release: bump version to 0.30.0

This commit is contained in:
linkong
2026-04-21 12:28:04 +08:00
parent 2b0d4cfc49
commit 0f89372d71
17 changed files with 1132 additions and 64 deletions

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@@ -1 +1 @@
0.29.2
0.30.0

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@@ -6,7 +6,8 @@ Returns GeoJSON format compatible with Three.js, CesiumJS, and Unreal Cesium.
from datetime import UTC, datetime
import math
from fastapi import APIRouter, HTTPException, Depends, Query
import httpx
from fastapi import APIRouter, HTTPException, Depends, Query, Response
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select, func
from typing import List, Dict, Any, Optional
@@ -23,6 +24,9 @@ from app.services.cable_graph import build_graph_from_data, CableGraph, haversin
from app.services.collectors.bgp_common import RIPE_RIS_COLLECTOR_COORDS
router = APIRouter()
TERRAIN_TILE_URL_TEMPLATE = (
"https://s3.amazonaws.com/elevation-tiles-prod/terrarium/{z}/{x}/{y}.png"
)
# ============== Converter Functions ==============
@@ -804,6 +808,50 @@ async def get_landing_points_geojson(db: AsyncSession = Depends(get_db)):
raise HTTPException(status_code=500, detail=f"Internal error: {str(e)}")
@router.get("/terrain/terrarium/{z}/{x}/{y}.png")
async def get_terrarium_tile(z: int, x: int, y: int):
"""Proxy Terrarium elevation tiles through the backend to avoid browser CORS issues."""
if z < 0 or x < 0 or y < 0:
raise HTTPException(status_code=400, detail="Invalid terrain tile coordinates")
url = TERRAIN_TILE_URL_TEMPLATE.format(z=z, x=x, y=y)
try:
async with httpx.AsyncClient(
timeout=20.0,
follow_redirects=True,
) as client:
upstream = await client.get(url)
upstream.raise_for_status()
except httpx.HTTPStatusError as exc:
raise HTTPException(
status_code=exc.response.status_code,
detail=f"Terrain tile upstream error: {exc.response.status_code}",
) from exc
except httpx.HTTPError as exc:
raise HTTPException(
status_code=502,
detail=f"Terrain tile fetch failed: {exc}",
) from exc
cache_control = upstream.headers.get("cache-control") or "public, max-age=86400"
etag = upstream.headers.get("etag")
last_modified = upstream.headers.get("last-modified")
headers = {
"Cache-Control": cache_control,
}
if etag:
headers["ETag"] = etag
if last_modified:
headers["Last-Modified"] = last_modified
return Response(
content=upstream.content,
media_type=upstream.headers.get("content-type", "image/png"),
headers=headers,
)
@router.get("/geo/all")
async def get_all_geojson(db: AsyncSession = Depends(get_db)):
records_by_source = await _load_current_collected_data_by_sources(

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@@ -10,6 +10,19 @@ This project follows the repository versioning rule:
## [0.29.1] — 2026-04-20
## [0.30.0] — 2026-04-21
### ✨ Features
- Earth 新增真实地形图层:后端代理 Terrarium DEM 瓦片(`/api/v1/visualization/terrain/terrarium/{z}/{x}/{y}.png`),前端新增 `terrain.js` 负责瓦片拉取、顶点位移与按海拔着色
- 设置弹窗新增"地形"分组,支持通过滑块实时调整地形图层透明度
### 🔧 Improvements
- 地形按钮改为异步加载,首次点击显示进度提示并在失败时自动回退
- 启动阶段改用 `applyImmediateView` 直接应用初始视角,`showStatusMessage` / `queueStatusMessage` 区分即时与队列态状态消息,加载中不再被临时状态打断
- 控制面板抽取 `applyTerrainUiState` / `getViewRotation` 收敛地形切换与视角旋转的重复 UI 同步逻辑
---
## [0.29.2] — 2026-04-21
### ✨ Highlights

