react-native-cesium 1.2.9 → 1.2.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/android/src/main/cpp/CesiumBridgeAndroid.cpp +8 -10
- package/cpp/engine/CesiumEngine.cpp +78 -11
- package/cpp/engine/CesiumEngine.hpp +9 -6
- package/ios/CesiumBridge.mm +8 -10
- package/lib/typescript/src/specs/cesium-view.nitro.d.ts +6 -4
- package/lib/typescript/src/specs/cesium-view.nitro.d.ts.map +1 -1
- package/package.json +4 -4
- package/src/specs/cesium-view.nitro.ts +6 -4
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@@ -312,17 +312,15 @@ void CesiumBridgeAndroid::renderFrame(double nowSeconds) {
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// ── Terrain floor clamp ───────────────────────────────────────────────
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const float minAbove = engine_->getConfig().minAltitudeAboveTerrain;
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if (minAbove > 0.0f) {
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const double
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if (minAbove > 0.0f && engine_->terrainFloorKnown()) {
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const double geoidN =
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reactnativecesium::mslToEllipsoidMeters(actual.latitude, actual.longitude, 0.0);
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const double
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const double
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integrator_->clampActualAltitude(clampedMsl);
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actual.altitude = clampedMsl;
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const double floorMsl =
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static_cast<double>(engine_->terrainFloorEllipsoidMeters()) - geoidN;
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const double minMsl = floorMsl + static_cast<double>(minAbove);
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if (actual.altitude < minMsl) {
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integrator_->clampActualAltitude(minMsl);
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actual.altitude = minMsl;
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}
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}
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@@ -13,7 +13,9 @@
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#include <Cesium3DTilesSelection/TilesetExternals.h>
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#include <Cesium3DTilesSelection/TilesetOptions.h>
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#include <CesiumGeospatial/BoundingRegion.h>
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#include <CesiumGeospatial/Ellipsoid.h>
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#include <CesiumGeospatial/GlobeRectangle.h>
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#include <CesiumGeospatial/GlobeTransforms.h>
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#include <CesiumAsync/CachingAssetAccessor.h>
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#include <CesiumAsync/SqliteCache.h>
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#include <CesiumCurl/CurlAssetAccessor.h>
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@@ -607,7 +609,16 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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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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float bestTerrainFloor = terrainFloorEllipsoidM_; // carry previous value if no tile matches
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double
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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 (50m = reasonable for urban terrain).
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// Vertices within this radius are candidates; we pick the lowest (ground level).
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constexpr double kFloorSearchRadiusM = 50.0;
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constexpr double kFloorSearchRadiusSq = kFloorSearchRadiusM * kFloorSearchRadiusM;
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// 3D fallback: if no vertices within horizontal radius, 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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// ── 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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@@ -630,6 +641,18 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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// semantics aligned).
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const bool runFloorScan = trackTerrainFloor && !floorScanFromCache;
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// ENU basis at the camera — horizontal distance to each terrain vertex.
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glm::dvec3 floorEast(1.0, 0.0, 0.0);
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glm::dvec3 floorNorth(0.0, 1.0, 0.0);
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if (runFloorScan) {
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const auto& ellipsoid = CesiumGeospatial::Ellipsoid::WGS84;
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const glm::dmat4 enuToEcef =
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CesiumGeospatial::GlobeTransforms::eastNorthUpToFixedFrame(
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cameraPos, ellipsoid);
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floorEast = glm::normalize(glm::dvec3(enuToEcef[0]));
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floorNorth = glm::normalize(glm::dvec3(enuToEcef[1]));
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}
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// ── fast path ────────────────────────────────────────────────────────
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// The visible primitive list has been identical for kMaxFramesInFlight
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// frames in a row, so every backend slot is guaranteed to hold a copy of
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@@ -660,14 +683,35 @@ 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
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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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const float vAlt = prim.altitudes[vi];
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// Primary: horizontal search within radius, pick minimum altitude.
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if (horizSq <= kFloorSearchRadiusSq) {
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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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// 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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// If no vertices within horizontal radius, use 3D fallback.
