fix(street-level): camera ownership, mesh refresh, panel CSP (Sameh's review)

- Photo framing and FOLLOW claim the camera through the application's
  navigation, injected with attachNavigation({ run, subscribeHandoff }):
  aircraft and satellite tracking is released first, the cockpit refuses,
  and FOLLOW stops when another feature takes the camera. No UI imports
  in the layer.
- The mesh sampler follows the mesh floor's rules: it waits for the
  visible tileset to finish streaming (visibleTilesetLoaded, now exposed
  by the mesh floor service), needs a real bare-earth prior and keeps to
  the shared meshFloorSampleWithinPrior window, which cameraFollow now
  uses too. A cell is probed again once the camera is half as far from
  it (down to 40 m), so a coarse early sample is replaced and redrawn.
- The MCP globe panel's CSP allows the Mapillary Graph API and its image
  CDN (https://*.xx.fbcdn.net).
- The tile proxy reads bodies with the shared readResponseBytesCapped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Said TurkseverandClaude Opus 5.5 committed 2026-10-06 23:04:33 +01:00
1 parent 630a1abdae
commit 1fa129ea8e
13 files changed
+459 -79

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+93 -33
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@@ -4,9 +4,6 @@ import { FOLLOW_EYE_HEIGHT_M } from './policy.js';
/** Plausible ellipsoidal land heights: Dead Sea to Everest, with geoid slack. */
const SURFACE_MIN_M = -500;
const SURFACE_MAX_M = 9000;
/** Rendered mesh window around the bare earth: roofs and bridges, not whole towers. */
const MESH_BELOW_DEM_M = 15;
const MESH_ABOVE_DEM_M = 80;
/** Drive the globe camera from the street-level pose: continuously (follow) or once (framing). */
export function createCameraFollow({ state, parts }) {
@@ -16,6 +13,48 @@ export function createCameraFollow({ state, parts }) {
render?.governorRequestRender?.('street-level-follow');
}
/**
* The application's camera authority (`attachNavigation`): `run(noun, move)`
* releases tracking and other owners before `move`, or refuses (cockpit);
* `subscribeHandoff` reports a newer owner. Without it, moves run directly.
*/
let navigation = null;
let unsubscribeHandoff = null;
/** Set while our own claim stamps a handoff, so it does not end FOLLOW. */
let claiming = false;
/** Take the camera for `move`; false when the application refuses. */
function claim(move) {
if (!navigation?.run) {
move();
return true;
}
claiming = true;
try {
return (
navigation.run('photo', () => {
move();
return true;
}) === true
);
} finally {
claiming = false;
}
}
/** Another feature took the camera: stop following it. */
function onHandoff() {
if (claiming || !state.street.follow) return;
state.street.follow = false;
state.notify?.();
}
function attachNavigation(next) {
unsubscribeHandoff?.();
navigation = next || null;
unsubscribeHandoff = navigation?.subscribeHandoff?.(onHandoff) || null;
}
/**
* Ground under a photo. `sampleHeight` can return kilometres below the
* ellipsoid before tiles load, so a sample counts only when plausible and
@@ -27,12 +66,13 @@ export function createCameraFollow({ state, parts }) {
const caster = parts?.groundCaster;
const dem = caster?.groundAt(lon, lat) ?? null;
if (dem === null) caster?.prepare([[lon, lat]]);
// The application's mesh window around bare earth, once that is known.
const withinPrior = state.services.ground?.meshFloorSampleWithinPrior;
const plausible = (height) =>
Number.isFinite(height) &&
height >= SURFACE_MIN_M &&
height <= SURFACE_MAX_M &&
(dem === null ||
(height >= dem - MESH_BELOW_DEM_M && height <= dem + MESH_ABOVE_DEM_M));
(dem === null || !withinPrior || withinPrior(height, dem));
let height = null;
try {
if (scene?.sampleHeightSupported) height = scene.sampleHeight(carto);
@@ -73,29 +113,31 @@ export function createCameraFollow({ state, parts }) {
const { position, bearing, altitude } = state.street;
if (!position || !state.viewer) return;
const ground = groundHeightAt(position.lon, position.lat, altitude);
// Owned before the call: starting it cancels the previous flight (ours
// included) synchronously, and a zero-length one completes at once.
const flight = {};
framing = flight;
const release = () => {
if (framing === flight) framing = null;
};
state.viewer.camera.flyToBoundingSphere(
new Cesium.BoundingSphere(
Cesium.Cartesian3.fromDegrees(position.lon, position.lat, ground + 2),
4,
),
{
offset: new Cesium.HeadingPitchRange(
Cesium.Math.toRadians(bearing || 0),
Cesium.Math.toRadians(-32),
140,
claim(() => {
// Owned before the call: starting it cancels the previous flight (ours
// included) synchronously, and a zero-length one completes at once.
const flight = {};
framing = flight;
const release = () => {
if (framing === flight) framing = null;
};
state.viewer.camera.flyToBoundingSphere(
new Cesium.BoundingSphere(
Cesium.Cartesian3.fromDegrees(position.lon, position.lat, ground + 2),
4,
),
duration: 1.6,
complete: release,
cancel: release,
},
);
{
offset: new Cesium.HeadingPitchRange(
Cesium.Math.toRadians(bearing || 0),
Cesium.Math.toRadians(-32),
140,
),
duration: 1.6,
complete: release,
cancel: release,
},
);
});
}
/** Stop our framing flight if it is still in the air; another feature's flight is left alone. */
@@ -107,14 +149,32 @@ export function createCameraFollow({ state, parts }) {
}
function setFollow(enabled) {
state.street.follow = enabled === true && state.street.followAvailable;
// The framing tween would keep overwriting the follow view until it lands.
if (state.street.follow) {
cancelFraming();
followCamera();
const wanted = enabled === true && state.street.followAvailable;
if (wanted && !state.street.follow) {
// Following owns the camera until another feature takes it.
const granted = claim(() => {
state.street.follow = true;
// The framing tween would keep overwriting the follow view until it lands.
cancelFraming();
followCamera();
});
if (!granted) state.street.follow = false;
} else if (!wanted) {
state.street.follow = false;
}
state.notify?.();
}
return { followCamera, lookAtPosition, cancelFraming, setFollow };
function destroy() {
attachNavigation(null);
}
return {
followCamera,
lookAtPosition,
cancelFraming,
setFollow,
attachNavigation,
destroy,
};
}