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@@ -0,0 +1,472 @@
# Earth Real Terrain Plan
## Goal
将 Earth 页当前的“程序噪声假地形”替换成基于真实 DEM 的可用地形层,使 `地形 terrain` 开关真正显示全球海拔起伏,而不是占位效果。
当前占位实现位于:
- [earth.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/earth.js)
具体问题:
- `createTerrain()` 直接对球体顶点应用 `simplex noise`
- 没有真实海拔数据来源
- 没有分辨率分层
- 没有和当前相机/视角配套的性能控制
## Constraints
本计划必须贴合当前 Earth 架构,而不是引入一套全新的地形引擎:
- 地球主体仍然是一个 Three.js sphere
- 海缆、登陆点、卫星、BGP 都已经建立在当前球体坐标系之上
- 不能为了地形把整页改成 Cesium/MapLibre Globe 之类的全栈替换
- 第一阶段优先做“真实可用”,不是一步到位做摄影测量级地形
## Recommended Data Source
### Primary recommendation
使用公开的 Terrarium 编码高程瓦片作为浏览器端高度来源,第一阶段优先接入:
- Mapzen/AWS `Terrarium` elevation tiles
参考:[Mapzen terrain tile format / Terrarium](https://www.mapzen.com/blog/terrain-tile-service/)
原因:
- 已经是全球瓦片化高程
- 浏览器端按 tile 请求,最适合当前 Earth 这种在线 globe
- 编码简单稳定:
- `heightMeters = (R * 256 + G + B / 256) - 32768`
- 不需要我们先离线拼整球 DEM
### Data quality upgrade path
如果后面第一阶段效果确认可用,再逐步升级到底层源:
- Copernicus DEM GLO-30
参考:[Copernicus DEM docs](https://documentation.dataspace.copernicus.eu/APIs/SentinelHub/Data/DEM.html)
- 或用 Copernicus / SRTM / ASTER 等离线切成我们自己的 terrain tiles
这条升级路径适合第二阶段,不建议一开始就直接自建全球瓦片服务。
## Why Not Replace the Engine
不建议为了地形直接切到 Cesium terrain / quantized mesh 引擎,原因:
- 现有 Earth 业务对象都依附当前球面坐标
- 切引擎会同时波及:
- 海缆绘制
- 卫星/轨迹
- BGP 标记
- HUD 与交互
- 这是“重做一页”,不是“给地形层接真实数据”
所以推荐路线是:
- 保持当前 sphere globe
- 为 sphere 增加真实高度位移层
## Implementation Strategy
分三期推进。
### Phase 1 — Global Heightmap Terrain Overlay
目标:
- 地形层切换后显示真实海拔起伏
- 全球范围可用
- 性能可控
做法:
1. 新增 terrain 数据模块
建议文件:
- `frontend/public/earth/js/terrain.js`
职责:
- 选择 DEM zoom level
- 请求 Terrarium tiles
- 解码 tile 高程
- 将高程重采样到当前地形球体网格
2. 替换 `createTerrain()`
当前:
- 在 [earth.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/earth.js) 中同步生成噪声地形
调整后:
- `createTerrain()` 只负责创建 terrain mesh 骨架
- 真正的顶点位移由 terrain 模块异步注入
3. 第一阶段采用“整球低分辨率位移”
不要一上来做动态 patch stitching。第一阶段更稳的办法是
- 保留一张全球 terrain sphere
- 使用较低分辨率几何
- 例如 `SphereGeometry(radius, 192, 192)``256/256`
- 运行时按一个固定地形 zoom`z=4``z=5`)抓取覆盖全球的 Terrarium tiles
- 将 tile 解码后重投影到经纬度采样网格
- 将每个球面顶点按真实高度抬升
这样第一阶段就能做到:
- 有真实地形
- 不需要复杂的局部 LOD
- 不会让现有球体对象体系爆炸
### Phase 2 — View-Aware Refinement
目标:
- 正面可见区域更精细
- 背面与远处维持低成本
做法:
- 引入“基础全球地形 + 当前视角高分局部补丁”
- 正面区域额外抓更高 zoom 的高程 tile
- 只替换局部顶点位移或局部 overlay mesh
这一阶段适合在第一阶段稳定后做。
### Phase 3 — Normals / Shading / Terrain UX
目标:
- 地形不仅有起伏,还更好看、更可读
包括:
- 根据高度生成更合理的 normals
- 调整 terrain material使山脉/高原更易读
- 可选加入:
- hillshade
- contour lines
- snowline / bathymetry tint
## Calibration Overlay Before More Terrain Tuning
在当前项目里terrain 看起来“不像真地形”,不一定只是 DEM 或 exaggeration 不够,也可能是因为缺少稳定参照物。
没有清晰的海岸线、国界线和地表分层时,人眼很难判断:
- 山脉是不是在应该高的地方高
- terrain 是否真的贴在正确的大陆位置上
- 地球纹理、本初子午线、terrain 采样之间是否存在偏移
这里要明确区分两件事:
- 国界线不会修好错误的 terrain
- 但海岸线 / 国界线会让我们更容易判断 terrain 有没有贴准
所以在继续盲调 terrain 参数之前,建议先插入一个“校准参照层”阶段。
### Recommended order for the calibration layer
1. 海岸线
2. 国界线
3. 再继续调 terrain
原因:
- 海岸线比国界线更基础,也更接近真实地表边界
- 判断 terrain 是否贴准,最重要的是大陆边缘和山脉/海岸关系
- 国界线更多是政治边界,只能作为辅助参照
如果只加国界线,不加海岸线,效果仍然可能会怪,因为:
- 很多国界线本来就是人为直线
- 它们并不总是跟真实地形走
### Suggested layer order during debugging
建议调试期临时把地球层次明确成:
1. base earth texture
2. coastline / borders overlay
3. terrain relief
4. cables / landing points / bgp / satellites
这样会比现在更容易判断:
- 山脉是否位于正确区域
- terrain 是否和地表对齐
- 国界/海岸是否漂移
### Suggested data source for the calibration overlay
优先用 `Natural Earth` 的轻量全球矢量数据:
- 海岸线coastline
- Admin 0 国界线country borders
优点:
- 全球一致
- 轻量
- 很适合当前 Three.js globe 做 overlay
### Recommended execution path
#### Phase A — Add reference overlays
先加两层可开关的参考线:
- 海岸线
- 国界线
这两层的目标不是最终美术表现,而是调试 / 校准。
#### Phase B — Recalibrate terrain against coastline
有了海岸线以后,再重新看 terrain
- terrain 是否和大陆边缘错位
- 地球纹理、本初子午线、terrain 采样之间是否有固定偏移
#### Phase C — Decide whether to keep the current terrain path
这时再决定后面的路线:
- 如果发现真实高程整体是对的,只是缺少 shading / readability
继续保留当前 DEM + terrain overlay 路线
- 如果发现整球采样投影、本初子午线或 overlay 关系本身就很别扭
再考虑重做 terrain pipeline
### Practical recommendation
当前阶段不建议“从头开始重做 terrain”。
更稳的策略是:
- 暂停继续盲调 terrain 参数
- 先补海岸线 / 国界线作为校准参照层
- 再基于参照层判断 terrain 是“参数没调好”,还是“整条实现路径有偏移”
## Recommended Geometry Model
### First usable model
保留一层独立 terrain sphere
- base earth sphere贴纹理、昼夜、海洋
- terrain sphere略高于地球半径真实高程位移
建议:
- `terrainBaseRadius = CONFIG.earthRadius + 0.2`
- 高度缩放使用真实米制换算,再乘一个可调 exaggeration
示例关系:
- `heightWorld = (elevationMeters / 6371000) * CONFIG.earthRadius * exaggeration`
建议第一阶段 `exaggeration = 1.3 ~ 1.8`
因为完全真实比例在全球球体上会太平,看不出来。
## Tile Decoding Plan
### Terrarium decode
对于每个高程 tile 像素:
```text
heightMeters = (R * 256 + G + B / 256) - 32768
```
### Sampling path
对于 terrain mesh 上每个顶点:
1. 将顶点方向转成经纬度
2. 将经纬度映射到 Web Mercator tile 坐标
3. 找到对应的 tile 和像素
4. 解码高程
5. 将顶点沿法线方向抬升
### Needed helpers
建议新增:
- `latLonToTileXY(lat, lon, z)`
- `tilePixelFromLatLon(lat, lon, z, tileSize)`
- `decodeTerrariumHeight(r, g, b)`
## Caching Strategy
为了不让地形开关每次重开都重新抓全量 tile
- terrain tile 按 `z/x/y` 存到内存缓存
- terrain mesh 结果也缓存一份
- 当用户关闭/开启 terrain
- 直接复用已有位移结果
建议:
- `Map<string, Float32Array | ImageBitmap>`
## Material Strategy
第一阶段不要复杂化。
建议 terrain material
- 半透明低饱和地形色
- 比 base earth 稍亮或稍偏冷
- 保留当前 HUD 风格下的可读性
第一阶段不需要:
- 真实土地覆被纹理
- 独立卫星影像贴 terrain
因为那会和现有地球纹理、云层、昼夜 shader 打架。
## Integration Points
### Files to change
- [earth.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/earth.js)
- 重写 `createTerrain()`
- 删除 simplex noise 占位逻辑
- [main.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/main.js)
- 初始化 terrain 数据加载
- 控制 terrain readiness / loading message
- [controls.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/controls.js)
- `toggleTerrain` 逻辑保持,但应能区分:
- mesh 已就绪
- 正在加载
- [constants.js](/home/ray/dev/linkong/planet/frontend/public/earth/js/constants.js)
- 新增 `TERRAIN_CONFIG`
- 新文件:
- `frontend/public/earth/js/terrain.js`
### Suggested new config
建议新增:
```js
export const TERRAIN_CONFIG = {
enabled: true,
tileSize: 256,
baseZoom: 4,
baseRadiusOffset: 0.2,
exaggeration: 1.5,
opacity: 0.55,
color: 0x6c876f,
maxConcurrentRequests: 8,
cacheEnabled: true,
};
```
## Loading UX
地形第一次开启时,不能像现在一样瞬时切换。
建议:
- 如果地形数据尚未准备:
- 顶部状态条显示:`正在加载真实地形数据...`
- 完成后:
- `真实地形已就绪`
如果加载失败:
- 保留 base earth
- 显示轻量错误提示
- 不要让 terrain 开关卡死在“开”状态
## Risks
### 1. Global tile count too high
即使 `z=5` 全球 tile 数也不少。
缓解:
- 第一阶段限定低 zoom
- 并发上限
- 缓存
### 2. Mesh resolution too low
如果球面分段太低,山脉会被抹平。
缓解:
- 第一阶段先选一个中等分辨率
- 用 exaggeration 保证可见性
### 3. Existing overlays may z-fight with terrain
海缆、登陆点、BGP、卫星相关对象都假设地球半径固定。
缓解:
- terrain sphere 单独作为 overlay
- overlay 保持略低或略高的固定 offset
- 必要时局部调整 landing point / cable altitude offset
### 4. Mercator sampling distortion near poles
Web Mercator 在高纬会有失真。
缓解:
- 第一阶段接受
- 后续若需要更严格极区质量,再上 geodetic reprojection pipeline
## Acceptance Criteria
第一阶段完成后,应满足:
1. `地形 terrain` 开关开启时,地表起伏明显不再是随机噪声
2. 喜马拉雅、安第斯、落基山、东非高原等全球大尺度地形可辨认
3. 关闭/重新开启 terrain 不重复全量请求
4. 不破坏:
- 海缆
- 卫星
- BGP
- 地球昼夜
- 天球层
## Suggested Execution Order
1. 引入 `TERRAIN_CONFIG`
2. 新建 `terrain.js`
3. 实现 Terrarium tile 请求与 decode
4. 用低 zoom 全球 tile 构建真实 terrain sphere
5. 接管 `toggleTerrain()`
6. 调整 terrain material 和高度 exaggeration
7. 做缓存
8. 再考虑第二阶段局部高分 refinement
## Source References
- Mapzen Terrarium / AWS terrain tiles
[Mapzen Terrain Tile Service](https://www.mapzen.com/blog/terrain-tile-service/)
- Terrarium tile experiments / format background
[mapzen/terrarium](https://github.com/mapzen/terrarium)
- Copernicus DEM overview
[Copernicus DEM docs](https://documentation.dataspace.copernicus.eu/APIs/SentinelHub/Data/DEM.html)
## Recommendation Summary
如果现在就要开始做,我建议直接按这条路线开工:
- 第一阶段接入 Terrarium 全球高程 tile
- 替换掉当前 simplex 假地形
- 先做一层真实可见的全球 terrain overlay
- 等第一阶段稳定,再做视角高分 refinement
这是对当前项目风险最低、最贴合现有 Earth 架构的一条路。

