src/layers/vessels/render/cesium.js holds the Cesium objects the layer
built itself, one for one: the translucent BillboardCollection of
chevrons (centred, screen-aligned, never depth-tested), the horizon
occluder, window projection, canvas size, viewer.trackedEntityChanged,
and the trail (data/trailRenderer's entity polyline, kept on Cesium: the
engine.lines Primitive path did not draw below the photoreal mesh in
round 6 — the plan's T13/T15 blocker; flights does the same).
The logic imports no Cesium: geo math, Rgba WHITE, the chevron artwork in
icons.js, clicks through the engine's selection dispatcher (own-rule
owner, same rule). Registered as CESIUM_LAYER_RENDERERS['ais-live-vessels'];
src/layers/vessels joins the boundary rule.
W1 replay vs 7c7422e2: vessels/flights/military/localAdsb counts, known
objects, screen points, requests and shot sha256 identical.
qa-vessel-cards --data synthetic 2/2 and qa-vessel-datum (?qaFeed=
vessels:fixture) 4/4, the same as 6eec8f6c.
Tests moved with the code (same meaning): cameraHandoff (the click body
is handleClick), inputOwnership (the guard precedes the click rule's
read of the pick), renderers.test (vessels in the extracted list),
importDirections (an unmoved example layer is satellites), the
ownership services fixture (renderer service).
Vessels' click rule (sibling ownership, cyclone background, card hit
test, unkeyed records) does not map onto the plain or look-under rules:
an owner with onClick(ctx) gets every click with the top pick, no gesture
rule (its old LEFT_CLICK handler), and is another layer to the rest.
getNearby returns the contact's label as `id` (the callsign when it has
one) and its key as `icao24`; the drawn rows are keyed by icao24, so the
model lookup missed and every contact was measured at its sprite. Under a
3D model that sprite is hidden and keeps the pre-floor height by design
(T7): the "buried at -27 m" contacts on Cesium (the geoid at AUS) were
those hidden sprites, at HEAD and on 7c7422e2, whose script measured every
sprite. The Cesium report also gives each contact's model state and the
floor cell the layer reads.
AUS, 100 s after enabling flights, both engines: 3 low contacts, 0 buried;
N3752 / DAL848 drawn by their models at 130.2 / 135.4 m over a 123.5 /
128.6 m mesh, the DEM-prior cell warm (123.5 / 128.6 m).
The instance colour (sRGB, as Cesium takes colours: the military amber
#FFB800) was mixed into the linear material colour as is, so a tinted
model drew paler and brighter than Cesium's: the military footprint gate
read 124 % (more pixels cleared the contrast threshold over water) and
the median luminance +9 %. White (flights) is the same either way, which
is why the flights gate passed. The tint is now sRGBTransferEOTF-decoded,
as the sprite sets already decode theirs.
qa-flights-engines' model gate adds the highlights: the p90 luminance of
the model pixels within ±10 % of Cesium, with the near-white pixel count
reported (10b review low 2).
Models on, near pose (computed scale ratio ~1.0000 on both):
- military (from 100 km): footprint 9,902 vs 8,610 px (115 %), median
luminance 158.9 vs 155.3, p90 190.9 vs 184.5 — 18/18;
- flights: footprint 104 %, median 189.8 vs 196.7, p90 223.1 vs 247.8
(near-white px 83 vs 510: Cesium's white models saturate where Navara's
tone mapping rolls them off) — 20/20.
Models off: flights 16/16, military 15/15. Side-by-sides regenerated.
- The DEM prior column read a fresh import of src/data/groundFloor.js, a
module the app does not use for its layers (they read the scene's
surface services), so it was null for every contact. It now reads
window.__godsEyeView.surfaceServices.groundFloor. The terrain proxy
answers 200 and the AUS cells resolve within one or two polls (123-128 m);
the "proxy 503" reading in the task-11 report was this misread.
- A contact a 3D model draws is measured at the model's translation (the
probe's drawn() reports it now): its sprite is hidden and keeps the
pre-floor height by design (T7), so measuring the sprite reported a
buried aircraft that is not drawn.
Navara 0.2.1 can answer a click with the previous gesture's pick. The
check let that answer through when its instance was drawn within twice its
pick radius of the click — the followed aircraft at the centre beside the
clicked one (the 20/24 flights checklist run: a click selected the
previously followed aircraft). A GPU answer for a sprite or point set now
has to be drawn under the click (no slack) and be the instance the CPU
pick finds on top there (lines left out: they are not in the GPU pick);
otherwise the CPU pick answers. Models, which the CPU pick does not see,
are still taken as answered. The CPU drill takes `includeLines`.
Test: 20 gestures alternating a click on A and a click on its neighbour B
answered with A's stale pick — B every time. In the app, 40 scripted
click/follow/release gestures on Navara selected the clicked aircraft
every time with and without the fix (the stale answer is rare).
Task 12b. src/layers/localAdsb/render/navara.js implements the Local
ADS-B renderer interface of 12a on Navara:
- markers: the shared aircraft renderer's glyph sets in magenta #ff4fd8
(class silhouette and scale, ×3 near / ×0.5 far, always on top), drawn
under every sprite layer as Cesium draws the entities; each frame writes
what Cesium's CallbackProperties gave (position, screen rotation,
visibility) and the 2,000 km display distance;
- the 978 MHz UAT ring: its own sprite set, a white ring atlas tinted
#ffb3ef, Cesium's 24 px point plus its 1.5 px outline (27 px), the same
distance scale and distance, pickable as its aircraft;
- models (the Flights GLBs, magenta MIX tint), trail and head: the shared
aircraft renderer's; the camera never follows a local aircraft.
Registered by registerNavaraLayerRenderers (import()); the Navara catalog
now offers flights, military and local ADS-B.
