Files
gods-eye-view/src/layers/awareness/rangeRing.test.mjs
T
Sameh Khamis 56a7cacbec fix(awareness): ignore canvas input while the cockpit owns the camera
The cockpit turns Cesium's camera controls off and moves the camera on
its own, so a click, drag or wheel on the canvas moved nothing yet still
counted as the user handling the map: the cockpit's next move woke a
nine-second pulse burst. Input now counts only while the camera controls
take it, and a gesture still pending when another owner takes the
camera is dropped.
2026-11-03 10:39:09 -08:00

1126 lines
42 KiB
JavaScript

// src/layers/awareness/rangeRing.test.mjs — the 250 km Global Context range
// ring is a haloed polyline that stays legible on light and dark ground,
// sits where the old ellipse outline did, and follows the subject.
// Dim sonar pulses grow slowly from the subject to the ring, each with an
// inward-fading gradient behind it, drawn on one unpickable disc; the ring
// dims and flashes as each one arrives and the overlay's echo field follows
// the subject. The pulses run for a bounded time after a selection or camera
// move, then rest with the ring steady. Under reduced motion the ring simply
// stays on screen.
import '../../testSupport/registerDom.mjs';
import test from 'node:test';
import assert from 'node:assert/strict';
import * as Cesium from 'cesium';
import { AWARENESS_RADIUS_M } from '../../data/militaryAwarenessEngine.js';
import {
AWARENESS_RANGE_ECHO,
AWARENESS_RANGE_PULSE,
AWARENESS_RANGE_RING_STYLE,
CONTEXT_RIM_HEIGHT_M,
} from './policy.js';
import { CYBER_SONAR_RENDER_INTERVAL_MS } from '../../cyberSonar.js';
import {
AWARENESS_PULSE_GRADIENT_MAX,
awarenessPulseLevel,
awarenessPulseState,
awarenessRangeRingPositions,
awarenessRingFlash,
awarenessRingGeometryOptions,
createRendering,
wakeAwarenessPulses,
} from './rendering.js';
import { getAwarenessEchoField } from '../../awarenessEcho.js';
import { createLifecycle } from './lifecycle.js';
import { createState } from './state.js';
/** WCAG relative luminance of a Cesium colour, ignoring alpha. */
function luminance(color) {
const channel = (c) =>
c <= 0.03928 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4;
return (
0.2126 * channel(color.red) +
0.7152 * channel(color.green) +
0.0722 * channel(color.blue)
);
}
/**
* The rendering part over a bare entity collection, counting render asks and
* by reason. `reducedMotion` stubs the media query for the length of the
* test; `motion.set(on)` flips it later and tells its listeners, as the
* browser does.
*/
function ringRendering(t, { reducedMotion = false, legacyQuery = false } = {}) {
const previous = globalThis.matchMedia;
const listeners = new Set();
// `legacyQuery` is a MediaQueryList as Safari before 14 shipped it, with
// only addListener / removeListener.
const query = legacyQuery
? {
get matches() {
return reducedMotion;
},
addListener: (listener) => listeners.add(listener),
removeListener: (listener) => listeners.delete(listener),
}
: {
get matches() {
return reducedMotion;
},
addEventListener(type, listener) {
if (type === 'change') listeners.add(listener);
},
removeEventListener(type, listener) {
if (type === 'change') listeners.delete(listener);
},
};
globalThis.matchMedia = (media) =>
media === '(prefers-reduced-motion: reduce)'
? query
: { matches: false, addEventListener() {}, removeEventListener() {} };
t.after(() => {
globalThis.matchMedia = previous;
});
const motion = {
set(on) {
reducedMotion = on;
for (const listener of [...listeners]) listener({ matches: on });
},
/** Change the preference without a change event, as old browsers do. */
setQuietly(on) {
reducedMotion = on;
},
listeners: () => listeners.size,
};
const state = createState({ services: {} });
const entities = new Cesium.EntityCollection();
const scene = {
primitives: new Cesium.PrimitiveCollection(),
preRender: new Cesium.Event(),
postRender: new Cesium.Event(),
};
state.viewer = { entities, scene };
const reasons = [];
const rendering = createRendering({
state,
services: {
geometry: {},
render: {
governorRequestRender(reason) {
reasons.push(reason);
},
},
},
parts: {},
});
// A shown ring keeps a pulse timer; never leave one running past a test.
t.after(() => rendering.clearVisual());
return {
state,
entities,
scene,
rendering,
motion,
reasons,
renders: () => reasons.filter((r) => r === 'awareness-visual').length,
pulseFrames: () => reasons.filter((r) => r === 'awareness-pulse').length,
};
}
/**
* A request-render scene on a fake clock: `performance.now()` and the
* timers advance together, and any render ask is drawn (preRender, then
* postRender) on the next millisecond, as Cesium's request-render mode does.
* `draw()` draws a frame someone else asked for.
