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
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@@ -229,6 +229,7 @@
"./application/operations": "./src/app/operations.js",
"./data/entity-records": "./src/data/entityRecords.js",
"./input": "./src/input/dispatcher.js",
"./queries/heights": "./src/queries/heights.js",
"./data/lifecycle": "./src/data/lifecycle.js",
"./ui/navigation": "./src/ui/navigationController.js",
"./ui/share-restoration": "./src/ui/shareRestoration.js",