- ?qaFeed=local-adsb:fixture: the local receivers' answer in the server's
format (src/bench/w1Feeds syntheticLocalReceivers: 40 aircraft near JFK,
10 on 978 MHz UAT) through the layer's own decoder-feed session
(sources.localAdsbFeeds, null by default: the layer makes its own).
- qa-w1-layers --layer=local-adsb: a click selects a marker and shows its
card with the receiver line, the camera does not follow, Escape leaves
the selection (it never answered Escape), empty map releases it.
qa-w1-layers local-adsb: Cesium 12/12, Navara 13/13, --compare parity
(global pose: the 2.27 px camera offset only). qa-flights-engines
--layer=local-adsb: 14/14 (fills exact; UAT rings side by side in
docs/migration/phase3/localAdsb).
A sprite/point set uploads its instances by update range. When the camera
went far enough to move the set's origin, update() rewrote every instance
(relative to the new origin) — and a commit later in the same frame
cleared the ranges and kept only its own, so the GPU never got the
rewrite: the instances not committed again drew offset by the origin move
(a military glyph at the orbit pose drew 45 px from its point after the
global → city → orbit sequence; the CPU picks, the probe and Cesium had it
in place). Ranges now add up until three uploads them (it clears them
after the upload).
Found by the military side-by-side (11b); flights' sprites had the same
exposure since 10b.
Task 12a. The Local ADS-B logic (index.js, models.js) no longer imports
Cesium. src/layers/localAdsb/render/cesium.js holds what it built, one
for one: the CustomDataSource of marker entities (billboard with
per-frame position/rotation/visibility CallbackProperties, the 2,000 km
DistanceDisplayCondition, the 978 MHz UAT ring as a PointGraphics), the
model PrimitiveCollection (models load, pose and leave through the shared
aircraft renderer's model part, adopting that collection), the selected
aircraft's trail (data/trailRenderer, as before) and live head segment,
and the camera reads. Registered for 'local-adsb' in the renderer
registry, created at init(viewer, {engine}).
- Clicks go through the engine's selection dispatcher (drill 8) instead of
the layer's ScreenSpaceEventHandler, with the layer's own rule kept as is
— a new `lookUnder` owner kind: its marker on top, or under picks no
layer owns and under trail lines, is selected (and re-selected);
another layer's contact on top, or empty map, releases only its own
selection; a trail line alone does nothing; no gesture rule. To the
other owners it is another layer, as its pick-owner registration made
it before. (The dispatcher's `drillThrough` would have taken the marker
from under another layer's contact, which the old handler never did.)
- models.js reads the camera through the renderer's view (frustum and
horizon tests, ground snap owner) and draws through renderer.models
(loadFleet/add/remove/destroy/setPose: the same MIX-tinted glTF options,
the same HPR frame with the Flights nose offset). The shared aircraft
renderer gains a loadModel seam (default Cesium.Model.fromGltfAsync).
- Cesium math → src/geo; the model tint is an Rgba equal to the old
Cesium.Color; check-import-directions: src/layers/localAdsb/ joins the
rendered layers.
Tests moved with the code, same meaning:
- index.test: the services fixture creates the layer's Cesium renderer and
the selection dispatcher; the click harness scripts the picks on a fake
engine registered for the fake viewer (was a fake ScreenSpaceEventHandler)
and the app's pick owners (trails, a Flights contact) are registered in
the pick registry (was an injected picking service).
- cockpitModels.test: the GLB loads are the aircraft renderer's loadModel
calls (Cesium.Model.fromGltfAsync by default), each asynchronous:false.
- trackingClickGesture.test: the dispatcher's empty click goes to the
plain owners (filter(plain)).
- renderers.test: local-adsb has an extracted Cesium renderer.
New: the dispatcher's look-under rule beside a plain owner (7 click cases).
W1 replay (flights, military, localAdsb) vs a fresh 7c7422e2 run: counts,
known objects, screen points, tracking poses, requests and every shot's
sha256 identical.
On Navara each contact row now carries the surface probe's source and tile
size and the coarse DEM floor (cachedGroundFloor). The buried contacts
(SWA4871 60.5 m and AAL2592 -27 m against a 121-126 m mesh) have no DEM
prior (null: the terrain proxy answers 503 here) and the mesh floor sampler
latches nothing without one, so their sprite heights stay the barometric
fallback; the same rows bury on Cesium when the same contacts are low.
The near-pose finding (Navara models faint, Cesium ~23 bright aircraft)
came from the side-by-side's frozen page clock: the fleet tick ran once per
pose, so Cesium never handed its aircraft to their models and drew 3×
glyphs, against real models on Navara. With the hand-off driven (the move
ends every 10 frames while a pose loads), both engines draw models, and
the comparison showed three real differences, all fixed:
- Orientation: Navara's glTF loader is three's GLTFLoader, which keeps
the scene Y-up; the instance turn is now Cesium's whole axis correction
(Y_UP_TO_Z_UP × Z_UP_TO_X_UP), not Z_UP_TO_X_UP alone. Every fleet model
drew 90° off its heading.
- Size: minimumPixelSize is taken at Cesium's distance (Camera
distanceToBoundingSphere: view depth less the radius at the model's own
scale), in the mover and in ModelHandle.computedScale; the straight-line
distance drew off-centre models up to 16 % larger.
- Colour: the instance colour tints by the set's blend amount (Cesium's
colorBlendAmount) and its alpha is the model's opacity (Cesium: a
model colour's alpha makes it translucent), not a blend weight; a model
is translucent only while faded. An ambient share of the tinted surface
(MODEL_AMBIENT 0.5, Cesium's image-based lighting) keeps a tinted
aircraft near-white at a low sun (median luminance 139 → 190; Cesium 197).
qa-flights-engines (now --layer=flights|military) gates the near pose
with --models=on: computed scale within ±5 % per model (ratio 1.000007),
footprint against the same view with the layer off within ±20 % (1553 vs
1496 px, 104 %), median luminance within ±10 % (189.8 vs 196.7). The probe's
drawn() reports a model's computedScale. Flights models on: 19/19.
