bruce-cesium 5.9.5 → 5.9.7

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@@ -1142,48 +1142,70 @@
1142
1142
  */
1143
1143
  class AnimatePositionSeries {
1144
1144
  constructor(params) {
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- // Current position state.
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- this.lastCalcPos3d = null;
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- this.lastCalcPosIndexLast = -1;
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- this.lastCalcPosIndexNext = -1;
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- // Series data for rendering path.
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+ // Animation state.
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+ this.currentAnimatedPos = null;
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+ this.actualTargetPos = null;
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+ this.animationStartPos = null;
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+ this.animationStartTime = null;
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+ this.animationDuration = 350;
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+ // Cached data for performance.
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+ this.lastDesiredPosIndex = -1;
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+ this.lastDesiredNextIndex = -1;
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+ // Series data for rendering path
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  this.lastCalcSeriesPos3d = [];
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  this.lastCalcSeriesTime = null;
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- // Orientation.
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+ // Orientation cache.
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  this.lastCalcOrient = null;
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  this.lastCalcOrientTime = null;
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- // Starting animation state.
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- this.animateFromPos3d = null;
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- this.animateFromPos3dTimeStart = null;
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- this.animationDuration = 200; // milliseconds
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  this.viewer = params.viewer;
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  this.positions = params.posses || [];
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  this.pitch = params.pitch || 0;
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  this.roll = params.roll || 0;
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- // Animation from a starting position.
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+ this.processHeadings();
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+ this.sortPositions();
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+ // Initialize animation from starting position if provided.
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  if (params.animateFromPos3d) {
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- this.animateFromPos3d = params.animateFromPos3d;
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+ this.animationStartPos = params.animateFromPos3d;
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  const currentTime = Date.now();
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  const providedTime = params.animateFromPos3dTimeStart || 0;
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- // Check if the provided timestamp is stale (animation would have already completed)
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- // If so, use current time to restart the animation.
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+ // Check if the provided timestamp is stale.
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  if (!providedTime || (currentTime - providedTime) >= this.animationDuration) {
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- this.animateFromPos3dTimeStart = currentTime;
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+ this.animationStartTime = currentTime;
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  }
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  else {
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- this.animateFromPos3dTimeStart = providedTime;
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+ this.animationStartTime = providedTime;
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  }
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  }
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+ }
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+ AddPosition(pos) {
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+ if (!pos || !pos.pos3d || !pos.dateTime) {
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+ console.warn("Invalid position provided to AnimatePositionSeries.");
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+ return;
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+ }
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+ this.positions.push(pos);
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  this.processHeadings();
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- // Order positions by date.
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+ this.sortPositions();
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+ this.invalidateCache();
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+ }
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+ UpdatePitchRoll(pitch, roll) {
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+ this.pitch = pitch;
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+ this.roll = roll;
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+ this.invalidateCache();
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+ }
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+ GetAnimateFromDateTime() {
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+ return this.animationStartTime;
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+ }
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+ GetPositions() {
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+ return this.positions;
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+ }
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+ sortPositions() {
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  if (this.positions.length > 0) {
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- this.positions.sort((a, b) => {
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- return a.dateTime.getTime() - b.dateTime.getTime();
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- });
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+ this.positions.sort((a, b) => a.dateTime.getTime() - b.dateTime.getTime());
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  }
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  }
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- GetAnimateFromDateTime() {
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- return this.animateFromPos3dTimeStart;
1206
+ invalidateCache() {
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+ this.lastCalcSeriesTime = null;
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+ this.lastCalcOrientTime = null;
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  }
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  /**
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  * Pre-process headings in the series.
@@ -1207,130 +1229,178 @@
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  }
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  }
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  }
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- GetPositions() {
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- return this.positions;
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- }
1213
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  easeInOutQuad(t) {
1214
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  return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
1215
1234
  }
1216
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  /**
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- * Interpolates between the starting position and target position.
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+ * Calculate the desired position based on current time without any animation smoothing.
