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fix(transit): keep the real silhouettes under sensor presets, make the selected trail visible, put Transit in Movement (#596)
## Changes Follow-up to #587 after the owner's first look at the merged transit layer on Google 3D tiles. - **Sensor presets keep the real silhouettes.** Under NVG, thermal (white-hot, black-hot, Ironbow) and noir, vehicles are the same silhouettes as in normal view, filled opaque white with a 2 px dark halo, at the CRT display sizes (26 px fleet, 39 px selected). The solid rounded "signature" bodies are gone. - **The selected vehicle's trail is visible.** The retained history is now draped onto 3D tiles and terrain (`GroundPolylinePrimitive`, `ClassificationType.BOTH`, the way the traffic heat-lines are drawn), 3 px core over a 5 px dark backing, per-segment age colour, a short draped head clipped to the sprite. Two defects kept it off screen before: Cesium's per-instance attribute getters return copies, so the renderer's show/colour edits were discarded, and a marker did not recover after the camera jumped to it, which hid the trail with it. Trail geometry is now prepared on selection independent of floor resolution and marker visibility; sparse long intervals (rail) keep a bounded marker corridor instead of dropping the interval; classification survives map-source changes. - **Transit sits in the Movement panel group** between Street Traffic and Bike Share (the panel orders by `PANEL_GROUPS`, not by catalog order; the catalog is moved too). ## How it was verified - `npm run format:check` (854 files), `npm run check:boundaries`, `npm test` (4,062 passing), `npm run build` clean; tracking regression 109/109 in a real browser on Google 3D tiles. - Browser harness (`scripts/qa-transit.mjs`), keyed on Google 3D tiles and keyless: keyed 194 pass, with the trail pixel check passing at 300, 600 and 900 m; the remaining keyed failures are the per-frame allocation gate already recorded as a follow-up from #587 (CPU and frame time within budget), four readability lines at threshold edges, and the card-anchor check now counting frames where the selected marker is legitimately off screen; keyless 193 pass with the remaining misses being threshold edges on the thin tram silhouette (centre 0.83–0.88 against 0.85) and one bus ring 0.28 against 0.25 on a pure-white roof. - New harness checks: `Google 3D selected trail visible at 6 of 8 projected samples` (repeated off/on framebuffer captures at 300/600/900 m, samples outside the sprite footprint, a background-change negative control; fails on main, passes here), a camera-arrival check (select a moving vehicle, `setView` onto it, marker shown and trail body drawn within 2 s), `PANEL_ORDER` pinned, raster tests comparing every sensor raster's mask and aspect ratio to the normal silhouette. - Direct look on a keyed build: a live CapMetro bus at 30 m/s selected through the layer API draws its draped trail along the highway lane (harness capture `keyed-600m-trail-visible.jpg`). - Adversarial review by Codex Astra before the last two fix passes (stack-switch classification, marker corridor under the vertex cap, pixel-gate loophole), all three fixed with regressions. Docs: `docs/CURRENT-STATE.md` and `CHANGELOG.md` updated in this PR. No data-source changes.
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@@ -21,23 +21,70 @@ export function trailAlpha(ageMs) {
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/** One static history batch and one frequently updated head. Never entities. */
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export function createContactTrailRenderer(scene) {
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const heads = scene.primitives.add(new Cesium.PolylineCollection());
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const backing = heads.add({
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positions: [],
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width: 4,
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show: false,
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material: Cesium.Material.fromType('Color', {
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color: new Cesium.Color(0.02, 0.03, 0.05, 0.8),
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}),
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});
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const head = heads.add({
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positions: [],
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width: 2,
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show: false,
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material: Cesium.Material.fromType('Color', {
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color: Cesium.Color.WHITE.clone(),
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}),
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});
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const ground =
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!!scene.frameState?.context &&
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Cesium.GroundPolylinePrimitive.isSupported(scene);
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const collection = ground ? scene.groundPrimitives : scene.primitives;
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// One 25 m corridor is clipped in material coordinates. Only subdivision
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// crossings build geometry; frame updates write a scalar, never vertex buffers.
