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Author SHA1 Message Date
Sameh Khamis c2fa15b205 Merge branch 'main' into motion/vessels-frame-cadence 2026-11-14 23:37:10 -08:00
Sameh Khamis 52695daf5c fix(vessels): world-clock motion moves only drawn vessels, once per world time
Vessels out of view move on every 250 ms so one coming into view is current;
vessels at the end of their fixes ask for no frames; nothing moves while the
layer is off; 2D views judge the half-pixel step across the view's width; a
re-floor redraws vessels where they are on the next pass.
2026-11-14 23:30:38 -08:00
Sameh Khamis 7bea88b395 Add the changelog fragment for #1747 2026-11-14 23:19:27 -08:00
Sameh Khamis 57bacd98a8 Move vessels every frame and ask for frames as they move
Vessels between two fixes, and live vessels a host placement places, were
redrawn at most every 250 ms, and a frame was asked for only once a second.
With nothing else asking for frames the scene drew vessels at about 1 to
2 fps live, and none at all while the world clock played at 1x.

They are now redrawn every frame the scene draws, moved in place without
new allocations. After each pass the layer works out how far the fastest
drawn vessel moved on screen and asks for the next frame for when it will
have moved another half pixel, at least once a second while any drawn
vessel moves. A vessel crossing the view close up therefore glides, and
one far away lets the scene idle. A frame already asked for later is
brought forward when a vessel speeds up.
2026-11-14 23:18:57 -08:00
6 changed files with 334 additions and 68 deletions

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+5
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@@ -0,0 +1,5 @@
- Move vessels every frame. Vessels between fixes, and live vessels a host
placement places, were redrawn at most every 250 ms with a frame asked for
once a second; they are now redrawn every frame, and the next frame is asked
for once the fastest drawn vessel will have moved half a pixel on screen
(Sameh Khamis, #1747).
+6 -4
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@@ -380,9 +380,10 @@ in view while their placed position changes; one it holds still lets the
render loop idle and is asked again each second, moving on once its placement
does. A placed transit vehicle is drawn at its placed point, and a placed
train where it is placed rather than on its bound railway line. Live vessels
a provider places move on between refreshes: redrawn in place at most every
250 ms, with a frame asked for each second while the provider places any
drawn vessel, and none once the layer is off.
a provider places move on between refreshes: redrawn in place every frame,
with the next frame asked for as soon as the fastest drawn vessel will have
moved half a pixel on screen, at least once a second while the provider places
any drawn vessel, and none once the layer is off.
Application catalog composition accepts an optional `streetLevelProviders` list.
An explicit list replaces the default Mapillary provider; an empty list removes
@@ -1999,7 +2000,8 @@ Playing, the layer stays a snapshot ahead of the time, and play does not pass a
snapshot still loading for more than 8 seconds. Those snapshots apply as polls
do, so contacts move on smoothly: aircraft are drawn at the clock's time
rather than behind it, and vessels between two fixes move along the great
circle, never past the newer one. Records, absences and the Layers panel's age
circle, never past the newer one, redrawn every frame with frames asked for
as for placed live vessels (vessels out of view move on every 250 ms). Records, absences and the Layers panel's age
are judged at the clock's time. Outside the coverage the layer shows no
contacts and loads nothing; while the coverage is unknown it loads nothing and
clears nothing. A snapshot that fails clears the time and is asked again after
+163 -4
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@@ -3,10 +3,11 @@ import assert from 'node:assert/strict';
import { createVesselLayer } from './index.js';
import { VISIBILITY_UPDATE_MS } from './policy.js';
import { layerPlacement } from '../../data/placementProvider.js';
import * as Cesium from 'cesium';
// Vessels move only when a poll lands, so the layer must let the scene idle:
// it asks for frames for forced passes and one trailing frame after the camera
// stops, and never schedules a frame from a pass the camera did not cause.
