Release God's Eye View as open source

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Bilawal Sidhu committed 2026-08-24 17:02:16 -05:00
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import * as Cesium from 'cesium';
import { governorRequestRender } from './renderGovernor.js';
export const MAP_STACKS = [
{
id: 'photoreal',
label: 'Google 3D',
shortLabel: '3D',
kind: 'photoreal',
requiresIon: false,
},
{
id: 'bing-aerial',
label: 'Bing Aerial',
shortLabel: 'Aerial',
kind: 'ion',
style: Cesium.IonWorldImageryStyle.AERIAL,
requiresIon: true,
},
{
id: 'bing-labels',
label: 'Bing Labels',
shortLabel: 'Labels',
kind: 'ion',
style: Cesium.IonWorldImageryStyle.AERIAL_WITH_LABELS,
requiresIon: true,
},
{
id: 'osm',
label: 'OSM',
shortLabel: 'OSM',
kind: 'osm',
requiresIon: false,
},
];
const DEFAULT_OSM_CREDIT = '© OpenStreetMap contributors';
// Keyless global ellipsoidal terrain (Re:Earth Terrain / Mapterhorn, CC BY 4.0,
// EGM2008 geoid via NGA) — quantized-mesh 1.0, `ellipsoid` data-type. Fixes
// regime C (keyless globe stacks previously rendered a flat
// EllipsoidTerrainProvider — see the height-datum contract in docs/CURRENT-STATE.md
// §1a). Constructed via `.fromUrl()`, never a hand-built `{z}/{x}/{y}.terrain`
// URL (spec correction, spec §1a).
const REEARTH_TERRAIN_URL = 'https://terrain.reearth.land/cesium-mesh/ellipsoid';
/**
* Controls the active globe/map stack. Google Photorealistic 3D Tiles remain
* the cinematic default, while Cesium ion world imagery and OSM run as globe
* imagery stacks.
*/
export class MapStackController {
constructor(viewer, {
googleTileset = null,
cesiumToken = '',
initialStack = 'photoreal',
onChange = null,
onError = null,
} = {}) {
this.viewer = viewer;
this.googleTileset = googleTileset;
this.cesiumToken = String(cesiumToken || '').trim();
this._onChange = onChange;
this._onError = onError;
this._activeId = googleTileset ? initialStack : 'osm';
this._imageryLayer = null;
this._imageryProviders = new Map();
this._isSwitching = false;
this._lastError = null;
// Tracks which terrain PROVIDER is actually installed on the scene, not
// just an ion-available boolean: 'world' (Cesium World Terrain, ion
// token), 'keyless' (Re:Earth or its Ellipsoid fallback), or null (never
// set yet — Cesium's own startup default). Using a tri-state here (rather
// than the `enabled` boolean `_setWorldTerrainEnabled` receives) matters
// because both the "never set" and "keyless" states pass `enabled=false`;
// collapsing them to a boolean would make the first real keyless switch
// a no-op against the initial `false` default and leave Cesium's built-in
// provider in place instead of installing Re:Earth terrain.
this._terrainMode = null;
// Cache of the constructed keyless Re:Earth CesiumTerrainProvider, so
// repeat switches into a keyless globe stack don't refetch `layer.json`.
// Lives independently of `_switchGen` — construction is async and racy
// switches are guarded where it's awaited (`_setWorldTerrainEnabled`).
this._reearthTerrainProvider = null;
// Monotonic switch counter. setStack() awaits network-bound provider
// creation; a rapid A→B switch where A (e.g. slow Bing) resolves AFTER B
// (fast OSM) would otherwise revert the user's last choice (M7). Each call
// captures a generation and aborts its own commit once superseded.
this._switchGen = 0;
if (!this.getStack(this._activeId) || !this.isStackAvailable(this._activeId)) {
this._activeId = googleTileset ? 'photoreal' : 'osm';
}
}
getStacks() {
return MAP_STACKS.map((stack) => {
const available = this.isStackAvailable(stack.id);
return {
...stack,
available,
// Why this stack can't be picked, from the ONE place that decides it.
