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.
check:boundaries failed from 76851ee9 on: vite-build did not own the
initial-chunk guard, and the layer and application packages did not own
src/time/clock.js and the movers, lines, picks and Navara overlay modules
they now reach.
Review of Tasks 2–3:
- the mover store's instance checks no longer build arrays or closures
per set() (orientation and colour checked field by field), and dirty()
returns one reused range object;
- Cesium models get their matrix and colour through scratch objects
(Model.modelMatrix and Model.color copy what they are given) instead
of a new Matrix4 and Color per placement;
- a destroyed MoverSet releases its store (count 0, empty instance
arrays, no pick ids) so a set object a layer still holds keeps no
memory, and the Cesium parts drop their billboard, point and model
lists;
- (with the overlay commit) the Navara line viewport is updated in
place.
Node micro-measure, 10 000 instances set + packed per frame: 0.27-0.29
ms, about 1.7 KB per frame (0.17 B per instance), as before. Contract:
Cesium 70/70, Navara 76/76.
Review of Task 0:
- build/navaraDependencies.js reads the dependency closure of
@navaramap/three and @navaramap/three-default-plugin from node_modules
(dependencies and peers) and drops what the app's other bundled
dependencies reach too (Cesium is served as a script, so draco3d, which
only Cesium shares, stays engine-only), plus three and postprocessing:
88 packages today (the @navaramap/* packages, @takram/*, @react-three/
fiber, @sparkjsdev/spark, astronomy-engine, d3*, draco3d, n8ao,
three-stdlib, …). The browser build's initialChunkGuard fails on a
module from any of them in an initial chunk. Tested on a fixture tree.
- check-main-chunk's budget measures the entry the page loads (the same
chunk the composition check reads), falling back to phase 4's largest
index-*.js only for a dist without a page.
Build clean: no Navara-only module in the initial chunks; main chunk
2,869,565 bytes (gzip 889,041).
Review of Task 0: the recorded live feeds left vessels (no AIS key here)
and local ADS-B (no receiver) empty, and flights held one adsb.lol
viewport answer. src/tooling/w1Feeds.js builds seeded answers relative to
one frozen instant (2026-10-16T12:00Z): a global /api/flights OpenSky
snapshot (8 000 aircraft, 2 000 within 60 km of JFK), /api/vessels with
12 000 AIS rows worldwide and the rows within the city area (the area
answer first, the global one last as the replay's fallback), and
/api/local-receivers/aircraft with 40 aircraft near JFK on 1090 MHz and
978 MHz UAT. Tests read them back through the app's own parsers.
qa-w1-baseline --synthesize=DIR writes them beside the recorded
military, satellites and launches; a replay now logs every feed request
and how it was answered (exact / as another key / none) into
summary.json, and --compare diffs those too.
Replayed on d50eaa28 and HEAD: flights 8 000, military 154, local ADS-B
40, vessels 12 000, satellites 824, launches 24; the runs agree (counts,
known objects, screen points, tracking poses, requests). The Cesium
reference is re-recorded this way before Tasks 10a, 12a and 13a.
Review of Tasks 2 and 4:
- A contract check draws, on both engines: an atlas cell switch, a
rotation of π (a half-white cell flips from above to below the
centre), scale 2 (about four times the area), scaleByDistance past
`far` (about a quarter), setCount shrinking the set, depth modes for
sprites 30 km under the ground ('always' and a disableWithinM past the
camera draw), a point with its dark outline, and a glTF model
(airplane.glb, minimumPixelSize 80, colorBlend replace) in magenta.
'normal' and a 10 m disableWithinM hide the buried sprite on Navara;
Cesium's billboards are not occluded by the app's photoreal tiles
(globe hidden; measured), so those two are asserted on Navara only.
- pickable: false: Cesium's GPU pick sees every primitive, so the
picker drops picks (and drill entries) of a set created with
pickable: false; Navara only registers pickable sets. The contract's
click check now clicks a pickable: false sprite on both engines.
- Navara resolves a GPU answer's batch id to the pick id when Navara
answers (the pick's own frame), not when the engine's click consumes
it: a set that reuses the instance in between still yields the
instance that was under the pointer.
Contract: Cesium 70/70, Navara 76/76.
Review of Task 3 (DPI-independent dashes; the shader change landed with
the overlay commit): qa-globe-contract --dpr=2 runs the suite on a
high-DPI page, and a new check measures a 16/16 px dashed line along its
middle row in CSS pixels: the dashes must be regular, and on Navara
16/16 within 2 px. The harness prints what each engine draws.
Measured: Navara 16/16 (period 32) at DPR 1 and 2. Cesium draws
16 on / 16 off (PolylineDash dashLength 32, pattern 0xff00, uniforms
checked on the primitive) as 14 on / 2 off with a 16 px period at both
ratios — a Cesium-side difference to look at before a layer relies on
pixel dashes (none does yet). At DPR 2 the Navara harness's
stars-at-midnight check counts 4 star pixels (its detector is tuned for
DPR 1); every suite check passes at both ratios.
