Files
gods-eye-view/src/layers/streetLevel/meshSampler.js
T
Said TurkseverandClaude Opus 5.5 1fa129ea8e fix(street-level): camera ownership, mesh refresh, panel CSP (Sameh's review)
- Photo framing and FOLLOW claim the camera through the application's
  navigation, injected with attachNavigation({ run, subscribeHandoff }):
  aircraft and satellite tracking is released first, the cockpit refuses,
  and FOLLOW stops when another feature takes the camera. No UI imports
  in the layer.
- The mesh sampler follows the mesh floor's rules: it waits for the
  visible tileset to finish streaming (visibleTilesetLoaded, now exposed
  by the mesh floor service), needs a real bare-earth prior and keeps to
  the shared meshFloorSampleWithinPrior window, which cameraFollow now
  uses too. A cell is probed again once the camera is half as far from
  it (down to 40 m), so a coarse early sample is replaced and redrawn.
- The MCP globe panel's CSP allows the Mapillary Graph API and its image
  CDN (https://*.xx.fbcdn.net).
- The tile proxy reads bodies with the shared readResponseBytesCapped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-06 23:04:33 +01:00

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import * as Cesium from 'cesium';
import { metresBetween, whenIdle } from './view.js';
/**
* Google 3D surface heights for ground casting (groundCast.js refineHeights):
* one cached `scene.sampleHeight` probe per ~11 m cell. Each probe renders a
* pick pass (1–3 ms), so probes run in budgeted idle slices, nearest the
* camera first and only within MESH_SAMPLE_RADIUS_M. Like the application's
* mesh floor, a probe waits for the visible tileset to finish streaming and a
* sample counts only within the shared window around a real bare-earth height;
* anything else is a miss, retried later. Probes hit 3D tilesets only.
*/
/** Cell size, in degrees (~11 m): samples are shared within a cell. */
export const MESH_CELL_DEG = 0.0001;
/** Cells farther than this from the point under the camera are not probed. */
export const MESH_SAMPLE_RADIUS_M = 900;
/** Main-thread time per idle slice, taking requests in and ranking included. */
export const MESH_SAMPLE_BUDGET_MS = 6;
/** The queue is re-ranked once the camera has moved this far, in metres. */
export const MESH_RERANK_M = 100;
/** A cell whose probe missed is tried again after this long. */
export const MESH_MISS_RETRY_MS = 8000;
/** While the visible tileset is streaming, the next probe waits this long. */
export const MESH_STREAMING_WAIT_MS = 500;
/**
* A sampled cell is probed again once the camera is half as far from it as at
* its last probe (finer tiles have loaded by then), down to this distance:
* at most a handful of probes per cell.
*/
export const MESH_REFRESH_MIN_M = 40;
/** A refreshed sample that moved less than this is not redrawn. */
const MESH_REFRESH_CHANGE_M = 0.5;
/** Cached cells (and remembered misses) before they are dropped and refilled. */
const MESH_CACHE_MAX = 80_000;
/** Listeners hear about new samples at most this often. */
const MESH_NOTIFY_MS = 700;
const cellOf = (value) => Math.round(value / MESH_CELL_DEG);
/** Numeric key of the cell holding a point (exact within 2^53; no per-point string). */
export const meshCellKey = (lon, lat) =>
(cellOf(lon) + 1_800_001) * 2_000_000 + cellOf(lat) + 1_000_000;
/** Add a queued cell to a min-heap on `distance`. */
function heapPush(heap, cell) {
let i = heap.push(cell) - 1;
while (i > 0) {
const parent = (i - 1) >> 1;
if (heap[parent].distance <= cell.distance) break;
heap[i] = heap[parent];
i = parent;
}
heap[i] = cell;
}
/** Restore the heap below `i` after its cell was replaced. */
function siftDown(heap, i) {
const cell = heap[i];
const n = heap.length;
for (;;) {
let child = 2 * i + 1;
if (child >= n) break;
if (child + 1 < n && heap[child + 1].distance < heap[child].distance)
child++;
if (heap[child].distance >= cell.distance) break;
heap[i] = heap[child];
i = child;
}
heap[i] = cell;
}
function heapPop(heap) {
const top = heap[0];
const last = heap.pop();
if (heap.length) {
heap[0] = last;
siftDown(heap, 0);
}
return top;
}
/** Every top-level primitive that is not a 3D tileset: what a probe skips. */
function overlays(scene) {
const out = [];
const primitives = scene.primitives;
for (let i = 0; i < primitives.length; i++) {
const primitive = primitives.get(i);
if (!(primitive instanceof Cesium.Cesium3DTileset)) out.push(primitive);
}
return out;
}
/**
* `groundAt(lon, lat)` is the bare-earth height or null, `withinPrior(height,
* prior)` the application's mesh window, and `tilesReady(scene)` whether the
* visible tileset has finished streaming.
