Commit Graph
6 Commits
Author SHA1 Message Date
Said TurkseverandClaude Opus 5.5 8318c9def0 fix(street-level): a delayed photo never overrides newer navigation; retry failed mesh refreshes
- A photo takes a deferred navigation ticket when it starts opening
  (begin/reassert, the application's _beginDeferredNavigation and
  _reassertNavigationHandoff) and frames only if that ticket still owns
  the camera once loaded, so a slow photo no longer flies the camera back
  over newer navigation or clears newer aircraft tracking.
- A failed mesh refresh keeps the last good sample and the distance it was
  taken from, and is retried after the miss cooldown, instead of recording
  the failed distance and never refreshing again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-07 12:50:13 +01:00
Said TurkseverandClaude Opus 5.5 1fa129ea8e fix(street-level): camera ownership, mesh refresh, panel CSP (Sameh's review)
- Photo framing and FOLLOW claim the camera through the application's
  navigation, injected with attachNavigation({ run, subscribeHandoff }):
  aircraft and satellite tracking is released first, the cockpit refuses,
  and FOLLOW stops when another feature takes the camera. No UI imports
  in the layer.
- The mesh sampler follows the mesh floor's rules: it waits for the
  visible tileset to finish streaming (visibleTilesetLoaded, now exposed
  by the mesh floor service), needs a real bare-earth prior and keeps to
  the shared meshFloorSampleWithinPrior window, which cameraFollow now
  uses too. A cell is probed again once the camera is half as far from
  it (down to 40 m), so a coarse early sample is replaced and redrawn.
- The MCP globe panel's CSP allows the Mapillary Graph API and its image
  CDN (https://*.xx.fbcdn.net).
- The tile proxy reads bodies with the shared readResponseBytesCapped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-06 23:04:33 +01:00
Said TurkseverandClaude Opus 5.5 4ea6631425 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]>
2026-10-06 21:59:12 +01:00
Said TurkseverandClaude Opus 5.5 bd97d38a99 fix(street-level): budgeted mesh sampling, in-place cones, date line, horizon
From the IC8 review of #768, each with tests that fail before:

- P1: a mesh batch no longer rebuilds the selected sequence's cones. The
  drawn cones are indexed by mesh cell; a batch that touches none of them
  is ignored and the affected cones are moved in place (no removeAll/add).
- P2: mesh sampling keeps to its 6 ms slices. Requests are taken in inside
  the budget, only cells within range of the camera are queued, the queue
  is a persistent min-heap re-ranked in one pass only after a 100 m camera
  move, and the deadline starts before any work. Coverage keeps a bounding
  box per line and densifies a line only once it comes within range. On a
  synthetic dense tile (600 x 40 points): slice median ~10 ms -> 5 ms, max
  18-30 ms -> 6.7 ms, refresh cost 11-24 ms -> 1.5-3 ms.
- P2: image cones and the photo marker are horizon-culled like the
  overview dots (one createHorizonCull in view.js, shared by all three).
- P2: a selection change recolours the previous zoom's lines still on
  screen and the old lines a cast swap keeps showing.
- P2: distances (metresBetween), line densification and ground-corner
  requests go the short way round +-180 deg (wrapLon in tileMath.js), so
  nearest ordering, cone thinning, mesh range and cast lines are right
  across the date line.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-06 15:16:57 +01:00
Said TurkseverandClaude Opus 5.5 5f98b871e8 fix(street-level): sequence loads, playback and nearest-photo edge cases
From gekh's review of #768, each bug with a test that fails before:

- P2: a failed sequence load clears the previous sequence's cones, resets
  the selection and can be retried; a second click while loading starts no
  second lookup. sequences.js had no tests: sequences.test.mjs now covers
  failure and retry, a superseded late answer, the cache and clearSelection.
- P2: closing a photo stops MapillaryJS sequence playback, which kept the
  hidden viewer stepping and downloading images.
- openNearest without the panel reports it instead of loading forever, and
  stops if the layer (or its provider) went off during the lookup; the
  mesh sampler's misses are bounded and forgotten with its samples; the
  sequence count is the union of ids across tiles; a provider withdraws
  only its own error, so a sequence error cannot mask KEY REJECTED; hover
  stays on (throttled) under an orbiting camera and re-picks when it
  stops; "since N days" follows the clock in a long-open tab.
- A prewarm waits for one in flight and then builds if it gave up.
- New coverage for the layer core (credits, KEY REJECTED vs REQUIRED,
  switching a provider off), the refresh wiring of the tilted-view fix and
  the draped-to-cast swap completion.
- Cleanup: loading is derived from pending; freshStreet(); tile ranking
  computes distances once and shares one path for the date line; shared
  metresBetween / whenIdle / redrawTile; one NEAREST_RADIUS_M and one
  source method list; unused contract fields, exports, getImage and the
  decoder's image branch removed; PROVIDER_COLORS lists only Mapillary.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-05 18:35:44 +01:00
Said TurkseverandClaude Opus 5.5 514788303d feat(street-level): refine ground casting with the Google 3D surface
The raycast challenge on #768 showed bare-earth casting misplacing roads
that are not at grade: lines floated over freeways in trenches and steep
streets (rendered line pixels floating: Austin 8.5%, SF 27.1%, LA 43.8%),
because a ~111 m terrain grid cannot see a 30 m-wide cut or a slope between
its corners.

meshSampler.js samples the rendered Google 3D surface (scene.sampleHeight,
overlays excluded) once per ~11 m cell within 900 m of the camera, nearest
first, in idle time within a 6 ms budget; misses are retried, not latched.
groundCast.refineHeights blends it in, per point along a line:
- mesh up to 3 m above bare earth is the road: follow it, 1 m above;
- higher mesh (canopy, deck, roof): carry the road's offset from bare earth
  across from the road samples on both sides (up to 8 points);
- otherwise bare earth + 2 m, as before.
Lines, cones and the marker use it; tiles touched by new samples are
redrawn one per idle slice with the no-blink swap.

Rendered line pixels on the surface / floating, before -> after:
Austin 90.0 -> 95.3% / 8.5 -> 0.7%; SF 69.0 -> 86.4% / 27.1 -> 9.1%;
LA 52.3 -> 91.0% / 43.8 -> 4.0%; Innsbruck 95.0 -> 95.7% / 0.2 -> 0.2%;
Sacramento 80.7 -> 79.3% / 3.8 -> 2.7%; buried lines stay under 1%.
Cones floating in SF 44 -> 5%, buried at LA 59 -> 28%. Main-thread long
tasks added during refinement: at most 134 ms (Austin, densest tile).
Roads on elevated decks are still drawn at ground level under the deck.

Unit tests cover the blend (trench, slope, canopy bridge, deck, bad probe),
the finer cast with meshAt, and the sampler (once per cell, nearest first,
overlays excluded, far cells skipped, misses not latched, idle when off).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-02 01:43:16 +01:00