Review of Task 4: the CPU line pick (shared with the sprite drill, hover
and the synchronous pick) took half the drawn width + 3 px, so a 1-2 px
trail needed a 3.5-4 px aim. Now within 8 px of the projected segments,
or half the width + 3 px for wider lines. Tested at 7.5 and 8.5 px from
a 1 px line; the contract suite's line click passes on both engines.
Review of Tasks 2–3: on Navara the overlays went through the look's
tone mapping and grading (magenta came out as 247/40/228, green as
147/228/89 in the cinematic look), where Cesium draws billboards and
polylines in the colours asked for.
src/globe/navara/overlay.js: a public Navara EffectDesc (gevOverlay)
inserted after toneMapping and before the gev sharpening, SMAA/FXAA and
final, whose pass renders one three scene over the tone-mapped input
buffer (in Navara's own Pass wrapper: Navara inserts a bare pass only
when it is an instance of its own postprocessing copy); it costs nothing
while the scene is empty. The chain has no depth buffer, so each overlay
material tests the scene depth itself (overlayDepth.js): its log depth
against Navara's MRT depth (RGBA packed), modes always / normal /
depth-fail, disableWithinM as a per-vertex escape. Sprites and points
(moverMesh.js) and line ribbons (lineMesh.js) live in that scene with
their per-frame work as overlay hooks; models stay Navara meshes, lit
and graded like the tiles. The sharpening now sits after the overlay
(Cesium's sharpen stage sharpens billboards too).
Also (review): Navara pixel dashes are measured in CSS pixels
(gl_FragCoord over uGevPixelRatio), and the line viewport uniform is
updated in place.
Measured: a magenta sprite draws 255/0/255. The contract suite's colour
checks are now within 40 of the asked colour on every channel on both
engines (were: dominant channels); Cesium 68/68, Navara 74/74 (its
sharpen-order check accepts the overlay between tone mapping and the
sharpening). Shell: cesium 23/23, cross 4/4; navara 23/25 — the two map
stack pictures from space fail on stddev 7.2/7.6 against 8, as on the
Task 3 commit run at the same hour (the cinematic sun follows the clock
into night over the reset view), not from this change.
qa-directions, qa-transit, qa-transit-recovery and qa-wind-canvas
launched a visible Chrome window. They now run headless unless
QA_HEADFUL=1 (`headless: process.env.QA_HEADFUL === '1' ? false : true`,
the same change as on the phase-4 branch).
Navara 0.2.1's transparent pass refreshes its copy of every scene light
each frame with copy(light, true). For the sun's cascaded shadow lights
(three-csm CascadedDirectionalLights) that copy clones every cascade, so
each frame brought new DirectionalLights with new ids and three's
WebGLLights uniforms cache (keyed by id) grew by about 1.2 KB a frame in
the looks whose sun casts shadows (minimal, photoreal).
src/globe/navara/cascadedLightCopy.js patches the copy to update the
cascades it has in place (pose, colour, intensity, target, shadow
settings and camera) when the counts match, and keeps the rebuild
otherwise; internals.js finds the class among the view's scene lights
(private view._scenes.light) and applies it when the globe is built.
Tests on three-csm's own class: the original copy changes the light ids,
the patched one keeps the lights and takes the values.
Post-GC JS heap (CDP HeapProfiler.collectGarbage every 10 s, the app on
?engine=navara rendering continuously at 60 fps): minimal 4.33 → 0.20
MB/min over 70 s and 0.06 MB/min over 180 s; photoreal 4.34 → 0.19
MB/min; cinematic (no shadow) 0.34. Added to the upstream asks.
src/data/selectionDispatcher.js: one engine click subscription with
picks (pick, drill 8), the press gesture (travel and duration, as
bindTrackingClickGesture) and one Escape listener for the layers that
move onto the engine. Owners register owns(id) (also in pickRegistry, so
layers still on their own handlers see the ownership) and onSelect /
onEmptyClick / onEscape. Rules of the existing handlers: another layer's
pick is not empty space; passThrough picks (trails) never take the
click; a drillThrough owner (local ADS-B) takes its object from under
another layer's; a drag selects nothing; deselection needs a clean click;
a pointer owned by a tool selects nothing. Tested on the fake engine:
own / foreign / empty / trail clicks, drill-through, drag and long press,
Escape, an owner without handlers, unregister and destroy. No layer uses
it yet (the *a tasks move them).
input.on('click'|'doubleClick'|'move', fn, { pick, drill }) delivers
{ …event, picked, drilled }: PickResult { id, owner, instance, primitive
(Cesium) } names the mover set (and instance) or line hit. One pick (and
one drill, as deep as the deepest listener) per event, shared by its
listeners; moves with picks are coalesced to one delivery per frame with
the latest position (src/globe/pickDelivery.js). Option checks in the
contract (normalizeInputOptions).