*/
function frameLoop(t, ring, { date = false } = {}) {
let clock = 1_000_000;
t.mock.method(performance, 'now', () => clock);
t.mock.timers.enable({
apis: date
? ['setTimeout', 'setInterval', 'Date']
: ['setTimeout', 'setInterval'],
now: clock,
});
let drawn = 0;
const draw = () => {
drawn = ring.reasons.length;
ring.scene.preRender.raiseEvent(ring.scene);
ring.scene.postRender.raiseEvent(ring.scene);
};
return {
now: () => clock,
draw,
advance(ms) {
for (let step = 0; step < ms; step++) {
clock++;
t.mock.timers.tick(1);
if (ring.reasons.length > drawn) draw();
}
},
};
}
/** The ring and the pulse disc among scene primitives. */
function pulsePrimitives(scene) {
const all = Array.from({ length: scene.primitives.length }, (_, i) =>
scene.primitives.get(i),
);
const ring = all.find(
(p) => p.appearance instanceof Cesium.PolylineMaterialAppearance,
);
const discs = all.filter((p) => p instanceof Cesium.Primitive && p !== ring);
return { ring, disc: discs[0], count: discs.length };
}
/** Where a disc built around `built` sits after its model matrix. */
function discCenter(disc, built) {
return Cesium.Matrix4.multiplyByPoint(
disc.modelMatrix,
built,
new Cesium.Cartesian3(),
);
}
/** The ring's material uniforms as the next drawn frame sets them. */
function ringColors(scene) {
scene.preRender.raiseEvent(scene);
return pulsePrimitives(scene).ring.appearance.material.uniforms;
}
const flight = (lon) => ({
layerId: 'flights',
id: 'abc123',
position: Cesium.Cartesian3.fromDegrees(lon, 27, 9000),
});
/** Surface distance from `center` to each ring position. */
function surfaceDistances(center, positions) {
const from = Cesium.Cartographic.fromCartesian(center);
return positions.map((position) => {
const to = Cesium.Cartographic.fromCartesian(position);
return new Cesium.EllipsoidGeodesic(from, to).surfaceDistance;
});
}
for (const [place, lat, lon] of [
['equator', 0, 0],
['Sahara', 27, 3],
['Greenland', 72, -40],
['antimeridian', 10, 179.9],
]) {
test(`ring positions stay 250 km from the subject at ${place}`, () => {
const center = Cesium.Cartesian3.fromDegrees(lon, lat, 0);
const positions = awarenessRangeRingPositions(
center,
AWARENESS_RADIUS_M,
CONTEXT_RIM_HEIGHT_M,
);
assert.equal(positions.length, AWARENESS_RANGE_RING_STYLE.segments + 1);
assert.ok(
Cesium.Cartesian3.equalsEpsilon(positions[0], positions.at(-1), 0, 1e-6),
'the ring closes on itself',
);
// Within 100 m of 250 km on the WGS84 ellipsoid.
for (const distance of surfaceDistances(center, positions))
assert.ok(Math.abs(distance - AWARENESS_RADIUS_M) < 100, `${distance} m`);
for (const position of positions)
assert.ok(
Math.abs(
Cesium.Cartographic.fromCartesian(position).height -
CONTEXT_RIM_HEIGHT_M,
) < 1e-3,
);
});
}
test('the ring core and halo contrast on light and dark ground', () => {
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
const halo = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.outlineColor,
);
// Core against halo is the edge that survives bright desert and snow, and
// the monochrome styles that map everything to luminance.
const ratio = (luminance(core) + 0.05) / (luminance(halo) + 0.05);
assert.ok(ratio >= 4.5, `core:halo contrast ${ratio.toFixed(2)}`);
assert.ok(core.alpha >= 0.9 && halo.alpha >= 0.7);
// A visible halo on each side of a core at least 2 px wide.
const { width, outlineWidth } = AWARENESS_RANGE_RING_STYLE;
assert.ok(outlineWidth >= 1);
assert.ok(width - 2 * outlineWidth >= 2);
});
test('renderVisual draws one haloed polyline ring, not an ellipse outline', (t) => {
const ring = ringRendering(t);
const { entities, scene, state, rendering } = ring;
frameLoop(t, ring); // freeze the clock: the pulses have not faded in yet
rendering.renderVisual(flight(3));
// A polyline primitive, never an entity or an ellipse outline.
assert.equal(entities.values.length, 0);
const ringPrimitive = pulsePrimitives(scene).ring;
assert.ok(ringPrimitive);
const geometry = ringPrimitive.geometryInstances.geometry;
assert.ok(geometry instanceof Cesium.PolylineGeometry);
// 4 px wide, straight chords between surface-following positions, as the
// entity ring was drawn.
const options = awarenessRingGeometryOptions(state.visual.ringPositions);
assert.equal(options.width, 4);
assert.equal(options.width, AWARENESS_RANGE_RING_STYLE.width);
assert.equal(options.arcType, Cesium.ArcType.NONE);
assert.equal(options.positions, state.visual.ringPositions);
assert.equal(
options.vertexFormat,
Cesium.PolylineMaterialAppearance.VERTEX_FORMAT,
);
const { material } = ringPrimitive.appearance;
assert.equal(material.type, 'PolylineOutline');
// The ring's hue is fixed; its opacity flashes with arriving pulses, and
// at the moment it appears, before the pulses fade in, it is at full.
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
const { color, outlineWidth } = ringColors(scene);
assert.equal(color.red, core.red);
assert.equal(color.blue, core.blue);
assert.ok(Math.abs(color.alpha - core.alpha) < 1e-9, `${color.alpha}`);
assert.equal(outlineWidth, AWARENESS_RANGE_RING_STYLE.outlineWidth);
const ground = Cesium.Cartesian3.fromDegrees(3, 27, 0);
for (const distance of surfaceDistances(ground, state.visual.ringPositions))
assert.ok(Math.abs(distance - AWARENESS_RADIUS_M) < 100);
});
test('the ring and pulses follow the subject past 250 m and ignore smaller drift', (t) => {
const { scene, state, rendering, renders } = ringRendering(t);
const subject = flight;
rendering.renderVisual(subject(3));
const ringBefore = pulsePrimitives(scene).ring;
const first = state.visual.ringPositions;
const discBefore = pulsePrimitives(scene).disc;
const rendersAfterAdd = renders();
// ~100 m east: under the threshold, nothing is rebuilt or rendered.