Task 11b. src/layers/military/render/navara.js: the shared Navara aircraft
renderer with the military's sprite slot (SPRITE_LAYER_ORDER 'military',
under flights) and jet.glb's nose offset; registered by
registerNavaraLayerRenderers (now a table of lazily imported factories,
flights and military), so the Navara catalog offers military and the main
chunk stays without three/Navara.
- The follow passes between aircraft layers on Navara as on Cesium: the
follow-handle → tracked-handle map and the "follow being started" handle
are shared by every aircraft renderer of the page, so a layer whose follow
another layer took reads the new owner's tracked handle (and its
gevSelectionOrigin) — before, it read a bare follow handle and reported
'programmatic'.
- trackById on a selected-but-not-followed contact follows it again (as
flights since 10b; on Navara any camera command ends a follow).
- qaDrawn (the probe's drawn()) for military, shared with flights
(src/layers/aircraft/qaDrawn.js).
- ?qaFeed=military:synthetic[:count]: seeded readsb rows (1 000 by
default, 150 near JFK, 12 on the ground, 8 types), the first 25 hexes
shared with the synthetic civil flights.
- qa-w1-layers: sections 4–6 read the --layer's module (were 'flights');
section 5 keeps the queries beside the voice answers (the voice block
overwrote them, so --compare never compared queries); for military: the
follow passes military → flights → military, and flights leaves the 25
shared aircraft to military while it is on (9 975 / 10 000 / 9 975).
qa-w1-layers --layer=military: Cesium 25/25, Navara 26/26, --compare parity
(queries included; the known 2.3 px camera offset at the global pose only).
Task 11a. The military flights logic no longer imports Cesium: it draws
through the shared aircraft renderer (src/layers/aircraft/render/cesium.js)
with the military's parameters in src/layers/military/render/cesium.js
(sprite-order slot 'military', jet.glb's 180° nose offset), registered for
'cesium' in the renderer registry and created at init(viewer, {engine}).
The same pure move as flights in 10a:
- Fleet: the BillboardCollection and its sprite-order slot (enable keeps
restoreSpriteOrder, as before); sprites stay Billboard handles.
- Models: fleet/tracked/preload glTF loads (asynchronous:false, MIX tint at
MODEL_COLOR_BLEND_AMOUNT, IR boost as `unlit` → the UNLIT CustomShader),
the model collection, setPose. The per-class specs keep their own nose
offset: setPose takes an optional offsetDeg (default the layer's), on
both aircraft renderers (same arithmetic, test added).
- Tracked: the ENU billboard Entity with its position/colour/rotation
callbacks (#FFD166, transparent amber once the model owns the visual),
viewFrom, followed through viewer.trackedEntity + the one exact tracked
frame; refocusTrackedById through follow.refocus.
- Trail: the entity trail and the floored live head segment.
- View: camera/scene reads, frame number, frustum and horizon tests,
render requests, frame events.
- Clicks and Escape go through the engine's selection dispatcher (the
ScreenSpaceEventHandler and keydown listener are gone); the cross-layer
untrack watches the renderer's follow. Same rules: cockpit clicks are
inert, the tracked visual/model is a no-op, another layer's pick is not
empty space, an unowned pick is.
- Colours are engine-neutral Rgba (MIL_ICON_COLOR #FFB800,
TRACKED_ICON_COLOR #FFD166, AMBER_TRANSPARENT), NearFarScalar →
nearFarScale; Cesium math → src/geo.
- check-import-directions: src/layers/military/ joins the rendered layers
(cesium only in render/cesium*.js).
- The military registry and the flights' duplicate suppression are
untouched.
Source-text tests updated with the moved code, same meaning:
- militaryAwareness.test: military's hasContact guard reads fleet.visible().
- trackingClickGesture.test: the military gesture rules are the
dispatcher's (selection gesture before select, click classifier before
the empty-space clear), military answers the empty click with a
user-origin clear — the same assertion flights already had.
- ownership.test: the services fixture names selection and renderer; the
app-composed services build the layer's Cesium renderer.
- renderers.test: flights and military have extracted Cesium renderers.
New tests: the military logic over a plain-data renderer and a fake engine
(amber fleet, click-select, #FFD166 tracked glyph, no-op on the tracked
visual, empty-click and Escape release, the keyboard left on destroy); the
plain-data renderer moved to src/testSupport for both aircraft layers;
setPose with a per-model offset.
W1 replay vs 7c7422e2 (the 10a reference run): every layer's counts, known
objects, screen points, tracking pose after 2 s, requests and the
city/global/orbit shots (sha256) identical. qa-military-names (it checks
the installations layer): the same verdict as 7c7422e2 (the zoom-markers
assertion fails on both). Main chunk 2,890,763 B (−2.9 KB).
On Navara the military-awareness module has no controls, so its
releaseCameraOwnership was skipped silently and a city pill, voice
fly_to_location or reset ended the follow but kept the aircraft selected.
The trackers it would release are released directly instead, as on
Cesium (selection and follow both cleared).
Inside a Navara follow the orientation controls frame the follow's target
and retarget its viewFrom instead of moving the camera, and the release
cancels only a running flight (a cancel is a camera command, which ends
the follow). Cesium's trackedEntity path is unchanged. Updated test:
cameraOrientationControls.test.mjs (orientation navigation starts a
flight before expecting its cancel; no flight, no cancel).
FollowHandle.target() returns the followed point, checked by the contract
on both engines. The contract's model check now waits for ready() before
looking for the model's pixels: the magenta point and sprites could fill
the region before the glTF loaded (qa-globe-contract cesium 73/73,
navara 79/79).
qa-floor-verify --engine=cesium|navara: on an engine without a viewer the
camera pin, the tile readiness, the mesh probes (engine.surface
sampleHeightDetailed, tiles only, excluding the layer's mover sets) and the
sprite census (the probe's drawn()) go through the engine. The Cesium path
is unchanged. Live AUS traffic: Cesium FAIL as on 7c7422e2 (13 contacts at
the -27 m geoid fallback); Navara FAIL with 1 of 15 low contacts under the
mesh (68.6 m against 121.4 m). Task 10b, checklist item 7.