- Cesium: scene.pick / drillPick, and the picker names the owner: movers
map billboards, points and models to their set and instance, lines
their primitives to the line.
- Navara: a click with pick takes Navara's GPU pick of the same gesture
(featureClick; its pick helper answers on the same pointerup, usually
before the engine's click, so a fresh answer waits for it; otherwise
the click waits up to 250 ms, then the CPU pick). Navara 0.2.1 answers
clicks in quick succession with the first click's pick: a GPU answer
whose instance is not drawn near the click is stale and the CPU pick
answers. Hover, drill and the synchronous picker.pick/drillPick are CPU
picks (src/globe/cpuPicks.js) of pickable mover sets and pickable lines
(within half the width + 3 px), behind the globe excluded, nearest
first; lines are picked on the CPU after an empty GPU answer.
picker.clickStats() (Navara only) counts the answers and latencies.
- The fake engine picks its own movers and lines on the CPU unless
scripted.
- The contract suite clicks with real pointer events (puppeteer) on both
engines: a sprite is picked with its owner and instance, the map picks
nothing, two sprites in one place drill both, a line is picked, a
hover picks the sprite under it. Navara, 20 clicks: payload p50 2.8 ms,
p95 4.1 ms after the click (puppeteer dispatch included), 20/20 GPU
answers. The Cesium harness keeps the first-run card closed.
engine.lines.createLine({ id, widthPx, color, depthFailAlpha, dash
({ lengthPx, gapPx } | 'tactical'), arc ('none'|'geodesic'), modelMatrix,
pickId }) → a Line: setPositions (Cartesian3[] or a flat Float64Array),
setColor, setModelMatrix, show, destroy; lines.list() for QA. Options,
flat positions, geodesic densification (great circles of the geodetic
normals, height interpolated, one step per degree) and the registry are
engine-neutral (src/globe/lines.js); the fake engine keeps every line.
- Cesium: a Primitive of a PolylineGeometry (synchronous, rebuilt when
the positions change) with a PolylineMaterialAppearance in an
engine-owned collection; depthFailAlpha is depthFailAppearance with the
alpha scaled; pixel dashes are PolylineDash (16-bit pattern); the
tactical dash is the launches' selected-orbit shader under its own type
(launches keep theirs until Task 15a moves them onto engine.lines).
- Navara: a public MeshDesc (transparent pass, unlit) holding a ribbon
of one quad per segment, widened to CSS pixels in the vertex shader;
a second copy drawn with GreaterDepth and the alpha scaled is the
depth-fail part; dashes are cut in the fragment shader (pixels along
the screen direction, or the tactical pattern over the fraction along
the line); positions relative to the first point, the model matrix on
the group. Geodesic arcs are densified on the CPU. Not pickable yet.
- The contract suite draws a three-point line on both engines: magenta
along both segments, nothing off it, 1° east once turned by its model
matrix, gone when hidden; a line 30 km under the ground shows only its
depth-fail copy, dimmer than the line.
Main chunk 2,867,499 bytes (+7,197, +0.25 %: the Cesium lines).
engine.movers.createSet({ id, kind: sprite|point|model, capacity, order,
depthTest, sprite|point|model, pickable }) → a MoverSet: set(index,
fields) stores an instance (position, screen rotation, orientation, rgba,
scale, atlas cell, show, pickId) in flat arrays, commit() uploads the
changed range once and requests one render, positionsView() reads the
positions, destroy() removes it; movers.list() for QA. The options, the
store and the registry are engine-neutral (src/globe/movers.js); the fake
engine keeps them for layer tests.
- Cesium: one primitive per set in an engine-owned PrimitiveCollection
added with the first set, in `order`: sprites a BillboardCollection
(one image per atlas cell, NearFarScalar, disableDepthTestDistance),
points a PointPrimitiveCollection, models a Model per instance.
- Navara: a public MeshDesc per set. Sprites and points are one
InstancedMesh of a quad, faced to the screen and sized in CSS pixels in
the vertex shader from uniforms (the pick pass draws the same
footprint), atlas uv, rotation, colour and scale per instance, drawn in
the transparent pass unlit; offsets from an origin that follows the
camera past max(1 km, 10 % of its height). Models: the glTF once, one
InstancedMesh per mesh, minimumPixelSize/maximumScale on the CPU per
drawn frame, colorBlend in the shader. Pickable sets register a
PickableInstancedMeshWrapper; pickIds.js maps batch ids back to
instances (used by Task 4).
- The contract suite draws three 24 px sprites on both engines: centred
within 2 px of worldToWindow, hidden by show:false, recoloured, gone on
destroy, and no frames added once the commit has drawn.