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@@ -16,12 +16,13 @@
## Current Version
- `main` 当前主线历史推导到:`0.16.5`
- `dev` 当前开发分支历史推导到:`0.29.2`
- `dev` 当前开发分支历史推导到:`0.30.0`
## Timeline
| Version | Type | Branch | Commit | Summary |
| --- | --- | --- | --- | --- |
| `0.30.0` | feature | `dev` | `pending` | Earth 新增真实地形图层Terrarium DEM 代理 + 前端瓦片解码着色),设置弹窗支持地形透明度滑块 |
| `0.29.2` | bugfix | `dev` | `pending` | 修正 Earth 设置弹窗展开表现与系统入口,继续统一液态玻璃 HUD并校正太阳受光方向 |
| `0.29.1` | bugfix | `dev` | `pending` | Earth 加载通知条改为队列式单面板显示brand panel 去框并收敛昼夜与选中态可读性 |
| `0.29.0` | feature | `dev` | `pending` | Earth 新增天球背景与太阳/月亮位置层,强化昼夜分隔并收口卫星图例与图层面板交互 |

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@@ -1,6 +1,6 @@
{
"name": "planet-frontend",
"version": "0.29.2",
"version": "0.30.0",
"private": true,
"packageManager": "bun@1",
"dependencies": {