// A stack can be unavailable for reasons other than a missing ion
// token (photoreal is unavailable when the Google tileset failed to
// load), so callers must not infer the reason from `available` alone.
unavailableReason: available ? null : this._unavailableReason(stack),
};
});
}
/**
* Human-readable reason a stack can't be activated. Shared by `getStacks()`
* and `setStack()` so the tooltip and the toast never drift apart.
* @param {object} stack - Stack descriptor.
* @returns {string}
*/
_unavailableReason(stack) {
return stack?.requiresIon
? 'Cesium ion token required for Bing stacks'
: `${stack?.label || 'This map stack'} is unavailable`;
}
getStack(id) {
return MAP_STACKS.find((stack) => stack.id === id) || null;
}
getActiveId() {
return this._activeId;
}
/**
* Monotonic id of the most recently STARTED switch.
*
* A switch is only superseded by another `setStack()` — nothing else moves
* this number — so a caller that must know whether the globe it is looking
* at is still the one IT asked for can compare this across its own await.
* Unchanged (or advanced by exactly its own call) means no newer switch has
* claimed the globe.
* @returns {number}
*/
getSwitchGeneration() {
return this._switchGen;
}
getActiveStack() {
return this.getStack(this._activeId);
}
isStackAvailable(id) {
const stack = this.getStack(id);
if (!stack) return false;
if (stack.kind === 'photoreal') return !!this.googleTileset;
if (stack.requiresIon) return !!this.cesiumToken;
return true;
}
async setStack(id, { silent = false } = {}) {
const stack = this.getStack(id) || this.getStack('photoreal');
if (!stack) return null;
if (!this.isStackAvailable(stack.id)) {
const message = this._unavailableReason(stack);
this._lastError = message;
this._onError?.(message, stack);
return this.getState();
}
const gen = ++this._switchGen;
this._isSwitching = true;
this._lastError = null;
if (!silent) this._emitChange('switching');
try {
if (stack.kind === 'photoreal') {
await this._activatePhotoreal(gen);
} else {
await this._activateGlobeStack(stack, gen);
}
// A newer switch started while we were awaiting the provider — that call
// owns the final state now, so don't commit ours or emit a stale 'ready'.
if (gen !== this._switchGen) return this.getState();
this._activeId = stack.id;
// Show/hide of tilesets + imagery swaps need a frame in idle mode;
// subsequent tile loads self-request via Cesium. (perf wave 2)
governorRequestRender('map-stack');
if (!silent) this._emitChange('ready');
} catch (error) {
if (gen !== this._switchGen) return this.getState();
const message = error?.message || String(error);
this._lastError = message;
this._onError?.(message, stack);
if (this.googleTileset) {
await this._activatePhotoreal(gen);
if (gen !== this._switchGen) return this.getState();
this._activeId = 'photoreal';
}
if (!silent) this._emitChange('error');
} finally {
// Only the latest switch clears the switching flag; a superseded call
// must not stomp a newer switch that is still in progress.
if (gen === this._switchGen) this._isSwitching = false;
}
return this.getState();
}
getState(status = this._isSwitching ? 'switching' : 'ready') {
return {
activeId: this._activeId,
activeStack: this.getActiveStack(),
stacks: this.getStacks(),
status,
lastError: this._lastError,
hasCesiumIonToken: !!this.cesiumToken,
};
}
async _activatePhotoreal(gen) {
this._removeImageryLayer();
if (this.googleTileset) this.googleTileset.show = true;
this.viewer.scene.globe.show = false;
// Terrain is left UNTOUCHED here. The photoreal globe is hidden
// (`globe.show = false`), so the terrain provider is inert — it renders and
// streams nothing. Routing this through `_setWorldTerrainEnabled(false)`
// would make the DEFAULT startup stack await a keyless Re:Earth `layer.json`
// fetch it can't use, delaying photoreal boot on a slow/blocked network and
// (on failure) caching the flat `EllipsoidTerrainProvider` fallback for
// later OSM switches. The Re:Earth fetch is therefore lazy: it happens on
// the first switch to an actual globe stack (`_activateGlobeStack`).