- qa-engine-bench --scenario=movers: 10 000 synthetic aircraft
(src/bench/syntheticFlights.js, moved from the Navara spike with its
test), every instance moved and committed every frame. p95 Navara
(look=minimal) / Cesium: global 5.2/7.0 ms, city 5.6/9.9, orbit 6.0/7.4
(0.74, 0.57, 0.81; gate 1.1). Cesium is measured without its 60 fps cap.
Main chunk 2,860,302 bytes (+9,706, +0.34 %: the Cesium movers).
Review of Task 0: the live baseline could not be compared between
commits. qa-w1-baseline now records every /api response of each layer's
run (--record=DIR, DIR/<layer>.json), replays them through puppeteer
request interception (--replay=DIR; an /api request outside the
recording answers 503) with the page clock frozen at the recording's time
(evaluateOnNewDocument: Date.now and new Date(), hence JulianDate.now and
the app clock), and diffs two runs (--compare=A,B: counts, known objects'
positions within 1e-7° and 5 cm, screen points within 0.5 px, tracking
poses within 1e-6 relative). The rules live in src/tooling/w1Baseline.js
with tests.
Recorded once (qa-artifacts/w1-feeds, git-ignored), replayed on
d50eaa28 and on HEAD: the runs agree within the tolerances for flights,
military, satellites (counts, five known objects each, tracking poses)
and launches (count). Local ADS-B has no receiver and vessels no AIS key
here: both stay empty. This is the reference for the extraction tasks.
Review of Task 0:
- build/initialChunkGuard.js, a Rollup plugin in the browser build, fails
the build when an initial chunk (an entry and what it imports
statically) holds a module from node_modules/three, @navaramap/* or
postprocessing. Checked by forcing it on satellite.js, which the main
chunk does hold: the build fails naming the chunk and module.
navaraAssets.test now pins both build plugins.
- scripts/check-main-chunk.mjs is one script for both main-chunk checks:
the composition (text markers in the initial chunks, sizes) and, when
scripts/main-chunk-baseline.json exists, the phase-4 branch's gzip-9
budget, with its exports (checkMainChunk, measureMainChunk) so the two
branches merge into this file. The composition test moved to
src/tooling/mainChunkComposition.test.mjs to leave phase 4's
mainChunk.test.mjs its name.
- CI runs npm run check:main-chunk after each npm run build (unit,
browser-gate and Windows jobs).
Review of Tasks 0–1:
- The Cesium engine clock attaches its frame latch to viewer.clock.onTick
when the engine is created, so it runs before onTick listeners added
later (cameraVerbs installs its own after the engine exists). Before, it
attached on first use and would have run after them. A viewer without a
clock still latches lazily on the scene's preUpdate.
- GlobeClock lists what is not on the app clock yet: Cesium's viewer clock
(its lighting and property reads at currentTime), the launch replay
timeline and the mission orbit's GMST frame (Task 15a), the satellite
cloud's SGP4 and orbit bake (Task 14a), and wall-clock throttles. The
plan's T14a/T15a now carry those moves.
- freeze/offset/rate change now() at once and frameTime() from the next
frame; QA helpers request a render after moving the clock.
The phase-2 review fixes: look internals in internals.js, the groundFloor
resample throttle, tile height selection, the sharpen mirror, QA tile
cache limits, engine.groundFloor diagnostics. In navara/index.js both
sides are kept: the look gets internals.js's luminance uniforms and reads
the sun's time from the engine clock's frame time, so engine.clock stays
the one time source for the sun.
The Navara wheel check measures clearance against engine.groundFloor's
ground (threshold 29 m: the floor keeps 30 m), so tiles streaming under a
still camera cannot flake it. The tile cache identifies itself with the
repository URL, keeps at most two misses in flight and merges identical
ones.
sampleHeight collects hidden tiles only after the shown ones miss, with
no per-node allocation, and picks the finest by tile extent (Navara
exposes no geometric error), not per-mesh radius. The ground floor
resamples on a move only after 100 ms, and reports its own ground and
margin (engine.groundFloor, Navara-only diagnostics).
- The takram uniform paths move to internals.js (forEachLuminanceUniform,
loud in dev when a path is gone); look.js sets each factor to scale x
the recorded base value, so shared or copied vectors are never scaled
twice, and the stars keep the base value (own vector when shared).
Stars at intensity 120: a starfield shows from space.
- Both night-side shader variants compile on the first two frames.
- The clouds hide once the sun sets at the camera (dark puffs at dusk).
- No allocation on look frames that change nothing (frozen updates, a
scratch camera place from livePosition).
Gallery regenerated.
The clock keeps its numbers in object fields (stored in place) instead of
closure variables, and its default wall clock is one module-level
function. Micro-measure (Node, --expose-gc, 200k calls): the flights
render-time arithmetic allocates about 25-35 B per call with the app
clock against 66-102 B with JulianDate.now/addSeconds; an engine tick
(beginFrame + ticked) about 20-30 B.