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const headMaterial = (alpha) =>
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new Cesium.Material({
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fabric: {
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type: 'TransitTrailHead',
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uniforms: {
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color: new Cesium.Color(0.37, 0.94, 0.54, alpha),
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fraction: 0,
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backing: true,
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},
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source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
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if (materialInput.st.s > fraction) discard;
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czm_material m = czm_getDefaultMaterial(materialInput);
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bool edge = abs(materialInput.st.t - 0.5) > 0.3;
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m.diffuse = czm_gammaCorrect(vec4(edge && backing ? vec3(0.02, 0.03, 0.05) : color.rgb, 1.0)).rgb;
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m.alpha = color.a;
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return m;
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}`,
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},
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translucent: true,
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});
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const material = headMaterial(0.8),
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depthMaterial = headMaterial(0.55);
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depthMaterial.uniforms.backing = false;
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const head = { positions: [], show: false, width: 3, material };
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const backing = { positions: [], show: false, width: 5 };
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let headPrimitive = null,
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headRebuilds = 0;
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function geometry(positions, width, material = false) {
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return ground
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? new Cesium.GroundPolylineGeometry({ positions, width, granularity: 0 })
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: new Cesium.PolylineGeometry({
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positions,
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width,
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arcType: Cesium.ArcType.NONE,
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vertexFormat: material
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? Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
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: Cesium.PolylineColorAppearance.VERTEX_FORMAT,
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});
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}
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function primitive(instances, appearance, depthFailAppearance) {
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return ground
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? new Cesium.GroundPolylinePrimitive({
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geometryInstances: instances,
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appearance,
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classificationType: Cesium.ClassificationType.BOTH,
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allowPicking: false,
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asynchronous: true,
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show: visible,
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})
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: new Cesium.Primitive({
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geometryInstances: instances,
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appearance,
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depthFailAppearance,
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allowPicking: false,
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asynchronous: false,
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show: visible,
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});
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}
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let body = null,
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segments = [],
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revision = -1,
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@@ -68,7 +115,10 @@ export function createContactTrailRenderer(scene) {
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completed = -1;
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lastSecond = -1;
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active = null;
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if (body) scene.primitives.remove(body);
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if (headPrimitive) collection.remove(headPrimitive);
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headPrimitive = null;
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head.show = backing.show = false;
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if (body) collection.remove(body);
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body = null;
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const instances = [];
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attributeIds.length = 0;
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@@ -80,18 +130,13 @@ export function createContactTrailRenderer(scene) {
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instances.push(
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new Cesium.GeometryInstance({
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id: `${i}:${lane}`,
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geometry: new Cesium.PolylineGeometry({
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positions: segment.positions,
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width: lane ? 2 : 4,
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arcType: Cesium.ArcType.NONE,
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vertexFormat: Cesium.PolylineColorAppearance.VERTEX_FORMAT,
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}),
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geometry: geometry(segment.positions, lane ? 3 : 5),
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attributes: {
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color: Cesium.ColorGeometryInstanceAttribute.fromColor(
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tint(0.8, !lane),
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),
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depthFailColor: Cesium.ColorGeometryInstanceAttribute.fromColor(
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tint(0.8, !lane),
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tint(0.55),
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),
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show: new Cesium.ShowGeometryInstanceAttribute(false),
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},
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@@ -100,20 +145,12 @@ export function createContactTrailRenderer(scene) {
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}
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}
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if (instances.length) {
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const depthFailAppearance = new Cesium.PolylineColorAppearance({
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translucent: true,
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fragmentShaderSource:
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'in vec4 v_color; void main() { out_FragColor = czm_gammaCorrect(vec4(v_color.rgb, v_color.a * 0.2)); }',
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});
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body = scene.primitives.add(
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new Cesium.Primitive({
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geometryInstances: instances,
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appearance: new Cesium.PolylineColorAppearance({ translucent: true }),
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depthFailAppearance,
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allowPicking: false,
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asynchronous: false,
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show: visible,
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}),
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body = collection.add(
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primitive(
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instances,
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new Cesium.PolylineColorAppearance({ translucent: true }),
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new Cesium.PolylineColorAppearance({ translucent: true }),
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),
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);
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rebuilds++;
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}
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@@ -122,6 +159,7 @@ export function createContactTrailRenderer(scene) {
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if (!sample || !renderedPosition) {
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head.show = false;
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backing.show = false;
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if (headPrimitive) headPrimitive.show = false;
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return;
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}
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const second = Math.floor(sample.displayT / 1000);
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@@ -152,8 +190,10 @@ export function createContactTrailRenderer(scene) {
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attributeIds[i][lane],
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);
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if (!attributes) continue;
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attributes.show[0] = i <= done ? 1 : 0;
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attributes.show = attributes.show;
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// Cesium getters return copies. Write back the array we changed.