* @param {{getViewer: () => object|null, groundAt?: Function, withinPrior?: Function, tilesReady?: Function, budgetMs?: number, radiusM?: number, cacheMax?: number, now?: () => number}} options
*/
export function createMeshSampler({
getViewer,
groundAt = null,
withinPrior = null,
tilesReady = null,
budgetMs = MESH_SAMPLE_BUDGET_MS,
radiusM = MESH_SAMPLE_RADIUS_M,
cacheMax = MESH_CACHE_MAX,
now = () => performance.now(),
}) {
/** cell key → sampled mesh height (ellipsoidal metres). */
const heights = new Map();
/** cell key → camera distance (m) at the cell's last probe. */
const probedFrom = new Map();
/** cell key → retry time for probes that hit nothing; bounded like the height cache. */
const misses = new Map();
/** cell key → queued cell, so a cell is queued once. */
const wanted = new Map();
/** Queued {key, lon, lat, distance} cells, a min-heap on distance from `rankedFrom`. */
let queue = [];
/** Requests not yet taken in: {points, next, centre} (centre: the camera then). */
let intake = [];
/** Where the camera was when the queue was ranked. */
let rankedFrom = null;
/** Running estimate of one probe's cost, so a slice stops before overrunning. */
let probeMs = 1;
const listeners = new Set();
let enabled = false;
let running = false;
let fresh = [];
let notifyTimer = null;
/** The sampled mesh height for a point, or undefined when not sampled. */
function meshAt(lon, lat) {
return heights.get(meshCellKey(lon, lat));
}
/** The point under the camera, with the camera's height, or null. */
function cameraCentre() {
const carto = getViewer()?.camera?.positionCartographic;
if (!carto) return null;
return {
lon: Cesium.Math.toDegrees(carto.longitude),
lat: Cesium.Math.toDegrees(carto.latitude),
height: carto.height,
};
}
/** Camera distance (m) to a cell at `height`, from its ground distance. */
function cameraDistance(ground, centre, height) {
const above = (centre.height ?? 0) - (height ?? 0);
return Number.isFinite(above)
? Math.hypot(ground, Math.max(0, above))
: ground;
}
/** A sampled cell is probed again once the camera is half as far as before. */
function dueForRefresh(key, distance) {
const last = probedFrom.get(key);
return last > MESH_REFRESH_MIN_M && distance < last / 2;
}
/** A probe result the application would accept, or undefined. */
function validated(height, lon, lat) {
if (!Number.isFinite(height)) return undefined;
if (!groundAt) return height;
const prior = groundAt(lon, lat);
if (!Number.isFinite(prior)) return undefined;
return !withinPrior || withinPrior(height, prior) ? height : undefined;
}
/**
* Ask for the cells under [lon, lat] points; the list is read later, so do
* not mutate it. Out-of-range cells are dropped; callers ask again on move.
*/
function request(points) {
if (!enabled || !points?.length) return;
const centre = cameraCentre();
if (!centre) return;
intake.push({ points, next: 0, centre });
schedule();
}
/** Queue requested cells, oldest request first, until the slice reaches `until`. */
function takeIn(until) {
const time = Date.now();
while (intake.length) {
const pending = intake[0];
const { points, centre } = pending;
while (pending.next < points.length) {
if ((pending.next & 255) === 255 && now() > until) return;
const [lon, lat] = points[pending.next++];
if (!Number.isFinite(lon) || !Number.isFinite(lat)) continue;
const key = meshCellKey(lon, lat);
if (wanted.has(key)) continue;
const cell = {
key,
lon: cellOf(lon) * MESH_CELL_DEG,
lat: cellOf(lat) * MESH_CELL_DEG,
distance: 0,
};
const ground = metresBetween(cell, centre);
if (ground > radiusM) continue;
if (
heights.has(key) &&
!dueForRefresh(key, cameraDistance(ground, centre, heights.get(key)))
)
continue;
const retryAt = misses.get(key);
if (retryAt !== undefined) {
if (retryAt > time) continue;
misses.delete(key);
}
cell.distance = metresBetween(cell, rankedFrom);
wanted.set(key, cell);
heapPush(queue, cell);
}
intake.shift();
}
}
/**
* Rank the queue from where the camera is now, dropping cells it has left
* out of range: one linear heapify, run only after the camera has moved.
