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docs(street-level): shorten docs and comments before merge
Trim the doc text this PR adds (README, CHANGELOG, CURRENT-STATE, KNOWN-ISSUES, SECURITY, DATA_SOURCES, .env.example, the CI job comment), drop code comments that restate the code, cut design-note JSDoc to a line or two, and drop review tags from test names. Comments only; no code changes. Also: README key count (seven keys, two metered), CURRENT-STATE's gate paragraph (CI runs a production build with a dummy token), the stacked doc above meshBoxInRange and the orphaned inMeshRange line in coverage.js, and a duplicate ALPR row in DATA_SOURCES that a merge had brought back. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -58,12 +58,8 @@ export function createSequences({ state, source, parts }) {
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state.context.notify();
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}
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/**
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* The cones on the globe: each drawn image's index, billboard and height
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* (null while clamped), and the mesh cells under them, so a mesh sample
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* moves only the cones it can affect.
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*/
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const nothingDrawn = () => ({ images: [], cones: [], cells: new Set() });
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/** Drawn cones, plus the mesh cells under them, so a sample moves only those. */
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let drawn = nothingDrawn();
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// The cones skip the depth test: hide the ones behind the globe.
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@@ -105,11 +101,8 @@ export function createSequences({ state, source, parts }) {
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}
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/**
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* Heights for the cones in terrain mode (Google 3D at street zoom), so they
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* stand on the street rather than on roofs and tree tops: bare earth,
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* refined along the sequence by the sampled Google 3D surface. Null when
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* draped, or when a terrain height is not cached yet; that fetches the
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* heights and draws the cones again.
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* Terrain-mode cone heights on the street, not on roofs: bare earth refined
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* by mesh samples. Null when draped or while terrain heights are fetched.
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*/
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function coneHeights(images, { request = true } = {}) {
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const ground = state.context.groundCaster;
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@@ -173,10 +166,8 @@ export function createSequences({ state, source, parts }) {
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}
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/**
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* New mesh samples landed: when any is under a cone, re-place the cones
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* whose cast height changed, in place. A sample can move a neighbour too
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* (refineHeights bridges across covered points), so every height is
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* recomputed (cheap arithmetic) but only moved cones are touched.
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* Re-place cones whose height new mesh samples changed. A sample can move
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* a neighbour too, so every height is recomputed but only moved cones touched.
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*/
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function onMeshSampled(batch) {
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if (state.context.getSurface?.() !== 'terrain' || !drawn.cones.length)
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