1218
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  */
1219
- interpolateToTargetPosition(startPos, targetPos, startTimeMs, currentTimeMs) {
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- if (!startPos || !targetPos) {
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- return startPos || targetPos || new Cesium.Cartesian3();
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+ calculateDesiredPosition(timeMs) {
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+ // No positions available.
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+ if (!this.positions || this.positions.length === 0) {
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+ return { position: null, lastIndex: -1, nextIndex: -1 };
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  }
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- const elapsedTime = currentTimeMs - startTimeMs;
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- let progress = Math.min(elapsedTime / this.animationDuration, 1.0);
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- // Apply easing for more natural motion.
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- progress = this.easeInOutQuad(progress);
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- try {
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- return Cesium.Cartesian3.lerp(startPos, targetPos, progress, new Cesium.Cartesian3());
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+ // Only one position..
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+ if (this.positions.length === 1) {
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+ return {
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+ position: this.positions[0].pos3d || null,
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+ lastIndex: 0,
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+ nextIndex: 0
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+ };
1229
1250
  }
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- catch (e) {
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- console.error("Error in position interpolation: ", e);
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- return targetPos;
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+ // Before first position - use first two positions for orientation.
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+ if (timeMs <= this.positions[0].dateTime.getTime()) {
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+ return {
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+ position: this.positions[0].pos3d || null,
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+ lastIndex: 0,
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+ nextIndex: Math.min(1, this.positions.length - 1)
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+ };
1233
1258
  }
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+ // After last position - use last two positions for orientation.
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+ const lastIdx = this.positions.length - 1;
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+ if (timeMs >= this.positions[lastIdx].dateTime.getTime()) {
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+ return {
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+ position: this.positions[lastIdx].pos3d || null,
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+ lastIndex: Math.max(0, lastIdx - 1),
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+ nextIndex: lastIdx
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+ };
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+ }
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+ // Find positions to interpolate between.
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+ for (let i = 0; i < this.positions.length - 1; i++) {
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+ const current = this.positions[i];
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+ const next = this.positions[i + 1];
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+ if (timeMs >= current.dateTime.getTime() && timeMs < next.dateTime.getTime()) {
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+ // Exact match on current position - still use current and next for orientation.
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+ if (timeMs === current.dateTime.getTime()) {
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+ return {
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+ position: current.pos3d || null,
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+ lastIndex: i,
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+ nextIndex: i + 1
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+ };
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+ }
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+ // Interpolate between current and next.
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+ if (!current.pos3d || !next.pos3d) {
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+ return {
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+ position: current.pos3d || next.pos3d || null,
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+ lastIndex: i,
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+ nextIndex: i + 1
1287
+ };
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+ }
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+ try {
1290
+ const progress = (timeMs - current.dateTime.getTime()) / (next.dateTime.getTime() - current.dateTime.getTime());
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+ const interpolatedPos = Cesium.Cartesian3.lerp(current.pos3d, next.pos3d, progress, new Cesium.Cartesian3());
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+ return {
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+ position: interpolatedPos,
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+ lastIndex: i,
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+ nextIndex: i + 1
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+ };
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+ }
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+ catch (e) {
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+ console.error("Error in position interpolation: ", e);
1300
+ return {
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+ position: current.pos3d,
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+ lastIndex: i,
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+ nextIndex: i + 1
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+ };
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+ }
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+ }
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+ }
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+ // Fallback to last position with previous position for orientation.
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+ return {
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+ position: this.positions[lastIdx].pos3d || null,
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+ lastIndex: Math.max(0, lastIdx - 1),
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+ nextIndex: lastIdx
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+ };
1234
1314
  }
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1315
  /**
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- * Main method to get the current position based on time
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+ * Main method to get the current position based on time.