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if (!floorScanFound && bestDist3D < std::numeric_limits<double>::max()) {
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bestTerrainFloor = bestDist3DFloor;
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floorScanFound = true;
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}
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}
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const glm::dvec3 rtcCamRel = c.rtcCenter - glm::dvec3(cameraPos);
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@@ -703,8 +747,9 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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result.cameraLon = paramsFP.longitude;
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result.cameraAlt = paramsFP.altitude;
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if (trackTerrainFloor) {
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if (trackTerrainFloor && (floorScanFound || floorScanFromCache)) {
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terrainFloorEllipsoidM_ = bestTerrainFloor;
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terrainFloorValid_ = true;
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// P5: refresh the floor cache on a fresh scan; skip when we hit the
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// cache (the stored value already reflects this signature).
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if (runFloorScan && signature != 0ULL) {
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@@ -763,13 +808,34 @@ void CesiumEngine::updateFrame(double w, double h, FrameResult& result) {
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for (size_t vi = 0; vi < vertexCount; ++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
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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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const float vAlt = prim.altitudes[vi];
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// Primary: horizontal search within radius, pick minimum altitude.
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if (horizSq <= kFloorSearchRadiusSq) {
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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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// 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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// If no vertices within horizontal radius, use 3D fallback.
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if (!floorScanFound && bestDist3D < std::numeric_limits<double>::max()) {
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bestTerrainFloor = bestDist3DFloor;
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floorScanFound = true;
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}
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}
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}
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result.cameraLon = params.longitude;
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result.cameraAlt = params.altitude;
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if (trackTerrainFloor) {
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if (trackTerrainFloor && (floorScanFound || floorScanFromCache)) {
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terrainFloorEllipsoidM_ = bestTerrainFloor;
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terrainFloorValid_ = true;
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// refresh the floor cache on a fresh scan (slow path always runs a
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// scan unless the cache short-circuit fired above). Only memoise when
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// the geometry signature is stable enough to key on.
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const EngineConfig& getConfig() const { return config_; }
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// Ellipsoid height (metres) of the terrain
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//
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// tile covering the camera position has been rendered.
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// Ellipsoid height (metres) of the terrain surface under the camera nadir,
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// sampled from loaded tile meshes. Meaningless until terrainFloorKnown().
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float terrainFloorEllipsoidMeters() const { return terrainFloorEllipsoidM_; }
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// True after at least one frame has sampled the floor from real terrain tiles.
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bool terrainFloorKnown() const { return terrainFloorValid_; }
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private:
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void createTileset();
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GlobeCamera camera_;
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TileLifecycleManager lifecycle_;
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// Ellipsoid height of the terrain surface at the camera nadir
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//
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// Ellipsoid height of the terrain surface at the camera nadir (horizontal
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// nearest-neighbour sample). Only written after a successful tile scan.
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float terrainFloorEllipsoidM_ = 0.0f;
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bool terrainFloorValid_ = false;
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// Wall-clock timestamp of the previous updateFrame call. Used to compute
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// deltaTime for Tileset::updateViewGroup, which drives LOD transition fading.
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// ── terrain-floor scan cache ──────────────────────────────────────
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// The minAltitudeAboveTerrain clamp scans every vertex of every tile whose
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// bounding region contains the camera lon/lat and picks the altitude of
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// the vertex with the smallest
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// the vertex with the smallest horizontal (ENU) distance to the camera
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// nadir (tie-break: lower ellipsoid height). That's an O(NV)
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// scan over the visible primitives — dominant CPU cost when the camera
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// sits over a dense LOD chain. Result depends only on the camera lon/lat
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// and the set of visible primitives, so we cache it keyed on
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package/ios/CesiumBridge.mm
CHANGED
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// Uses terrain floor from the previous frame (one-frame lag is
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// imperceptible at 60 fps). Skipped when minAltitudeAboveTerrain == 0.
