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Take a hidden shape off the globe whole, and keep every drawn shape
Answers the review of bdbbc3d7 and the IC8 pass after it.
A shape hidden from Draw's list was only set to alpha 0, so the line's
flowing stroke, which keeps its own colour, stayed painted. Now:
- the world renderer's sync() sets every entity of a hidden mark to
show = false, and FlowMaterialProperty follows the mark's alpha;
- the screen renderer does not project a hidden callout, so it is not drawn
and cannot push a visible label aside;
- hiding acts at once, even before a mark's first frame, and with every
mark hidden the annotations render hold is released after one last frame;
- fly_route skips a hidden route.
Hand-drawn shapes are never merged as duplicates: every one is drawn on
purpose and unnamed until its row names it, so a second pin dropped near
the first was dropped, or replaced the first when its colour differed. A
restyle the renderer cannot draw now also syncs the renderer.
Tests cover each: renderer show/hide and flow alpha, the screen skip, the
render hold and its last frame, a show with no fade-in, hidden routes, two
nearby pins, and the restyle rollback.
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@@ -51,6 +51,8 @@ export function createWorldAnnotationRenderer(viewer) {
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const dataSource = new Cesium.CustomDataSource('gev-annotations');
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viewer.dataSources.add(dataSource);
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const osmAnnotations = new Set();
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// Every mark with entities on the globe, so sync() can take a hidden one out.
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const drawn = new Set();
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// Register the GevRouteFlow fabric once so Cesium's Material.fromType() can build the
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// material the route pipeline renders. The animated `time` uniform is read straight
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@@ -89,6 +91,7 @@ export function createWorldAnnotationRenderer(viewer) {
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// path cannot reach them and they stay on the globe forever.
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const entities = [];
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anno._entities = entities;
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drawn.add(anno);
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if (
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anno.ring &&
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@@ -247,6 +250,7 @@ export function createWorldAnnotationRenderer(viewer) {
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width: 9,
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material: new FlowMaterialProperty(
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PALETTE[anno.color] || PALETTE.primary,
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() => anno.alpha ?? 1,
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),
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clampToGround: true,
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classificationType: CLASSIFY,
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@@ -320,6 +324,7 @@ export function createWorldAnnotationRenderer(viewer) {
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function remove(anno) {
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hideOsmCredit(viewer, anno);
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osmAnnotations.delete(anno);
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drawn.delete(anno);
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if (!anno?._entities) return;
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for (const entity of anno._entities) {
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try {
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@@ -331,13 +336,23 @@ export function createWorldAnnotationRenderer(viewer) {
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anno._entities = null;
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}
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/**
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* CallbackProperty drives per-frame alpha and pulse. A hidden mark is taken
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* out whole, so no material that keeps its own colour (the route's flow),
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* ground classification or pick can still show it.
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*/
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function sync() {
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// No-op: CallbackProperty drives per-frame alpha/pulse animation.
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for (const anno of drawn) {
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const show = !anno.hidden;
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for (const entity of anno._entities || [])
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if (entity.show !== show) entity.show = show;
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}
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}
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function destroy() {
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for (const anno of osmAnnotations) hideOsmCredit(viewer, anno);
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osmAnnotations.clear();
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drawn.clear();
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try {
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viewer.dataSources.remove(dataSource, true);
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} catch {
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@@ -407,8 +422,11 @@ export function ensureFlowFabricRegistered() {
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* returned a standalone Material Cesium never rendered, or treated `result` as a
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* Material — both left the real uniforms untouched, so nothing animated.)
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*/
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export function FlowMaterialProperty(colorCss) {
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export function FlowMaterialProperty(colorCss, alphaOf = () => 1) {
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this._color = Cesium.Color.fromCssColorString(colorCss).withAlpha(0.95);
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// The mark's live alpha (fade in and out, hidden), applied every frame.
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this._alphaOf = alphaOf;
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this._live = this._color.clone();
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this._definitionChanged = new Cesium.Event();
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}
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Object.defineProperties(FlowMaterialProperty.prototype, {
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@@ -431,7 +449,8 @@ FlowMaterialProperty.prototype.getValue = function getValue(time, result) {
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// `time` is read straight from the wall clock so the dashes flow every rendered
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// frame (the scene renders continuously; no requestRenderMode here).
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if (!Cesium.defined(result)) result = {};
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result.color = this._color;
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this._live.alpha = this._color.alpha * this._alphaOf();
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result.color = this._live;
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result.time = performance.now() / 1000; // the per-frame animated value
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result.repeat = 64.0;
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result.duty = 0.46;
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