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1317
  */
1238
1318
  GetValue() {
1239
- let now = this.viewer.scene.lastRenderTime;
1240
- if (!now) {
1241
- now = this.viewer.clock.currentTime;
1319
+ let viewerTime = this.viewer.scene.lastRenderTime;
1320
+ if (!viewerTime) {
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+ viewerTime = this.viewer.clock.currentTime;
1242
1322
  }
1243
- const nowTimeMs = Cesium.JulianDate.toDate(now).getTime();
1323
+ const viewerTimeMs = Cesium.JulianDate.toDate(viewerTime).getTime();
1244
1324
  const currentRealTimeMs = Date.now();
1245
- // Calculate the ideal position based on time.
1246
- const idealPosition = this.calculateIdealPosition(nowTimeMs);
1247
- // First run initialization.
1248
- if (!this.lastCalcPos3d) {
1249
- this.lastCalcPos3d = idealPosition;
1250
- // If we have a starting position, animate from it.
1251
- if (this.animateFromPos3d) {
1252
- return this.interpolateToTargetPosition(this.animateFromPos3d, idealPosition, this.animateFromPos3dTimeStart, currentRealTimeMs);
1253
- }
1254
- return idealPosition;
1255
- }
1256
- // If we're animating from a start position.
1257
- if (this.animateFromPos3d) {
1258
- const elapsedTime = currentRealTimeMs - this.animateFromPos3dTimeStart;
1259
- // If animation is complete, just return ideal position and clear animation state.
1260
- if (elapsedTime >= this.animationDuration) {
1261
- this.animateFromPos3d = null;
1262
- this.lastCalcPos3d = idealPosition;
1263
- return idealPosition;
1264
- }
1265
- // Otherwise continue interpolation.
1266
- const interpolatedPos = this.interpolateToTargetPosition(this.animateFromPos3d, idealPosition, this.animateFromPos3dTimeStart, currentRealTimeMs);
1267
- this.lastCalcPos3d = interpolatedPos;
1268
- return interpolatedPos;
1269
- }
1270
- // If we're not animating, directly use the ideal position.
1271
- // This ensures we're exactly where we should be based on time.
1272
- this.lastCalcPos3d = idealPosition;
1273
- return idealPosition;
1274
- }
1275
- /**
1276
- * Calculate the ideal position based on current time without any smoothing.
1277
- */
1278
- calculateIdealPosition(timeMs) {
1279
- if (!this.positions || this.positions.length === 0) {
1325
+ // Calculate the desired position based on time.
1326
+ const desired = this.calculateDesiredPosition(viewerTimeMs);
1327
+ if (!desired.position) {
1328
+ this.currentAnimatedPos = null;
1329
+ this.actualTargetPos = null;
1280
1330
  return new Cesium.Cartesian3();
1281
1331
  }
1282
- // Before first position.
1283
- if (timeMs <= this.positions[0].dateTime.getTime()) {
1284
- this.lastCalcPosIndexLast = 0;
1285
- this.lastCalcPosIndexNext = 0;
1286
- return this.positions[0].pos3d || new Cesium.Cartesian3();
1287
- }
1288
- // After last position.
1289
- if (timeMs >= this.positions[this.positions.length - 1].dateTime.getTime()) {
1290
- const lastIndex = this.positions.length - 1;
1291
- this.lastCalcPosIndexLast = lastIndex;
1292
- this.lastCalcPosIndexNext = lastIndex;
1293
- return this.positions[lastIndex].pos3d || new Cesium.Cartesian3();
1294
- }
1295
- // Find the position before and after the current time.
1296
- let lastIndex = 0;
1297
- for (let i = 0; i < this.positions.length - 1; i++) {
1298
- if (timeMs >= this.positions[i].dateTime.getTime() &&
1299
- timeMs < this.positions[i + 1].dateTime.getTime()) {
1300
- lastIndex = i;
1301
- break;
1302
- }
1303
- }
1304
- const last = this.positions[lastIndex];
1305
- this.lastCalcPosIndexLast = lastIndex;
1306
- // If we're exactly at this position's time.