// `_terrainMode` is intentionally not changed — every globe-stack transition
// re-derives the correct provider from it (null/'world'/'keyless'), so
// leaving it as-is keeps the next switch correct without a photoreal fetch.
void gen;
}
async _activateGlobeStack(stack, gen) {
const provider = await this._getImageryProvider(stack);
// A newer switch started while the provider was resolving — don't touch the
// scene's imagery layers, the winning switch already owns them (M7).
if (gen != null && gen !== this._switchGen) return;
this._removeImageryLayer();
this._imageryLayer = new Cesium.ImageryLayer(provider);
this.viewer.imageryLayers.add(this._imageryLayer, 0);
if (this.googleTileset) this.googleTileset.show = false;
this.viewer.scene.globe.show = true;
await this._setWorldTerrainEnabled(!!this.cesiumToken, gen);
}
async _getImageryProvider(stack) {
if (this._imageryProviders.has(stack.id)) {
return this._imageryProviders.get(stack.id);
}
let provider;
if (stack.kind === 'ion') {
provider = await Cesium.createWorldImageryAsync({ style: stack.style });
} else if (stack.kind === 'osm') {
provider = new Cesium.OpenStreetMapImageryProvider({
url: 'https://tile.openstreetmap.org/',
credit: DEFAULT_OSM_CREDIT,
});
} else {
throw new Error(`Unsupported map stack: ${stack.id}`);
}
this._imageryProviders.set(stack.id, provider);
return provider;
}
_removeImageryLayer() {
if (!this._imageryLayer) return;
this.viewer.imageryLayers.remove(this._imageryLayer, false);
this._imageryLayer = null;
}
/**
* Sets the scene's terrain provider for the current globe stack.
*
* `enabled` selects Cesium World Terrain (ion token present — regime B,
* unchanged). Disabled/keyless (regime C: OSM or any globe stack without an
* ion token) now tries the keyless Re:Earth ellipsoidal terrain instead of
* the flat `EllipsoidTerrainProvider`, falling back to the flat provider
* (today's behavior) if construction fails — no worse than before this fix.
*
* `CesiumTerrainProvider.fromUrl()` is async (fetches `layer.json`), so this
* method is async-safe: `gen` is the caller's switch generation (from
* `setStack`'s `_switchGen`, threaded through `_activatePhotoreal` /
* `_activateGlobeStack`, mirroring the M7 pattern in `_activateGlobeStack`
* for imagery providers). If a newer switch starts while the Re:Earth
* fetch is in flight, this call's result is discarded instead of
* clobbering the newer switch's terrain.
* @param {boolean} enabled
* @param {number} [gen] — switch generation this call belongs to
*/
async _setWorldTerrainEnabled(enabled, gen) {
const targetMode = enabled ? 'world' : 'keyless';
if (targetMode === this._terrainMode) return;
if (enabled) {
this.viewer.scene.setTerrain(Cesium.Terrain.fromWorldTerrain({
requestVertexNormals: true,
}));
} else {
const provider = await this._getKeylessTerrainProvider();
// A newer switch started while the Re:Earth layer.json fetch was in
// flight — that call owns terrain now; don't stomp it (M7 pattern).
if (gen != null && gen !== this._switchGen) return;
this.viewer.terrainProvider = provider;
}
this._terrainMode = targetMode;
}
/**
* Resolves (and caches) the keyless terrain provider for globe stacks
* without an ion token: Re:Earth ellipsoidal quantized-mesh terrain, or
* `EllipsoidTerrainProvider` (flat — current/prior behavior) if the
* Re:Earth endpoint can't be constructed. Never throws.
* @returns {Promise<Cesium.TerrainProvider>}
*/
async _getKeylessTerrainProvider() {
if (this._reearthTerrainProvider) return this._reearthTerrainProvider;
try {
this._reearthTerrainProvider = await Cesium.CesiumTerrainProvider.fromUrl(REEARTH_TERRAIN_URL);
} catch (error) {
console.warn('[mapStackController] Re:Earth terrain unavailable, falling back to flat ellipsoid terrain:', error);
this._reearthTerrainProvider = new Cesium.EllipsoidTerrainProvider();
}
return this._reearthTerrainProvider;
}
_emitChange(status) {
this._onChange?.(this.getState(status));
}
}