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4 Commits
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a8713e58fd |
@@ -8,6 +8,20 @@ This project follows the repository versioning rule:
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- `improvement` -> `+0.0.1`(bugfix + 小功能混合)
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- `bugfix` -> `+0.0.1`
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## [0.76.1] — 2026-10-01
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Released: 2026-10-01
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### Highlights
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- 修复选中 BGP 事件静态光晕在地表边缘被切断或陷入地表的问题。
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### Added / Fixed / Improved
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- 抽取通用整体锚点遮挡能力,BGP 事件保持原有图标样式并复用圆角图标的前后显隐规则。
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- 选中事件光晕与事件图标共享地表锚点、前景层级和前后显隐路径,清理中间态代码与资源。
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- 补充中英文渲染层说明、回归测试和浏览器验证记录。
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---
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## [0.76.0] — 2026-09-30
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Released: 2026-09-30
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@@ -98,7 +98,7 @@ Base, tint, land fill and HD surface now use `createEarthSurfaceGeometry()` and
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### Surface marker alignment and limb visibility
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Cables and landing points share R+0.48, the `earthSurfacePoint` triangle projection and renderOrder=1. Related landing halos use an emphasis attribute in the existing batch, adding no Sprite or draw call. Rounded badges use GPU anchor ray/sphere occlusion: draw the entire billboard when its anchor is visible, otherwise clip it entirely. CPU picking uses the same test to reject rear anchors. Only `icon.badge` layers (including compute and collectors; vessels independently use heading arrows) use this path; flat BGP change-event depth testing stays unchanged.
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Cables and landing points share R+0.48, the `earthSurfacePoint` triangle projection and renderOrder=1. Related landing halos use an emphasis attribute in the existing batch, adding no Sprite or draw call. Rounded badges use GPU anchor ray/sphere occlusion: draw the entire billboard when its anchor is visible, otherwise clip it entirely. CPU picking uses the same test to reject rear anchors. Only `icon.badge` layers (including compute and collectors; vessels independently use heading arrows) use this path. The selected BGP event's static overlay halo uses the event icon's R+0.48 anchor, foreground order and whole-anchor front/rear visibility; the existing animated BGP event ring remains a separate effect with its original behavior.
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The `.map-clusters` projection layer uses z-index 8 below HUD and whole-marker occlusion from real surface anchors. Ordinary points retain their Three.js layers; transitioning members render only once in the projection layer. Spider legs use widened transparent hit areas; hover highlights the matching line and child, and both clicks resolve the same business object. Wheel input over projected markers and legs continues to zoom the globe.
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@@ -100,7 +100,7 @@ Earth 的地表不是单一 mesh,而是多层近似同心球:基座球、海
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### 地表标记对齐与侧面显隐
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海缆和登陆点现在统一使用 R+0.48 及 `earthSurfacePoint` 三角表面投影,并保持 renderOrder=1。登陆点关联光晕进入原实例批次的 emphasis 属性,不增加独立 Sprite 或 draw call。侧面的完整圆角徽标采用 GPU 锚点射线/球体遮挡:锚点可见则整个 billboard 绘制,锚点被地球挡住则整块裁除。CPU 拾取使用同样的射线判断,避免点到背面图标。该路径只作用于 `icon.badge` 层(含算力、观测站;船舶独立使用航向箭头),不改变 BGP 变化事件的原深度测试。
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海缆和登陆点现在统一使用 R+0.48 及 `earthSurfacePoint` 三角表面投影,并保持 renderOrder=1。登陆点关联光晕进入原实例批次的 emphasis 属性,不增加独立 Sprite 或 draw call。侧面的完整圆角徽标采用 GPU 锚点射线/球体遮挡:锚点可见则整个 billboard 绘制,锚点被地球挡住则整块裁除。CPU 拾取使用同样的射线判断,避免点到背面图标。该路径只作用于 `icon.badge` 层(含算力、观测站;船舶独立使用航向箭头)。选中 BGP 事件的静态覆盖光晕使用事件图标相同的 R+0.48 锚点、前景顺序和整块前后显隐;BGP 发散圆环仍保留原有独立动画语义。
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聚合投影层 `.map-clusters` 的 z-index 为 8,低于 HUD;以真实地表锚点做整标遮挡。普通点仍使用原 Three.js 图层,过渡中的成员只在投影层显示一次,避免双图标。Spiderfy 引线有透明加宽命中区域,悬停联动高亮引线与子点,点击返回同一业务对象;滚轮在图标与引线上继续缩放地球。
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@@ -16,12 +16,13 @@
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## Current Version
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- `main` 当前主线历史推导到:`0.16.5`
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- `dev` 当前开发分支历史推导到:`0.76.0`
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- `dev` 当前开发分支历史推导到:`0.76.1`
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## Timeline
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| Version | Type | Branch | Commit | Summary |
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| --- | --- | --- | --- | --- |
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| `0.76.1` | bugfix | `dev` | `v0.76.1` | 修复选中 BGP 事件静态光晕地表遮挡,统一事件锚点显隐与前景偏移,清理中间态逻辑并补齐验证 |
