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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+85 -12
View File
@@ -5,8 +5,10 @@ import { metresBetween, whenIdle } from './view.js';
* Google 3D surface heights for ground casting (groundCast.js refineHeights):
* one cached `scene.sampleHeight` probe per ~11 m cell. Each probe renders a
* pick pass (1–3 ms), so probes run in budgeted idle slices, nearest the
* camera first and only within MESH_SAMPLE_RADIUS_M. A miss (tiles not
* streamed yet) is retried later. Probes hit 3D tilesets only.
* camera first and only within MESH_SAMPLE_RADIUS_M. Like the application's
* mesh floor, a probe waits for the visible tileset to finish streaming and a
* sample counts only within the shared window around a real bare-earth height;
* anything else is a miss, retried later. Probes hit 3D tilesets only.
*/
/** Cell size, in degrees (~11 m): samples are shared within a cell. */
@@ -19,6 +21,16 @@ export const MESH_SAMPLE_BUDGET_MS = 6;
export const MESH_RERANK_M = 100;
/** A cell whose probe missed is tried again after this long. */
export const MESH_MISS_RETRY_MS = 8000;
/** While the visible tileset is streaming, the next probe waits this long. */
export const MESH_STREAMING_WAIT_MS = 500;
/**
* A sampled cell is probed again once the camera is half as far from it as at
* its last probe (finer tiles have loaded by then), down to this distance:
* at most a handful of probes per cell.
*/
export const MESH_REFRESH_MIN_M = 40;
/** A refreshed sample that moved less than this is not redrawn. */
const MESH_REFRESH_CHANGE_M = 0.5;
/** Cached cells (and remembered misses) before they are dropped and refilled. */
const MESH_CACHE_MAX = 80_000;
/** Listeners hear about new samples at most this often. */
@@ -80,10 +92,16 @@ function overlays(scene) {
}
/**
* @param {{getViewer: () => object|null, budgetMs?: number, radiusM?: number, cacheMax?: number, now?: () => number}} options
* `groundAt(lon, lat)` is the bare-earth height or null, `withinPrior(height,
* prior)` the application's mesh window, and `tilesReady(scene)` whether the
* visible tileset has finished streaming.
* @param {{getViewer: () => object|null, groundAt?: Function, withinPrior?: Function, tilesReady?: Function, budgetMs?: number, radiusM?: number, cacheMax?: number, now?: () => number}} options
*/
export function createMeshSampler({
getViewer,
groundAt = null,
withinPrior = null,
tilesReady = null,
budgetMs = MESH_SAMPLE_BUDGET_MS,
radiusM = MESH_SAMPLE_RADIUS_M,
cacheMax = MESH_CACHE_MAX,
@@ -91,6 +109,8 @@ export function createMeshSampler({
}) {
/** cell key → sampled mesh height (ellipsoidal metres). */
const heights = new Map();
/** cell key → camera distance (m) at the cell's last probe. */
const probedFrom = new Map();
/** cell key → retry time for probes that hit nothing; bounded like the height cache. */
const misses = new Map();
/** cell key → queued cell, so a cell is queued once. */
@@ -114,16 +134,40 @@ export function createMeshSampler({
return heights.get(meshCellKey(lon, lat));
}
/** The point under the camera, or null. */
/** The point under the camera, with the camera's height, or null. */
function cameraCentre() {
const carto = getViewer()?.camera?.positionCartographic;
if (!carto) return null;
return {
lon: Cesium.Math.toDegrees(carto.longitude),
lat: Cesium.Math.toDegrees(carto.latitude),
height: carto.height,
};
}
/** Camera distance (m) to a cell at `height`, from its ground distance. */
function cameraDistance(ground, centre, height) {
const above = (centre.height ?? 0) - (height ?? 0);
return Number.isFinite(above)
? Math.hypot(ground, Math.max(0, above))
: ground;
}
/** A sampled cell is probed again once the camera is half as far as before. */
function dueForRefresh(key, distance) {
const last = probedFrom.get(key);
return last > MESH_REFRESH_MIN_M && distance < last / 2;
}
/** A probe result the application would accept, or undefined. */
function validated(height, lon, lat) {
if (!Number.isFinite(height)) return undefined;
if (!groundAt) return height;
const prior = groundAt(lon, lat);
if (!Number.isFinite(prior)) return undefined;
return !withinPrior || withinPrior(height, prior) ? height : undefined;
}
/**
* Ask for the cells under [lon, lat] points; the list is read later, so do
* not mutate it. Out-of-range cells are dropped; callers ask again on move.