The QA probe gains drawn(layerId): what a layer draws per object (glyph
image, scale, shown, screen rotation, alpha, position; its 3D model's
scale, shown, ready), from the flights layer's qaDrawn(), which reads the
renderer's handles, so it is the same on every engine.
qa-sprites-b5 and qa-enrich-ambient take --engine=cesium|navara: without a
viewer they read the layer through the probe and move the engine camera;
the military rows/cluster are skipped where the engine has no military
layer. Cesium verdicts unchanged (sprites 9/9; enrich 9/2, the same E8/E10
failures as on 7c7422e2); Navara: sprites 7/7 (flights rows and 3D cluster),
enrich 9/2 (the same two). Task 10b, checklist item 7.
Task 10b:
- qa-w1-layers (flights): 3 focus (the selected object is the focus target,
at the followed centre ≤ 3 px), 4 tracking (held ≤ 3 px for 5 s; wheeled
in, ≥ 149 m), 5 the layer's queries (tracked info, contacts, nearby,
detectable; compared by --compare), 6 share links (the followed object
restored on the same and on the other engine). Clicks only on points the
canvas takes (the Navara attribution card covered the old empty point).
--compare reports the global pose's 2.3 px as the cameras' (Cesium
projects its own nadir 2.27 px off centre at 15,000 km).
Cesium 19/19, Navara 20/20, parity.
- qa-flights-engines (new): the same frozen synthetic fleet at the global,
city, orbit and near (JFK, oblique) poses on both engines, UI hidden;
side-by-side JPEGs (docs/migration/phase3/flights, models off and on),
the same objects in the frame, screen points ≤ 2 px, glyph fill colours
(brightest pixel at the glyph) within 3. 12/12 with models off and on.
- qa-labels: on an engine with flights but not military/satellites, the
deterministic 12,000 / 5,200 field is all aircraft, so detection is
gated on Navara too: 14/14 (Cesium 14/14 unchanged).
Task 10b. src/layers/aircraft/render/navara.js implements the aircraft
renderer contract on the engine contract alone (no three, no Cesium):
- Fleet glyphs: banks of engine.movers sprite sets (one per distance scale
and depth mode the handles ask for; flights: one, 'always', Cesium's
NearFarScalar), growing by doubling, from a glyph atlas of every
aircraftIcon() kind at the fleet (64 px) and tracked (192 px) rasters
(data/aircraftIcons: AIRCRAFT_ICON_KINDS, aircraftIconCells,
aircraftIconAtlasLayout, drawAircraftIconAtlas). Sprite handles keep the
Billboard field vocabulary as setters; a frame's writes commit once at
the end of the frame listener that made them (a microtask outside one).
- Models: banks of model mover sets per glTF and look; handles report
ready from MoverSet.ready() and computedScale from minimumPixelSize kept
on the CPU (radiusM in the spec, the class's nativeRadiusM); poses are
Cesium's HPR frame (modelMatrix) turned by Navara's glTF axes
(Z_UP_TO_X_UP: its loader is already Z-up; chosen side by side with
Cesium among six candidates).
- Tracked glyph: a sprite whose position/colour/rotation callbacks are read
every frame in preRender; follow = engine.camera.follow with the tracked
readout's card as its label (gevFollowHandle); current() maps the follow
back to the tracked handle, also while follow() raises followChanged.
- Trail and live head: engine.lines (alpha 0.85, depth-fail 0.4, geodesic)
in the gev-trail pick namespace.
- View: camera/scene adapters over engine.camera.pose() (registered with
the engine so shared helpers project through it), frustum and horizon
tests, frame number, engine frame events.
flights/render/navara.js registers it for 'navara' from the Navara mode's
import(); the Navara catalog now offers Live Flights.
Also: tracking a contact that is selected but no longer followed follows it
again (a camera command ends a Navara follow; on Cesium a search flight
releases trackedEntity): trackById/select re-follows instead of only
re-publishing. Behaviour change on Cesium only in that case.
Tests: the renderer on the fake engine (contract, atlas, banks, per-frame
commits, growth, tracked callbacks, follow label, model pose, trails) and
the flights logic over it (fleet, click-select, follow, re-follow after a
camera command, release, no set left behind).
Linear, without mipmaps: Cesium's billboard atlas has none, and a mipmapped
atlas greyed small glyphs Cesium draws at full colour (a 5 px aircraft at
15,000 km: 239 against Cesium's 255; now 255 on both). Task 10b colour
parity.
Review of 10a (low):
- The spoken answer to set_layer_visibility on a layer this engine lacks is
the refusal's own sentence (why, and the switch to ?engine=cesium), not
only "Couldn't turn on".
- analyst_query naming layers the catalog left out (no viewer) refuses with
UNAVAILABLE_ON_ENGINE and the layer ids instead of answering zero.
- stop_tracking skips layers the engine does not have, so with nothing
tracked it is a no-op success on Navara (it reported the absent military
and satellites layers as failures).
Tests for each (the old code fails the last two); Cesium unchanged.
Task 10b foundation.
- focusDeemphasis projects through the engine registered for the scene it
is given (engineFromViewer(scene).projector), as iconOrientation already
does, else Cesium's SceneTransforms. On Cesium the engine projector is
SceneTransforms, so nothing changes there; on Navara the aircraft
renderer's scene adapter is registered with the engine. Test with a fake
engine.
- refreshTrackedReadout accepts a layer's tracked visual that names its
follow handle (gevFollowHandle): engines without tracked entities
republish the card through it. Test.
Task 10b foundation.
