Files
gods-eye-view/src/layers/streetLevel/providers/mapillary/coverage.js
T
Said TurkseverandClaude Opus 5.5 4cf6920e65 fix(street-level): retry lines a partial terrain lookup left draped
A tile whose terrain lookup cast some lines kept castRequested set, so a
later refresh skipped it and the lines that failed stayed draped over
trees and roofs until the tile was rebuilt. A refresh now retries any tile
with lines still draped, and redraws it only when more of its lines can be
cast, so a tile that cannot be cast fully costs a cache check, not a
rebuild, per refresh. castRequested still stops the redraw from casting
again at once.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-07 14:06:22 +01:00

918 lines
31 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import * as Cesium from 'cesium';
import { decodeCoverageTile } from './decode.js';
import { passesImageryFilter } from '../../filter.js';
import {
createHorizonCull,
groundUnderCamera,
metresBetween,
viewFocus,
visibleBbox,
whenIdle,
} from '../../view.js';
import { densifyLine, MESH_DENSIFY_DEG } from '../../groundCast.js';
import { MESH_SAMPLE_RADIUS_M } from '../../meshSampler.js';
import {
coverageZoomForHeight,
overviewZoomForHeight,
tileBounds,
tilesForBbox,
} from '../../tileMath.js';
import {
COLORS,
COVERAGE_LINE_WIDTH_PX,
COVERAGE_MAX_SEQUENCES,
COVERAGE_MAX_TILES,
COVERAGE_MOVE_DEBOUNCE_MS,
COVERAGE_OVERVIEW_MAX_TILES,
COVERAGE_OVERVIEW_POINT_PX,
KEY_REJECTED_MESSAGE,
PICK_PREFIX,
RATE_LIMITED_MESSAGE,
SEQUENCE_VIEW_NEAR_M,
SEQUENCE_VIEW_RANGE_MIN_M,
SEQUENCE_VIEW_RANGE_PER_HEIGHT,
} from './policy.js';
/** Draped lines stay at most this long while a tile's cast lines build. */
export const SWAP_MAX_WAIT_MS = 4000;
/** Tiles touched by new mesh samples are redrawn at most this often. */
const REMESH_INTERVAL_MS = 1500;
/** Gap between redrawing one dirty tile and the next. */
const REMESH_STAGGER_MS = 120;
/** Old-zoom tiles are kept at most this long after a zoom change. */
const STALE_TILE_MAX_MS = 6000;
/** Sequences per primitive: smaller batches build, and show, sooner. */
const SEQUENCE_PRIMITIVE_BATCH = 120;
const PER_TILE_SEQUENCE_CAP = Math.floor(
COVERAGE_MAX_SEQUENCES / COVERAGE_MAX_TILES,
);
/** Colour for a sequence: Mapillary green, GEV cyan while selected. */
function sequenceColor({ selected = false } = {}) {
return selected
? Cesium.Color.fromCssColorString(COLORS.selected)
: Cesium.Color.fromCssColorString(COLORS.coverage).withAlpha(0.92);
}
/** Separates a multi-part sequence's part index from its id in pick ids. */
const PART_SEPARATOR = '~';
/** Pick ids for every part of a sequence; the first part is unsuffixed. */
function partIds(sequence) {
return sequence.parts.map((_, index) =>
index
? `${PICK_PREFIX.sequence}${sequence.id}${PART_SEPARATOR}${index}`
: `${PICK_PREFIX.sequence}${sequence.id}`,
);
}
/** Sequence id for any part's pick id (`mly:seq:<id>[~<part>]`), else null. */
export function sequenceIdFromPick(pickId) {
if (typeof pickId !== 'string' || !pickId.startsWith(PICK_PREFIX.sequence))
return null;
const rest = pickId.slice(PICK_PREFIX.sequence.length);
const cut = rest.indexOf(PART_SEPARATOR);
return cut === -1 ? rest : rest.slice(0, cut);
}
/**
* Whether any point of `box` ({west, south, east, north}) is within the mesh
* sampler's range of `centre`, the ground point under the camera.
