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https://github.com/bilawalsidhu/gods-eye-view.git
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Merge pull request #1464 from quanticsoul4772/upstream/datacenter-ground-sampling
fix(infrastructure): ground-sample only stem bases the camera sees
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@@ -0,0 +1,4 @@
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- Ground-sample Data Centers and Dams markers only when the camera sees the
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ground under them. Unseen ground read through the Earth and retried every
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2 s; over Ashburn, Virginia on the Esri map, slow frames reached 2 s
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(quanticsoul4772, #1464).
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@@ -2191,7 +2191,12 @@ during continuous motion. Disable/re-enable resets selection cleanly.
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Close-up stem sizing uses camera-to-feature distance without a 5 km minimum.
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Unchanged overlay entries do not request another frame; moved positions,
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changed membership and re-enabling still publish. Ground sampling waits for
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visible globe tiles to settle and uses valid loaded terrain as a floor while
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visible globe tiles to settle, and skips markers whose ground the camera
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cannot see (unseen ground reads through the Earth and would retry every 2 s).
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Ground is tested at loaded globe terrain, or across -9,000 to 9,000 m when the
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globe is hidden, so photoreal views skip only ground well out of view. Until it is
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seen, a stem keeps its unsampled height, which can show for a stem whose base
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is just off screen. Sampling uses valid loaded terrain as a floor while
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retaining rooftop and below-sea-level elevations. A hidden globe does not
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constrain photoreal geometry, and retry work remains bounded. Already sampled
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nearby markers follow higher settled terrain on existing bounded walks, without
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@@ -90,6 +90,8 @@ async function createRealLocalLayerHarness({
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globalThis.window = { dispatchEvent() {} };
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let sampleHeightImpl = sampleHeight;
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const sampleCalls = { count: 0 };
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// The camera frustum, reduced to the one answer ground sampling asks of it.
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let baseVisibility = Cesium.Intersect.INSIDE;
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const overlayHost = {
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setVisible: (...args) => hostCalls.push(['visible', ...args]),
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setEntries: (...args) => hostCalls.push(['entries', ...args]),
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@@ -107,7 +109,19 @@ async function createRealLocalLayerHarness({
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},
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camera: {
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positionWC: Cesium.Cartesian3.fromDegrees(-97.695, 30.205, 100_000),
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frustum: { fov: Math.PI / 3 },
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directionWC: new Cesium.Cartesian3(),
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upWC: new Cesium.Cartesian3(),
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frustum: {
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fov: Math.PI / 3,
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// No planes: everything is in view. One plane no point satisfies:
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// nothing is.
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computeCullingVolume: () => ({
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planes:
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baseVisibility === Cesium.Intersect.OUTSIDE
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? [new Cesium.Cartesian4(0, 0, 0, -1)]
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: [],
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}),
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},
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moveEnd,
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flyTo() {},
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},
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@@ -151,6 +165,10 @@ async function createRealLocalLayerHarness({
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sampleCalls,
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/** Swap scene.sampleHeight mid-test (e.g. tiles finally arrive). */
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setSampleHeight(next) { sampleHeightImpl = next; },
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/** Put the feature's base inside (true) or outside the camera frustum. */
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setBaseInView(inView) {
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baseVisibility = inView ? Cesium.Intersect.INSIDE : Cesium.Intersect.OUTSIDE;
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},
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cleanup() {
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if (originalWindow === undefined) delete globalThis.window;
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else globalThis.window = originalWindow;
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@@ -736,6 +754,136 @@ test('ground sampling waits for visible globe tiles before caching a height', as
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assert.ok(Math.abs(baseHeightM(env) - 117) < 0.01);
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});
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test('an unseen base is not sampled and arms no retry until it is in view', async (t) => {
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// Out of view the scene has no surface under the base, so the depth sample
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// would pass through the Earth (about -6,344 km) and fail on every retry.