rendering.renderVisual(subject(3.001));
assert.equal(pulsePrimitives(scene).ring, ringBefore);
assert.equal(state.visual.ringPositions, first);
assert.equal(renders(), rendersAfterAdd);
// ~1 km east: the ring is rebuilt around the new centre, keeping its
// material, so a flash carries on.
rendering.renderVisual(subject(3.01));
const ringAfter = pulsePrimitives(scene).ring;
assert.notEqual(ringAfter, ringBefore);
assert.ok(ringBefore.isDestroyed());
assert.equal(ringAfter.appearance.material, ringBefore.appearance.material);
assert.equal(ringAfter.allowPicking, false);
const moved = state.visual.ringPositions;
assert.notEqual(moved, first);
for (const distance of surfaceDistances(
Cesium.Cartesian3.fromDegrees(3.01, 27, 0),
moved,
))
assert.ok(Math.abs(distance - AWARENESS_RADIUS_M) < 100);
assert.equal(renders(), rendersAfterAdd + 1);
// The pulses are drawn on a disc that follows to the NEW centre by its
// model matrix, so they stay concentric with the ring without a rebuild.
assert.equal(pulsePrimitives(scene).disc, discBefore);
assert.ok(
Cesium.Cartesian3.distance(
discCenter(discBefore, Cesium.Cartesian3.fromDegrees(3, 27, 0)),
Cesium.Cartesian3.fromDegrees(3.01, 27, 0),
) < 1,
);
rendering.clearVisual();
assert.equal(scene.primitives.length, 0);
});
test('a pulse grows slowly from the subject and arrives dim at the ring', () => {
const {
periodMs,
count,
startFraction,
fadeInFraction,
peakOpacity,
endOpacityFraction,
} = AWARENESS_RANGE_PULSE;
const at = (phase) => awarenessPulseState(phase * periodMs, 0);
// Starts small and invisible, so nothing pops in at the centre.
assert.equal(at(0).radiusM, AWARENESS_RADIUS_M * startFraction);
assert.equal(at(0).alpha, 0);
// Dim: never brighter than `peakOpacity`, which sits well under the ring.
let brightest = 0;
for (let phase = 0; phase < 1; phase += 0.005) {
const { alpha } = at(phase);
assert.ok(alpha >= 0 && alpha <= peakOpacity, `alpha ${alpha} at ${phase}`);
brightest = Math.max(brightest, alpha);
}
assert.ok(Math.abs(brightest - at(fadeInFraction).alpha) < 0.01);
assert.ok(peakOpacity <= 0.6);
// Fading as it travels, but still visible when it reaches the ring, where
// the ring takes over with its flash.
assert.ok(at(0.5).alpha < at(0.25).alpha);
assert.ok(at(0.9).alpha < at(0.5).alpha);
assert.ok(
Math.abs(at(0.999).alpha - peakOpacity * endOpacityFraction) < 0.01,
);
assert.ok(at(0.999).alpha >= 0.15, 'the arriving pulse is still visible');
assert.ok(Math.abs(at(0.999).radiusM - AWARENESS_RADIUS_M) < 300);
// Constant speed: equal time steps add equal radius.
const step = at(0.4).radiusM - at(0.3).radiusM;
assert.ok(Math.abs(at(0.7).radiusM - at(0.6).radiusM - step) < 1e-6);
// Calm: a new pulse at most every 2.5 s, crossing 250 km in 8 s or more.
assert.ok(periodMs / count >= 2500);
assert.ok(periodMs >= 8000);
// Pulses are evenly staggered across one period, and the cycle repeats.
const near = (a, b) =>
Math.abs(a.radiusM - b.radiusM) < 1e-6 &&
Math.abs(a.alpha - b.alpha) < 1e-9;
for (let index = 1; index < count; index++)
assert.ok(
near(
awarenessPulseState(0, index),
awarenessPulseState((index / count) * periodMs, 0),
),
);
assert.ok(
near(
awarenessPulseState(periodMs * 7 + 123, 1),
awarenessPulseState(123, 1),
),
);
});
test('pulses ask for a frame 80 ms after each drawn frame instead of holding continuous rendering', (t) => {
const ring = ringRendering(t);
const { rendering, pulseFrames } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
// A Contacts view repaints at the Cyber sonar cadence, ~12.5 fps, while
// the pulses run, never every display frame.
assert.equal(pulseFrames(), 0);
loop.advance(1); // the frame the new ring asked for arms the first request
loop.advance(CYBER_SONAR_RENDER_INTERVAL_MS * 10);
assert.ok(Math.abs(pulseFrames() - 10) <= 1, `${pulseFrames()} frames`);
const frames = pulseFrames();
rendering.clearVisual();
assert.equal(ring.scene.primitives.length, 0);
assert.equal(ring.scene.postRender.numberOfListeners, 0);
loop.advance(CYBER_SONAR_RENDER_INTERVAL_MS * 10);
assert.equal(pulseFrames(), frames, 'no frames once the ring is gone');
});
test('a parked view stops asking for frames once the pulses rest', (t) => {
const ring = ringRendering(t);
const { scene, rendering, pulseFrames } = ring;
const loop = frameLoop(t, ring);
const { activeMs, count, periodMs } = AWARENESS_RANGE_PULSE;
// Long enough for three ring flashes, then quiet, and short: a burst is
// seconds, not minutes.
assert.ok(activeMs >= 3 * (periodMs / count));
assert.ok(activeMs <= 15_000, `${activeMs} ms burst`);
rendering.renderVisual(flight(3));
loop.advance(activeMs + 500);
const frames = pulseFrames();
assert.ok(frames >= activeMs / CYBER_SONAR_RENDER_INTERVAL_MS - 2);
assert.ok(
frames <= activeMs / CYBER_SONAR_RENDER_INTERVAL_MS + 2,
`${frames} frames in one burst`,
);
// Parked: a minute later not one more request.
loop.advance(60_000);
assert.equal(pulseFrames(), frames, 'render requests stop after the bound');
// At rest the ring stands on screen at full, as without pulses, and the
// pulses, gradient and echoes are hidden.