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@@ -311,6 +311,7 @@
0 0 18px rgba(145, 186, 255, 0.06);
font-size: calc(0.84rem * var(--hud-scale));
font-weight: 500;
line-height: 1.2;
letter-spacing: 0.01em;
backdrop-filter: blur(12px);
-webkit-backdrop-filter: blur(12px);
@@ -334,8 +335,10 @@
.earth-status-indicator {
display: inline-flex;
align-items: center;
justify-content: center;
gap: calc(5px * var(--hud-scale));
flex: 0 0 auto;
align-self: center;
}
.earth-status-dot {
@@ -350,6 +353,8 @@
}
.earth-status-text {
display: inline-flex;
align-items: center;
flex: 1 1 auto;
min-width: 0;
}
@@ -608,10 +613,73 @@
transform: translateY(-1px);
}
.earth-settings-item--stacked {
align-items: stretch;
flex-direction: column;
gap: 14px;
cursor: default;
}
.earth-settings-item--stacked:hover {
transform: none;
}
.earth-settings-link {
text-decoration: none;
}
.earth-settings-slider-row {
display: flex;
align-items: center;
gap: 14px;
}
.earth-settings-slider {
flex: 1 1 auto;
width: 100%;
height: 6px;
appearance: none;
background: linear-gradient(90deg, rgba(132, 164, 204, 0.32), rgba(94, 130, 172, 0.5));
border-radius: 999px;
outline: none;
cursor: pointer;
}
.earth-settings-slider::-webkit-slider-thumb {
appearance: none;
width: 18px;
height: 18px;
border-radius: 50%;
background:
radial-gradient(circle at 35% 30%, rgba(255, 255, 255, 0.95), rgba(255, 255, 255, 0.22) 55%, transparent 70%),
linear-gradient(180deg, rgba(164, 196, 236, 0.95), rgba(85, 127, 181, 0.92));
border: 1px solid rgba(222, 236, 252, 0.4);
box-shadow:
0 0 0 1px rgba(255, 255, 255, 0.06),
0 6px 16px rgba(0, 0, 0, 0.24);
}
.earth-settings-slider::-moz-range-thumb {
width: 18px;
height: 18px;
border-radius: 50%;
background: linear-gradient(180deg, rgba(164, 196, 236, 0.95), rgba(85, 127, 181, 0.92));
border: 1px solid rgba(222, 236, 252, 0.4);
box-shadow:
0 0 0 1px rgba(255, 255, 255, 0.06),
0 6px 16px rgba(0, 0, 0, 0.24);
}
.earth-settings-slider-value {
flex: 0 0 auto;
min-width: 46px;
text-align: right;
color: var(--hud-text-soft);
font-size: 0.78rem;
letter-spacing: 0.04em;
font-variant-numeric: tabular-nums;
}
.earth-settings-copy {
display: flex;
flex-direction: column;

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@@ -469,6 +469,30 @@
</label>
</div>
</section>
<section class="earth-settings-section">
<div class="earth-settings-section-title">地形</div>
<div class="earth-settings-list">
<div class="earth-settings-item earth-settings-item--stacked">
<div class="earth-settings-copy">
<span class="earth-settings-item-title">地形透明度</span>
<span class="earth-settings-item-subtitle">调高后会呈现更明显的绿色地形覆盖效果</span>
</div>
<div class="earth-settings-slider-row">
<input
id="terrain-opacity-slider"
class="earth-settings-slider"
type="range"
min="0.05"
max="1"
step="0.01"
value="0.62"
aria-label="调整地形透明度"
>
<span id="terrain-opacity-value" class="earth-settings-slider-value">62%</span>
</div>
</div>
</div>
</section>
<section class="earth-settings-section">
<div class="earth-settings-section-title">系统</div>
<div class="earth-settings-list">

View File

@@ -245,9 +245,12 @@ export function clearCableData(earthObj = null) {
clearLandingPoints(earthObj);
}
export async function loadGeoJSONFromPath(scene, earthObj) {
export async function loadGeoJSONFromPath(scene, earthObj, options = {}) {
const { silent = false } = options;
console.log("正在加载电缆数据...");
showStatusMessage("正在加载电缆数据...", "warning");
if (!silent) {
showStatusMessage("正在加载电缆数据...", "warning");
}
const response = await fetch(PATHS.cablesApi);
if (!response.ok) {
@@ -344,11 +347,14 @@ export async function loadGeoJSONFromPath(scene, earthObj) {
textureQuality: "8K 卫星图",
});
showStatusMessage(`成功加载 ${cableLines.length} 条电缆`, "success");
if (!silent) {
showStatusMessage(`成功加载 ${cableLines.length} 条电缆`, "success");
}
return cableLines.length;
}
export async function loadLandingPoints(scene, earthObj) {
export async function loadLandingPoints(scene, earthObj, options = {}) {
const { silent = false } = options;
console.log("正在加载登陆点数据...");
const response = await fetch(PATHS.landingPointsApi);
@@ -434,7 +440,9 @@ export async function loadLandingPoints(scene, earthObj) {
landingPointCountEl.textContent = validCount + "个";
}
showStatusMessage(`成功加载 ${validCount} 个登陆点`, "success");
if (!silent) {
showStatusMessage(`成功加载 ${validCount} 个登陆点`, "success");
}
return validCount;
}

View File

@@ -74,6 +74,25 @@ export const CELESTIAL_CONFIG = {
backLightColor: 0x2b4c78,
};
export const TERRAIN_CONFIG = {
enabled: true,
tileSize: 256,
baseZoom: 4,
geometryWidthSegments: 320,
geometryHeightSegments: 320,
baseRadiusOffset: 0.04,
exaggeration: 34,
landRevealFadeMeters: 220,
maxConcurrentRequests: 10,
opacity: 0.62,
color: 0x7f9d7f,
emissive: 0x061008,
specular: 0x233126,
shininess: 10,
urlTemplate:
"/api/v1/visualization/terrain/terrarium/{z}/{x}/{y}.png",
};
export const PATHS = {
cablesApi: '/api/v1/visualization/geo/cables',
landingPointsApi: '/api/v1/visualization/geo/landing-points',