*/
export function meshBoxInRange(box, centre) {
// Move the camera's longitude to the box's side of the date line first:
// clamping 179.999 into a box at -179.99 would pick its far edge.
const lon =
centre.lon +
360 * Math.round(((box.west + box.east) / 2 - centre.lon) / 360);
const nearest = {
lon: Math.min(box.east, Math.max(box.west, lon)),
lat: Math.min(box.north, Math.max(box.south, centre.lat)),
};
return metresBetween(centre, nearest) <= MESH_SAMPLE_RADIUS_M;
}
/**
* Camera-driven coverage: overview points (z0–5) from orbit, sequence lines
* (z11–14) near the ground. In terrain surface mode a tile is drawn draped
* first, then swapped for lines cast to the bare earth (draped lines would
* land on roofs), so coverage never waits on terrain heights.
*/
export function createCoverage({ state, source }) {
const { render } = state.services;
function requestRender() {
render?.governorRequestRender?.('mapillary-coverage');
}
function ensureTerrainReady() {
return (state.coverage.terrainReady ||=
Cesium.GroundPolylinePrimitive.initializeTerrainHeights());
}
function tileKey({ x, y, z }) {
return `${z}/${x}/${y}`;
}
/** The imagery filter, resolved now: "since N days" moves with the clock. */
function filter() {
return state.context.getFilter();
}
function terrainMode() {
return (
state.context.getSurface?.() === 'terrain' &&
Boolean(state.context.groundCaster)
);
}
/**
* A tile's sequences, filtered then capped: capping first could leave a
* dense tile of newer flat captures with no 360° lines at all.
*/
function drawnSequences(entry) {
const drawn = [];
const current = filter();
for (const sequence of entry.sequenceList) {
if (drawn.length >= PER_TILE_SEQUENCE_CAP) break;
if (passesImageryFilter(sequence, current)) drawn.push(sequence);
}
return drawn;
}
/**
* Batched primitives for a tile's sequence parts: cast polylines where
* terrain heights are cached, draped ground lines otherwise. Each batch
* records the selection its colours were built with.
*/
function buildSequencePrimitives(sequences) {
const ground = terrainMode() ? state.context.groundCaster : null;
const meshAt = ground ? state.context.meshSampler?.meshAt : undefined;
const selectedId = state.sequence.selectedId ?? null;
const draped = [];
const cast = [];
for (const sequence of sequences) {
const color = Cesium.ColorGeometryInstanceAttribute.fromColor(
sequenceColor({ selected: sequence.id === selectedId }),
);
const ids = partIds(sequence);
sequence.parts.forEach((coordinates, index) => {
const flat = ground?.castLine(coordinates, { meshAt });
let positions;
try {
positions = flat
? Cesium.Cartesian3.fromDegreesArrayHeights(flat)
: Cesium.Cartesian3.fromDegreesArray(coordinates.flat());
} catch {
return;
}
if (positions.length < 2) return;
const geometry = flat
? new Cesium.PolylineGeometry({
positions,
width: COVERAGE_LINE_WIDTH_PX,
vertexFormat: Cesium.PolylineColorAppearance.VERTEX_FORMAT,
arcType: Cesium.ArcType.NONE,
})
: new Cesium.GroundPolylineGeometry({
positions,
width: COVERAGE_LINE_WIDTH_PX,
});
(flat ? cast : draped).push(
new Cesium.GeometryInstance({
geometry,
id: ids[index],
attributes: { color },
}),
);
});
}
const primitives = [];
for (let i = 0; i < draped.length; i += SEQUENCE_PRIMITIVE_BATCH)
primitives.push({
onGround: true,
selectedId,
primitive: new Cesium.GroundPolylinePrimitive({
geometryInstances: draped.slice(i, i + SEQUENCE_PRIMITIVE_BATCH),
appearance: new Cesium.PolylineColorAppearance(),
classificationType: Cesium.ClassificationType.BOTH,
asynchronous: true,
allowPicking: true,
}),
});
for (let i = 0; i < cast.length; i += SEQUENCE_PRIMITIVE_BATCH)
primitives.push({
onGround: false,
selectedId,
primitive: new Cesium.Primitive({
geometryInstances: cast.slice(i, i + SEQUENCE_PRIMITIVE_BATCH),
appearance: new Cesium.PolylineColorAppearance({ translucent: true }),
asynchronous: true,
allowPicking: true,
}),
});
return { primitives, draped, cast: cast.length };
}
/**
* Fetch the terrain heights a tile's lines need, then redraw it cast.