Flights and military keep their fix history in plain milliseconds
(timeMs, whole ms as the Date the JulianDate came from held) and read
"now" from the app clock: the render-delay time, bracketing,
extrapolation, the warm-up check and the trail seed are number
arithmetic (motion.js, tracking.js, snapshotRenderer.js), as is the turn
rate and the forward synthetic fix in data/motionModel.js, which no
longer imports Cesium. The JulianDate scratch fields in state.js and the
unused JulianDate.now() in queries.js go. Launches (mission frame, panel,
selection), the tracked satellite's SGP4 epoch and the celestial ring's
sun and moon read the app clock; where a Cesium property still takes a
JulianDate it is built from the app clock's now (as JulianDate.now did
from Date.now). Wall-clock throttles and feed receipt stamps stay on
Date.now; property reads at viewer.clock.currentTime (render, frozen at
boot) move with the render code in the *a tasks.
Tests that built JulianDate history fixtures now build ms ones with the
same instants (motionModel.test, flights.test, militaryFlights.test); new
tests show the military delayed position and the tracked satellite follow
the app clock (both fail on the previous code).
src/time/clock.js is the app's own time in ms since the epoch: by default
Date.now exactly (read at each call), with freeze/offset/rate/reset for QA
and tests, and one frame time latched per engine frame (beginFrame). The
contract gains engine.clock { now, frameTime, ticked }, in the fake engine
(a controllable wall clock, fake.advanceTime, fake.appClock), the contract
suite (one frame time for every listener of a frame, latched before
preUpdate, never decreasing), Cesium and Navara.
Cesium latches on the viewer clock's onTick, which CesiumWidget runs right
before scene.render, so scene listeners the app added before the engine
existed read the same frame time; the subscription appears on first use
and destroy removes it. The viewer clock itself is untouched: in the app
it never animates (shouldAnimate false, multiplier 1, its time frozen at
boot), and its time still drives Cesium's lighting as before. Navara
latches in the engine's handler of the view's preUpdate, and the look
reads the engine clock's frame time for the sun, so the app clock is the
one time source on Navara too.
src/time is a portable root in check-import-directions: no engine
packages, no browser globals.
scripts/check-main-chunk.mjs (npm run check:main-chunk) finds the main
chunk of a build (the Vite manifest's entry, or the module script
dist/index.html loads), follows its static imports and fails when any of
them carries three or Navara markers; it prints the sizes. Base build:
main chunk 2,850,229 bytes (gzip 881,783), no static imports, clean.
scripts/qa-w1-baseline.mjs records Cesium mode for the W1 layers (flights,
military, local ADS-B, vessels, satellites, launches): counts, five known
objects with positions and screen points, JPEGs (path, size, sha256) at
the global / New York (JFK) / orbit poses, a tracked object's camera pose
after 2 s and what its share link restores. Live sources until the
fixture sources of Task 8.
VisualEffects sends its sharpen state to engine.render.setSharpen when a
viewer exists too; the Cesium engine keeps it as state, and the Cesium
stage itself is unchanged.
qa-globe-contract checks the noon sky facing the horizon (daylight blue,
no star pixels) and stars at midnight; qa-engine-shell compares
sampleHeight at the Austin startup pose across engines and reports the
wheel floor's lowest frame. QA pages load OSM and keyless terrain tiles
through a disk cache with backoff on 429. Report updated.
The ground under a tilted camera is outside the frustum, where Navara
hides its tiles, so the ray found nothing. When the shown tiles miss,
the loaded hidden ones answer, the finest first (within 1.5 times its
radius, which keeps out the quadtree parent). At the Austin startup
pose it agrees with Cesium within 0.12-1.04 m.
The baseline and the style presets name ENGINE_SHARPEN_DEFAULT, which
resolves to 49 % on Cesium and 80 % on Navara. Share links and explicit
calls restore their value unchanged.
The atmosphere draws physical radiance scaled for an exposure near 10,
while the baked Google tiles need exposure 1, so the noon sky came out
dark navy with the stars showing through. The cinematic look now scales
the atmosphere's radiance-to-luminance factors (sky, aerial perspective,
clouds) by 3, leaving the tiles alone, and shows its stars only from
space or with the sun below -6 degrees at the camera. Gallery
regenerated.
The contract gains render.setSharpen({ enabled, amount }) and
render.sharpen(). Navara draws it as a custom EffectDesc: Cesium's unsharp
mask (3x3 box blur, gamma 2.2 round trip so one amount matches Cesium)
right after tone mapping and before SMAA/FXAA, skipping sky and cloud
pixels by scene depth. The Cesium engine keeps the state only; Cesium mode
still sharpens with its own post stage, unchanged. The fake engine records
it and the contract suite checks it.