- MoverSet.ready(): whether what the set draws has loaded (Navara: the
model set's glTF, a URL atlas; Cesium: every instance's Model, the cropped
atlas; parts without it draw at once). The aircraft renderer keeps the 2D
glyph until a model set is ready, as the Cesium path waits on Model.ready.
Contract suite: a drawn model set is ready() (both engines); unit test of
the neutral store.
- Navara sprites and points interpolate scaleByDistance as Cesium's
NearFarScalar (over the squared camera distance, eased by ^0.2) instead
of linearly in distance, so aircraft glyphs have Cesium's size at every
range; the CPU pick radius follows (distanceScale, tested equal to
focusDeemphasis' port of czm_nearFarScalar). The contract text says so.
The MCP panel build inlines every dynamic import into its one script, the
Navara mode included, so the guard that keeps Navara out of the app's
initial chunks failed it (npm run build:panel was red since d483e589). The
panel config filters the guard out, as phase 4 does; a test pins it.
build:panel is green and joins the gates. Phase-4 merge review item 2.
src/app/qaProbe.js was statically imported by standalone/application.js
and shipped in the main chunk (+639 B gzip). It now loads with import()
behind import.meta.env.DEV at the import site: production builds drop it
(main chunk 2,890,982 -> 2,889,432 B), the dev server still installs
window.__godsEyeView.layers (checked headless). Phase-4 merge review item 1.
Task 10a. The flights logic no longer imports Cesium: every Cesium object it
built moved one for one into the shared aircraft renderer
(src/layers/aircraft/render/cesium.js; contract in render/contract.js), with
the flights' parameters in src/layers/flights/render/cesium.js, registered
for 'cesium' in the renderer registry and created at init(viewer, {engine}).
- Fleet: BillboardCollection + sprite-order slot; sprites stay Billboard
handles (field vocabulary documented for the Navara renderer).
- Models: fleet/tracked/preload glTF loads (asynchronous:false, MIX tint, IR
boost as `unlit` → the UNLIT CustomShader), the model collection, setPose
(same HPR frame with airplane.glb's 180° offset).
- Tracked: the ENU billboard Entity with its position/colour/rotation
callbacks, viewFrom, followed through viewer.trackedEntity + the one exact
tracked frame (kept as is; engine.camera.follow on Cesium would also end
the follow on any camera command, a behaviour change).
- Trail: the entity trail (data/trailRenderer, unchanged: its Primitive
predecessor failed below the mesh) and the live head segment.
- View: camera/scene reads, frame number, frustum and horizon tests,
projection, render requests, frame events, evidence render-loop hold.
- Clicks and Escape go through the engine's selection dispatcher (the
ScreenSpaceEventHandler and keydown listener are gone); the cross-layer
untrack watches the renderer's follow.
- Colours are engine-neutral Rgba (src/layers/shared/color.js), bit-equal to
the Cesium.Color constants they replace; NearFarScalar → nearFarScale.
- Cesium math in the logic → src/geo.
- check-import-directions: cesium only in render/cesium*.js and three/Navara
only in render/navara*.js for flights, aircraft and shared; a layer's
Navara renderer only through navaraMode's import().
Source-text tests updated with the moved code, same meaning:
- readLayerSource reads a layer's render/*.js and, for the aircraft layers,
aircraft/render/*.js (GLB-load, tracked-entity, CallbackProperty checks).
- modelScale.test: _normalBillboardScaleByDistance reads nearFarScale(...).
- spriteOrder.test: flights' enable calls fleet.restoreOrderOnEnable(); the
renderer wires it to restoreSpriteOrderOnEnable('flights', viewer).
- trackingClickGesture.test: the flights gesture rules are the dispatcher's
(selection gesture before select, click classifier before the empty-space
clear); flights answers the empty click with a user-origin clear.
- militaryAwareness.test: flights' hasContact guard reads fleet.visible().
- ownership.test: the services fixture names selection and renderer.
New tests: color, the Cesium aircraft renderer (contract, collections, pose,
loads, frustum/horizon, tracked entity, follow, trail head, adopted
collections), the flights logic over a plain-data renderer and a fake engine
(fleet, click-select, no-op on the tracked visual, empty-click release), the
boundary rule.
W1 replay vs 7c7422e2: counts, known objects, screen points (0 px), tracking
poses (0 m), requests and shots (same sha256) identical. Main chunk
2,890,982 B (+6.2 KB, +0.21 %: the renderer indirection).
Task 10a moves flights onto the dispatcher; its old handler deselected on a
pick nobody owns (an unclaimed entity), and only another layer's pick was not
empty space. The dispatcher now does the same (after drill-through owners had
their chance), and selectionDispatcherFor(engine) gives the application one
dispatcher per engine. Tests for both.
On Navara the engine's persistent notice came up right after the share
restore's NOT ON THIS ENGINE notice and replaced it at once, so the names
of the linked layers this engine lacks were never seen (and a later finite
notice would in turn have wiped the engine notice for good).
- ShellFeedback keeps a persistent notice that a finite one covers and
brings it back when the finite one ends; a persistent notice that arrives
under a live finite one waits for it.
- Notices take a dwellMs; "Kept in the link: …" stays 15 s.
- scripts/qa-engine-notice.mjs (headless): a Cesium share link with a layer
Navara lacks, opened with ?engine=navara: notice shown with the layer
name, still up 14 s later, then the engine notice is back. 4/4 (before
the fix the notice never appeared).
T8-T9 review item 2.
The ?qaFeed import is now gated by import.meta.env.DEV at its import site,
so Rollup drops the qaSources chunk (4.7 KB) from production builds instead
of shipping it unreachable. Dev behaviour is unchanged. (T8-T9 review item 3)
Review of T8-T9:
- The UNAVAILABLE_ON_ENGINE refusal now names the feature (UNAVAILABLE_FEATURES)
and suggests the Cesium engine (?engine=cesium): "The cockpit is not
available on the Navara engine yet. Switch to the Cesium engine
(?engine=cesium) to use it." New fields: feature, suggestion.
