Ask for heights through one service per scene

About 20 sites called scene.sampleHeight, globe.getHeight,
scene.clampToHeight or the MostDetailed variants directly, each with its own
idea of a miss (undefined, NaN, a throw). They now ask heightsFor(scene) in
src/queries/heights.js:

- now(point, { against, exclude }) answers from what is loaded, or null;
  against is 'surface' (what is drawn) or 'terrain' (loaded terrain only).
- clampNow(position) moves a position onto the drawn surface, or null.
- batch() and clampBatch() wait for the most detailed tiles: null per
  missed point, a rejection when the whole query fails.
- supported() reports { surface, clamp } without allocating.

Cesium still answers now() synchronously, so nothing changes on screen and
nothing is slower: in the live app 1,000 calls cost the same through the
service as direct (terrain 0.5-0.7 ms, surface 2-6 ms a call, run-to-run
noise larger than the difference). Every site already treated a miss as
"hold the last value or fall back"; a renderer that can only answer from a
cache or asynchronously can now plug in at one place.

- A Bhote Koshi evidence point whose terrain sample misses stays at its
  fallback elevation instead of reading the miss as sea level.
- The mesh floor sampler skips a scene without depth-texture support
  instead of spending its budget on probes that throw.
- The world annotation probe's trace reads hit/missed.
- A source scan forbids direct height calls outside the service.

The service is exported as ./queries/heights and documented in
docs/APPLICATION.md.
This commit is contained in:
Sameh Khamis committed 2026-11-04 09:24:30 -08:00
1 parent b51f1bf7c5
commit d51ea4007b
32 files changed
+704 -210

No files matched your search

+32
View File
@@ -131,6 +131,38 @@ reads true only while no hold is out. A caller-supplied `createScene` that creat
`defer(() => inputFor(viewer).destroy())` right after it; the standalone scene
does this and returns the dispatcher as `scene.input`.
## Height queries
`gods-eye-view/queries/heights` exports `heightsFor(scene)`, the one place
height queries go. Layers, tools and the camera ask it instead of calling
`scene.sampleHeight`, `globe.getHeight`, `scene.clampToHeight` or the
`*MostDetailed` variants themselves, so a renderer that answers heights another
way plugs in without touching them.
```js
import { heightsFor } from 'gods-eye-view/queries/heights';
const heights = heightsFor(viewer.scene);
const ground = heights.now({ lon, lat }, { exclude: [ownMarkers] });
if (ground !== null) place(ground);
```
| Member | What it answers |
| ----------------------------- | ------------------------------------------------------------------------- |
| `now(point, opts)` | Height in metres from what is loaded, or `null` |
| `clampNow(position, opts)` | The `Cartesian3` moved onto the drawn surface, or `null` |
| `batch(points, opts)` | A promise of heights once the most detailed tiles stream; `null` per miss |
| `clampBatch(positions, opts)` | A promise of clamped copies of the positions; `null` per miss |
| `supported()` | `{ surface, clamp }`: whether the drawn surface can be queried at all |
A point is `{ lon, lat }` in degrees or a `Cesium.Cartographic` in radians.
`against: 'surface'` (the default) reads what is drawn, 3D tiles and globe;
`against: 'terrain'` reads the loaded terrain tiles alone. `exclude` lists the
primitives and entities a query sees through. Every miss is `null`, including
a Cesium throw for missing depth-texture support, and every caller treats it
as one. Cesium answers `now()` synchronously from the scene, so it costs what
the direct call did.
## Standalone wiring
`src/main.js` reads the existing browser configuration and starts