View File

@@ -4,6 +4,12 @@ import * as THREE from "three";
import { CONFIG, EARTH_CONFIG } from "./constants.js";
import { updateZoomDisplay, showStatusMessage } from "./ui.js";
import { toggleTerrain } from "./earth.js";
import {
ensureTerrainReady,
isTerrainReady,
getTerrainOpacity,
setTerrainOpacity,
} from "./terrain.js";
import {
reloadData,
clearLockedObject,
@@ -58,6 +64,44 @@ const SETTINGS_SHEET_MAX_SCALE_X = 0.22;
const SETTINGS_SHEET_MAX_SCALE_Y = 0.18;
let settingsModalTimer = null;
let settingsSheetAnimation = null;
let terrainToggleToken = 0;
function getViewRotation(targetLat, targetRotLon) {
const latRot = (targetLat * Math.PI) / 180;
return {
x: EARTH_CONFIG.tiltRad + latRot * EARTH_CONFIG.latCoefficient,
y: -((targetRotLon * Math.PI) / 180),
};
}
function applyTerrainUiState(button, enabled) {
showTerrain = enabled;
toggleTerrain(enabled);
updateLayerButtonState(button, enabled);
setButtonTooltip(button, enabled ? "隐藏地形" : "显示地形");
const terrainStatus = document.getElementById("terrain-status");
if (terrainStatus) terrainStatus.textContent = enabled ? "开启" : "关闭";
}
export function applyImmediateView(targetEarthObj, camera, options = {}) {
if (!targetEarthObj) return;
const {
lat = EARTH_CONFIG.chinaLat,
rotLon = EARTH_CONFIG.chinaRotLon,
zoom = 1.0,
} = options;
const nextRotation = getViewRotation(lat, rotLon);
targetEarthObj.rotation.x = nextRotation.x;
targetEarthObj.rotation.y = nextRotation.y;
zoomLevel = zoom;
if (camera) {
camera.position.z = CONFIG.defaultCameraZ / zoomLevel;
updateZoomDisplay(zoomLevel, camera.position.z.toFixed(0));
}
}
function cancelSettingsSheetAnimation() {
if (settingsSheetAnimation) {
@@ -316,6 +360,32 @@ function setupSettingsControls() {
});
});
const terrainOpacitySlider = document.getElementById("terrain-opacity-slider");
const terrainOpacityValue = document.getElementById("terrain-opacity-value");
const syncTerrainOpacityUi = (nextOpacity) => {
const safeOpacity = Math.round(nextOpacity * 100);
if (terrainOpacitySlider instanceof HTMLInputElement) {
terrainOpacitySlider.value = nextOpacity.toFixed(2);
}
if (terrainOpacityValue) {
terrainOpacityValue.textContent = `${safeOpacity}%`;
}
};
syncTerrainOpacityUi(getTerrainOpacity());
if (terrainOpacitySlider instanceof HTMLInputElement) {
bindListener(terrainOpacitySlider, "input", (event) => {
const target = event.currentTarget;
if (!(target instanceof HTMLInputElement)) return;
const nextOpacity = Number.parseFloat(target.value);
const appliedOpacity = setTerrainOpacity(
Number.isFinite(nextOpacity) ? nextOpacity : getTerrainOpacity(),
);
syncTerrainOpacityUi(appliedOpacity);
});
}
syncAllHudPanelToggles();
}
@@ -690,10 +760,7 @@ export function resetView(camera) {
if (!earthObj) return;
function animateToView(targetLat, targetLon, targetRotLon) {
const latRot = (targetLat * Math.PI) / 180;
const targetRotX =
EARTH_CONFIG.tiltRad + latRot * EARTH_CONFIG.latCoefficient;
const targetRotY = -((targetRotLon * Math.PI) / 180);
const targetRotation = getViewRotation(targetLat, targetRotLon);
const startRotX = earthObj.rotation.x;
const startRotY = earthObj.rotation.y;
@@ -706,8 +773,10 @@ export function resetView(camera) {
800,
(progress) => {
const ease = 1 - Math.pow(1 - progress, 3);
earthObj.rotation.x = startRotX + (targetRotX - startRotX) * ease;
earthObj.rotation.y = startRotY + (targetRotY - startRotY) * ease;
earthObj.rotation.x =
startRotX + (targetRotation.x - startRotX) * ease;
earthObj.rotation.y =
startRotY + (targetRotation.y - startRotY) * ease;
zoomLevel = startZoom + (targetZoom - startZoom) * ease;
camera.position.z = CONFIG.defaultCameraZ / zoomLevel;
@@ -878,15 +947,30 @@ function setupTerrainControls() {
showStatusMessage("搜索功能待开发", "info");
});
bindListener(terrainBtn, "click", function () {
showTerrain = !showTerrain;
toggleTerrain(showTerrain);
updateLayerButtonState(this, showTerrain);
setButtonTooltip(this, showTerrain ? "隐藏地形" : "显示地形");
const terrainStatus = document.getElementById("terrain-status");
if (terrainStatus)
terrainStatus.textContent = showTerrain ? "开启" : "关闭";
showStatusMessage(showTerrain ? "地形已显示" : "地形已隐藏", "info");
bindListener(terrainBtn, "click", async function () {
const nextShowTerrain = !showTerrain;
const toggleToken = ++terrainToggleToken;
if (!nextShowTerrain) {
applyTerrainUiState(this, false);
showStatusMessage("地形已隐藏", "info");
return;
}
try {
if (!isTerrainReady()) {
showStatusMessage("正在加载真实地形数据...", "info");
await ensureTerrainReady();
}
if (toggleToken !== terrainToggleToken) return;
applyTerrainUiState(this, true);
showStatusMessage("真实地形已显示", "success");
} catch (error) {
console.error("加载真实地形失败:", error);
applyTerrainUiState(this, false);
showStatusMessage("真实地形暂时不可用", "error");
}
});
bindListener(satellitesBtn, "click", async function () {

