react-native-cesium 1.2.10 → 1.2.12

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@@ -4,6 +4,7 @@
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  #endif
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  #include "CesiumEngine.hpp"
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+ #include "GeoidConverter.hpp"
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  #include <Cesium3DTilesContent/registerAllTileContentTypes.h>
@@ -608,10 +609,26 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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  const CameraParams camParams = trackTerrainFloor ? camera_.getParams() : CameraParams{};
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  const double camLatRad = glm::radians(camParams.latitude);
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  const double camLonRad = glm::radians(camParams.longitude);
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+
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+ // Expected ground ellipsoid height at camera location (from geoid).
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+ // Used to filter out elevated structures (buildings) during floor sampling.
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+ const double expectedGroundEllipsoid = trackTerrainFloor
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+ ? mslToEllipsoidMeters(camParams.latitude, camParams.longitude, 0.0)
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+ : 0.0;
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+
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  float bestTerrainFloor = terrainFloorEllipsoidM_; // carry previous value if no tile matches
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  double bestHorizDistSq = std::numeric_limits<double>::max();
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  bool floorScanFound = false;
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+ // Horizontal search radius for floor sampling.
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+ constexpr double kFloorSearchRadiusM = 50.0;
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+ constexpr double kFloorSearchRadiusSq = kFloorSearchRadiusM * kFloorSearchRadiusM;
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+ // Only accept vertices within this tolerance of expected ground (filters out buildings).
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+ constexpr double kGroundToleranceM = 10.0;
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+ // 3D fallback: if no ground-level vertices found, use closest 3D vertex.
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+ double bestDist3D = std::numeric_limits<double>::max();
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+ float bestDist3DFloor = 0.0f;
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+
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  // ── floor-scan cache lookup ─────────────────────────────────────────
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  // Skip the per-vertex scan when the camera has moved less than ~10 cm in
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  // both lat and lon AND the visible primitive set is unchanged (same
@@ -675,22 +692,53 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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  for (size_t vi = 0; vi < vc; ++vi) {
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  const glm::dvec3 vECEF =
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  glm::dvec3(prim.localPositions[vi]) + prim.rtcCenter;
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- const glm::dvec3 delta = vECEF - cameraPos;
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- const double de = glm::dot(delta, floorEast);
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- const double dn = glm::dot(delta, floorNorth);
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+ const glm::dvec3 delta = vECEF - cameraPos;
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+ const double de = glm::dot(delta, floorEast);
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+ const double dn = glm::dot(delta, floorNorth);
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  const double horizSq = de * de + dn * dn;
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- if (horizSq < bestHorizDistSq) {
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- bestHorizDistSq = horizSq;
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- bestTerrainFloor = prim.altitudes[vi];
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- floorScanFound = true;
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- } else if (horizSq <= bestHorizDistSq * (1.0 + 1e-9) + 1e-4) {
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- bestTerrainFloor =
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- std::min(bestTerrainFloor, prim.altitudes[vi]);
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- floorScanFound = true;
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+ const float vAlt = prim.altitudes[vi];
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+
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+ // Primary: horizontal search within radius, only accept vertices near ground level.
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+ // This filters out elevated structures (buildings) in urban areas.
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+ if (horizSq <= kFloorSearchRadiusSq) {
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+ const double heightAboveGround = static_cast<double>(vAlt) - expectedGroundEllipsoid;
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+ if (heightAboveGround >= -kGroundToleranceM &&
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+ heightAboveGround <= kGroundToleranceM) {
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+ if (!floorScanFound || vAlt < bestTerrainFloor) {
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+ bestTerrainFloor = vAlt;
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+ bestHorizDistSq = horizSq;
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+ floorScanFound = true;
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+ }
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+ }
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+ }
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+
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+ // Fallback: track closest 3D vertex for sparse/ocean scenarios.