Without a viewer the Sharpen slider and toggle drive the engine with the
same slider-to-amount mapping. On Navara the defaults, presets and share
links read Cesium's 49 % as 80 %.
navaraScenePlan gains a pure `cinematic` plan, now the default of the app's
Navara mode (`?look=photoreal|minimal` picks the others): photoreal plus
volumetric clouds (low quality, layers from 1,500 m, no ground shadows),
ACES tone mapping, brighter stars and no sun shadow maps. From space, at
rest, the aerial perspective lights the globe from the atmosphere for a
real night side and terminator; it switches off below 1,000 km so the
Google tiles keep their baked light.
look.js builds the plan and keeps it current on frames Navara draws
anyway: the atmosphere's sun date follows the wall clock (the HUD's SUN
elevation), and the clouds hide above 4 km or over high ground in view,
parking their last image so the aerial perspective shows no ghosts.
The Navara engine now builds its own photoreal scene (aerial perspective,
tone mapping, SMAA) instead of the minimal sky-and-sun look. It costs about
5 ms a frame (S5); minimal stays available for benches.
Prettier on the 13 new test files that failed --check; format-scope.json
now lists every file phase 2 added (src/globe/**, engineChoice, navaraMode,
cameraAngles, the QA scripts and pages, build/navaraAssets and tests).
Two engine-neutral checks: pickPosition then worldToWindow lands within
1.5 px of the screen point (over New York, straight down and tilted;
points with no surface are skipped, at least one must hit), and
maps.setTerrain resolves for keyless terrain and rejects an unknown kind.
The fake engine now rejects unknown terrain kinds, as both engines do.
The Navara contract page shows OSM on keyless terrain before the suite,
since depth picks need a drawn surface.
Navara's attribution list is capped at 120 px, and the shell's data
credits register after the map's, so Google's copyright lines come first
and stay visible while the card no longer covers the left panels.
qa-engine-shell polls engine.surface.tilesLoaded() (true for 1.5 s, up to
90 s) before judging the picture and prints the load time per engine;
"wheel zoom stops above the ground" is a hard check on both engines
(height >= 20 m; on Navara >= 20 m above the sampled surface), and the
Navara known gap is gone.
chunkFileNames names the chunk holding src/globe/navara
navara-engine-[hash].js; chunking is unchanged (manualChunks would pull
modules shared with the Cesium entry into it and make the entry import
it). The Cesium main chunk stays 2,849,217 B.
Navara 0.2.1's camera controller has no terrain or tile collision; its
only zoom limit, minimumZoomDistance, is a distance from the Earth's
centre, so a wheel zoom near the ground went through it (to -5.9 km).
groundFloor.js runs on the engine's preRender after the camera model
reads Navara's camera. While the camera is free (no flight, no lookAt
target) and below 20 km it samples the ground under it (tiles, else
terrain, else the ellipsoid; at most every 250 ms or 20 m), feeds
Navara's clamp (minimumZoomDistance = geocentric radius of the ground
point + 30 m, sent on changes over 10 m, reset to Navara's default
during flights and above 20 km) so the wheel stops smoothly, and lifts a
camera still below ground + 30 m straight up without camera.commanded.
It only lifts, so it cannot oscillate with the shell's ground guard,
whose lift is a flight the floor stands aside for.
The page's engine is ?engine=cesium|navara, else localStorage gev.engine,
else Cesium (src/app/engineChoice.js). Cesium mode is unchanged.
In Navara mode (src/app/navaraMode.js, loaded with import() only then,
and loading the Navara globe the same way) the scene builds the Navara
globe on the app container with no viewer; map stacks go through
engine.maps (Google 3D from the browser key, else Esri imagery); only the
shell's own data credits are registered. The layer catalog is empty and
the controls get empty layer stand-ins. The shell does not create its
viewer-bound parts (cockpit view, celestial ring, detection, tracked
readout, post-process stages); the tools install the render governor on
the engine, skip the director, annotations, drawing, imagery box, scope
mask, voice and embedded views, skip the first-run welcome, and show
"Experimental Navara engine: layers, cockpit, director and voice are
unavailable". window.__godsEyeView.viewer is null.
Navara's attribution card is kept clear of the location tray. A few
shell paths became null-safe for the missing viewer, layers or stages
without changing Cesium behaviour.
scripts/qa-engine-shell.mjs checks both modes headless: boot, viewer,
console errors, map drawn, search and fly, north/tilt/zoom/reset, orbit,
HUD, share link restore and map stacks.
The import-direction check now tells dynamic imports apart
(analyzeModule(source, { dynamic: true })) and rejects any static import
or re-export of src/globe/navara/** from outside that directory, so the
Navara engine can only be a lazily loaded chunk of the app.