- set_visual_style and set_post_processing refuse without a viewer
(CESIUM_LOOK_ACTIONS): Navara has no visual styles, so they used to answer
ok, change nothing and record a style get_current_view_state then reported.
- set_layer_visibility on a known layer the engine's catalog left out refuses
with the same structured result instead of throwing "Unknown data layer".
A name no engine knows still throws.
- Removed the dead summarizeEntity and the two helpers only it used.
Cesium (viewer present) is unchanged; tests cover each refusal and that the
style still applies with a viewer.
Phase-4 QA: after a map-stack switch at the whole-globe view Navara
sometimes showed the new map only seconds later. Navara 0.2.1 reports idle
and stops drawing before a raster tile it fetched arrives, so the last
frame stays stale until something else asks for one. Every engine.maps
change (base imagery, terrain, photoreal tiles, their release) now asks for
a frame and keeps asking every 250 ms for 6 s, then the engine idles again.
scripts/qa-map-switch.mjs switches the stack (photoreal / Esri / OSM) at
18 000 km on each engine, waits for the tiles, hashes the picture, forces
frames and hashes again: a change means a stale picture. Before: Navara 3/8
switches drew the new picture by themselves; after: Navara 8/8, Cesium 8/8.
createViewerlessTools creates the voice commands with viewer: null on the
engine (tools.js passes it the voice options and place search), so
window.__gevVoiceCommands exists in ?engine=navara: the W1 tools drive the
engine and the viewer-only tools answer UNAVAILABLE_ON_ENGINE. The Cesium
path hands its engine to initGevVoiceCommands explicitly.
viewerlessTools.test.mjs: the Navara tools now return voice commands
(created without DOM through injected control and session stand-ins),
whose runner answers get_current_view_state on the engine and refuses
control_scene; the debug handle carries them and teardown removes them.
The voice runner drives the globe engine (an `engine` option, by default
the one registered for the viewer) instead of the Cesium viewer:
track_entity, stop_tracking (camera.following().stop()), frame_overhead
(camera.flyToSphere with the pose heading), fly_to_location, zoom_to_globe
(follow released through camera.following()), adjust_camera_zoom,
next_iss_pass / next_satellite_pass, select_nearest_aircraft and the
analyst view context, get_current_view_state, get_entity_context
(projector.worldToWindow), the view target (picker.pickPosition, then
camera.pickEllipsoid, then picker.pickGlobe) and its moveEnd prewarm, and
the viewport samples. getBasemapLabelContext takes the engine or a viewer
with a registered engine (the HUD).
Without a viewer the tools that still need one (VIEWER_ONLY_ACTIONS:
control_scene, annotate_map, clear_annotations, fly_route, move_camera,
control_cockpit, set_context_mode, control_radio, control_cctv) answer a
structured refusal (code UNAVAILABLE_ON_ENGINE) instead of throwing.
Point-and-ask picks with engine.picker and keys the camera pose from
engine.camera.pose(); the viewport capture reads engine.host.canvas and
waits for the engine's postRender (both engines keep their drawing
buffer: Cesium's contextOptions, Navara's own WebGL2 canvas, S4).
Tests: gevActionsEngine.test.mjs runs each moved action on the fake
engine. gevActions.test.mjs keeps its expectations; its runner helper now
registers an engine for the test viewer (the Cesium engine over it, or a
fake engine at its positionCartographic) and the two harness cameras gain
roll and frustum for camera.pose().
- src/app/qaProbe.js → window.__godsEyeView.layers: list() (with
`available`), unavailable(), available(id), enable/disable(id) (a user
toggle through the layer manager), objects(id) → [{ id, label, position,
screen }], screenOf(id, objectId), selected(id), following(), movers(),
framesDrawn() - all through the engine and the catalog's availability, the
same on Cesium and Navara. Installed after the tools.
- src/app/layers/qaSources.js: `?qaFeed=flights:synthetic:10000,
vessels:fixture` (dev server only, allowQaRegistration) replaces those
sources with seeded synthetic answers served through the live sources'
own parsers (same snapshot shape; loaded with import() only then). The
pure generators moved from src/tooling/w1Feeds.js to src/bench/w1Feeds.js
(the browser graph may not reach src/tooling); the W1 recordings
re-export them.
- scripts/qa-w1-layers.mjs: the parity checklist's frame, --layer
--engine=cesium|navara with the fixture feeds, JSON per run and
--compare (objects on screen per pose, 5 known objects within 2 px).
Filled: 1 view, 8 idle, 9 errors/no leftover mover sets after 10
on/off; 2-7 report TODO for the layer tasks.
- qa-perf, qa-labels, qa-overlay-baseline and qa-label-readability take
--engine= and use the engine (camera, frames, render requests, tiles) and
the probe (layers, following, movers) instead of the viewer; checks whose
layers an engine lacks are SKIPPED with the reason (Navara today), as are
qa-perf's animated-style checks there (Cesium post stages).
Verdicts, Cesium, before → after: qa-perf 24/24 → 24/24, qa-labels 14/14 →
14/14, qa-overlay-baseline (datacenters, firms, detection-50) 2 measured +
1 skipped → the same. Navara: qa-perf 14 passed, 3 skipped; qa-labels 3/3,
1 skipped; qa-overlay-baseline 3 skipped; qa-w1-layers flights: Cesium 5/5
(10 000 synthetic aircraft), Navara skipped (no flights renderer yet).
Review of Task 7: every allocation workload ran the Cesium engine on a mock
viewer with identity matrices and the horizon test off, so the per-label
horizon test and the Navara projector were never in the gate. The new
`navara-projector` profile gives the host the Navara engine's projector
(cameraMath worldToWindow, viewProjection, horizonVisible, as
createNavaraEngine wires it) over a real WGS84 camera 2 000 km up, with 250
moving labels on a lon/lat grid under it and the horizon test on.