* `castRequested` stops the redraw from casting again at once; a refresh
* `retry`s a tile whose lines are still draped (a failed or partial cast),
* and it is redrawn only when more of its lines can be cast.
*/
function castTile(entry, { retry = false } = {}) {
if ((entry.castRequested && !retry) || entry.castAbort || !terrainMode())
return;
entry.castRequested = true;
entry.castAbort = new AbortController();
const { signal } = entry.castAbort;
const lines = [...entry.sequences.values()].flatMap(
(sequence) => sequence.parts,
);
const caster = state.context.groundCaster;
caster.prepareLines(lines, { signal }).then(() => {
if (entry.castAbort?.signal === signal) entry.castAbort = null;
const attached = [...state.coverage.tiles.values()].includes(entry);
if (signal.aborted || !attached || !terrainMode()) return;
// Nothing new to cast: keep what is drawn until the next refresh.
// Counted like buildSequencePrimitives: a cast line needs two points.
const castable = lines.filter(
(coords) => caster.castLine(coords)?.length >= 6,
).length;
if (castable <= (entry.castLines || 0)) {
entry.castRequested = (entry.castLines || 0) > 0;
return;
}
// A remesh may have cleared the flag while this was in flight.
entry.castRequested = true;
redrawTile(entry);
requestMesh(entry);
});
}
/** Rebuild a tile's lines; the old ones stay up until the new are ready. */
function redrawTile(entry) {
const previous = entry.primitives;
entry.primitives = [];
attachPrimitive(entry);
removeWhenReady(entry, previous);
}
/** Lon/lat under the camera, where mesh range is measured from. */
function meshCentre() {
const carto = state.viewer?.camera?.positionCartographic;
if (!carto) return null;
return {
lon: Cesium.Math.toDegrees(carto.longitude),
lat: Cesium.Math.toDegrees(carto.latitude),
};
}
/**
* A tile's drawn lines with bounding boxes, built once per filter; mesh
* points are densified the first time a line is in range.
*/
function meshParts(entry) {
if (entry.meshParts) return entry.meshParts;
entry.meshParts = [];
for (const sequence of entry.sequences.values())
for (const part of sequence.parts) {
const box = {
west: Infinity,
south: Infinity,
east: -Infinity,
north: -Infinity,
};
for (const [lon, lat] of part) {
if (lon < box.west) box.west = lon;
if (lon > box.east) box.east = lon;
if (lat < box.south) box.south = lat;
if (lat > box.north) box.north = lat;
}
entry.meshParts.push({ part, box, points: null });
}
return entry.meshParts;
}
/**
* Ask for mesh samples under a cast tile's lines within the sampler's range
* of the camera; the rest are asked for when a camera move brings them in.