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const show = attributes.show;
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show[0] = i <= done ? 1 : 0;
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attributes.show = show;
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}
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}
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completed = done;
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@@ -166,16 +206,20 @@ export function createContactTrailRenderer(scene) {
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attributeIds[i][lane],
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);
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if (!attributes) continue;
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const rgba = attributes.color;
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Cesium.ColorGeometryInstanceAttribute.toValue(
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tint(alpha, !lane),
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attributes.color,
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rgba,
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);
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attributes.color = attributes.color;
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Cesium.ColorGeometryInstanceAttribute.toValue(
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tint(alpha, !lane),
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attributes.depthFailColor,
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);
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attributes.depthFailColor = attributes.depthFailColor;
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attributes.color = rgba;
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if (!ground) {
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const depthRgba = attributes.depthFailColor;
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Cesium.ColorGeometryInstanceAttribute.toValue(
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tint(0.55),
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depthRgba,
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);
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attributes.depthFailColor = depthRgba;
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}
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}
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}
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lastSecond = second;
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@@ -183,16 +227,43 @@ export function createContactTrailRenderer(scene) {
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const show = visible && !!segment && sample.fraction < 1;
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head.show = show;
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backing.show = show;
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if (headPrimitive) headPrimitive.show = show;
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if (!show) return;
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if (active !== segment) {
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active = segment;
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if (headPrimitive) collection.remove(headPrimitive);
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headPrimitive = collection.add(
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primitive(
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new Cesium.GeometryInstance({
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geometry: geometry(segment.positions, 5, true),
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}),
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new Cesium.PolylineMaterialAppearance({
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material,
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translucent: true,
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}),
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new Cesium.PolylineMaterialAppearance({
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material: depthMaterial,
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translucent: true,
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}),
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),
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);
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headRebuilds++;
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headPositions[0] = segment.positions[0];
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headPositions[1] = endpoint;
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}
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Cesium.Cartesian3.clone(renderedPosition, endpoint);
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head.positions = headPositions;
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backing.positions = headPositions;
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Cesium.Color.clone(tint(0.8), head.material.uniforms.color);
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material.uniforms.fraction = Math.max(
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0,
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Math.min(
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1,
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(sample.displayT - segment.fromT) / (segment.toT - segment.fromT),
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),
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);
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depthMaterial.uniforms.fraction = material.uniforms.fraction;
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Cesium.Color.clone(tint(0.8), material.uniforms.color);
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Cesium.Color.clone(tint(0.55), depthMaterial.uniforms.color);
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}
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return {
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replaceHistory,
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@@ -205,12 +276,15 @@ export function createContactTrailRenderer(scene) {
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},
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setVisible(next) {
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visible = next;
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heads.show = next;
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if (headPrimitive) headPrimitive.show = next && head.show;
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if (body) body.show = next;
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},
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destroy() {
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if (body) scene.primitives.remove(body);
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scene.primitives.remove(heads);
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if (body) collection.remove(body);
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if (headPrimitive) collection.remove(headPrimitive);
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headPrimitive = null;
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material.destroy();
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depthMaterial.destroy();
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body = null;
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segments = [];
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},
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@@ -222,6 +296,12 @@ export function createContactTrailRenderer(scene) {
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body,
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head,
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backing,
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headPrimitive,
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headStrategy: ground
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? 'draped corridor with material clip'
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: 'depth-fail corridor with material clip',
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ground,
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headRebuilds,
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entitiesAdded: 0,
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};
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},
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