@@ -147,14 +191,20 @@ export function createMeshSampler({
const [lon, lat] = points[pending.next++];
if (!Number.isFinite(lon) || !Number.isFinite(lat)) continue;
const key = meshCellKey(lon, lat);
if (heights.has(key) || wanted.has(key)) continue;
if (wanted.has(key)) continue;
const cell = {
key,
lon: cellOf(lon) * MESH_CELL_DEG,
lat: cellOf(lat) * MESH_CELL_DEG,
distance: 0,
};
if (metresBetween(cell, centre) > radiusM) continue;
const ground = metresBetween(cell, centre);
if (ground > radiusM) continue;
if (
heights.has(key) &&
!dueForRefresh(key, cameraDistance(ground, centre, heights.get(key)))
)
continue;
const retryAt = misses.get(key);
if (retryAt !== undefined) {
if (retryAt > time) continue;
@@ -220,6 +270,15 @@ export function createMeshSampler({
const scene = getViewer()?.scene;
const centre = cameraCentre();
if (!enabled || !scene?.sampleHeightSupported || !centre) return;
// Mid-stream tiles answer with coarse heights: wait for the stream.
if (tilesReady && !tilesReady(scene)) {
running = true;
setTimeout(() => {
running = false;
schedule();
}, MESH_STREAMING_WAIT_MS);
return;
}
// Nearest first, ranked from where the camera was; out-of-range cells
// are dropped (they stay bare earth).
let worked = false;
@@ -241,7 +300,8 @@ export function createMeshSampler({
const { key, lon, lat } = heapPop(queue);
wanted.delete(key);
// Ranked from up to MESH_RERANK_M away: check the range from here.
if (metresBetween({ lon, lat }, centre) > radiusM) continue;
const ground = metresBetween({ lon, lat }, centre);
if (ground > radiusM) continue;
probed++;
const probeStarted = now();
let height;
@@ -254,15 +314,27 @@ export function createMeshSampler({
height = undefined;
}
probeMs = probeMs * 0.75 + (now() - probeStarted) * 0.25;
if (!Number.isFinite(height)) {
if (misses.size >= cacheMax) misses.clear();
misses.set(key, Date.now() + MESH_MISS_RETRY_MS);
height = validated(height, lon, lat);
const previous = heights.get(key);
if (height === undefined) {
// A failed refresh keeps the old sample, and waits for a closer camera.
if (previous !== undefined)
probedFrom.set(key, cameraDistance(ground, centre, previous));
else {
if (misses.size >= cacheMax) misses.clear();
misses.set(key, Date.now() + MESH_MISS_RETRY_MS);
}
continue;
}
if (heights.size >= cacheMax) forget();
if (previous === undefined && heights.size >= cacheMax) forget();
misses.delete(key);
heights.set(key, height);
fresh.push([lon, lat]);
probedFrom.set(key, cameraDistance(ground, centre, height));
if (
previous === undefined ||
Math.abs(height - previous) >= MESH_REFRESH_CHANGE_M
)
fresh.push([lon, lat]);
}
if (fresh.length && !notifyTimer)
notifyTimer = setTimeout(emit, MESH_NOTIFY_MS);
@@ -271,6 +343,7 @@ export function createMeshSampler({
function forget() {
heights.clear();
probedFrom.clear();
misses.clear();
}