View File

@@ -1,7 +1,7 @@
// earth.js - 3D Earth creation module
import * as THREE from 'three';
import { CONFIG, EARTH_CONFIG, EARTH_MATERIAL_CONFIG } from './constants.js';
import { CONFIG, EARTH_CONFIG, EARTH_MATERIAL_CONFIG, TERRAIN_CONFIG } from './constants.js';
import { latLonToVector3 } from './utils.js';
export let earth = null;
@@ -212,34 +212,34 @@ export function createClouds(scene, earthObj) {
return clouds;
}
export function createTerrain(scene, earthObj, simplex) {
const geometry = new THREE.SphereGeometry(CONFIG.earthRadius, 128, 128);
const positionAttribute = geometry.getAttribute('position');
for (let i = 0; i < positionAttribute.count; i++) {
const x = positionAttribute.getX(i);
const y = positionAttribute.getY(i);
const z = positionAttribute.getZ(i);
const noise = simplex(x / 20, y / 20, z / 20);
const height = 1 + noise * 0.02;
positionAttribute.setXYZ(i, x * height, y * height, z * height);
}
geometry.computeVertexNormals();
export function createTerrain(earthObj) {
const geometry = new THREE.SphereGeometry(
CONFIG.earthRadius + TERRAIN_CONFIG.baseRadiusOffset,
TERRAIN_CONFIG.geometryWidthSegments,
TERRAIN_CONFIG.geometryHeightSegments,
);
const material = new THREE.MeshPhongMaterial({
color: 0x00aa00,
flatShading: true,
color: TERRAIN_CONFIG.color,
emissive: TERRAIN_CONFIG.emissive,
specular: TERRAIN_CONFIG.specular,
shininess: TERRAIN_CONFIG.shininess,
vertexColors: true,
transparent: true,
opacity: 0.7
opacity: TERRAIN_CONFIG.opacity,
flatShading: false,
depthWrite: false,
depthTest: true,
polygonOffset: true,
polygonOffsetFactor: -1,
polygonOffsetUnits: -1,
});
terrain = new THREE.Mesh(geometry, material);
terrain.name = "earth-real-terrain";
terrain.visible = false;
terrain.renderOrder = 0.5;
earthObj.add(terrain);
return terrain;
}

View File

@@ -1,10 +1,10 @@
import * as THREE from "three";
import { createNoise3D } from "simplex-noise";
import { CONFIG, HUD_CONFIG, CABLE_CONFIG, CABLE_STATE } from "./constants.js";
import { vector3ToLatLon, screenToEarthCoords } from "./utils.js";
import {
showStatusMessage,
queueStatusMessage,
updateCoordinatesDisplay,
updateZoomDisplay,
updateEarthStats,
@@ -26,6 +26,7 @@ import {
clearEarthTexture,
setEarthSunDirection,
} from "./earth.js";
import { registerTerrainMesh, clearTerrainData } from "./terrain.js";
import {
initCelestialLayer,
updateCelestialLayer,
@@ -118,7 +119,7 @@ import {
getAutoRotate,
getShowTerrain,
setAutoRotate,
resetView,
applyImmediateView,
getZoomLevel,
teardownControls,
updateLayerButtonState,
@@ -142,7 +143,6 @@ export let scene;
export let camera;
export let renderer;
let simplex;
let isDragging = false;
let previousMousePosition = { x: 0, y: 0 };
let targetRotation = { x: 0, y: 0 };
@@ -807,8 +807,10 @@ async function ensureCablesEnabled() {
clearCableData(earth);
// Load landing points first so they appear before cable lines
await loadLandingPoints(scene, earth);
const cableCount = await loadGeoJSONFromPath(scene, earth);
await loadLandingPoints(scene, earth, { silent: true });
const cableCount = await loadGeoJSONFromPath(scene, earth, {
silent: true,
});
if (requestToken !== cableToggleToken || !cablesEnabled || destroyed) {
clearCableData(earth);
@@ -913,7 +915,6 @@ export function init() {
destroyed = false;
initialized = true;
simplex = createNoise3D();
updateHudScale();
const brandRoot = document.getElementById("brand-root");
mountBrand(brandRoot, HUD_CONFIG.brandLanguage);
@@ -952,13 +953,14 @@ export function init() {
setLegendItems("satellites", getSatelliteLegendItems());
setLegendItems("bgp", getBGPLegendItems());
const earthObj = createEarth(scene);
applyImmediateView(earthObj, camera);
targetRotation = {
x: earthObj.rotation.x,
y: earthObj.rotation.y,
};
inertialVelocity = { x: 0, y: 0 };
createClouds(scene, earthObj);
createTerrain(scene, earthObj, simplex);
registerTerrainMesh(createTerrain(earthObj));
initCelestialLayer(scene, {
camera,
sunLight: sceneLights?.sunLight ?? null,
@@ -969,7 +971,6 @@ export function init() {
createSatellites(scene, earthObj);
setupControls(camera, renderer, scene, earthObj);
resetView(camera);
setupEventListeners();
clock.start();
@@ -1054,7 +1055,7 @@ async function loadData() {
setLoadingMessage("正在加载登陆点...");
await yieldFrame(30);
try {
await loadLandingPoints(scene, earth);
await loadLandingPoints(scene, earth, { silent: true });
} catch (err) {
errors.push({ label: "登陆点", reason: err });
}
@@ -1067,7 +1068,9 @@ async function loadData() {
setLoadingMessage("正在加载海缆...");
await yieldFrame(30);
try {
const cableCount = await loadGeoJSONFromPath(scene, earth);
const cableCount = await loadGeoJSONFromPath(scene, earth, {
silent: true,
});
if (loadToken === currentLoadToken && cablesEnabled) {
toggleCables(true);
updateCableToggleUi(true);
@@ -1147,10 +1150,10 @@ async function loadData() {
if (errors.length > 0) {
const errorMessage = buildLoadErrorMessage(errors);
showError(errorMessage);
showStatusMessage(errorMessage, "error");
queueStatusMessage(errorMessage, "error");
} else {
hideError();
showStatusMessage("数据已加载", "success");
queueStatusMessage("数据已加载", "success");
}
}
@@ -1787,6 +1790,7 @@ export function destroy() {
resetSatelliteState();
clearUiState();
disposeCelestialLayer();
clearTerrainData();
if (scene) {
disposeSceneObject(scene);