// The layer must let the scene idle: it asks for frames for forced passes,
// for vessels that move, and one trailing frame after the camera stops, and
// never schedules a frame from a pass nothing caused.
const noop = () => {};
@@ -75,7 +76,16 @@ function setup({ placement = null } = {}) {
}
};
const frame = () => layer.testing._runVisibilityPassForTest();
return { layer, camera, requests, holds, timers, advance, frame };
return {
layer,
camera,
requests,
holds,
timers,
advance,
frame,
now: () => clock,
};
}
test('a parked camera schedules no frames after the cadence pass', () => {
@@ -196,3 +206,152 @@ test('a placement that places nothing asks for no frames; one that places a draw
advance(1_000);
assert.deepEqual(requests, ['ais-vessels-placement']);
});
test('a vessel moving visibly asks for its next frame as soon as it moves half a pixel; a slow one once a second', (t) => {
let mono = 0;
t.mock.method(performance, 'now', () => mono);
const originalDocument = globalThis.document;
globalThis.document = { getElementById: () => null };
t.after(() => {
if (originalDocument === undefined) delete globalThis.document;
else globalThis.document = originalDocument;
});
let spot = { lat: 51.93, lon: 4.05 };
const { layer, camera, timers, advance, now } = setup({
placement: { layer: () => ({ place: () => spot }) },
});
// 20 km above the vessel, in a 1,000 px tall view about 57° tall.
camera.positionWC = Cesium.Cartesian3.fromDegrees(4.05, 51.93, 20_000);
camera.frustum = { fovy: 1 };
const record = {
mmsi: '111',
lat: 51.93,
lon: 4.05,
billboard: { show: true, position: null },
};
layer.testing._setVesselStateForTest({
viewer: { camera, scene: {}, canvas: { clientHeight: 1000 } },
records: [record],
});
layer.testing._prepareVesselVisualForTest(record);
// How long after a pass the next frame is asked for, once the vessel moved
// `dLat` in the 16 ms since the pass before.
const waitAfterStep = (dLat) => {
layer.testing._runPlacementPassForTest();
advance(1_000); // whatever frame that asked for comes and goes
assert.equal(timers.size, 0);
mono += 16;
spot = { lat: spot.lat + dLat, lon: spot.lon };
layer.testing._runPlacementPassForTest();
assert.equal(timers.size, 1);
const [timer] = [...timers.values()];
return timer.at - now();
};
// About 11 m in a frame, 20 km away: over half a pixel, so the next frame
// is asked for within the frame.
assert.ok(waitAfterStep(0.0001) <= 16);
// About 1 cm in a frame: half a pixel takes seconds, so once a second.
assert.equal(waitAfterStep(0.0000001), 1000);
// A 2D view 40 km across in 1,000 px: 11 m is over a quarter pixel, so the
// next frame comes within two frames.
camera.frustum = { left: -20_000, right: 20_000 };
layer.testing._setVesselStateForTest({
viewer: { camera, scene: {}, canvas: { clientWidth: 1000 } },
records: [record],
});
layer.testing._prepareVesselVisualForTest(record);
assert.ok(waitAfterStep(0.0001) <= 32);
});
test('following the clock moves drawn vessels in place each world time, prepares missing ones and leaves hidden ones be', (t) => {
let mono = 0;
t.mock.method(performance, 'now', () => mono);
const originalDocument = globalThis.document;
globalThis.document = { getElementById: () => null };
t.after(() => {
if (originalDocument === undefined) delete globalThis.document;
else globalThis.document = originalDocument;
});
const { layer, camera, timers, advance } = setup();
camera.positionWC = Cesium.Cartesian3.fromDegrees(4.05, 51.93, 20_000);
camera.frustum = { fovy: 1 };
const motion = {
fromLat: 51.93,
fromLon: 4.05,
fromMs: 0,
toLat: 51.94,
toLon: 4.05,
toMs: 60_000,
};
const vessel = (mmsi, show) => ({
mmsi,
lat: 51.94,
lon: 4.05,
motion: { ...motion },
billboard: { show, position: null },
});
const drawn = vessel('111', true);
const hidden = vessel('222', false);
const owned = vessel('333', false);
const missing = vessel('444', true);
layer.testing._setVesselStateForTest({
viewer: { camera, scene: {}, canvas: { clientHeight: 1000 } },
records: [drawn, hidden, owned, missing],
});
const visuals = [drawn, hidden, owned].map((record) =>
layer.testing._prepareVesselVisualForTest(record),
);
visuals[2].modelOwnsVisual = true;
const before = visuals.map((visual) => ({ ...visual.position }));
const positions = visuals.map((visual) => visual.position);
// The first pass also moves hidden vessels, so the next stays within
// HIDDEN_FOLLOW_MS of it.
layer.testing._runClockPassForTest(10_000);
mono += 16;
layer.testing._runClockPassForTest(20_000);
assert.equal(visuals[0].position, positions[0], 'written in place');
assert.notDeepEqual({ ...visuals[0].position }, before[0]);
assert.notDeepEqual({ ...visuals[2].position }, before[2], 'model moves');
const hiddenAt = { ...visuals[1].position };
assert.ok(missing.billboard.position, 'a missing visual is prepared');
assert.equal(timers.size, 1, 'moving vessels ask for a frame');
// The hidden vessel waits for HIDDEN_FOLLOW_MS.