*/
function rerank(centre) {
rankedFrom = centre;
const kept = [];
for (const cell of queue) {
cell.distance = metresBetween(cell, centre);
if (cell.distance > radiusM) wanted.delete(cell.key);
else kept.push(cell);
}
queue = kept;
for (let i = (queue.length >> 1) - 1; i >= 0; i--) siftDown(queue, i);
}
function clearQueue() {
intake = [];
wanted.clear();
queue = [];
rankedFrom = null;
}
function schedule() {
if (running || !enabled || !(queue.length || intake.length)) return;
running = true;
whenIdle(step, 300);
}
function emit() {
notifyTimer = null;
const batch = fresh;
fresh = [];
for (const listener of [...listeners]) {
try {
listener(batch);
} catch (error) {
console.warn('[Data:StreetLevel] mesh listener error:', error);
}
}
}
function step(deadline) {
running = false;
// The slice starts now: taking requests in and ranking count too.
const started = now();
const until =
started +
Math.min(budgetMs, Math.max(1, deadline?.timeRemaining?.() ?? budgetMs));
const scene = getViewer()?.scene;
const centre = cameraCentre();
if (!enabled || !scene?.sampleHeightSupported || !centre) return;
// Mid-stream tiles answer with coarse heights: wait for the stream.
if (tilesReady && !tilesReady(scene)) {
running = true;
setTimeout(() => {
running = false;
schedule();
}, MESH_STREAMING_WAIT_MS);
return;
}
// Nearest first, ranked from where the camera was; out-of-range cells
// are dropped (they stay bare earth).
let worked = false;
if (!rankedFrom || metresBetween(rankedFrom, centre) > MESH_RERANK_M) {
rerank(centre);
worked = true;
}
if (intake.length) {
// Leave room for a probe, so a stream of requests cannot starve them.
takeIn(until - probeMs);
worked = true;
}
const exclude = overlays(scene);
let probed = 0;
while (queue.length) {
// Stop before a probe would overrun the slice. A slice that did
// nothing else always probes once, so the queue drains.
if ((probed || worked) && now() + probeMs > until) break;
const { key, lon, lat } = heapPop(queue);
wanted.delete(key);
// Ranked from up to MESH_RERANK_M away: check the range from here.
const ground = metresBetween({ lon, lat }, centre);
if (ground > radiusM) continue;
probed++;
const probeStarted = now();
let height;
try {
height = scene.sampleHeight(
Cesium.Cartographic.fromDegrees(lon, lat),
exclude,
);
} catch {
height = undefined;
}
probeMs = probeMs * 0.75 + (now() - probeStarted) * 0.25;
height = validated(height, lon, lat);
const previous = heights.get(key);
if (height === undefined) {
// A failed refresh keeps the old sample, and waits for a closer camera.
if (previous !== undefined)
probedFrom.set(key, cameraDistance(ground, centre, previous));
else {
if (misses.size >= cacheMax) misses.clear();
misses.set(key, Date.now() + MESH_MISS_RETRY_MS);
}
continue;
}
if (previous === undefined && heights.size >= cacheMax) forget();
misses.delete(key);
heights.set(key, height);
probedFrom.set(key, cameraDistance(ground, centre, height));
if (
previous === undefined ||
Math.abs(height - previous) >= MESH_REFRESH_CHANGE_M
)
fresh.push([lon, lat]);
}
if (fresh.length && !notifyTimer)
notifyTimer = setTimeout(emit, MESH_NOTIFY_MS);
schedule();
}
function forget() {
heights.clear();
probedFrom.clear();
misses.clear();
}
/** Probe only while overlays are cast (Google 3D at street zoom). */
function setEnabled(on) {
enabled = on === true;
if (!enabled) clearQueue();
else schedule();
}
/** Hear about newly sampled cells, as [lon, lat] cell centres. */
function onSampled(listener) {
listeners.add(listener);
return () => listeners.delete(listener);
}
function destroy() {
enabled = false;
forget();
clearQueue();
listeners.clear();
clearTimeout(notifyTimer);
notifyTimer = null;
}
return { meshAt, request, setEnabled, onSampled, destroy };
}