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
assert.ok(Math.abs(ringColors(scene).color.alpha - core.alpha) < 1e-9);
assert.equal(pulsePrimitives(scene).disc.show, false);
assert.equal(getAwarenessEchoField().level(loop.now()), 0);
});
test('a camera move wakes resting pulses for another bounded run', (t) => {
const ring = ringRendering(t);
const { rendering, pulseFrames } = ring;
const loop = frameLoop(t, ring);
const { activeMs } = AWARENESS_RANGE_PULSE;
rendering.renderVisual(flight(3));
loop.advance(activeMs + 500);
const rested = pulseFrames();
// The camera moves: lifecycle wakes the pulses inside the frame it draws,
// and that frame arms the next request. Waking asks for none of its own.
rendering.wakePulses();
assert.equal(pulseFrames(), rested);
loop.draw();
loop.advance(activeMs + 500);
const woke = pulseFrames() - rested;
assert.ok(woke >= activeMs / CYBER_SONAR_RENDER_INTERVAL_MS - 2, `${woke}`);
loop.advance(60_000);
assert.equal(pulseFrames(), rested + woke, 'and rest again');
// The subject moving does not wake them: a flying subject moves on every
// refresh, which would bring the endless repaint back.
rendering.renderVisual(flight(3.01));
loop.advance(10_000);
assert.equal(pulseFrames(), rested + woke);
});
test('a camera move seen by the lifecycle wakes resting pulses; a parked camera does not', (t) => {
const ring = ringRendering(t);
const { state, rendering, pulseFrames } = ring;
const loop = frameLoop(t, ring, { date: true });
const { activeMs, inputWakeMs } = AWARENESS_RANGE_PULSE;
state.enabled = true;
state.viewer.canvas = new EventTarget();
const touch = () =>
state.viewer.canvas.dispatchEvent(new Event('pointerdown'));
state.viewer.camera = {
positionWC: Cesium.Cartesian3.fromDegrees(3, 20, 800_000),
heading: 0,
pitch: -1,
roll: 0,
};
const lifecycle = createLifecycle({
state,
services: {
render: { holdContinuousRender() {}, releaseContinuousRender() {} },
},
parts: {
rendering,
model: {
awarenessRefreshDecision: () => ({ moving: false, refresh: false }),
awarenessNeedsContinuousRender: () => false,
},
},
});
lifecycle.attachRuntimeListeners();
t.after(() => lifecycle.detachRuntimeListeners());
rendering.renderVisual(flight(3));
loop.advance(activeMs + 500);
const rested = pulseFrames();
// Parked: frames other owners draw do not wake the pulses.
loop.draw();
loop.advance(activeMs);
assert.equal(pulseFrames(), rested);
// The user drags the camera 50 km: the next frame wakes them for another
// run.
touch();
state.viewer.camera.positionWC = Cesium.Cartesian3.fromDegrees(
3.5,
20,
800_000,
);
loop.draw();
loop.advance(activeMs + 500);
assert.ok(
pulseFrames() - rested >= activeMs / CYBER_SONAR_RENDER_INTERVAL_MS - 2,
);
const woke = pulseFrames();
loop.advance(60_000);
assert.equal(pulseFrames(), woke, 'and rest again once it parks');
// The app moving the camera, with no hand on it, does not wake them: a
// tracking follow, the cockpit view, an orbit or a fly-to all move it on
// every frame.
const follow = (lon) => {
state.viewer.camera.positionWC = Cesium.Cartesian3.fromDegrees(
lon,
20,
800_000,
);
loop.draw();
loop.advance(500);
};
for (let lon = 3.6; lon < 5.6; lon += 0.1) follow(lon);
assert.equal(pulseFrames(), woke, 'app camera moves do not wake them');
// Input long past (beyond `inputWakeMs`) does not count either; a hover
// without a button pressed is not handling the camera.
touch();
loop.advance(inputWakeMs + 100);
state.viewer.canvas.dispatchEvent(
Object.assign(new Event('pointermove'), { buttons: 0 }),
);
follow(5.7);
assert.equal(pulseFrames(), woke, 'stale input does not wake them');
// Each way of handling the map counts: a wheel, a touch, a drag; keys
// typed anywhere in the window do not.
const panWith = (handle, lon) => {
loop.advance(activeMs + 500);
const before = pulseFrames();
handle();
follow(lon);
loop.advance(activeMs);
return pulseFrames() > before;
};
const onCanvas = (event) => () => state.viewer.canvas.dispatchEvent(event);
assert.equal(panWith(onCanvas(new Event('wheel')), 5.8), true, 'wheel');
assert.equal(panWith(onCanvas(new Event('touchstart')), 5.9), true, 'touch');
assert.equal(
panWith(
onCanvas(Object.assign(new Event('pointermove'), { buttons: 1 })),
6.0,
),
true,
'drag',
);
assert.equal(
panWith(() => window.dispatchEvent(new Event('keydown')), 6.1),
false,
'keys do not count',
);
// Detached, the canvas listeners are gone.
lifecycle.detachRuntimeListeners();
touch();
assert.equal(state.lastCameraInputMs < Date.now() - inputWakeMs, true);
});
/**
* The lifecycle's camera-input listeners over `ring`, with a camera the test
* moves by longitude (`pan`) and a camera controller whose inputs it can
* switch off, as the cockpit view does. Pulses start resting.