mono += 16;
layer.testing._runClockPassForTest(30_000);
assert.deepEqual({ ...visuals[1].position }, hiddenAt);
mono += 250;
layer.testing._runClockPassForTest(40_000);
assert.notDeepEqual({ ...visuals[1].position }, hiddenAt);
// The same world time again moves nothing and asks for no frame.
advance(1_000);
assert.equal(timers.size, 0);
const still = { ...visuals[0].position };
mono += 16;
layer.testing._runClockPassForTest(40_000);
assert.deepEqual({ ...visuals[0].position }, still);
assert.equal(timers.size, 0);
// Scrubbed back, a vessel moves back.
mono += 16;
layer.testing._runClockPassForTest(20_000);
assert.notDeepEqual({ ...visuals[0].position }, still);
// Each vessel moves once per world time: new fixes at the same world time
// are drawn when the snapshot that brings them prepares the visual.
const backAt = { ...visuals[0].position };
drawn.motion = { ...motion, toLat: 52 };
mono += 16;
layer.testing._runClockPassForTest(20_000);
assert.deepEqual({ ...visuals[0].position }, backAt);
// Past the newest fix, vessels hold still and ask for nothing.
mono += 16;
layer.testing._runClockPassForTest(70_000);
advance(1_000);
mono += 16;
layer.testing._runClockPassForTest(80_000);
assert.equal(timers.size, 0);
});
+148 -55
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@@ -31,14 +31,22 @@ import {
import { createFleetModelLayer } from '../../data/fleetModelInstances.js';
import { isAidToNavigation } from '../../data/vesselTypes.js';
/** How often vessels move on as the world clock plays (wall ms). */
const FOLLOW_POSITION_MS = 250;
/** A frame is asked for this often while a placement moves live vessels. */
/** A moving vessel's next frame is asked for once it would move this far on
* screen (pixels), so it glides when it moves visibly and the scene idles
* when it does not. */
const VESSEL_STEP_PX = 0.5;
/** A frame is asked for at least this often while any drawn vessel moves. */
const PLACEMENT_FRAME_MS = 1000;
/** How often vessels not drawn move on as the world clock plays (wall ms),
* so one that comes into view is judged where it is. */
const HIDDEN_FOLLOW_MS = 250;
/** How often the vessels near enough for a model are gathered again (wall ms). */
const MODEL_CANDIDATES_MS = 500;
/** Scratch for where a moved vessel was drawn. */
const _movedFrom = new Cesium.Cartesian3();
export function createRendering({
vesselState,
services,
@@ -82,10 +90,8 @@ export function createRendering({
visual.position,
new Cesium.Cartesian3(),
);
if (services.placement) {
visual.drawnLat = lat;
visual.drawnLon = lon;
}
visual.drawnLat = lat;
visual.drawnLon = lon;
return visual;
}
@@ -424,80 +430,166 @@ export function createRendering({
modelCandidatesAtMs = -Infinity;
}
// Vessels move only when a poll lands, so the layer does not hold the
// continuous render loop. Its passes run in preRender, which idle mode fires
// only for rendered frames: a forced pass (new data, selection) requests its
// frame, a frame that moved the camera but fell inside the 800 ms cadence
// leaves a trailing frame so the view the camera stopped on is always
// The layer does not hold the continuous render loop. Its passes run in
// preRender, which idle mode fires only for rendered frames: moving vessels
// ask for the frame that next moves them visibly (askMotionFrame), a forced
// pass (new data, selection) requests its frame, a frame that moved the
// camera but fell inside the 800 ms cadence leaves a trailing frame so the view the camera stopped on is always
// evaluated, and the continuous hold is kept only while focus emphasis is
// animating. The trailing frame is keyed to camera motion alone: the pass's
// own label publication requests a frame, and scheduling on that would loop.
function installRuntime(viewer) {
if (state.preRenderRemover || !viewer) return;
state.preRenderRemover = viewer.scene.preRender.addEventListener(() => {
if (followsClock(vesselState)) followClockPositions();
else if (services.placement && state.feed.enabled) followPlacements();
if (state.feed.enabled) {
if (followsClock(vesselState)) followClockPositions();
else if (services.placement) followPlacements();
}
updateVisibility();
if (state.feed.enabled) updateModels();
});
}
// As the world clock plays, vessels between two fixes move on along them.