*/
function requestMesh(entry) {
const sampler = state.context.meshSampler;
if (!sampler || entry.kind !== 'sequence' || !terrainMode()) return;
const centre = meshCentre();
if (!centre || !entry.bounds || !meshBoxInRange(entry.bounds, centre))
return;
const points = [];
for (const line of meshParts(entry)) {
if (!meshBoxInRange(line.box, centre)) continue;
line.points ||= densifyLine(line.part, MESH_DENSIFY_DEG);
for (const point of line.points) points.push(point);
}
if (points.length) sampler.request(points);
}
/** Redraw the tiles new mesh samples fall in, throttled. */
function onMeshSampled(batch) {
if (!terrainMode() || !state.context.isActive()) return;
for (const entry of state.coverage.tiles.values()) {
if (entry.kind !== 'sequence' || !entry.bounds) continue;
const { west, south, east, north } = entry.bounds;
if (
batch.some(
([lon, lat]) =>
lon >= west && lon <= east && lat >= south && lat <= north,
)
)
state.coverage.remeshDirty.add(entry);
}
if (!state.coverage.remeshDirty.size || state.coverage.remeshTimer) return;
const wait = Math.max(
0,
REMESH_INTERVAL_MS - (Date.now() - (state.coverage.remeshAt || 0)),
);
state.coverage.remeshTimer = setTimeout(remesh, wait);
}
/** Redraw one dirty tile per idle slice, so a burst of samples never stalls a frame. */
function remesh() {
state.coverage.remeshTimer = null;
state.coverage.remeshAt = Date.now();
if (!terrainMode() || !state.context.isActive()) {
state.coverage.remeshDirty.clear();
return;
}
const attached = new Set(state.coverage.tiles.values());
const [entry] = state.coverage.remeshDirty;
if (!entry) return;
state.coverage.remeshDirty.delete(entry);
if (attached.has(entry)) {
redrawTile(entry);
requestRender();
}
if (state.coverage.remeshDirty.size)
state.coverage.remeshTimer = setTimeout(
() => whenIdle(remesh, 500),
REMESH_STAGGER_MS,
);
}
state.coverage.remeshDirty = new Set();
state.context.meshSampler?.onSampled(onMeshSampled);
/**
* Remove a tile's previous primitives once all its current ones are ready
* (or after a few seconds); detaching the tile removes them at once.
*/
function removeWhenReady(entry, old) {
const scene = state.viewer?.scene;
finishSwap(entry);
if (!scene?.postRender) {
removePrimitives(old);
return;
}
const fresh = entry.primitives;
const started = Date.now();
const stop = scene.postRender.addEventListener(() => {
const ready = fresh.every(
({ primitive }) => primitive.ready || primitive.isDestroyed?.(),
);
if (!ready && Date.now() - started < SWAP_MAX_WAIT_MS) {
requestRender();
return;
}
finishSwap(entry);
requestRender();
});
entry.swap = { old, stop };
requestRender();
}
function finishSwap(entry) {
if (!entry.swap) return;
entry.swap.stop();
removePrimitives(entry.swap.old);
entry.swap = null;
}
function buildOverviewCollection(points) {
const collection = new Cesium.PointPrimitiveCollection({
blendOption: Cesium.BlendOption.TRANSLUCENT,
});
const green = Cesium.Color.fromCssColorString(COLORS.coverage).withAlpha(
0.85,
);
const drawn = [];
const current = filter();
for (const point of points) {
if (!passesImageryFilter(point, current)) continue;
drawn.push(
collection.add({
position: Cesium.Cartesian3.fromDegrees(point.lon, point.lat),
color: green,
pixelSize: COVERAGE_OVERVIEW_POINT_PX,
// Google 3D terrain and clouds must not hide the near side's dots;
// the horizon cull hides the far side's, which this lets through.
disableDepthTestDistance: Number.POSITIVE_INFINITY,
}),
);
}
return { collection, points: drawn };
}
/** Every overview point on the globe, current zoom and old alike. */
function* overviewPoints() {
for (const entry of drawnEntries())
if (entry.overviewPoints) yield* entry.overviewPoints;
}
// Overview points skip the depth test: hide the far hemisphere's.