*/
function inputLifecycle(t, ring) {
const { state, rendering } = ring;
const loop = frameLoop(t, ring, { date: true });
state.enabled = true;
state.viewer.canvas = new EventTarget();
state.viewer.scene.screenSpaceCameraController = { enableInputs: true };
state.viewer.camera = {
positionWC: Cesium.Cartesian3.fromDegrees(3, 20, 800_000),
heading: 0,
pitch: -1,
roll: 0,
};
const lifecycle = createLifecycle({
state,
services: {
render: { holdContinuousRender() {}, releaseContinuousRender() {} },
},
parts: {
rendering,
model: {
awarenessRefreshDecision: () => ({ moving: false, refresh: false }),
awarenessNeedsContinuousRender: () => false,
},
},
});
lifecycle.attachRuntimeListeners();
t.after(() => lifecycle.detachRuntimeListeners());
rendering.renderVisual(flight(3));
loop.advance(AWARENESS_RANGE_PULSE.activeMs + 500);
let lon = 3;
return {
loop,
lifecycle,
controller: state.viewer.scene.screenSpaceCameraController,
dispatch: (type, init = {}) =>
state.viewer.canvas.dispatchEvent(Object.assign(new Event(type), init)),
pan(stepDeg = 0.1) {
lon += stepDeg;
state.viewer.camera.positionWC = Cesium.Cartesian3.fromDegrees(
lon,
20,
800_000,
);
loop.draw();
},
/** Whether the pulses drew frames during the next `ms`. */
pulsing(ms = AWARENESS_RANGE_PULSE.activeMs) {
const before = ring.pulseFrames();
loop.advance(ms);
return ring.pulseFrames() > before;
},
};
}
test('input the camera controller ignores, as in the cockpit, does not wake the pulses', (t) => {
const ring = ringRendering(t);
const { activeMs } = AWARENESS_RANGE_PULSE;
const { controller, dispatch, pan, pulsing, loop } = inputLifecycle(t, ring);
// The cockpit takes the camera: clicks, drags and wheels on the canvas
// move nothing, while the cockpit itself moves the camera every frame.
controller.enableInputs = false;
for (const [type, init] of [
['pointerdown', {}],
['pointermove', { buttons: 1 }],
['wheel', {}],
['touchstart', {}],
]) {
dispatch(type, init);
pan();
assert.equal(pulsing(), false, `${type} in the cockpit`);
}
// A gesture that began just before the cockpit took the camera is
// dropped too, rather than waking the pulses on the cockpit's first move.
controller.enableInputs = true;
loop.advance(activeMs);
dispatch('pointerdown');
controller.enableInputs = false;
pan();
assert.equal(pulsing(), false, 'a gesture cut off by the cockpit');
controller.enableInputs = true;
pan();
assert.equal(pulsing(), false, 'and stays dropped once it hands back');
// Back in the user's hands, a drag wakes them again.
dispatch('pointerdown');
pan();
assert.equal(pulsing(), true, 'a drag after the cockpit');
});
test('disabling the layer tears the pulses down completely', (t) => {
const ring = ringRendering(t);
const { state, scene, rendering, motion, pulseFrames } = ring;
const loop = frameLoop(t, ring);
state.viewer.camera = {
positionWC: Cesium.Cartesian3.fromDegrees(3, 20, 800_000),
heading: 0,
pitch: -1,
roll: 0,
};
const lifecycle = createLifecycle({
state,
services: {
render: { holdContinuousRender() {}, releaseContinuousRender() {} },
},
parts: {
rendering,
model: {
awarenessRefreshDecision: () => ({ moving: false, refresh: false }),
awarenessNeedsContinuousRender: () => false,
},
panel: {
startAwarenessPageRotation() {},
stopAwarenessPageRotation() {},
ensurePanel() {},
hidePanel() {},
},
dependencies: {
activateOperationalContext: () => true,
releaseOwnedDependencies: () => true,
},
},
});
state.passive = true;
lifecycle.methods.enable();
state.subject = flight(3);
rendering.renderVisual(state.subject);
loop.advance(1000);
assert.ok(pulseFrames() > 0);
assert.equal(scene.primitives.length, 2);
lifecycle.methods.disable();
assert.equal(scene.primitives.length, 0, 'ring and disc removed');
assert.equal(scene.preRender.numberOfListeners, 0);
assert.equal(scene.postRender.numberOfListeners, 0);
assert.equal(motion.listeners(), 0, 'no media-query listener');
assert.equal(getAwarenessEchoField(), null);
assert.equal(state.visual, null);
const frames = pulseFrames();
loop.advance(60_000);
assert.equal(
pulseFrames(),
frames,
'no awareness-pulse requests after disable',
);
});
test('pulse requests wait 80 ms after any frame, so they cannot beat the Cyber sonar', (t) => {
const ring = ringRendering(t);
const { rendering, pulseFrames } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
loop.advance(1);
const frames = pulseFrames();
// Another owner (the Cyber sonar, a data update) draws 67 ms after ours.