let followedAtWallMs = -Infinity;
let followedAtMs = null;
// As the world clock plays, vessels between two fixes move on along them:
// drawn ones every frame, each once per world time, hidden ones (which may
// come into view) every HIDDEN_FOLLOW_MS.
let hiddenFollowedAtWallMs = -Infinity;
function followClockPositions() {
const wallMs = performance.now();
if (wallMs - followedAtWallMs < FOLLOW_POSITION_MS) return;
followedAtWallMs = wallMs;
const atMs = vesselState.worldNow();
if (atMs === followedAtMs) return;
followedAtMs = atMs;
const motion = startMotionPass();
const moveHidden =
motion.wallMs - hiddenFollowedAtWallMs >= HIDDEN_FOLLOW_MS;
if (moveHidden) hiddenFollowedAtWallMs = motion.wallMs;
for (const record of state.records.all) {
if (!record.motion) continue;
const visual = prepareRecordVisual(record);
let visual = visualRecords.get(record);
if (!visual?.position) {
visual = prepareRecordVisual(record);
visual.followedAtMs = atMs;
} else {
const drawn = visual.billboard?.show || visual.modelOwnsVisual;
if (visual.followedAtMs === atMs || (!drawn && !moveHidden)) continue;
visual.followedAtMs = atMs;
const { lat, lon } = vesselPositionAt(record, atMs);
// At either end of its fixes a vessel holds still.
if (lat === visual.drawnLat && lon === visual.drawnLon) continue;
moveDrawnVisual(visual, lat, lon, motion);
}
if (visual.billboard) visual.billboard.position = visual.position;
}
askMotionFrame(motion);
}
// Live with a host-supplied placement, vessels move on between refreshes:
// drawn where it places them at most every FOLLOW_POSITION_MS, with a frame
// asked for every PLACEMENT_FRAME_MS while it places any drawn vessel, so
// they move while the scene idles.
let placedAtWallMs = -Infinity;
let placing = false;
let placementFrameTimer = null;
// drawn where it places them every frame, with the next frame asked for
// as soon as a drawn vessel would move visibly, so they move while the
// scene idles.
function followPlacements() {
const wallMs = performance.now();
if (wallMs - placedAtWallMs >= FOLLOW_POSITION_MS) {
placedAtWallMs = wallMs;
placing = false;
const nowMs = vesselState._aisRuntime.now();
// Drawn vessels only, as a sprite or a model: a hidden one is placed
// again when it is drawn.
for (const record of state.records.all) {
const visual = visualRecords.get(record);
if (!visual?.position) continue;
if (!visual.billboard?.show && !visual.modelOwnsVisual) continue;
const placed = services.placement.place(record.id, nowMs);
if (placed) placing = true;
const { lat, lon } = placed ?? record;
if (lat === visual.drawnLat && lon === visual.drawnLon) continue;
moveRecordVisual(visual, lat, lon);
if (visual.billboard) visual.billboard.position = visual.position;
}
const nowMs = vesselState._aisRuntime.now();
const motion = startMotionPass();
// Drawn vessels only, as a sprite or a model: a hidden one is placed
// again when it is drawn.
for (const record of state.records.all) {
const visual = visualRecords.get(record);
if (!visual?.position) continue;
if (!visual.billboard?.show && !visual.modelOwnsVisual) continue;
const placed = services.placement.place(record.id, nowMs);
if (placed) motion.moving = true;
const { lat, lon } = placed ?? record;
if (lat === visual.drawnLat && lon === visual.drawnLon) continue;
moveDrawnVisual(visual, lat, lon, motion);
if (visual.billboard) visual.billboard.position = visual.position;
}
if (placing && placementFrameTimer === null)
placementFrameTimer = vesselState._aisRuntime.setTimeout(() => {
placementFrameTimer = null;
if (state.feed.enabled && !followsClock(vesselState))
governorRequestRender('ais-vessels-placement');
}, PLACEMENT_FRAME_MS);
askMotionFrame(motion);
}
// One pass of moving vessels: whether any drawn vessel is moving, how far
// the fastest moved (as an angle seen from the camera, radians, and in
// metres), the pass's wall time and the wall time since the pass before.