const horizon = createHorizonCull({
getViewer: () => state.viewer,
items: overviewPoints,
onChange: requestRender,
});
function attachPrimitive(entry) {
const scene = state.viewer?.scene;
if (!scene) return;
if (entry.kind === 'sequence') {
// Lookup, picking and counts follow what is drawn, not the whole tile.
const sequences = drawnSequences(entry);
entry.sequences = new Map(sequences.map((s) => [s.id, s]));
const { primitives, draped, cast } = buildSequencePrimitives(sequences);
entry.primitives = primitives;
entry.count = sequences.length;
for (const { primitive, onGround } of primitives)
(onGround ? scene.groundPrimitives : scene.primitives).add(primitive);
// Fewer lines cast than last time: the caster has dropped heights this
// tile used (a full cache), so it must be cast again.
if (cast < (entry.castLines || 0)) entry.castRequested = false;
entry.castLines = cast;
entry.drapedLines = draped.length;
if (draped.length) castTile(entry);
watchSelection();
} else {
const { collection, points } = buildOverviewCollection(entry.points);
entry.primitive = collection;
entry.overviewPoints = points;
entry.count = points.length;
scene.primitives.add(collection);
// Cull the new points now, then all of them whenever the camera moves.
horizon.update(points);
}
}
function removePrimitives(list) {
const scene = state.viewer?.scene;
for (const { primitive, onGround } of list || []) {
try {
(onGround ? scene?.groundPrimitives : scene?.primitives)?.remove(
primitive,
);
} catch {
/* already gone */
}
}
}
function detachPrimitive(entry) {
const scene = state.viewer?.scene;
finishSwap(entry);
removePrimitives(entry.primitives);
entry.primitives = [];
if (entry.primitive) {
try {
scene?.primitives?.remove(entry.primitive);
} catch {
/* already gone */
}
entry.primitive = null;
entry.overviewPoints = null;
}
}
/** Stop a tile's pending terrain lookup (tile dropped or retired). */
function cancelCast(entry) {
entry.castAbort?.abort();
entry.castAbort = null;
}
function removeTile(key) {
const entry = state.coverage.tiles.get(key);
if (!entry) return;
cancelCast(entry);
detachPrimitive(entry);
state.coverage.tiles.delete(key);
}
async function loadTile(tile, kind) {
const key = tileKey(tile);
if (state.coverage.tiles.has(key) || state.coverage.pending.has(key))
return;
const controller = new AbortController();
state.coverage.pending.set(key, controller);
notify();
try {
// Fetch and the one-time terrain-height table load run side by side,
// both handled from the start so an early tile failure is not unhandled.
const [bytes] = await Promise.all([
source.getTile('coverage', tile.z, tile.x, tile.y, {
signal: controller.signal,
}),
kind === 'sequence' ? ensureTerrainReady() : null,
]);
// Only an abort, a retire, a clear or a newer request for this tile
// discards the bytes; a refresh that still wants the tile keeps them.
const current = () =>
state.coverage.pending.get(key) === controller &&
!state.coverage.tiles.has(key);
if (
controller.signal.aborted ||
!current() ||
kind !== state.coverage.kind ||
tile.z !== state.coverage.zoom
)
return;
const decoded = decodeCoverageTile(bytes, tile);
const entry = { kind, primitive: null, primitives: [], count: 0 };
// Padded: vector tiles carry a small buffer past their edge.
const bounds = tileBounds(tile.x, tile.y, tile.z);
const pad = (bounds.east - bounds.west) * 0.05;
entry.bounds = {
west: bounds.west - pad,
east: bounds.east + pad,
south: bounds.south - pad,
north: bounds.north + pad,
};
if (kind === 'sequence') {
// Newest first; the per-tile cap applies to what passes the filter.