loop.advance(67);
loop.draw();
loop.advance(CYBER_SONAR_RENDER_INTERVAL_MS - 1);
assert.equal(pulseFrames(), frames, 'no request 13 ms after that frame');
loop.advance(1);
assert.equal(pulseFrames(), frames + 1, 'one request 80 ms after it');
});
test('the pulse level fades in, holds, fades out and keeps its level when woken', () => {
const { activeMs, settleMs } = AWARENESS_RANGE_PULSE;
const wake = wakeAwarenessPulses(
{ startMs: -Infinity, untilMs: -Infinity },
0,
);
assert.equal(awarenessPulseLevel(0, wake), 0);
assert.ok(Math.abs(awarenessPulseLevel(settleMs / 2, wake) - 0.5) < 1e-9);
assert.equal(awarenessPulseLevel(activeMs / 2, wake), 1);
assert.ok(
Math.abs(awarenessPulseLevel(activeMs - settleMs / 4, wake) - 0.25) < 1e-9,
);
assert.equal(awarenessPulseLevel(activeMs, wake), 0);
assert.equal(awarenessPulseLevel(activeMs * 10, wake), 0);
// Woken mid-fade-out: no jump back to full, then a fresh run.
const at = activeMs - settleMs / 4;
wakeAwarenessPulses(wake, at);
assert.ok(Math.abs(awarenessPulseLevel(at, wake) - 0.25) < 1e-9);
assert.equal(awarenessPulseLevel(at + settleMs, wake), 1);
assert.equal(awarenessPulseLevel(at + activeMs, wake), 0);
});
test('a scene without primitives or preRender gets the static ring only', (t) => {
const { state, entities, rendering, pulseFrames } = ringRendering(t);
for (const scene of [
{},
{ primitives: { add() {} } },
{ primitives: { add() {} }, preRender: new Cesium.Event() },
undefined,
]) {
state.viewer = { entities, scene };
rendering.clearVisual();
rendering.renderVisual(flight(3));
// No usable primitive collection: the ring falls back to an entity.
assert.equal(entities.values.length, 1);
assert.equal(entities.values[0].polyline.positions.isConstant, true);
assert.equal(entities.values[0].polyline.material.color.isConstant, true);
}
rendering.clearVisual();
assert.equal(pulseFrames(), 0);
});
test('a gradient disc behind the pulses fades inward and follows the subject', (t) => {
const ring = ringRendering(t);
const { scene, rendering } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
assert.ok(AWARENESS_RANGE_PULSE.count <= AWARENESS_PULSE_GRADIENT_MAX);
assert.equal(scene.primitives.length, 2, 'the ring and the pulse disc');
const { disc, count } = pulsePrimitives(scene);
assert.equal(count, 1, 'the gradient disc');
assert.ok(disc);
// Never a click or tap target, and see-through.
assert.equal(disc.allowPicking, false);
assert.equal(disc.appearance.translucent, true);
const { material } = disc.appearance;
assert.ok(
Math.abs(
material.uniforms.depth - AWARENESS_RANGE_PULSE.gradientDepthFraction,
) < 1e-9,
);
assert.ok(
Math.abs(
material.uniforms.color.alpha - AWARENESS_RANGE_PULSE.gradientOpacity,
) < 1e-6,
);
// The pulse lines are drawn in the ring's colours and widths.
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
const halo = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.outlineColor,
);
assert.ok(material.uniforms.lineColor.equalsEpsilon(core, 1e-6));
assert.ok(material.uniforms.haloColor.equalsEpsilon(halo, 1e-6));
assert.equal(material.uniforms.lineWidth, AWARENESS_RANGE_PULSE.width);
assert.equal(material.uniforms.haloWidth, AWARENESS_RANGE_PULSE.outlineWidth);
// Each frame writes the pulses' radius (as a fraction of the range) and
// opacity into the shader, from the same curve the lines use, once the
// pulses have faded in.
assert.equal(scene.preRender.numberOfListeners, 1);
loop.advance(AWARENESS_RANGE_PULSE.settleMs + 500);
scene.preRender.raiseEvent(scene);
assert.equal(disc.show, true);
const { radii, alphas } = material.uniforms;
for (let index = 0; index < AWARENESS_RANGE_PULSE.count; index++) {
const radius = Cesium.Cartesian4.pack(radii, [])[index];
const alpha = Cesium.Cartesian4.pack(alphas, [])[index];
const expected = awarenessPulseState(loop.now(), index);
assert.ok(Math.abs(radius - expected.radiusM / AWARENESS_RADIUS_M) < 1e-6);
assert.ok(alpha >= 0 && alpha <= AWARENESS_RANGE_PULSE.peakOpacity);
assert.ok(Math.abs(alpha - expected.alpha) < 1e-6);
}
// Unused shader slots stay empty.
assert.equal(
Cesium.Cartesian4.pack(alphas, [])[AWARENESS_PULSE_GRADIENT_MAX - 1],
0,
);
// The disc follows by its model matrix and is rebuilt only past
// `gradientRebuildM` (20 km), keeping its material.
const built = Cesium.Cartesian3.fromDegrees(3, 27, 0);
for (const lon of [3.001, 3.01, 3.1, 3.19]) {
rendering.renderVisual(flight(lon));
assert.equal(pulsePrimitives(scene).disc, disc, `${lon}`);
assert.ok(!disc.isDestroyed());
// Concentric with the ring wherever the subject went, within a metre
// across the ground; the ellipsoid curves away from the rotation's
// sphere by tens of metres in height at most.