Navara's prebuilt workers load their wasm by file name next to
themselves, which the bundler cannot see; a build-only Rollup plugin
copies the missing ones (draco decoder, font worker) into assets/ when
the bundle includes Navara, and adds nothing to a build without it.
createDefaultMapSources takes the engine kind. On Navara, Google 3D is
available from the browser key alone (Navara builds the tiles itself and
has no ion route to them), so it is the default and the recovery stack
when a key is set; without one the default is Esri imagery. Bing (Cesium
ion imagery) has no Navara path and is unavailable with a reason. World
terrain still needs an ion token and falls back to the keyless terrain.
MapStackController passes the kind of the engine it is given; Cesium
sources are unchanged.
The render governor installs on a non-Cesium globe engine as its backend:
owner-counted holds drive engine.render.setContinuous and requests go to
engine.render.request, so orbit and every other per-frame owner keep
Navara drawing while held and let it idle once the last hold goes. Cesium
stays on the viewer path its engine delegates to.
A user gesture on Navara now ends a flight without raising
camera.commanded (the user is not a new camera owner). Headless Navara QA
checks both.
Camera-gesture listeners attach to the engine's canvas and the
interaction availability check tolerates a missing viewer, so a director
built on an engine alone places, flies and stops scene cameras.
Scene flights, authored placement, flight cancellation and arrival
ownership run on the engine the composition hands the director (or the
one registered for its viewer). Tracking, interactions and data packs keep
the viewer until phase 1c.
The application shell keeps the page's globe engine and hands it to the
navigation controller, location navigation (search, city and POI flights,
orbit, globe reset), the tilt and north-up controls, share-link save and
restore, share restoration's first-gesture listeners and the HUD. The
viewer is passed only where entity tracking still lives on it (phase 1c)
and to the HUD's basemap label context (voice); every such use is null-safe.
Share links and captured shots write heading and roll as Cesium's camera
reports them (src/cameraAngles.js): the contract's [0, 2π) pose maps an
exact 0 back to Cesium's 2π, except the roll of a vertical view, so
links stay byte-identical (heading=360, roll=360) on every engine.
Source-reading tests follow the moved code with the same checks.
The startup fly-in, orbit, world-target focus, the arrival ground guard,
arrival ownership, camera sensitivity claims, landmark/viewport/globe
flights and place search (with its view bias and near-view recovery) take
the globe engine. Callers that still hold a viewer (voice, layers until
phase 1c) reach the same engine through engineFromViewer, and arrival
ownership is keyed by the engine whichever one a caller names.
The ground guard yields on camera.commanded instead of patching the
viewer camera itself; on Cesium that event hooks the same command methods
and tracking changes, so direct Cesium callers still end it. Landmark
framing reads the frustum fov from the pose's fovy and aspectRatio.
Tests that built viewer doubles now run on the fake engine (or on the
Cesium engine over the same double), with the same expectations.
Shell navigation needs to know when a new owner takes the camera (the
arrival ground guard), where the globe surface is under a window position
(orientation pivot, view-centred place search), the frustum aspect ratio
(landmark framing) and whether the engine is gone. Each member has a
contract suite check and is implemented by the Cesium engine, the Navara
engine and the fake. On Cesium, commanded hooks the viewer camera's
command methods and trackedEntityChanged only while it has listeners, so
direct Cesium calls from layers still announce a new owner.
- camera.livePosition: one engine-owned Cartesian3, refreshed on read
(the model replaces its state on every move); camera.height()
- render.request(reason) takes the diagnostic reason and ignores it
- maps.current() returns the sources as passed: the base imagery on the
globe (none while tiles replace it) and the tiles shown
- maps.releasePhotorealTiles forgets a source and takes its tiles away
if they show
- base imagery and photoreal share one switch order; tiles off brings
back the last base imagery with its credit; imagery chosen while
tiles show waits hidden, credit included
- Navara QA runs the contract's maps checks with a Google 3D tiles
source on the dev server's browser key: 58/58
- maps: photoreal hides the base imagery layer instead of deleting it,
and a new base layer goes in before the old one goes: deleting the
last raster layer stops Navara 0.2.1 loading terrain at the current
view, which left terrainHeight undefined under the tiles
- Google 3D tiles open Navara's attribution card so the tiles'
copyright lines are on screen, as Cesium shows them; onScreen
credits do the same
- setCameraInputs merges into the camera options set through the
engine (new setCameraOptions extension) instead of resetting them
- createNavaraGlobe disposes the view and canvas if the engine throws
- the pin test checks the installed Navara version and catches
bracketed private access
- QA: draw-match checks at the nadir clamp, after a Navara flight and
after a mouse drag; terrain under photoreal set right away; the
copyright lines on screen; create/destroy/create leaves no canvas,
frames, animation frames, workers or console errors (54/54)
src/globe/navara builds the GlobeEngine on a Navara 0.2.1 ThreeView. The
engine keeps the camera pose in src/geo values and pushes it to Navara's
setCamera in degrees (Cesium's heading/pitch/roll convention, S4);
whatever Navara moves itself (user input, its flyTo arc) is read back
from the drawn camera each frame. Projection, picks against the
ellipsoid and the view rectangle are geo math on that pose, with
Navara's fov kept on Cesium's 60° across the wider side.