View File

@@ -0,0 +1,304 @@
import * as THREE from "three";
import { CONFIG, TERRAIN_CONFIG } from "./constants.js";
import { vector3ToLatLon } from "./utils.js";
const EARTH_RADIUS_METERS = 6371000;
const TERRAIN_COLOR_STOPS = [
{ height: 0, color: new THREE.Color(0x5f7f5b) },
{ height: 800, color: new THREE.Color(0x7f9564) },
{ height: 1800, color: new THREE.Color(0x9e956c) },
{ height: 3200, color: new THREE.Color(0x9f866a) },
{ height: 5200, color: new THREE.Color(0xc6c0b1) },
{ height: 7800, color: new THREE.Color(0xe8e5de) },
];
let terrainMesh = null;
let terrainLoadPromise = null;
let terrainReady = false;
let terrainFailed = false;
let terrainTileCache = new Map();
let terrainVertexSamples = null;
let terrainOpacity = TERRAIN_CONFIG.opacity;
function clampLatitude(lat) {
return THREE.MathUtils.clamp(lat, -85.05112878, 85.05112878);
}
function buildTileUrl(z, x, y) {
return TERRAIN_CONFIG.urlTemplate
.replace("{z}", String(z))
.replace("{x}", String(x))
.replace("{y}", String(y));
}
function getTerrainCanvas(size) {
if (typeof OffscreenCanvas !== "undefined") {
return new OffscreenCanvas(size, size);
}
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = size;
return canvas;
}
async function decodeTerrainTile(z, x, y) {
const cacheKey = `${z}/${x}/${y}`;
if (terrainTileCache.has(cacheKey)) {
return terrainTileCache.get(cacheKey);
}
const tilePromise = (async () => {
const response = await fetch(buildTileUrl(z, x, y), { mode: "cors" });
if (!response.ok) {
throw new Error(`HTTP ${response.status} for terrain tile ${cacheKey}`);
}
const blob = await response.blob();
const bitmap = await createImageBitmap(blob);
const canvas = getTerrainCanvas(TERRAIN_CONFIG.tileSize);
const ctx = canvas.getContext("2d", { willReadFrequently: true });
ctx.drawImage(bitmap, 0, 0, TERRAIN_CONFIG.tileSize, TERRAIN_CONFIG.tileSize);
bitmap.close?.();
const { data, width, height } = ctx.getImageData(
0,
0,
TERRAIN_CONFIG.tileSize,
TERRAIN_CONFIG.tileSize,
);
return { data, width, height };
})();
terrainTileCache.set(cacheKey, tilePromise);
return tilePromise;
}
function decodeTerrariumHeight(tile, pixelX, pixelY) {
const safeX = THREE.MathUtils.clamp(pixelX, 0, tile.width - 1);
const safeY = THREE.MathUtils.clamp(pixelY, 0, tile.height - 1);
const index = (safeY * tile.width + safeX) * 4;
const r = tile.data[index];
const g = tile.data[index + 1];
const b = tile.data[index + 2];
return (r * 256 + g + b / 256) - 32768;
}
function latLonToTileSample(lat, lon, z, tileSize) {
const n = 2 ** z;
const clampedLat = clampLatitude(lat);
const latRad = THREE.MathUtils.degToRad(clampedLat);
const normalizedX = ((lon + 180) / 360) * n;
const normalizedY =
((1 -
Math.log(Math.tan(latRad) + 1 / Math.cos(latRad)) / Math.PI) /
2) *
n;
const tileX = THREE.MathUtils.euclideanModulo(
Math.floor(normalizedX),
n,
);
const tileY = THREE.MathUtils.clamp(Math.floor(normalizedY), 0, n - 1);
const pixelX = Math.floor((normalizedX - Math.floor(normalizedX)) * tileSize);
const pixelY = Math.floor((normalizedY - Math.floor(normalizedY)) * tileSize);
return {
tileX,
tileY,
pixelX,
pixelY,
};
}
function buildTerrainVertexSamples(positionAttribute) {
const z = TERRAIN_CONFIG.baseZoom;
const tileSize = TERRAIN_CONFIG.tileSize;
const samples = [];
for (let i = 0; i < positionAttribute.count; i++) {
const direction = new THREE.Vector3(
positionAttribute.getX(i),
positionAttribute.getY(i),
positionAttribute.getZ(i),
).normalize();
const { lat, lon } = vector3ToLatLon(direction);
const sample = latLonToTileSample(lat, lon, z, tileSize);
samples.push({
index: i,
direction,
...sample,
});
}
return samples;
}
function sampleTerrainColor(heightMeters) {
if (heightMeters <= TERRAIN_COLOR_STOPS[0].height) {
return TERRAIN_COLOR_STOPS[0].color;
}
for (let i = 1; i < TERRAIN_COLOR_STOPS.length; i++) {
const lower = TERRAIN_COLOR_STOPS[i - 1];
const upper = TERRAIN_COLOR_STOPS[i];
if (heightMeters <= upper.height) {
const t =
(heightMeters - lower.height) / Math.max(upper.height - lower.height, 1);
return lower.color.clone().lerp(upper.color, t);
}
}
return TERRAIN_COLOR_STOPS[TERRAIN_COLOR_STOPS.length - 1].color;
}
async function runWithConcurrency(items, limit, worker) {
const queue = [...items];
const workers = Array.from({ length: Math.min(limit, queue.length) }, async () => {
while (queue.length > 0) {
const item = queue.shift();
await worker(item);
}
});
await Promise.all(workers);
}
async function fetchRequiredTiles(samples) {
const uniqueKeys = Array.from(
new Set(samples.map((sample) => `${TERRAIN_CONFIG.baseZoom}/${sample.tileX}/${sample.tileY}`)),
);
const resolvedTiles = new Map();
await runWithConcurrency(
uniqueKeys,
TERRAIN_CONFIG.maxConcurrentRequests,
async (key) => {
const [z, x, y] = key.split("/").map(Number);
resolvedTiles.set(key, await decodeTerrainTile(z, x, y));
},
);
return resolvedTiles;
}
function applyTerrainDisplacement(samples, mesh, resolvedTiles) {
const geometry = mesh.geometry;
const positionAttribute = geometry.getAttribute("position");
let colorAttribute = geometry.getAttribute("color");
if (!colorAttribute || colorAttribute.itemSize !== 4) {
colorAttribute = new THREE.BufferAttribute(
new Float32Array(positionAttribute.count * 4),
4,
);
geometry.setAttribute("color", colorAttribute);
}
const baseRadius = CONFIG.earthRadius + TERRAIN_CONFIG.baseRadiusOffset;
samples.forEach((sample) => {
const tileKey = `${TERRAIN_CONFIG.baseZoom}/${sample.tileX}/${sample.tileY}`;
const tile = resolvedTiles.get(tileKey);
if (!tile) return;
const rawElevationMeters = decodeTerrariumHeight(
tile,
sample.pixelX,
sample.pixelY,
);
const elevationMeters = Math.max(0, rawElevationMeters);
const heightWorld =
(elevationMeters / EARTH_RADIUS_METERS) *
CONFIG.earthRadius *
TERRAIN_CONFIG.exaggeration;
const radius = baseRadius + heightWorld;
const tint = sampleTerrainColor(elevationMeters);
const landAlpha = THREE.MathUtils.clamp(
elevationMeters / Math.max(TERRAIN_CONFIG.landRevealFadeMeters, 1),
0,
1,
);
positionAttribute.setXYZ(
sample.index,
sample.direction.x * radius,
sample.direction.y * radius,
sample.direction.z * radius,
);
colorAttribute.setXYZW(sample.index, tint.r, tint.g, tint.b, landAlpha);
});
positionAttribute.needsUpdate = true;
colorAttribute.needsUpdate = true;
geometry.computeVertexNormals();
geometry.computeBoundingSphere();
}
export function registerTerrainMesh(mesh) {
terrainMesh = mesh;
terrainReady = false;
terrainFailed = false;
terrainLoadPromise = null;
terrainTileCache = new Map();
terrainOpacity = TERRAIN_CONFIG.opacity;
if (terrainMesh?.material) {
terrainMesh.material.opacity = terrainOpacity;
terrainMesh.material.needsUpdate = true;
}
terrainVertexSamples = mesh
? buildTerrainVertexSamples(mesh.geometry.getAttribute("position"))
: null;
}
export function isTerrainReady() {
return terrainReady;
}
export async function ensureTerrainReady() {
if (!terrainMesh || !TERRAIN_CONFIG.enabled) {
return false;
}
if (terrainReady) {
return true;
}
if (terrainLoadPromise) {
return terrainLoadPromise;
}
terrainLoadPromise = (async () => {
try {
const resolvedTiles = await fetchRequiredTiles(terrainVertexSamples);
applyTerrainDisplacement(terrainVertexSamples, terrainMesh, resolvedTiles);
terrainReady = true;
terrainFailed = false;
return true;
} catch (error) {
terrainFailed = true;
console.error("加载真实地形失败:", error);
throw error;
} finally {
terrainLoadPromise = null;
}
})();
return terrainLoadPromise;
}
export function clearTerrainData() {
terrainMesh = null;
terrainLoadPromise = null;
terrainReady = false;
terrainFailed = false;
terrainVertexSamples = null;
terrainTileCache = new Map();
terrainOpacity = TERRAIN_CONFIG.opacity;
}
export function setTerrainOpacity(nextOpacity) {
terrainOpacity = THREE.MathUtils.clamp(nextOpacity, 0.05, 1);
if (terrainMesh?.material) {
terrainMesh.material.opacity = terrainOpacity;
terrainMesh.material.needsUpdate = true;
}
return terrainOpacity;
}
export function getTerrainOpacity() {
return terrainOpacity;
}