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+ const double dist3D = glm::length(delta);
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+ if (dist3D < bestDist3D) {
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+ bestDist3D = dist3D;
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+ bestDist3DFloor = vAlt;
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  }
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  }
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  }
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  }
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+ // Fallback: if no ground-level vertices found, use expected ground from geoid.
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+ // This handles urban areas where terrain tiles only contain building structures.
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+ if (!floorScanFound) {
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+ if (bestDist3D < std::numeric_limits<double>::max()) {
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+ // Use closest 3D vertex only if it's near ground level
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+ const double heightAboveGround = static_cast<double>(bestDist3DFloor) - expectedGroundEllipsoid;
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+ if (heightAboveGround >= -kGroundToleranceM &&
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+ heightAboveGround <= kGroundToleranceM) {
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+ bestTerrainFloor = bestDist3DFloor;
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+ floorScanFound = true;
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+ }
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+ }
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+ // Ultimate fallback: use geoid-based ground estimate
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+ if (!floorScanFound) {
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+ bestTerrainFloor = static_cast<float>(expectedGroundEllipsoid);
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+ floorScanFound = true;
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+ }
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+ }
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  }
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  const glm::dvec3 rtcCamRel = c.rtcCenter - glm::dvec3(cameraPos);
@@ -791,16 +839,47 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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  const double de = glm::dot(delta, floorEast);
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  const double dn = glm::dot(delta, floorNorth);
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  const double horizSq = de * de + dn * dn;
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- if (horizSq < bestHorizDistSq) {
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- bestHorizDistSq = horizSq;
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- bestTerrainFloor = prim.altitudes[vi];
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+ const float vAlt = prim.altitudes[vi];
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+
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+ // Primary: horizontal search within radius, only accept vertices near ground level.
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+ // This filters out elevated structures (buildings) in urban areas.
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+ if (horizSq <= kFloorSearchRadiusSq) {
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+ const double heightAboveGround = static_cast<double>(vAlt) - expectedGroundEllipsoid;
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+ if (heightAboveGround >= -kGroundToleranceM &&
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+ heightAboveGround <= kGroundToleranceM) {
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+ if (!floorScanFound || vAlt < bestTerrainFloor) {
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+ bestTerrainFloor = vAlt;
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+ bestHorizDistSq = horizSq;
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+ floorScanFound = true;
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+ }
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+ }
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+ }
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+
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+ // Fallback: track closest 3D vertex for sparse/ocean scenarios.
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+ const double dist3D = glm::length(delta);
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+ if (dist3D < bestDist3D) {
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+ bestDist3D = dist3D;
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+ bestDist3DFloor = vAlt;
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+ }
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+ }
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+ }
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+ // Fallback: if no ground-level vertices found, use expected ground from geoid.
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+ // This handles urban areas where terrain tiles only contain building structures.
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+ if (!floorScanFound) {
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+ if (bestDist3D < std::numeric_limits<double>::max()) {
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+ // Use closest 3D vertex only if it's near ground level
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+ const double heightAboveGround = static_cast<double>(bestDist3DFloor) - expectedGroundEllipsoid;
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+ if (heightAboveGround >= -kGroundToleranceM &&
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+ heightAboveGround <= kGroundToleranceM) {
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+ bestTerrainFloor = bestDist3DFloor;
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  floorScanFound = true;
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- } else if (horizSq <= bestHorizDistSq * (1.0 + 1e-9) + 1e-4) {
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- bestTerrainFloor =
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- std::min(bestTerrainFloor, prim.altitudes[vi]);
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- floorScanFound = true;
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  }
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  }
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+ // Ultimate fallback: use geoid-based ground estimate
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+ if (!floorScanFound) {
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+ bestTerrainFloor = static_cast<float>(expectedGroundEllipsoid);
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+ floorScanFound = true;
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+ }
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  }
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  }
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "react-native-cesium",
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- "version": "1.2.10",
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+ "version": "1.2.12",
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  "description": "Experimental Cesium rendering for React Native via Nitro",
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  "main": "./lib/commonjs/index.js",
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  "module": "./lib/module/index.js",