const at = Cesium.Cartographic.fromCartesian(discCenter(disc, built));
const want = Cesium.Cartographic.fromCartesian(ring.state.visual.center);
const across = new Cesium.EllipsoidGeodesic(at, want).surfaceDistance;
assert.ok(across < 1, `${across} m off at ${lon}`);
assert.ok(Math.abs(at.height) < 50, `${at.height} m off the ground`);
}
rendering.renderVisual(flight(3.25)); // ~25 km from where it was built
assert.equal(pulsePrimitives(scene).count, 1);
const moved = pulsePrimitives(scene).disc;
assert.notEqual(moved, disc);
assert.ok(disc.isDestroyed());
assert.equal(moved.appearance.material, material);
assert.equal(moved.allowPicking, false);
rendering.clearVisual();
assert.equal(scene.primitives.length, 0);
assert.equal(scene.preRender.numberOfListeners, 0);
});
test("switching subjects keeps one pulse material in Cesium's global cache", (t) => {
const ring = ringRendering(t);
const { scene, rendering } = ring;
frameLoop(t, ring);
// Cesium keeps every new material type for the page's lifetime, so an
// unnamed fabric (a fresh GUID type each time) would grow it per subject.
const cached = () =>
Object.keys(Cesium.Material._materialCache._materials).length;
rendering.renderVisual({ ...flight(3), id: 'subject-0' });
const first = pulsePrimitives(scene).disc.appearance.material;
const size = cached();
let last = first;
for (let index = 1; index <= 6; index++) {
rendering.renderVisual({ ...flight(3 + index), id: `subject-${index}` });
last = pulsePrimitives(scene).disc.appearance.material;
}
assert.equal(cached(), size, 'subject switches add no cache entries');
rendering.clearVisual();
rendering.renderVisual(flight(3));
assert.equal(cached(), size, 'nor does a reselect');
// A material built from the cached template still owns its uniform values.
const again = pulsePrimitives(scene).disc.appearance.material;
assert.notEqual(again, last);
assert.notEqual(again.uniforms.radii, last.uniforms.radii);
assert.notEqual(again.uniforms.alphas, first.uniforms.alphas);
assert.ok(again.uniforms.radii instanceof Cesium.Cartesian4);
assert.ok(again.uniforms.lineColor instanceof Cesium.Color);
assert.equal(again.uniforms.lineWidth, AWARENESS_RANGE_PULSE.width);
});
test('a resting pulse disc is not rebuilt as the subject moves, and catches up on wake', (t) => {
const ring = ringRendering(t);
const { scene, rendering } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
loop.advance(AWARENESS_RANGE_PULSE.activeMs + 500);
const resting = pulsePrimitives(scene).disc;
const restingMatrix = Cesium.Matrix4.clone(resting.modelMatrix);
// A flying subject keeps moving while the pulses rest: the hidden disc is
// neither moved nor rebuilt, even well past the rebuild distance.
for (let lon = 3.01; lon < 3.4; lon += 0.01)
rendering.renderVisual(flight(lon));
assert.equal(pulsePrimitives(scene).disc, resting);
assert.ok(!resting.isDestroyed());
assert.ok(Cesium.Matrix4.equals(resting.modelMatrix, restingMatrix));
// Woken, the disc catches up at once: rebuilt around the subject.
rendering.wakePulses();
const woken = pulsePrimitives(scene).disc;
assert.notEqual(woken, resting);
assert.ok(resting.isDestroyed());
assert.equal(pulsePrimitives(scene).count, 1);
// Woken again without moving: the disc stays.
rendering.wakePulses();
assert.equal(pulsePrimitives(scene).disc, woken);
});
test('the ring and pulses never catch a click: no entities, every primitive unpickable', (t) => {
for (const reducedMotion of [false, true]) {
const { entities, scene, rendering } = ringRendering(t, { reducedMotion });
rendering.renderVisual(flight(3));
// Cesium always picks entities, so the awareness visual adds none.
assert.equal(entities.values.length, 0);
assert.ok(scene.primitives.length >= 1);
for (let i = 0; i < scene.primitives.length; i++)
assert.equal(scene.primitives.get(i).allowPicking, false);
rendering.clearVisual();
}
});
test('a camera below the rim height hides the pulse disc instead of sweeping the sky', (t) => {
const ring = ringRendering(t);
const { scene, rendering } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
loop.advance(AWARENESS_RANGE_PULSE.settleMs + 500);
const cameraAt = (height) => {
scene.camera = {
positionCartographic: new Cesium.Cartographic(0, 0, height),
};
scene.preRender.raiseEvent(scene);
return pulsePrimitives(scene).disc.show;
};
assert.equal(cameraAt(CONTEXT_RIM_HEIGHT_M + 500), true);
assert.equal(cameraAt(CONTEXT_RIM_HEIGHT_M - 500), false, 'cockpit view');
// Below the disc the pulses rest with it: the ring is steady at full, no
// echo lights and no frame is asked for.
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
assert.ok(Math.abs(ringColors(scene).color.alpha - core.alpha) < 1e-9);
assert.equal(getAwarenessEchoField().level(loop.now()), 0);
const frames = ring.pulseFrames();
loop.draw();
loop.advance(2000);
assert.equal(ring.pulseFrames(), frames, 'no requests below the rim');
assert.equal(cameraAt(800_000), true);
});
test('reduced motion keeps the static ring and drops the pulses', (t) => {
t.mock.timers.enable({ apis: ['setTimeout', 'setInterval'] });
const { scene, rendering, pulseFrames } = ringRendering(t, {
reducedMotion: true,
});
rendering.renderVisual(flight(3));
assert.ok(pulsePrimitives(scene).ring);
t.mock.timers.tick(1000);
assert.equal(pulseFrames(), 0);
assert.equal(pulsePrimitives(scene).count, 0, 'no pulse disc');
assert.equal(scene.preRender.numberOfListeners, 0);
assert.equal(scene.postRender.numberOfListeners, 0);
});
test('turning reduced motion on mid-session stops the pulses, and off restarts them', (t) => {
const ring = ringRendering(t);
const { scene, rendering, motion, state } = ring;
const loop = frameLoop(t, ring);
state.subject = flight(3);
rendering.renderVisual(state.subject);
assert.equal(pulsePrimitives(scene).count, 1);
loop.advance(1000);
// The OS setting changes while the same aircraft stays tracked.