Node 24.14 (the calibrated runtime; CI's 24.14.0 matrix leg runs the gate
with GEV_REQUIRE_ALLOCATION_GATE=1): 10 905 B/frame median (generic 250
labels: 9 681), 43.6 B per candidate; budget 13 000 B/frame as the generic
saturated workload. All 14 workloads pass on 24.14.
Review of Task 6: from 15 km with cold tiles Navara answers from 3.5-4 km
tiles (13.9 km at AUS), below the 4 km floor limit, 6-16 m off; the mesh
floor samples up to 25 km, so those would latch. MAX_FLOOR_TILE_SIZE_M is
now 1 km: from 800 m the answering tiles are 112-314 m. The 1.8 km tile
that read the Austin ground right under a 600 m camera is now a miss too,
which only leaves the DEM prior in place.
qa-surface-heights runs the 15 km pass first in a fresh page (cold), then
the 800 m pass in another, and keeps every answer the floor rule would
take while the tiles stream. Measured: 800 m 19/20 within 2 m of Cesium;
15 km cold 7/20 (the plan's gate of 15 assumed warm tiles - lod 'finest'
can only use what Navara has loaded, and at 15 km it loads 3.5-14 km
tiles), and the floor rule takes 0/20 of those; while streaming it took
answers more than 2 m off at 3 places: the Empire State spire (39 m, also
the settled answer) and two street points 2.2-2.3 m off.
Review of Tasks 6-7: a 240 px drag right turned Navara's follow by -67.5°
where Cesium turns +119.5°, and a right drag did nothing (Cesium dollies,
1.95 Mm → 0.91 Mm). followGestures.js now follows Cesium's
ScreenSpaceCameraController for a tracked camera:
- left drag (rotate3D): heading += 1.77 × dx / width × 2π (clockwise for a
drag right; 1.77 is Cesium's maximum rotate rate, which a tracked camera
beyond a few metres always reaches) and the camera rises by
1.77 × -dy / height × π; each move counts at most a tenth of the canvas
(maximumMovementRatio);
- right drag (zoom3D): follow.js dollyOffset moves 5 × dy / height of the
distance above the floor (closing) or of the range (opening), never
inside it; no context menu while following.
The contract follow check turns the camera with a 240 px drag right and
asserts the heading turn against Cesium's rate (±15 %; the harness holds the
pointer before releasing it so Cesium adds no inertia), and dollies with a
right drag down (range below 80 %, never under 149 m). Cesium 73/73, Navara
79/79.
- src/app/layers/renderers.js: the layer renderer registry
(registerLayerRenderers(engineKind, { [layerId]: factory }),
rendererFor(layerId, engine), layerAvailableOn(layerId, engineKind)).
Every application layer is registered for Cesium as CESIUM_BUILTIN (it
still draws itself until its render/cesium.js); Navara factories come with
the layer tasks. On it, the stable availability API phase 4 injects into
its layer list: createLayerAvailability(engineKind) →
{ engine, isAvailable(id), available(), unavailable() } with { id, name }
rows (src/app/layers/directory.js holds the ids and names in catalog
order; a test keeps it equal to the constructed catalog).
- createApplicationCatalog({ engineKind, availability }) constructs only the
layers the engine can show, in the same order (shared instances made
once, on demand); the catalog carries `availability` and the others'
metadata (`unavailableMetadata`). Cesium builds the same 30 layers in the
same order as before; Navara builds none yet (no Navara renderers) - the
standalone app now asks the catalog for it instead of making an empty one.
- catalogControlServices: a role whose layer the engine leaves out gets an
empty stand-in (absentLayerControlServices folded in); any other missing
layer is still a wiring error.
- LayerLifecycle(viewer, { engine }): every module call (init, enable,
update, disable, destroy) gets { signal, engine } as its second argument;
viewer is null on Navara.
- Links: a link that turns on layers this engine leaves out keeps them in
the durable state (re-saved links carry them; back on Cesium they turn
on) and activates nothing; a notice names them ("NOT ON THIS ENGINE · Kept
in the link: …"). The Navara notice lists the engine's data layers from
the registry.
- The dev launcher's CCTV wiring check matches the new catalog form.
The shell creates detection and the tracked readout on the engine, so the
Navara mode has them too (before: not created without a viewer). Detection
reads the camera height from the engine. The tracked readout follows
engine.camera.following(): a follow's plain-data label
(FollowOptions.label: { id, model, position }, the readout card's model
and anchor) or, on Cesium, the followed Entity and its gevLabelModel as
before (Cesium layers keep publishing the same). refreshTrackedReadout
takes a follow handle too. A bare viewer without a registered engine
(tests) is still read for its trackedEntity.
In the app on Navara: "[Detection] Initialized", "[TrackedReadout]
Initialized", and a follow with a label paints its card.
The world overlay host already projects through engine.projector and tests
the horizon with projector.horizonVisible; the last Cesium value on its
path, the snapshot of an entry's cullPosition, is now a geo Cartesian3.
Navara's horizonVisible is Cesium's EllipsoidalOccluder.isPointVisible:
tested against Cesium's own on 8 000 eye/point pairs (600 m to 20 000 km,
points under, on and over the ellipsoid; no disagreement) and at the limb
(a label 40 m under the ellipsoid just past the horizon is hidden, with its
cullPosition lifted 100 m it is shown). It ran per label per frame with
three new vectors each call; it now uses scratch vectors. Micro-measure
(500 labels per frame, no scavenge during the run): 7 941 B per frame
before, 51 after.
The W1 sources that projected with Cesium's SceneTransforms themselves -
the icon orientation's exact projection and the launch replay overlay - go
through the engine's projector when their scene or viewer has a registered
engine. Satellites, vessel labels and aircraft recession project nothing
themselves (the host does).
scripts/qa-overlay-engines.mjs publishes the same labels on both engines at
a city, an orbital and a limb pose and compares the painted rectangles:
worst 0 / 2 / 0 px; on both, the far-side label is not painted, the lifted
limb label is and the buried one is not.