1307
- if (timeMs === last.dateTime.getTime()) {
1308
- this.lastCalcPosIndexNext = lastIndex;
1309
- return last.pos3d || new Cesium.Cartesian3();
1332
+ this.lastDesiredPosIndex = desired.lastIndex;
1333
+ this.lastDesiredNextIndex = desired.nextIndex;
1334
+ // Determine the desired position without interpolation.
1335
+ let discreteTarget;
1336
+ if (desired.lastIndex === desired.nextIndex) {
1337
+ discreteTarget = this.positions[desired.lastIndex].pos3d;
1310
1338
  }
1311
- // Interpolate between surrounding positions.
1312
- const next = this.positions[lastIndex + 1];
1313
- if (!next) {
1314
- this.lastCalcPosIndexNext = lastIndex;
1315
- return last.pos3d || new Cesium.Cartesian3();
1316
- }
1317
- this.lastCalcPosIndexNext = lastIndex + 1;
1318
- try {
1319
- // Ensure both position vectors are valid.
1320
- if (!last.pos3d || !next.pos3d) {
1321
- return last.pos3d || next.pos3d || new Cesium.Cartesian3();
1339
+ // Use the next position as the target.
1340
+ else {
1341
+ discreteTarget = this.positions[desired.nextIndex].pos3d;
1342
+ }
1343
+ // Check if we have a new actual target
1344
+ const actualTargetChanged = !this.actualTargetPos || !Cesium.Cartesian3.equals(this.actualTargetPos, discreteTarget);
1345
+ // First time or no previous position - start here.
1346
+ if (!this.currentAnimatedPos) {
1347
+ if (this.animationStartPos) {
1348
+ this.actualTargetPos = discreteTarget;
1349
+ const progress = this.getAnimationProgress(currentRealTimeMs, this.animationStartTime);
1350
+ // Animation from start position complete.
1351
+ if (progress >= 1.0) {
1352
+ this.currentAnimatedPos = desired.position;
1353
+ this.animationStartPos = null;
1354
+ this.animationStartTime = null;
1355
+ return desired.position;
1356
+ }
1357
+ // Still animating from initial position.
1358
+ else {
1359
+ const easedProgress = this.easeInOutQuad(progress);
1360
+ this.currentAnimatedPos = Cesium.Cartesian3.lerp(this.animationStartPos, desired.position, easedProgress, new Cesium.Cartesian3());
1361
+ return this.currentAnimatedPos;
1362
+ }
1363
+ }
1364
+ // No initial animation needed.
1365
+ else {
1366
+ this.currentAnimatedPos = desired.position;
1367
+ this.actualTargetPos = discreteTarget;
1368
+ return desired.position;
1369
+ }
1370
+ }
1371
+ // Target changed.
1372
+ if (actualTargetChanged) {
1373
+ this.animationStartPos = this.currentAnimatedPos;
1374
+ this.animationStartTime = currentRealTimeMs;
1375
+ this.actualTargetPos = discreteTarget;
1376
+ }
1377
+ // Continue or start animation to target if we have an active animation.
1378
+ if (this.animationStartPos && this.animationStartTime) {
1379
+ const progress = this.getAnimationProgress(currentRealTimeMs, this.animationStartTime);
1380
+ // Animation complete.
1381
+ if (progress >= 1.0) {
1382
+ this.currentAnimatedPos = desired.position;
1383
+ this.animationStartPos = null;
1384
+ this.animationStartTime = null;
1385
+ return desired.position;
1386
+ }
1387
+ // Continue animation to interpolated position.
1388
+ else {
1389
+ const easedProgress = this.easeInOutQuad(progress);
1390
+ this.currentAnimatedPos = Cesium.Cartesian3.lerp(this.animationStartPos, desired.position, easedProgress, new Cesium.Cartesian3());
1391
+ return this.currentAnimatedPos;
1322
1392
  }
1323
- const progress = (timeMs - last.dateTime.getTime()) /
1324
- (next.dateTime.getTime() - last.dateTime.getTime());
1325
- return Cesium.Cartesian3.lerp(last.pos3d, next.pos3d, progress, new Cesium.Cartesian3());
1326
- }
1327
- catch (e) {
1328
- console.error("Error in ideal position calculation: ", e);
1329
- return last.pos3d || new Cesium.Cartesian3();
1330
1393
  }
1394
+ // No active animation - follow interpolated path directly.