entry.sequenceList = decoded.sequences.sort(
(a, b) => (b.capturedAt || 0) - (a.capturedAt || 0),
);
entry.sequences = new Map();
entry.total = decoded.sequences.length;
} else {
entry.points = decoded.overview;
entry.sequences = new Map();
entry.total = decoded.overview.length;
}
attachPrimitive(entry);
state.coverage.tiles.set(key, entry);
state.coverage.lastError = null;
requestRender();
} catch (error) {
if (
controller.signal.aborted ||
state.coverage.pending.get(key) !== controller
)
return;
state.coverage.lastError = error?.message || 'Coverage tile failed';
if (error?.keyRequired) state.keyRequired = true;
if (error?.keyRejected) {
// Every other tile would be refused too: stop asking.
state.keyRejected = true;
state.coverage.lastError = KEY_REJECTED_MESSAGE;
}
if (error?.retryAfterSec) holdFor(error.retryAfterSec);
} finally {
// Only the request that still owns the key settles it: a superseded one
// must not drop a newer request's entry (which is what counts as loading).
if (state.coverage.pending.get(key) === controller) {
state.coverage.pending.delete(key);
if (!state.coverage.pending.size) purgeStale();
}
notify();
}
}
/**
* Mapillary is rate-limiting: keep what is drawn, request nothing until the
* wait is over, then refresh once.
*/
function holdFor(seconds) {
clearTimeout(state.coverage.holdTimer);
state.coverage.holdUntil = Date.now() + seconds * 1000;
state.coverage.lastError = RATE_LIMITED_MESSAGE;
state.coverage.holdTimer = setTimeout(() => {
state.coverage.holdTimer = null;
state.coverage.holdUntil = 0;
if (state.coverage.lastError === RATE_LIMITED_MESSAGE)
state.coverage.lastError = null;
refresh();
}, seconds * 1000);
}
/** Forget refusals when the provider goes off, so the next run asks again. */
function resetErrors() {
clearTimeout(state.coverage.holdTimer);
state.coverage.holdTimer = null;
state.coverage.holdUntil = 0;
state.coverage.lastError = null;
state.keyRejected = false;
}
/** Drop the previous zoom's tiles once the new ones are on screen. */
function purgeStale() {
clearTimeout(state.coverage.staleTimer);
state.coverage.staleTimer = null;
if (!state.coverage.stale.size) return;
for (const entry of state.coverage.stale.values()) detachPrimitive(entry);
state.coverage.stale.clear();
requestRender();
}
/** Move tiles to the stale set: the old zoom shows until the new one loads. */
function retire() {
for (const controller of state.coverage.pending.values())
controller.abort();
state.coverage.pending.clear();
for (const [key, entry] of state.coverage.tiles) {
cancelCast(entry);
const previous = state.coverage.stale.get(key);
if (previous) detachPrimitive(previous);
state.coverage.stale.set(key, entry);
}
state.coverage.tiles.clear();
clearTimeout(state.coverage.staleTimer);
state.coverage.staleTimer = setTimeout(purgeStale, STALE_TILE_MAX_MS);
}
function notify() {
state.context.notify();
}
/**
* Whether the screen centre meets the ground further ahead than the camera
* is high (a view tilted above 45°), or misses it.
*/
function isTilted({ nadir, ahead }, height) {
if (!ahead) return true;
return metresBetween(nadir, ahead) > Math.max(1, height);
}
/** Recompute the tile set for the current camera and reconcile primitives. */
function refresh() {
const viewer = state.viewer;
if (!viewer || !state.context.isActive() || state.keyRequired) return;
if (state.statusKnown === false) return;
if (state.keyRejected || state.coverage.holdUntil > Date.now()) return;
const ground = groundUnderCamera(viewer, {
groundAt: state.context.groundCaster?.groundAt,
});
const cameraHeight = viewer.camera?.positionCartographic?.height;
const height = Number.isFinite(cameraHeight)
? cameraHeight - (ground ?? 0)
: null;
const sequenceZoom = coverageZoomForHeight(height);
const overviewZoom = sequenceZoom ? null : overviewZoomForHeight(height);
const zoom = sequenceZoom ?? overviewZoom;
const kind = sequenceZoom ? 'sequence' : 'overview';
// At street zooms the rays meet the ground where it really is (1,600 m up
// in Denver; Google 3D hides the globe) and stop short of the horizon.
