Files
gods-eye-view/src/app/tools.js
T

140 lines
4.8 KiB
JavaScript

import { SceneDirector } from '../scenes/director.js';
import { initAnnotations } from '../annotations/index.js';
import { initDrawTool } from '../annotations/drawTool.js';
import { initGevVoiceCommands } from '../voice/gevRealtime.js';
import { installScopeMask, destroyScopeMask } from '../scopeMask.js';
import {
installRenderGovernor,
getRenderGovernorDiagnostics,
governorRequestRender,
holdContinuousRender,
releaseContinuousRender,
} from '../renderGovernor.js';
/** Attach scene tools, rendering listeners and the application debug handle. */
export function createApplicationTools({
scene,
controls,
data,
loadingScreen,
placeSearch,
voice = {},
startChrome,
onSceneDirector,
signal,
defer,
}) {
const { viewer, tileset, mapStackController, operations } = scene;
const { styleManager, weatherEffects, cockpitCloudEffects } = controls;
const { dataManager } = data;
const sceneDirector = new SceneDirector(viewer, styleManager, dataManager, {
isMapStackAvailable: (id) =>
mapStackController?.isStackAvailable(id) === true,
});
dataManager.layers
.get('bhote-koshi-2026')
?.module.attachSceneController(sceneDirector);
defer(() => sceneDirector.destroy());
onSceneDirector?.(sceneDirector);
const annotations = initAnnotations({
viewer,
tileset,
placeSearch,
resolver: operations.annotationResolver,
});
defer(() => {
if (window.__gevAnnotations === annotations) delete window.__gevAnnotations;
annotations.destroy();
});
// DISPLAY ▸ Draw: the same whiteboard, drawn by hand. It claims the pointer
// while a session is open, so its teardown belongs to the application
// lifetime rather than to whoever last pressed the button.
const drawTool = initDrawTool({ viewer, annotations });
defer(() => drawTool?.destroy());
if (startChrome)
defer(startChrome({ loadingScreen, styleManager, dataManager, signal }));
// Idle render governor: flips the scene into requestRenderMode whenever
// nothing animates per frame. Installed AFTER every module above has had
// its chance to register pre-install holds. (perf wave 2)
installRenderGovernor(viewer);
// Install the explicit scope mask used by the DISPLAY controls.
installScopeMask(viewer);
defer(() => destroyScopeMask());
// The follow camera recomputes the tracked target's dead-reckon position
// every frame — tracking anything is a per-frame animation. (perf wave 2)
const removeTrackingListener = viewer.trackedEntityChanged.addEventListener(
() => {
if (viewer.trackedEntity) holdContinuousRender('tracked-entity');
else releaseContinuousRender('tracked-entity');
},
);
// Hidden-state suspension (perf wave 2): when the window/tab is hidden,
// stop the default render loop outright — a hidden canvas repaints for
// nobody, and browser rAF throttling still lets throttled frames burn
// GPU. Holder/data state is untouched, so return is seamless: restore
// the loop, refresh the one DOM surface we gated, render a frame.
const syncVisibilitySuspension = () => {
const hidden = document.hidden;
viewer.useDefaultRenderLoop = !hidden;
cockpitCloudEffects?.setSuspended?.(hidden);
if (!hidden) {
data.presentation.flushVisible();
governorRequestRender('visibility-restore');
}
};
document.addEventListener('visibilitychange', syncVisibilitySuspension);
defer(() =>
document.removeEventListener('visibilitychange', syncVisibilitySuspension),
);
defer(() => {
removeTrackingListener();
releaseContinuousRender('tracked-entity');
});
// Apply the CURRENT state too — bootstrap can complete while the tab is
// already hidden, and waiting for the next transition would leave the
// loop burning behind a hidden tab. (perf wave 2 fix)
syncVisibilitySuspension();
window.__godsEyeView = {
viewer,
styleManager,
tileset,
dataManager,
sceneDirector,
mapStackController,
annotations,
weatherEffects,
cockpitCloudEffects,
getRenderGovernorDiagnostics,
surfaceServices: operations.surface,
requestRender: governorRequestRender,
};
const debug = window.__godsEyeView;
defer(() => {
if (window.__godsEyeView === debug) delete window.__godsEyeView;
});
const voiceCommands = initGevVoiceCommands({
...voice,
floorServices: operations.surface.groundFloor,
annotationResolver: operations.annotationResolver,
searchNavigation: operations.searchAndFlyTo,
signal,
placeSearch,
viewer,
styleManager,
dataManager,
sceneDirector,
annotations,
});
defer(() => {
voiceCommands.stop({ removeUi: true });
if (window.__gevVoiceCommands === voiceCommands)
delete window.__gevVoiceCommands;
});
debug.voiceCommands = voiceCommands;
return { sceneDirector, annotations, voiceCommands };
}