1395
+ this.currentAnimatedPos = desired.position;
1396
+ return desired.position;
1397
+ }
1398
+ getAnimationProgress(currentTime, startTime) {
1399
+ const elapsed = currentTime - startTime;
1400
+ return Math.min(elapsed / this.animationDuration, 1.0);
1331
1401
  }
1332
1402
  /**
1333
- * Returns a series of positions to use for rendering the path..
1403
+ * Returns a series of positions to use for rendering the path.
1334
1404
  */
1335
1405
  GetSeries() {
1336
1406
  // Update at 30 fps.
@@ -1354,8 +1424,7 @@
1354
1424
  this.lastCalcSeriesPos3d = [];
1355
1425
  return [];
1356
1426
  }
1357
- const totalDuration = this.positions[this.positions.length - 1].dateTime.getTime() -
1358
- this.positions[0].dateTime.getTime();
1427
+ const totalDuration = this.positions[this.positions.length - 1].dateTime.getTime() - this.positions[0].dateTime.getTime();
1359
1428
  // Percentage of the polyline to be visible before and after each point.
1360
1429
  const visibilityPercentage = 0.05; // 5%
1361
1430
  const visibilityDuration = totalDuration * visibilityPercentage;
@@ -1363,13 +1432,14 @@
1363
1432
  const newPosses = [];
1364
1433
  for (let i = 0; i < this.positions.length; i++) {
1365
1434
  const pos = this.positions[i];
1366
- if (!pos.pos3d)
1435
+ if (!pos.pos3d) {
1367
1436
  continue;
1437
+ }
1368
1438
  let add = nowDate >= new Date(pos.dateTime.getTime() - visibilityDuration / 2) &&
1369
1439
  nowDate <= new Date(pos.dateTime.getTime() + visibilityDuration / 2);
1370
1440
  // Also include the segment we're currently traversing.
1371
- if (!add && this.lastCalcPosIndexLast > -1 && this.lastCalcPosIndexNext > -1) {
1372
- add = i >= this.lastCalcPosIndexLast && i <= this.lastCalcPosIndexNext;
1441
+ if (!add && this.lastDesiredPosIndex > -1 && this.lastDesiredNextIndex > -1) {
1442
+ add = i >= this.lastDesiredPosIndex && i <= this.lastDesiredNextIndex;
1373
1443
  }
1374
1444
  if (add) {
1375
1445
  newPosses.push(pos.pos3d);
@@ -1407,10 +1477,10 @@
1407
1477
  }
1408
1478
  const nowTime = Cesium.JulianDate.toDate(now).getTime();
1409
1479
  try {
1410
- // Get last and next position indices.
1411
- const lastIndex = this.lastCalcPosIndexLast;
1412
- const nextIndex = this.lastCalcPosIndexNext;
1413
- // Validate indices.
1480
+ // Get current position indices.
1481
+ const lastIndex = this.lastDesiredPosIndex;
1482
+ const nextIndex = this.lastDesiredNextIndex;
1483
+ // Invalid indices.
1414
1484
  if (lastIndex < 0 || nextIndex < 0 ||
1415
1485
  lastIndex >= this.positions.length || nextIndex >= this.positions.length) {
1416
1486
  return this.lastCalcOrient || defaultQuaternion;
@@ -1420,6 +1490,17 @@
1420
1490
  if (!lastPos || !nextPos) {
1421
1491
  return this.lastCalcOrient || defaultQuaternion;
1422
1492
  }
1493
+ // Single position case - use its heading if available.