const ranged =
kind === 'sequence'
? {
groundHeight: ground,
maxRange: Math.max(
SEQUENCE_VIEW_RANGE_MIN_M,
height * SEQUENCE_VIEW_RANGE_PER_HEIGHT,
),
}
: {};
// Tilted street views rank tiles along the line of sight, from the ground
// under the camera to the ground at the centre of the screen.
const focus = kind === 'sequence' ? viewFocus(viewer, ranged) : null;
let bbox = visibleBbox(viewer, {
...ranged,
// A tilted view's screen rows jump from the first metres to the horizon:
// keep the ground around the camera too. Looking down needs no help.
nearRange: focus && isTilted(focus, height) ? SEQUENCE_VIEW_NEAR_M : null,
});
if (kind === 'overview' && (!bbox || zoom <= 1))
bbox = [-180, -85, 180, 85];
if (zoom == null || !bbox) {
state.coverage.hint =
'Point the camera at the globe for street-level coverage';
clear();
notify();
return;
}
state.coverage.hint = '';
if (zoom !== state.coverage.zoom || kind !== state.coverage.kind) {
retire();
state.coverage.zoom = zoom;
state.coverage.kind = kind;
}
const { tiles } = tilesForBbox(bbox, zoom, {
limit:
kind === 'sequence' ? COVERAGE_MAX_TILES : COVERAGE_OVERVIEW_MAX_TILES,
focus: focus && { from: focus.nadir, to: focus.ahead },
});
const wanted = new Set(tiles.map(tileKey));
for (const key of [...state.coverage.tiles.keys()])
if (!wanted.has(key)) removeTile(key);
for (const [key, controller] of [...state.coverage.pending])
if (!wanted.has(key)) {
// The aborted request no longer owns its key, so its `finally` will
// not settle it: settle it here.
controller.abort();
state.coverage.pending.delete(key);
}
for (const tile of tiles) loadTile(tile, kind);
if (!state.coverage.pending.size) purgeStale();
// The camera moved: cells that were out of the sampler's range may not be,
// and lines left draped by a failed, partial or dropped cast get another try.
if (terrainMode())
for (const entry of state.coverage.tiles.values()) {
if (entry.castRequested) requestMesh(entry);
if (entry.drapedLines) castTile(entry, { retry: true });
}
notify();
}
function scheduleRefresh() {
clearTimeout(state.coverage.debounceTimer);
state.coverage.debounceTimer = setTimeout(
refresh,
COVERAGE_MOVE_DEBOUNCE_MS,
);
}
function attach(viewer) {
detach();
const remove = viewer.camera.changed.addEventListener(scheduleRefresh);
const removeEnd = viewer.camera.moveEnd.addEventListener(scheduleRefresh);
state.coverage.removeCameraListener = () => {
remove();
removeEnd();
};
refresh();
}
function detach() {
clearTimeout(state.coverage.debounceTimer);
state.coverage.debounceTimer = null;
state.coverage.removeCameraListener?.();
state.coverage.removeCameraListener = null;
}
function clear() {
for (const controller of state.coverage.pending.values())
controller.abort();
state.coverage.pending.clear();
for (const key of [...state.coverage.tiles.keys()]) removeTile(key);
purgeStale();
state.coverage.zoom = null;
state.coverage.kind = null;
clearTimeout(state.coverage.remeshTimer);
state.coverage.remeshTimer = null;
state.coverage.remeshDirty.clear();
stopSelectionWatch();
horizon.stop();
requestRender();
}
/** Rebuild every loaded tile from its decoded cache (after a filter change). */
function rebuild() {
purgeStale();
for (const entry of state.coverage.tiles.values()) {
cancelCast(entry);
entry.castRequested = false;
entry.meshParts = null;
detachPrimitive(entry);
attachPrimitive(entry);
}
requestRender();
notify();
}
/**
* Redraw tiles draped or cast for the new surface mode, then re-pick the
* zoom, since the ground height under the camera may have changed.