- flights: Navara flyTo in ms with mapped easings, cancelFlight via an
empty setCamera, user input cancels a flight as in Cesium
- events: moveStart/moveEnd (500 ms still)/changed from the pose
- render: forceUpdate and animation (render on demand, S5)
- surface: S2 CPU ray over 3D-tile meshes, Navara terrain fallback
- maps: OSM/Esri raster, Re:Earth or ion quantized-mesh terrain,
Google 3D tiles with a browser key and Google's logo
- input: DOM pointer events with ScreenSpaceEventHandler semantics
- the three private Navara members used live in internals.js, pinned
to 0.2.1 by a test
index.js builds the product view (MSAA 4, native pixel ratio, preserved
drawing buffer, effects=minimal) for a dynamic import. The contract
QA script gains --engine=navara on a dev-only harness page: 46/46
contract and 4/4 Navara checks; Cesium stays 53/53.
Pins @navaramap/three and @navaramap/three-default-plugin 0.2.1 with
their peers three 0.185.1 and postprocessing 6.39.4 (mapillary-js keeps
its own nested three 0.134). The dev server leaves the Navara packages
and their wasm workers out of dependency pre-bundling so wasm-bindgen
resolves its .wasm next to the package. Nothing imports Navara yet: the
Cesium-mode main chunk is byte-identical (2,837,992 bytes, same hash).
The map source controller always hands engine.maps an engine-neutral
description of the registry source: imagery kind/style/accessToken and
credit, photoreal kind and credentials, terrain kind/accessToken. The
default registry carries those beside its Cesium factories. Only a
Cesium engine also gets the prebuilt provider, tileset and cached terrain
(Cesium-mode behaviour, ordering and same-provider guard unchanged); for
any other engine the controller builds nothing, falls back by description
when a setter rejects, and has no tile-failure watch.
The contract suite gains maps checks (opt-in with mapSources: two imagery
sources and a photoreal one the engine can show): setPhotorealTiles(null)
brings back the last base imagery, the last imagery or photoreal call
decides what shows, and a released photoreal source no longer shows or
counts. They observe the new maps.current(), the source objects on screen
as passed. The fake engine follows the same semantics; qa-globe-contract
runs the checks on the app engine with the startup tileset and reapplies
the app's map stack afterwards. The contract documents map sources as
engine-neutral descriptions whose prebuilt members only the engine kind
that built them uses.
The controls pass the scene engine to the shell, which initializes the
world overlay on it; initWorldOverlay takes only a globe engine (a viewer
or null is refused), so the shell no longer needs a viewer for its
overlay. engineFromViewer only returns the engine registered for a viewer
(the scene engine until teardown) and never builds one, so no engine can
outlive its viewer without a destroy path. Overlay and detection tests
and the allocation worker build a Cesium engine on their mock viewers and
destroy it with them; frame allocation is unchanged.
MapSourceController (and MapStackController) take the page's globe
engine: a globe stack becomes engine.maps.setBaseImagery with the
controller's ready provider and credit, then setPhotorealTiles(null),
then setTerrain with the cached terrain; a 3D stack becomes
setPhotorealTiles with its tileset and credit; owned tilesets are
released through maps.releasePhotorealTiles before disposal. The
controller keeps its provider/terrain/tileset caches, construction and
tile-failure fallbacks, switch generations and error watch. The scene
builds its map stack controller with its engine; without an engine the
controller applies sources to the viewer as before. The photoreal-to-
globe sequence (imagery, credit, globe, tileset) is tested end to end on
the Cesium engine.
Map credits (maps/credits.js) are shown through a credits capability
(engine.credits.addStatic) instead of the scene's credit display; the
shared map scene takes the engine's credits, so the Cesium engine's maps
and its credits part share one owner. Data credits (registerDataCredits,
registerDynamicCredit, show/hideOsmCredit) take the globe engine and keep
accepting a viewer from layers that still hold one; the scene registers
the data credits on its engine. The Cesium credits part reads
Viewer.creditDisplay, else the scene frame state display it aliases.
groundSnap.heightFor and meshFloorSampler.sampleMeshFloorCells take the
globe engine: engine.surface.sampleHeight for the probe,
engine.surface.tilesLoaded (and, for mesh cells, maps.photorealActive)
for readiness, camera.height for the mesh sampler's altitude gate. Callers
that still hold a viewer or scene (the layers until phase 1c) keep the
unchanged Cesium path.
pickGroundPosition takes the globe engine (picker.pickPosition, then
camera.pickEllipsoid) and still accepts a Cesium viewer from callers that
hold one (layers until phase 1c), with one shared ground-or-ellipsoid
rule. isSurfacePick classifies engine pick results exactly as the Cesium
picks they wrap.