1494
+ if (lastIndex === nextIndex) {
1495
+ if (lastPos.heading !== null) {
1496
+ this.lastCalcOrient = Cesium.Transforms.headingPitchRollQuaternion(currentPosition, new Cesium.HeadingPitchRoll(Cesium.Math.toRadians(lastPos.heading), Cesium.Math.toRadians(this.pitch), Cesium.Math.toRadians(this.roll)));
1497
+ this.lastCalcOrientTime = Date.now();
1498
+ return this.lastCalcOrient;
1499
+ }
1500
+ // No heading data and single position, return previous or default.
1501
+ return this.lastCalcOrient || defaultQuaternion;
1502
+ }
1503
+ // Two different positions - we can calculate orientation.
1423
1504
  // Use explicit heading values if available.
1424
1505
  if (lastPos.heading !== null && nextPos.heading !== null) {
1425
1506
  // Calculate interpolated heading.
@@ -1433,8 +1514,7 @@
1433
1514
  }
1434
1515
  // Calculate interpolation factor.
1435
1516
  let factor = 0;
1436
- if (lastIndex !== nextIndex &&
1437
- lastPos.dateTime.getTime() !== nextPos.dateTime.getTime()) {
1517
+ if (lastPos.dateTime.getTime() !== nextPos.dateTime.getTime()) {
1438
1518
  factor = (nowTime - lastPos.dateTime.getTime()) /
1439
1519
  (nextPos.dateTime.getTime() - lastPos.dateTime.getTime());
1440
1520
  factor = Math.max(0, Math.min(1, factor));
@@ -1447,7 +1527,7 @@
1447
1527
  // Create quaternion from heading, pitch, roll.
1448
1528
  this.lastCalcOrient = Cesium.Transforms.headingPitchRollQuaternion(currentPosition, new Cesium.HeadingPitchRoll(Cesium.Math.toRadians(interpolatedHeading), Cesium.Math.toRadians(this.pitch), Cesium.Math.toRadians(this.roll)));
1449
1529
  }
1450
- // Calculate heading from position changes if not available.
1530
+ // Calculate heading from position changes if heading data not available.
1451
1531
  else {
1452
1532
  if (!lastPos.pos3d || !nextPos.pos3d) {
1453
1533
  return this.lastCalcOrient || defaultQuaternion;
@@ -6828,7 +6908,9 @@
6828
6908
  continue;
6829
6909
  }
6830
6910
  entityRemoveAddState.delete(entity.id);
6831
- viewer.entities.remove(entity);
6911
+ if (viewer.entities.contains(entity)) {
6912
+ viewer.entities.remove(entity);
6913
+ }
6832
6914
  }
6833
6915
  });
6834
6916
  }
@@ -6850,7 +6932,9 @@
6850
6932
  continue;
6851
6933
  }
6852
6934
  entityRemoveAddState.delete(entity.id);
6853
- viewer.entities.add(entity);
6935
+ if (!viewer.entities.contains(entity)) {
6936
+ viewer.entities.add(entity);
6937
+ }
6854
6938
  }
6855
6939
  });
6856
6940
  }
@@ -6953,7 +7037,7 @@
6953
7037
  * @returns
6954
7038
  */
6955
7039
  function Render(params) {
6956
- var _a, _b;
7040
+ var _a, _b, _c, _d;
6957
7041
  const entity = params.entity;
6958
7042
  if (!params.entityHistoric) {
6959
7043
  params.entityHistoric = [];
@@ -7055,6 +7139,7 @@
7055
7139
  }
7056
7140
  };
7057
7141
  let cEntity = params.rendered;
7142
+ let prevPos3d = cEntity ? GetCValue(params.viewer, cEntity.position) : null;
7058
7143
  if (!cEntity || !cEntity.model) {
7059
7144
  updateShouldShowTrack();
7060
7145
  if (!color) {
@@ -7144,12 +7229,11 @@
7144
7229
  cEntity.model.colorBlendAmount = new Cesium.ConstantProperty(blendAmount);
7145
7230
  cEntity.model.colorBlendMode = new Cesium.ConstantProperty(blendMode);
7146
7231
  cEntity.model.distanceDisplayCondition = new Cesium.ConstantProperty(exports.EntityRenderEngine.GetDisplayCondition(params.minDistance, params.maxDistance));
7147
- const prevPos3d = GetCValue(params.viewer, cEntity.position);
7148
7232
  let prevStartTime = null;
7149
7233
  if (cEntity.position && cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"]) {
7150
7234
  prevStartTime = cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"].GetAnimateFromDateTime();
7151
7235
  }
7152
- // If we have a series of time-based positions then we'll animate as time changes.