*/
function setSurface() {
if (!state.context.isActive()) return;
rebuild();
refresh();
}
/** Recolour every part of a sequence in one ready primitive. */
function recolorInstances(primitive, sequence, selected) {
const value = sequenceColor({ selected });
for (const instanceId of partIds(sequence)) {
try {
const attributes = primitive.getGeometryInstanceAttributes(instanceId);
if (attributes)
attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(
value,
attributes.color,
);
} catch {
/* instance not in this primitive */
}
}
}
/** Every tile on the globe: the current zoom's and the stale zoom's. */
function drawnEntries() {
return [...state.coverage.tiles.values(), ...state.coverage.stale.values()];
}
/** A tile's primitives on the globe: its own, and the ones a swap still shows. */
function drawnRecords(entry) {
const records = entry.primitives || [];
return entry.swap ? [...records, ...entry.swap.old] : records;
}
/** Recolour one sequence, every part of it, in place (selection highlight). */
function recolorSequence(id, selected) {
for (const entry of drawnEntries()) {
const sequence = entry.sequences.get(id);
if (!sequence) continue;
for (const record of drawnRecords(entry)) {
// Still building: `syncSelection` catches it up once it is ready.
if (!record.primitive.ready) continue;
recolorInstances(record.primitive, sequence, selected);
if (selected) record.selectedId = id;
else if (record.selectedId === id) record.selectedId = null;
}
}
requestRender();
}
/**
* Bring a ready primitive's highlight up to the current selection, when
* it was built with another one (or none). True when it changed.
*/
function syncSelection(entry, record) {
const current = state.sequence.selectedId ?? null;
if (record.selectedId === current || !record.primitive.ready) return false;
const previous =
record.selectedId && entry.sequences.get(record.selectedId);
if (previous) recolorInstances(record.primitive, previous, false);
const next = current && entry.sequences.get(current);
if (next) recolorInstances(record.primitive, next, true);
record.selectedId = current;
return true;
}
/**
* A primitive cannot be recoloured until it is ready, so while any is
* building, catch each one up with the selection as it becomes ready.
*/
function watchSelection() {
const scene = state.viewer?.scene;
if (state.coverage.stopSelectionWatch || !scene?.postRender) return;
const stop = scene.postRender.addEventListener(() => {
let building = false;
let changed = false;
for (const entry of drawnEntries()) {
for (const record of entry.primitives || []) {
if (!record.primitive.ready) building = true;
else if (syncSelection(entry, record)) changed = true;
}
// Lines a swap still shows were ready (or never show): catch up only.
for (const record of entry.swap?.old || [])
if (syncSelection(entry, record)) changed = true;
}
if (changed) requestRender();
if (!building) stopSelectionWatch();
});
state.coverage.stopSelectionWatch = stop;
}
function stopSelectionWatch() {
state.coverage.stopSelectionWatch?.();
state.coverage.stopSelectionWatch = null;
}
/**
* Sequences (or overview points) drawn. A sequence that crosses a tile
* edge is in both tiles' lists, so sequences count once by id.
*/
function sequenceCount() {
const ids = new Set();
let points = 0;
for (const entry of state.coverage.tiles.values())
if (entry.kind === 'sequence')
for (const id of entry.sequences.keys()) ids.add(id);
else points += entry.count;
return ids.size + points;
}
return {
attach,
detach,
refresh,
clear,
resetErrors,
rebuild,
setSurface,
recolorSequence,
sequenceCount,
};
}