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const env = await createRealLocalLayerHarness({
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sampleHeightSupported: true, sampleHeight: () => 117,
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});
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_resetRenderGovernorForTest();
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const governorScene = { renders: 0, requestRender() { this.renders += 1; } };
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installRenderGovernor({ scene: governorScene });
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governorScene.renders = 0; // discard the governor's own install settling frame
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t.mock.timers.enable({ apis: ['setTimeout'] });
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const clock = installFakeClock(t);
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t.after(() => {
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env.layer.destroy(env.viewer);
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env.cleanup();
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_resetRenderGovernorForTest();
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});
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env.viewer.scene.globe = { show: true, tilesLoaded: true, getHeight: () => 117 };
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setCameraAltitude(env, 20_000);
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env.setBaseInView(false);
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runArmedRetryChain(env, t, clock, 5);
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assert.equal(env.sampleCalls.count, 0, 'an off-screen base must not be sampled');
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assert.equal(governorScene.renders, 0, 'an off-screen base must not keep a parked camera rendering');
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assert.ok(Math.abs(baseHeightM(env)) < 0.01);
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// In the frustum but over the horizon: 50 m up, about 67 km away.
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env.setBaseInView(true);
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env.viewer.camera.positionWC = Cesium.Cartesian3.fromDegrees(-97.0, 30.205, 50);
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runArmedRetryChain(env, t, clock, 5);
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assert.equal(env.sampleCalls.count, 0, 'a base over the horizon must not be sampled');
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assert.equal(governorScene.renders, 0);
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setCameraAltitude(env, 20_000);
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env.preRender.raise();
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assert.equal(env.sampleCalls.count, 1, 'the base is sampled on the first walk that sees it');
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assert.ok(Math.abs(baseHeightM(env) - 117) < 0.01);
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});
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/**
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* Give the harness a real Cesium camera `southM` metres south of the base at
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* `cameraM` metres above the ellipsoid, looking at the base's ground at
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* `groundM` (or directly away from it).
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*/
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function aimRealCamera(env, { groundM, cameraM, southM, away = false, fov = Math.PI / 3 }) {
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const entity = env.dataSources[0].entities.values[0];
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const base = Cesium.Cartographic.fromCartesian(entity.__localBaseCartesian);
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const ground = Cesium.Cartesian3.fromRadians(base.longitude, base.latitude, groundM);
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const position = Cesium.Cartesian3.fromRadians(
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base.longitude,
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base.latitude - southM / 6_371_000,
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cameraM,
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);
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const direction = Cesium.Cartesian3.normalize(
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away
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? Cesium.Cartesian3.subtract(position, ground, new Cesium.Cartesian3())
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: Cesium.Cartesian3.subtract(ground, position, new Cesium.Cartesian3()),
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new Cesium.Cartesian3(),
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);
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const right = Cesium.Cartesian3.normalize(
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Cesium.Cartesian3.cross(
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direction,
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Cesium.Ellipsoid.WGS84.geodeticSurfaceNormal(position),
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new Cesium.Cartesian3(),
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),
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new Cesium.Cartesian3(),
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);
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const up = Cesium.Cartesian3.cross(right, direction, new Cesium.Cartesian3());
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const frustum = new Cesium.PerspectiveFrustum({
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fov,
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aspectRatio: 800 / 600,
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near: 1,
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far: 1e8,
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});
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Object.assign(env.viewer.camera, {
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positionWC: position,
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directionWC: direction,
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upWC: up,
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frustum,
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});
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return frustum
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.computeCullingVolume(position, direction, up)
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.computeVisibility(new Cesium.BoundingSphere(entity.__localBaseCartesian, 1));
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}
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const loadedTerrain = (height) => ({ show: true, tilesLoaded: true, getHeight: () => height });
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const hiddenGlobe = { show: false, tilesLoaded: true, getHeight: () => undefined };
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for (const { label, globe, groundM, cameraM, southM, fov, baseOffScreen } of [
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// The Dead Sea (about -430 m) under a hidden globe, seen steeply down
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// through a narrow view: both 0 m and 9,000 m above it are off screen.