motion.set(true);
assert.ok(pulsePrimitives(scene).ring);
assert.equal(pulsePrimitives(scene).count, 0);
assert.equal(scene.preRender.numberOfListeners, 0);
assert.equal(scene.postRender.numberOfListeners, 0);
assert.equal(getAwarenessEchoField(), null);
const frames = ring.pulseFrames();
loop.advance(5000);
assert.equal(ring.pulseFrames(), frames);
motion.set(false);
assert.equal(pulsePrimitives(scene).count, 1);
assert.ok(getAwarenessEchoField());
// One media-query listener per visual; none once the ring is gone.
assert.equal(motion.listeners(), 1);
rendering.clearVisual();
assert.equal(motion.listeners(), 0);
});
test('a reduced-motion change reaches older Safari through addListener', (t) => {
const { scene, rendering, motion, state } = ringRendering(t, {
legacyQuery: true,
});
state.subject = flight(3);
rendering.renderVisual(state.subject);
assert.equal(pulsePrimitives(scene).count, 1);
assert.equal(motion.listeners(), 1);
motion.set(true);
assert.equal(pulsePrimitives(scene).count, 0);
assert.equal(scene.preRender.numberOfListeners, 0);
rendering.clearVisual();
assert.equal(motion.listeners(), 0);
});
test('a refresh after reduced motion changed rebuilds the visual too', (t) => {
const { scene, rendering, motion } = ringRendering(t);
rendering.renderVisual(flight(3));
assert.equal(pulsePrimitives(scene).count, 1);
// No change event: the next same-subject refresh notices on its own.
motion.setQuietly(true);
rendering.renderVisual(flight(3));
assert.ok(pulsePrimitives(scene).ring);
assert.equal(pulsePrimitives(scene).count, 0);
assert.equal(scene.preRender.numberOfListeners, 0);
});
test('while pulses run the ring flashes as each one arrives, then rests', (t) => {
const ring = ringRendering(t);
const { scene, rendering } = ring;
const loop = frameLoop(t, ring);
rendering.renderVisual(flight(3));
const core = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
);
const halo = Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.outlineColor,
);
const { periodMs, count } = AWARENESS_RANGE_PULSE;
const { flashMs, restOpacity } = AWARENESS_RANGE_RING_STYLE;
// Full the moment a front reaches 250 km, gone `flashMs` later.
const arrival = periodMs * 6; // pulse 0 wraps here
assert.ok(Math.abs(awarenessRingFlash(arrival) - 1) < 1e-6);
assert.ok(awarenessRingFlash(arrival + flashMs / 2) > 0.2);
assert.equal(awarenessRingFlash(arrival + flashMs + 1), 0);
// Between flashes the 250 km edge stays readable, dimmed, not gone.
assert.ok(restOpacity >= 0.35 && restOpacity <= 0.5, `${restOpacity}`);
// Once per arriving pulse: `count` flashes in any one-period window that
// starts after a flash has faded.
let flashes = 0;
let wasLit = false;
const from = arrival + flashMs + 1;
for (let ms = 0; ms < periodMs; ms += 10) {
const lit = awarenessRingFlash(from + ms) > 0.5;
if (lit && !wasLit) flashes++;
wasLit = lit;
}
assert.equal(flashes, count);
// Once the pulses have faded in, the live colour tracks the flash, and
// never drops below `restOpacity`.
loop.advance(AWARENESS_RANGE_PULSE.settleMs);
for (let step = 0; step < 40; step++) {
loop.advance(100);
const { color, outlineColor } = ringColors(scene);
const flash = Math.max(restOpacity, awarenessRingFlash(loop.now()));
const expected = core.alpha * flash;
assert.ok(
Math.abs(color.alpha - expected) < 1e-9,
`${color.alpha} vs ${expected}`,
);
assert.ok(Math.abs(outlineColor.alpha - halo.alpha * flash) < 1e-9);
}
});
test('without pulses the ring stays on screen at full strength', (t) => {
const { scene, rendering } = ringRendering(t, { reducedMotion: true });
rendering.renderVisual(flight(3));
assert.equal(scene.preRender.numberOfListeners, 0);
assert.equal(
ringColors(scene).color.toCssColorString(),
Cesium.Color.fromCssColorString(
AWARENESS_RANGE_RING_STYLE.color,
).toCssColorString(),
);
assert.equal(getAwarenessEchoField(), null);
});
test('the echo field follows the subject while pulses run and clears with the ring', (t) => {
const { rendering } = ringRendering(t);
rendering.renderVisual(flight(3));
const field = getAwarenessEchoField();
assert.ok(field);
assert.equal(field.radiusM, AWARENESS_RADIUS_M);
assert.equal(field.pulse, AWARENESS_RANGE_PULSE);
assert.equal(field.echo, AWARENESS_RANGE_ECHO);
assert.ok(
Cesium.Cartesian3.equalsEpsilon(
field.center,
Cesium.Cartesian3.fromDegrees(3, 27, 0),
0,
1e-3,
),
);
// ~1 km later the same field has moved with the subject.
rendering.renderVisual(flight(3.01));
assert.equal(getAwarenessEchoField(), field);
assert.ok(
Cesium.Cartesian3.equalsEpsilon(
field.center,
Cesium.Cartesian3.fromDegrees(3.01, 27, 0),
0,
1e-3,
),
);
rendering.clearVisual();
assert.equal(getAwarenessEchoField(), null);
});