View File

@@ -9,6 +9,11 @@ let statusQueue = [];
let statusBusy = false;
let loadingActive = false;
let loadingLockedWidth = 0;
let pendingLoadingMessage = "";
function createStatusEntry(message, type = "info") {
return { message, type };
}
function getElement(id) {
return document.getElementById(id);
@@ -113,7 +118,15 @@ function startTransientStatus(message, type = "info") {
// Show status message
export function showStatusMessage(message, type = "info") {
statusQueue.push({ message, type });
if (loadingActive) {
statusQueue.unshift(createStatusEntry(message, type));
return;
}
startTransientStatus(message, type);
}
export function queueStatusMessage(message, type = "info") {
statusQueue.push(createStatusEntry(message, type));
processStatusQueue();
}
@@ -179,7 +192,12 @@ export function setLoading(loading) {
loadingActive = true;
statusBusy = false;
clearLoadingWidthLock(statusEl);
buildStatusContent(statusEl, "正在加载...", "loading");
buildStatusContent(
statusEl,
pendingLoadingMessage || "正在加载...",
"loading",
);
pendingLoadingMessage = "";
statusEl.className = `${STATUS_BASE_CLASS} loading`;
setElementDisplay(statusEl, true, "inline-flex");
statusEl.offsetHeight;
@@ -188,6 +206,7 @@ export function setLoading(loading) {
updateLoadingWidthLock(statusEl);
});
} else {
pendingLoadingMessage = "";
if (!statusEl.classList.contains("loading")) {
loadingActive = false;
clearLoadingWidthLock(statusEl);
@@ -205,7 +224,10 @@ export function setLoading(loading) {
export function setLoadingMessage(title) {
const statusEl = getElement("status-message");
if (!statusEl || !statusEl.classList.contains("loading")) return;
if (!statusEl || !statusEl.classList.contains("loading")) {
pendingLoadingMessage = title;
return;
}
const textEl = statusEl.querySelector(".earth-status-text");
if (textEl) {
textEl.textContent = title;
@@ -255,6 +277,7 @@ export function clearUiState() {
statusQueue = [];
statusBusy = false;
loadingActive = false;
pendingLoadingMessage = "";
const statusEl = getElement("status-message");
if (statusEl) {

View File

@@ -1,6 +1,6 @@
[project]
name = "planet"
version = "0.29.2"
version = "0.30.0"
description = "智能星球计划 - 态势感知系统"
requires-python = ">=3.14"
dependencies = [

2
uv.lock generated
View File

@@ -475,7 +475,7 @@ wheels = [
[[package]]
name = "planet"
version = "0.29.2"
version = "0.30.0"
source = { virtual = "." }
dependencies = [
{ name = "aiofiles" },