algorithmic details (fixed-point integers, expanded canvas, incremental pan reuse, grid spatial index). The Go code remains as historical context only.

Goals

The renderer is the bottom of the rendering stack the rest of the UI sits on top of. It must:

  1. Render thousands of vector primitives (points, circles, lines) onto a Pixi v8 canvas at 60 fps on a mid-range laptop.
  2. Support pan and zoom over a toroidal world ('torus' mode) and over a bounded plane ('no-wrap' mode), both first-class.
  3. Run the same algorithm on web, Wails, Capacitor, and PWA targets — only the browser is supported in Phase 9, but no API in this module assumes the platform.
  4. Provide deterministic hit-test for cursor-to-primitive mapping, with results that are unit-testable independently of Pixi.

Coordinate model

World coordinates are TypeScript number (IEEE 754 float64). The world is a rectangle [0, W) × [0, H) for some positive W, H. Primitive geometry, the camera centre, and the no-wrap clamp arithmetic all live in world coordinates.

Pixi's transform pipeline owns the world→screen mapping. We do not maintain a manual fixed-point representation: the deprecated Go renderer's fixed-point ints existed because it composited into a pixel buffer, which we do not.

The camera is { centerX, centerY, scale } with scale in pixels per world unit. The viewport is { widthPx, heightPx } in CSS pixels (Pixi's autoDensity handles device pixel ratio internally).

Primitives

type Primitive = PointPrim | CirclePrim | LinePrim;

interface PrimitiveBase {
  id: PrimitiveID;
  priority: number;
  style: Style;
  hitSlopPx: number; // 0 = use kind default
}

interface PointPrim  extends PrimitiveBase { kind: 'point';  x: number; y: number; }
interface CirclePrim extends PrimitiveBase { kind: 'circle'; x: number; y: number; radius: number; }
interface LinePrim   extends PrimitiveBase { kind: 'line';
  x1: number; y1: number; x2: number; y2: number; }

radius is in world units. style.strokeWidthPx and style.pointRadiusPx are in screen pixels and stay constant under zoom (Pixi's stroke width is in pixel space when the parent container is scaled).

Default hit slop in screen pixels: point=8, circle=6, line=6. These are touch-ergonomic defaults; per-primitive hitSlopPx > 0 overrides them.

Theme

A single dark theme ships in Phase 9. The theme is a record of default colours; primitives whose style omits a colour fall back to the theme. Runtime theme switching is not implemented — Phase 35 introduces light/dark and the materialise-on-theme-change cycle.

Hit-test

Algorithm in src/map/hit-test.ts:

hitTest(world, camera, viewport, cursorPx, mode):
  cursorWorld = screenToWorld(cursorPx, camera, viewport)
  candidates = []
  for p in world.primitives:
    slopPx = p.hitSlopPx > 0 ? p.hitSlopPx : DEFAULT[kind]
    slopWorld = slopPx / camera.scale
    delta =
      mode == 'torus'
        ? torusShortestDelta(p, cursorWorld, world)
        : euclideanDelta(p, cursorWorld)
    distSq = match(delta, p.kind, p.geometry, slopWorld)  // or null
    if distSq != null: candidates.push({ p, distSq })
  candidates.sort(by [-priority, distSq, kindOrder, id])
  return candidates[0] ?? null

torusShortestDelta normalises a delta to the half-open interval (-size/2, size/2] per axis, picking the shorter wrap direction. At exactly size/2 it returns +size/2 (positive direction); the lower bound is exclusive so -size/2 is normalised to +size/2.

kindOrder is point=0, line=1, circle=2. Point wins ties over overlapping line/circle; this matches typical UX expectations where a point object on top of a route should be the preferred target.

Per-primitive distance:

  • Point: distSq ≤ slopWorld².
  • Filled circle: distSq ≤ (radius + slopWorld)² where radius is in world units. The circle counts as filled when style.fillColor is set and style.fillAlpha > 0.
  • Stroke-only circle: |dist - radius| ≤ slopWorld. The squared "distance" reported is the squared ring gap, so the ordering rule prefers the closest-to-ring candidate among multiple ring-only circles.
  • Line: perpendicular distance to the segment, with t clamped to [0, 1] (foot beyond endpoints uses the endpoint). In torus mode the segment is taken in its torus-shortest representation: from (x1, y1) to (x1 + dx, y1 + dy) where (dx, dy) is the torus-shortest delta from end-1 to end-2.