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{ label: 'hidden-globe depression', globe: hiddenGlobe, groundM: -430, cameraM: 20, southM: 180, fov: Math.PI / 12, baseOffScreen: true },
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// 2,500 m terrain from 3 km away at a shallow angle: the ellipsoid-height
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// base is far below the bottom of the screen.
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{ label: 'high ground with loaded terrain', globe: loadedTerrain(2_500), groundM: 2_500, cameraM: 3_500, southM: 3_000, baseOffScreen: true },
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{ label: 'high ground under a hidden globe', globe: hiddenGlobe, groundM: 2_500, cameraM: 3_500, southM: 3_000, baseOffScreen: true },
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// A low-geoid coast (about -63 m near Mumbai) from a camera 50 m above the
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// ellipsoid: the ellipsoidal horizon would hide the ground itself.
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{ label: 'ground below the ellipsoid', globe: loadedTerrain(-63), groundM: -63, cameraM: 50, southM: 2_000, baseOffScreen: false },
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]) {
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test(`${label} in view is sampled`, async (t) => {
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const env = await createRealLocalLayerHarness({
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sampleHeightSupported: true, sampleHeight: () => groundM,
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});
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const clock = installFakeClock(t);
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t.after(() => { env.layer.destroy(env.viewer); env.cleanup(); });
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env.viewer.scene.globe = globe;
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const baseVisibility = aimRealCamera(env, { groundM, cameraM, southM, fov });
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if (baseOffScreen)
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assert.equal(baseVisibility, Cesium.Intersect.OUTSIDE, 'precondition: the ellipsoid-height base is off screen');
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clock.advance(2_100);
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env.preRender.raise();
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assert.equal(env.sampleCalls.count, 1, 'the ground in view is sampled');
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assert.ok(Math.abs(baseHeightM(env) - groundM) < 0.01);
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});
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}
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test('under a hidden globe, ground behind the camera is not sampled', async (t) => {
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const env = await createRealLocalLayerHarness({
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sampleHeightSupported: true, sampleHeight: () => 2_500,
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});
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const clock = installFakeClock(t);
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t.after(() => { env.layer.destroy(env.viewer); env.cleanup(); });
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env.viewer.scene.globe = hiddenGlobe;
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aimRealCamera(env, { groundM: 2_500, cameraM: 3_500, southM: 3_000, away: true });
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clock.advance(2_100);
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env.preRender.raise();
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assert.equal(env.sampleCalls.count, 0);
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});
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test('settled terrain refinement lifts an already sampled stem without another GPU sample', async (t) => {
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const env = await createRealLocalLayerHarness({
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sampleHeightSupported: true, sampleHeight: () => 117,
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@@ -1000,9 +1000,9 @@ export function createLocalGeoJsonLayer(
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// governor the retry's preRender never arrives on a parked camera
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// and the stem stays at ellipsoid height (buried/floating) until
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// the user happens to move. Schedule the frame the retry needs.
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// Gated on a sampleable scene and in-range records only, so a far
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// camera (or a keyless scene) stays fully idle; the distance is
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// only computed for still-unsampled stems.
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// Gated on a sampleable scene and in-range, in-view records only,
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// so a far camera (or a keyless scene) stays fully idle; the
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// distance is only computed for still-unsampled stems.