let motionPassWallMs = null;
const motionPass = {
camera: null,
wallMs: 0,
sinceMs: 0,
moving: false,
angle: 0,
metres: 0,
};
function startMotionPass() {
const wallMs = performance.now();
motionPass.camera = state.viewer?.camera ?? null;
motionPass.wallMs = wallMs;
motionPass.sinceMs =
motionPassWallMs === null ? 0 : wallMs - motionPassWallMs;
motionPass.moving = false;
motionPass.angle = 0;
motionPass.metres = 0;
motionPassWallMs = wallMs;
return motionPass;
}
/** Move a drawn visual, noting how far it moved as seen from the camera. */
function moveDrawnVisual(visual, lat, lon, motion) {
const from = Cesium.Cartesian3.clone(visual.position, _movedFrom);
moveRecordVisual(visual, lat, lon);
if (!visual.billboard?.show && !visual.modelOwnsVisual) return;
motion.moving = true;
const metres = Cesium.Cartesian3.distance(from, visual.position);
motion.metres = Math.max(motion.metres, metres);
const eye = motion.camera?.positionWC;
if (!eye) return;
const distance = Cesium.Cartesian3.distance(eye, from);
if (distance > 0) motion.angle = Math.max(motion.angle, metres / distance);
}
/** How far the fastest drawn vessel moved on screen in a pass (pixels):
* through the perspective view's angle, or across the 2D view's width. */
function movedPixels(motion) {
const canvas = state.viewer?.canvas;
const frustum = motion.camera?.frustum;
if (!canvas || !frustum) return 0;
if (frustum.fovy > 0 && canvas.clientHeight > 0)
return (
(motion.angle * canvas.clientHeight) / (2 * Math.tan(frustum.fovy / 2))
);
const width = frustum.right - frustum.left;
if (!(frustum.fovy > 0) && width > 0 && canvas.clientWidth > 0)
return (motion.metres * canvas.clientWidth) / width;
return 0;
}
// The timer for the next vessel frame while one is asked for, and when it
// is due (the AIS runtime's clock).
let placementFrameTimer = null;
let placementFrameDueMs = 0;
/**
* While a drawn vessel moves, ask for the next frame when the fastest one
* will have moved VESSEL_STEP_PX on screen at the speed this pass saw, and
* at most PLACEMENT_FRAME_MS away.
*/
function askMotionFrame(motion) {
if (!motion.moving) return;
let waitMs = PLACEMENT_FRAME_MS;
const movedPx = movedPixels(motion);
if (movedPx > 0 && motion.sinceMs > 0)
waitMs = Math.min(waitMs, (VESSEL_STEP_PX * motion.sinceMs) / movedPx);
// A frame already asked for no later than this one stands.
const runtime = vesselState._aisRuntime;
const dueMs = runtime.now() + waitMs;
if (placementFrameTimer !== null) {
if (placementFrameDueMs <= dueMs) return;
runtime.clearTimeout(placementFrameTimer);
}
placementFrameDueMs = dueMs;
placementFrameTimer = runtime.setTimeout(() => {
placementFrameTimer = null;
if (state.feed.enabled) governorRequestRender('ais-vessels-placement');
}, waitMs);
}
/** Stop asking for placement frames (the layer turned off or went away). */
function cancelPlacementFrame() {
placedAtWallMs = -Infinity;
placing = false;
motionPassWallMs = null;
if (placementFrameTimer === null) return;
vesselState._aisRuntime.clearTimeout(placementFrameTimer);
placementFrameTimer = null;
@@ -879,6 +971,7 @@ export function createRendering({
cancelTrailingVisibilityPass,
cancelPlacementFrame,
followPlacements,
followClockPositions,
applyVesselFocusDeemphasis,
makeOccluder,
isVisible,
+8
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@@ -174,6 +174,13 @@ export function createTesting({
components.rendering.followPlacements();
}
/** Run one world-clock pass at world time `atMs`. Test-only seam. */
function _runClockPassForTest(atMs) {
vesselState.worldNow = () => atMs;
components.rendering.followClockPositions();
}
/** True while a trailing visibility frame is scheduled. Test-only seam. */
function _hasTrailingVisibilityPassForTest() {
@@ -208,6 +215,7 @@ export function createTesting({
_runVisibilityPassForTest,
_prepareVesselVisualForTest,
_runPlacementPassForTest,
_runClockPassForTest,
_hasTrailingVisibilityPassForTest,
};
}
+4 -5
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@@ -73,11 +73,10 @@ export function createTracking({
heightM,
);
if (visual.billboard) visual.billboard.position = visual.position;
// A placed vessel is drawn again at its placement on the next pass.
if (services.placement) {
visual.drawnLat = NaN;
visual.drawnLon = NaN;
}
// A moving vessel is drawn again where it is on the next pass.
visual.drawnLat = NaN;
visual.drawnLon = NaN;
visual.followedAtMs = undefined;
}
}