The brute-force O(N) walk is fine for the Phase 9 target of ~1000 primitives on every pointer event. Spatial indexing is deferred until profiling proves it necessary; PixiJS' culling and batching handle the draw side without help.

Torus rendering

The renderer creates nine container copies of the primitive scene at offsets (dx, dy) ∈ {-W, 0, W} × {-H, 0, H}. In torus mode all nine copies are visible; PixiJS culls the off-viewport copies itself. In no-wrap mode only the origin copy (0, 0) is visible.

Lines that cross a torus boundary are not split at render time: each copy renders the full line at its offset, and PixiJS' culling naturally drops the parts outside its container's reachable area.

The nine-copy upper bound assumes the visible viewport never exceeds three tile-widths or three tile-heights of the world. To hold this assumption in both modes, the renderer enforces clampZoom({ minScale }) with minScale = max(viewport.W/world.W, viewport.H/world.H) regardless of wrap mode. Without this, in torus mode the user could zoom out far enough to see the 3×3 grid of wrap copies at once — the copies are there to fill partial slack near a panned edge, not to be visible simultaneously. The clamp is re-evaluated on every viewport resize so a window resize does not strand the camera below the new minimum.

No-wrap camera

pixi-viewport's built-in clamp({ direction: 'all' }) plugin keeps the camera inside the world rectangle by default. We layer the project-specific centring rule on top, implemented via the 'moved' event: when the visible viewport is larger than the world along an axis, the camera is centred on that axis. pixi-viewport's default would pin the world to the top-left of the screen, which is jarring at low zoom. The shared clampZoom({ minScale }) (described above) prevents this case in practice, but the centring rule stays as a defensive layer for windowed-resize transients.

pivotZoom keeps the world point under the cursor stable during zoom. The math is symmetric and tested in tests/map-no-wrap.test.ts.

Dependencies

  • pixi.js@^8 — vector renderer with WebGPU/WebGL backend. Async init via app.init({ preference, ... }). The preference option may be a string or an array; the renderer cascades through the array and falls back to whichever backend initialises successfully.
  • pixi-viewport@^6 — pan/zoom/pinch plugin layer over a Pixi Container. Provides drag inertia, mobile gestures, and the clamp/clampZoom plugins out of the box. We disable the plugins we do not need (bounce, snap, follow, mouse-edges).

No additional dependencies are necessary. The deprecated pixi.js-v7 era pixi-viewport v5 contracts have been replaced in v6 (notably events: renderer.events is now mandatory in the constructor).

Renderer preference selection

The playground page reads ?renderer=webgpu|webgl from the URL and passes it to Application.init. Without the parameter the preference defaults to ['webgpu', 'webgl']. Playwright projects use the URL parameter to force a specific backend per browser:

  • chromium-desktop?renderer=webgpu
  • webkit-desktop?renderer=webgl (WebKit does not implement WebGPU yet)
  • mobile projects → no parameter, accept whichever Pixi picks

The selected backend is exposed via [data-backend] on the playground page header so the e2e spec can assert it without poking Pixi internals.

Performance acceptance

The "60 fps with 1000 primitives" criterion is documented but manually verified, not asserted in CI. CI runners vary too much in CPU/GPU to make wall-clock fps reliable. Manual gate: open /__debug/map, drag continuously for 5 seconds, observe Pixi's ticker FPS in DevTools (Pixi exposes app.ticker.FPS).

If a future regression requires a programmatic perf gate, the right place is a Tier 2 (release-line) Playwright trace measuring average frame time over a scripted drag.

Tests

  • tests/map-math.test.tsclamp, torusShortestDelta, distSqPointToSegment, screenToWorld/worldToScreen.
  • tests/map-no-wrap.test.tsclampCameraNoWrap, minScaleNoWrap, pivotZoom (point-under-cursor invariant verified within float64 precision).
  • tests/map-hit-test.test.ts — 22 hand-built cases covering every rule from the algorithm above: hit/miss with default and custom slop, torus wrap copies, filled vs stroked circles, line endpoint clamping, priority/kind/id ordering, scale effect on slop.
  • tests/e2e/playground-map.spec.ts — Pixi mount in real browsers, mode toggle, wheel zoom, no-wrap clamp after drag, hit-test plumbing.

The unit tests run in jsdom and never touch Pixi or pixi-viewport, so a refactor of the renderer cannot silently break them.