7236
+ // If we've loaded a set of series positions then we'll animate through them.
7153
7237
  const series = exports.CesiumAnimatedProperty.GetSeriesPossesForHistoricEntity(params.viewer, heightRef, heightRef, params.entityHistoric);
7154
7238
  if (series.length > 1) {
7155
7239
  animatePosition = new exports.CesiumAnimatedProperty.AnimatePositionSeries({
@@ -7164,17 +7248,50 @@
7164
7248
  cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"] = animatePosition;
7165
7249
  }
7166
7250
  else {
7251
+ const dateTimeStr = (_b = (_a = entity.Bruce.Outline) === null || _a === void 0 ? void 0 : _a.find(x => !!x.DateTime)) === null || _b === void 0 ? void 0 : _b.DateTime;
7252
+ const dateTime = dateTimeStr ? new Date(dateTimeStr) : null;
7167
7253
  const posChanged = !prevPos3d || !Cesium.Cartesian3.equals(prevPos3d, pos3d);
7168
7254
  if (posChanged) {
7169
- animatePosition = new exports.CesiumAnimatedProperty.AnimatePosition({
7170
- durationMs: 200,
7171
- targetPos3d: pos3d,
7172
- viewer: params.viewer,
7173
- startPos3d: prevPos3d
7174
- });
7175
- cEntity.position = new Cesium.CallbackProperty(() => animatePosition.GetValue(), false);
7255
+ if (cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"]) {
7256
+ const prevAnimatePosition = cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"];
7257
+ animatePosition = prevAnimatePosition;
7258
+ animatePosition.AddPosition({
7259
+ pos3d: pos3d,
7260
+ dateTime: dateTime,
7261
+ heading: !EnsureNumber(transform === null || transform === void 0 ? void 0 : transform.heading) ? null : heading
7262
+ });
7263
+ animatePosition.UpdatePitchRoll(pitch, roll);
7264
+ }
7265
+ else {
7266
+ let posses = [];
7267
+ const isLive = exports.ViewUtils.GetTimeDetails({ viewer: params.viewer }).isLive;
7268
+ if (prevPos3d && isLive) {
7269
+ posses.push({
7270
+ pos3d: prevPos3d,
7271
+ // Guess so that we can determine a direction of movement right away :)
7272
+ dateTime: new Date(dateTime.getTime() - 1000),
7273
+ heading: !EnsureNumber(transform === null || transform === void 0 ? void 0 : transform.heading) ? null : heading
7274
+ });
7275
+ }
7276
+ posses.push({
7277
+ pos3d: pos3d,
7278
+ dateTime: dateTime,
7279
+ heading: !EnsureNumber(transform === null || transform === void 0 ? void 0 : transform.heading) ? null : heading
7280
+ });
7281
+ animatePosition = new exports.CesiumAnimatedProperty.AnimatePositionSeries({
7282
+ posses: posses,
7283
+ viewer: params.viewer,
7284
+ pitch: pitch,
7285
+ roll: roll,
7286
+ animateFromPos3d: prevPos3d && !isLive ? prevPos3d : null,
7287
+ animateFromPos3dTimeStart: null
7288
+ });
7289
+ cEntity.position = new Cesium.CallbackProperty(() => animatePosition.GetValue(), false);
7290
+ cEntity.position["CesiumAnimatedProperty.AnimatePositionSeries"] = animatePosition;
7291
+ }
7176
7292
  }
7177
7293
  }
7294
+ // If we're animating position then we can animate orientation too based on the interpolated position.