Review of Task 4: the CPU picks (Navara hover, drill, the stale-answer
check) took a sprite or point at its full sizePx however far it was, so a
set shrunk with scaleByDistance was picked well off its drawn edge. The
radius now scales by the set's scaleByDistance at the instance's camera
distance, linear between near and far as the Navara shader draws it.
Review of Task 4:
- a Cesium pick whose top result is filtered (a pickable: false set, the
follow camera's proxy entity) took nothing; it now drills and answers the
first result under it with an id (an object), else the first kept one
(map tiles);
- billboards and points drawn without a depth test reach Cesium's GPU pick
through the globe: mover instances behind the horizon (projector
horizonVisible on the instance position) are left out of picks and
drills, as Navara's CPU drill already did;
- the follow proxy entity (1 px point, cesium/follow.js) carries
gevFollowProxy and is never a pick (review item 6).
Review of Task 5: while following on Navara a left drag panned the globe
about the ground point under the cursor (range 2,154 m → 54,136 m) and the
wheel zoomed toward that point (462 m after 40 notches, Cesium stops at
the 150 m floor). While a follow runs, Navara's spin, zoom and tilt are
now suspended (input.suspendCameraInputs, which gives the app's own
setCameraInputs choice back after the release) and followGestures.js turns
a drag into heading and pitch of the ENU offset (a canvas width is one
turn, its height half a turn; elevation kept within 2°-89°) and a wheel
notch into 20 % of its range, never inside the minimum range, as Cesium's
EntityView orbits the target. The offset is no longer read back from a
camera the follow alone moves.
Also (review item 7): a follow requests a render only when the target, the
offset or a gesture changed, so a still target lets Navara idle.
The contract follow check drags (range within ±5 %, target within 3 px)
and turns the wheel 40 notches (never below 149 m, ends within 5 % of
150 m) on both engines with real input (qa-globe-contract's pointer gains
drag and wheel); after stop it waits for Cesium's gesture inertia to end
before checking that the camera is free. Contract: Cesium 73/73, Navara
79/79.
Review of Tasks 4-5: the overlay pass encodes linear to sRGB, and the
instance and line colours went in as if linear: grey 0.5 drew 187 (Cesium
128) and [1, 0.6, 0.2] drew 255/203/124 (Cesium 255/153/52). The sprite,
point and line shaders now decode them (sRGBTransferEOTF), as the sRGB
atlas texture already was.
A contract check draws mid-tone sprites, points and lines (grey 0.5 and
[1, 0.6, 0.2]) and reads their centres: within 3 per channel on every
engine. Navara 79/79.
engine.surface.sampleHeightDetailed(place, { exclude, lod }) answers
{ height, source: 'tiles' | 'terrain', tileSizeM? } (src/globe/surfaceDetail.js).
On Navara tileSizeM is the extent of the tile that answered and
lod 'finest' takes the finest loaded tile, drawn or not; Cesium answers
tiles without a size, else the globe's terrain. acceptedSurfaceHeight()
turns an answer into a height or a miss: tiles larger than
MAX_FLOOR_TILE_SIZE_M (4 km) are too coarse, terrain is not the mesh.
The mesh floor sampler and the ground snap are engine-only now (a viewer
or scene reaches its engine through engineFromViewer, which also registers
the scene) and treat a coarse answer as a miss, as they treat undefined.
Measured on Navara at Austin: while the tiles stream, a 27.9 km tile reads
143.2 m where the ground is 122.5 m (a 1.8 km tile).
`exclude` takes the engine's own mover sets (MoverSet.id): Cesium hides a
set's primitive for the synchronous sample (Cesium matches excluded objects
per billboard, not per collection); Navara's ray only meets tiles.
"sampleHeight undefined in the app on Navara" did not reproduce: the
startup Austin sample is 121.9 m (tile 889 m) on Navara and 122.4 m on
Cesium; one ModelMesh class is patched.
S2 QA (scripts/qa-surface-heights.mjs, 20 places at JFK, SFO, AUS, roofs
and streets): Navara within 2 m of Cesium at 19/20 from 800 m and 18/20
from 15 km with lod 'finest' (gates 18 and 15); offsets per region
-0.21 / +0.4 / +0.1 m; the Empire State roof differs by 39 m (spire
geometry). Navara tile sizes at 800 m: 112-314 m.
camera.follow({ position, viewFrom, minRange = 150, native? }) keeps a
moving target centred at an east-north-up offset the user may turn and
zoom; camera.following() and camera.followChanged report it; stop() frees
the camera and a camera command (setView, flyTo, flyToSphere, lookAt,
cancelFlight) ends it.
Probe ruling: Navara 0.2.1's cameraFollow holds the target but ignores the
user's drag and wheel, the aircraft sits ~13 px off centre with 7.6 px of
spread, and calling it without an offset each frame gives a NaN camera.
So Navara (and the fake engine) follow with src/globe/follow.js: each
frame, before Navara draws, the offset is re-read from where the user put
the camera relative to the previous target, kept outside the minimum
range and carried to the new target.
Cesium follows with viewer.trackedEntity: the layer's own Entity
(`native`) or a proxy Entity at position() with a 1 px transparent point,
since EntityView moves the camera only for an entity with a bounding
sphere. applyTrackedCameraFrame and the zoom limits moved to
src/globe/cesium/follow.js; src/data/trackedCamera.js keeps the pure parts
(the range clamp now lives in src/globe/follow.js). following() also
reports an entity the app tracked itself. Camera sensitivity claims made
on a viewer's Cesium camera now share the engine camera's ledger, and the
orientation controls and the world jump read the follow from the engine.
Contract (both engines): a target flying at 250 m/s stays within 3 px of
the centre for 2 s, zoomIn through it stops at 150 m, stop() and setView
end the follow. Cesium 71/71, Navara 77/77; shell 23/25/4.