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if (
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canSampleGround &&
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!record.groundSampled &&
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@@ -1010,7 +1010,8 @@ export function createLocalGeoJsonLayer(
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Cesium.Cartesian3.distance(
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viewer.camera.positionWC,
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record.base,
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) < GROUND_SAMPLE_MAX_DISTANCE_M
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) < GROUND_SAMPLE_MAX_DISTANCE_M &&
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groundSampleInView(viewer, record)
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) {
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groundRetryPending = true;
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}
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@@ -1130,9 +1131,87 @@ function refreshLocalTerrainFloor(viewer, record) {
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return true;
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}
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const groundSampleOccluder = new Cesium.EllipsoidalOccluder(
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Cesium.Ellipsoid.WGS84,
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);
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const groundSampleCarto = new Cesium.Cartographic();
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const groundSampleLow = new Cesium.Cartesian3();
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const groundSampleHigh = new Cesium.Cartesian3();
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/** The record's vertical at `height` metres above the ellipsoid. */
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function groundSamplePoint(record, height, result) {
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groundSampleCarto.longitude = record.carto.longitude;
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groundSampleCarto.latitude = record.carto.latitude;
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groundSampleCarto.height = height;
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return Cesium.Cartographic.toCartesian(
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groundSampleCarto,
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Cesium.Ellipsoid.WGS84,
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result,
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);
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}
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/**
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* Whether the camera can see the ground under the record: inside the view
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* frustum and above the horizon. scene.sampleHeight reads only surface
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* rendered for the current view, so a sample of unseen ground passes through
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* the Earth (about -6,344 km near Ashburn on Esri) and fails on every 2 s
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* retry, each one a full offscreen render; 110 unseen data centres there held
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* rest frames at 58-589 ms. Unsampled bases sit on the ellipsoid, so the test
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* uses loaded globe terrain when there is some. Otherwise (a hidden globe) it
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* tests the vertical across +/-GROUND_SAMPLE_MAX_ABS_HEIGHT_M, every height a
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* sample can accept, so high or below-ellipsoid ground in view is never
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* mistaken for an unseen base. Unseen ground is sampled on the first walk that
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* sees it.
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*/
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function groundSampleInView(viewer, record) {
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const camera = viewer.camera;
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const globe = viewer.scene.globe;
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const terrain = globe?.show ? globe.getHeight?.(record.carto) : undefined;
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const known =
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Number.isFinite(terrain) &&
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Math.abs(terrain) <= GROUND_SAMPLE_MAX_ABS_HEIGHT_M;
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const low = groundSamplePoint(
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record,
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known ? terrain : -GROUND_SAMPLE_MAX_ABS_HEIGHT_M,
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groundSampleLow,
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);
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const high = known
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? low
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: groundSamplePoint(
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record,
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GROUND_SAMPLE_MAX_ABS_HEIGHT_M,
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groundSampleHigh,
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);
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// The vertical is unseen only when both ends are outside the same plane.
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const { planes } = camera.frustum.computeCullingVolume(
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camera.positionWC,
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camera.directionWC,
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camera.upWC,
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);
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for (const plane of planes) {
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if (
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Cesium.Cartesian3.dot(plane, low) + plane.w < 0 &&
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Cesium.Cartesian3.dot(plane, high) + plane.w < 0
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)
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return false;
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}
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// The ellipsoidal occluder hides every point below the ellipsoid from a
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// camera near it, so ground below 0 m (low-geoid coasts, the Dead Sea) is
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// tested at 0 m; unknown ground at the top of the vertical.
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const horizonHeight = known
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? Math.max(terrain, 0)
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: GROUND_SAMPLE_MAX_ABS_HEIGHT_M;
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groundSampleOccluder.cameraPosition = camera.positionWC;
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return groundSampleOccluder.isPointVisible(
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groundSamplePoint(record, horizonHeight, groundSampleHigh),
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);
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}
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function sampleLocalGroundHeight(viewer, record, now) {
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if (record.groundSampled || !viewer.scene.sampleHeightSupported) return false;
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if (now - record.lastGroundSampleMs < GROUND_SAMPLE_RETRY_MS) return false;
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if (!groundSampleInView(viewer, record)) return false;
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record.lastGroundSampleMs = now;
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const globe = viewer.scene.globe;
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if (globe?.show && globe.tilesLoaded === false) return false;
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