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const float minAbove = _engine->getConfig().minAltitudeAboveTerrain;
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if (minAbove > 0.0f) {
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const double
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if (minAbove > 0.0f && _engine->terrainFloorKnown()) {
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const double geoidN =
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reactnativecesium::mslToEllipsoidMeters(actual.latitude, actual.longitude, 0.0);
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const double
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const double
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_integrator->clampActualAltitude(clampedMsl);
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actual.altitude = clampedMsl;
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const double floorMsl =
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static_cast<double>(_engine->terrainFloorEllipsoidMeters()) - geoidN;
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const double minMsl = floorMsl + static_cast<double>(minAbove);
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if (actual.altitude < minMsl) {
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_integrator->clampActualAltitude(minMsl);
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actual.altitude = minMsl;
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}
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}
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@@ -84,10 +84,12 @@ export interface CesiumViewProps extends HybridViewProps {
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*/
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taskProcessorThreads?: number;
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/**
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* Minimum
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*
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* terrain
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* Minimum clearance above the loaded terrain surface, in metres (added on top of the
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* terrain MSL height at the camera position). Default 0 (no constraint).
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* Set to e.g. 2 to prevent the camera from going underground.
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* The clamp runs only after terrain tiles have been sampled; until then the demand
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* altitude is used as-is. The demand altitude is not modified — only the rendered
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* (actual) camera may be raised to meet this minimum.
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*/
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minAltitudeAboveTerrain?: number;
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/** Maximum yaw rate (degrees per second). 0 = uncapped. */
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-
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|
|
1
|
+
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|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "react-native-cesium",
|
|
3
|
-
"version": "1.2.
|
|
4
|
-
"description": "Experimental Cesium rendering for React Native via Nitro
|
|
3
|
+
"version": "1.2.11",
|
|
4
|
+
"description": "Experimental Cesium rendering for React Native via Nitro",
|
|
5
5
|
"main": "./lib/commonjs/index.js",
|
|
6
6
|
"module": "./lib/module/index.js",
|
|
7
7
|
"types": "./lib/typescript/src/index.d.ts",
|
|
@@ -64,7 +64,7 @@
|
|
|
64
64
|
"node": ">=18"
|
|
65
65
|
},
|
|
66
66
|
"dependencies": {
|
|
67
|
-
"react-native-nitro-modules": "^0.35.
|
|
67
|
+
"react-native-nitro-modules": "^0.35.7"
|
|
68
68
|
},
|
|
69
69
|
"publishConfig": {
|
|
70
70
|
"access": "public",
|
|
@@ -77,7 +77,7 @@
|
|
|
77
77
|
"@types/jest": "^29.5.14",
|
|
78
78
|
"@types/react": "19.2.14",
|
|
79
79
|
"conventional-changelog-conventionalcommits": "^9.3.1",
|
|
80
|
-
"nitrogen": "0.35.
|
|
80
|
+
"nitrogen": "0.35.7",
|
|
81
81
|
"react": "19.2.3",
|
|
82
82
|
"react-native": "0.85.3",
|
|
83
83
|
"react-native-builder-bob": "^0.41.0",
|
|
@@ -98,10 +98,12 @@ export interface CesiumViewProps extends HybridViewProps {
|
|
|
98
98
|
*/
|
|
99
99
|
taskProcessorThreads?: number
|
|
100
100
|
/**
|
|
101
|
-
* Minimum
|
|
102
|
-
*
|
|
103
|
-
*
|
|
104
|
-
* terrain
|
|
101
|
+
* Minimum clearance above the loaded terrain surface, in metres (added on top of the
|
|
102
|
+
* terrain MSL height at the camera position). Default 0 (no constraint).
|
|
103
|
+
* Set to e.g. 2 to prevent the camera from going underground.
|
|
104
|
+
* The clamp runs only after terrain tiles have been sampled; until then the demand
|
|
105
|
+
* altitude is used as-is. The demand altitude is not modified — only the rendered
|
|
106
|
+
* (actual) camera may be raised to meet this minimum.
|
|
105
107
|
*/
|
|
106
108
|
minAltitudeAboveTerrain?: number
|
|
107
109
|
|