7178
7295
  if (animatePosition && animatePosition instanceof exports.CesiumAnimatedProperty.AnimatePositionSeries && animatePosition.GetOrient) {
7179
7296
  cEntity.orientation = new Cesium.CallbackProperty(() => {
7180
7297
  return animatePosition.GetOrient();
@@ -7182,15 +7299,16 @@
7182
7299
  }
7183
7300
  else {
7184
7301
  const prevHeading = cEntity.model._heading;
7302
+ // Not worth animating.
7185
7303
  if (prevHeading == null || prevHeading == heading || isNaN(prevHeading)) {
7186
7304
  const hpr = new Cesium.HeadingPitchRoll(Cesium.Math.toRadians(heading), Cesium.Math.toRadians(pitch), Cesium.Math.toRadians(roll));
7187
7305
  const orient = Cesium.Transforms.headingPitchRollQuaternion(pos3d, hpr);
7188
7306
  cEntity.orientation = new Cesium.CallbackProperty(() => orient, true);
7189
7307
  }
7190
- // Animate orientation. We'll calculate the heading based on movement.
7308
+ // Animate the change.
7191
7309
  else {
7192
7310
  const animateHeading = new exports.CesiumAnimatedProperty.AnimateHeading({
7193
- durationMs: 200,
7311
+ durationMs: 500,
7194
7312
  targetHeading: heading,
7195
7313
  viewer: params.viewer,
7196
7314
  startHeading: prevHeading
@@ -7222,7 +7340,7 @@
7222
7340
  else {
7223
7341
  cEntity.model.scale = new Cesium.CallbackProperty(() => scale * styleScale, true);
7224
7342
  }
7225
- // We'll use "SetDefaultColor" to updating the internal reference and to allow for an animation.
7343
+ // We'll use "SetDefaultColor" to update the internal reference and to allow for an animation.
7226
7344
  // cEntity.model.color = new Cesium.CallbackProperty(() => color, true);
7227
7345
  exports.CesiumEntityStyler.SetDefaultColor({
7228
7346
  color: color ? color : new Cesium.Color(),
@@ -7319,7 +7437,7 @@
7319
7437
  // Generate a polyline 'track' for the historic data.
7320
7438
  // We do this for historic data that exists and is moving.
7321
7439
  if (shouldShowTrack && animatePosition && animatePosition instanceof exports.CesiumAnimatedProperty.AnimatePositionSeries && animatePosition.GetSeries) {
7322
- const lStyle = (_b = (_a = params.fullStyle) === null || _a === void 0 ? void 0 : _a.polylineStyle) !== null && _b !== void 0 ? _b : {};
7440
+ const lStyle = (_d = (_c = params.fullStyle) === null || _c === void 0 ? void 0 : _c.polylineStyle) !== null && _d !== void 0 ? _d : {};
7323
7441
  const bColor = lStyle.lineColor ? BModels.Calculator.GetColor(lStyle.lineColor, entity, params.tags) : null;
7324
7442
  const cColor = bColor ? ColorToCColor(bColor) : Cesium.Color.fromCssColorString("rgba(255, 193, 7, 0.8)");
7325
7443
  let width = lStyle.lineWidth ? EnsureNumber(BModels.Calculator.GetNumber(lStyle.lineWidth, entity, params.tags)) : 2;
@@ -33027,7 +33145,7 @@
33027
33145
  }
33028
33146
  }
33029
33147
 
33030
- const VERSION = "5.9.5";
33148
+ const VERSION = "5.9.7";
33031
33149
 
33032
33150
  exports.VERSION = VERSION;
33033
33151
  exports.isOutlineChanged = isOutlineChanged;