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| `0.76.0` | feature | `dev` | `v0.76.0` | 详情卡默认配图与后台配置、五类算力中心、统一地表拾取与选中置顶、卡片交互修复及 Earth 性能优化 |
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| `0.75.4` | improvement | `dev` | `v0.75.4` | 图例统一筛选、卫星 Points 点径与性能优化、FPS、菜单 DPI/hover、星空 sRGB、地表对齐及新闻编码修复,清理废弃代码文档 |
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| `0.75.3` | improvement | `dev` | `v0.75.3` | 地球海陆材质与可读夜侧、连续拖拽、现代徽标、卫星平滑开放轨道及流光,修复 CelesTrak 缓存与任务历史并清理废弃实现 |
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@@ -1,6 +1,6 @@
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{
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"name": "planet-frontend",
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"version": "0.76.0",
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"version": "0.76.1",
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"private": true,
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"packageManager": "bun@1",
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"dependencies": {
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@@ -8,6 +8,7 @@ import {
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SURFACE_AVOIDANCE_PROFILES,
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} from "./interactable.js";
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import { getSurfaceMarkerCameraScale, latLonToVector3 } from "./utils.js";
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import { isSurfaceAnchorVisible } from "./surface-marker-occlusion.js";
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const bgpGroup = new THREE.Group();
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const bgpOverlayGroup = new THREE.Group();
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@@ -22,7 +23,6 @@ let totalAnomalyCount = 0;
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let totalIncidentCount = 0;
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let textureCache = null;
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let eventRingTextureCache = null;
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let activeEventOverlay = null;
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let activeCollectorOverlayContext = null;
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const relativeTimeFormatter = new Intl.RelativeTimeFormat("zh-CN", {
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numeric: "auto",
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@@ -42,6 +42,7 @@ const BGP_COLLECTOR_ICON_SOURCE = new URL("../assets/icons/bgp-broadcast-pin.svg
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const BGP_COLLECTOR_HOVER_SCALE = 1.08;
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const BGP_COLLECTOR_LOCKED_SCALE = 1.12;
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const BGP_COLLECTOR_PULSE_AMPLITUDE = 0.14;
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const bgpCameraLocalScratch = new THREE.Vector3();
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bgpOverlayGroup.name = "bgp-overlay-root";
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bgpEventOverlayGroup.name = "bgp-event-overlay-layer";
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@@ -279,6 +280,7 @@ const bgpEventIconLayer = createInteractableLayer({
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coordinates: "canvas",
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draw: drawBGPEventIcon,
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},
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surfaceAnchorOcclusion: true,
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getPosition: (item) => ({
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latitude: item.latitude,
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longitude: item.longitude,
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@@ -905,6 +907,16 @@ function createOverlaySprite({ color, opacity, scale }) {
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return sprite;
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}
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function updateEventHaloVisibility(camera) {
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const earth = bgpEventOverlayGroup.parent?.parent;
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if (!earth || !camera || bgpEventOverlayGroup.children.length === 0) return;
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bgpCameraLocalScratch.copy(camera.position);
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earth.worldToLocal(bgpCameraLocalScratch);
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bgpEventOverlayGroup.children.forEach((halo) => {
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halo.visible = isSurfaceAnchorVisible(halo.position, bgpCameraLocalScratch, CONFIG.earthRadius);
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});
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}
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function projectLatLon(lat, lon, bearingDeg, distanceDeg) {
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const latRad = (lat * Math.PI) / 180;
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const lonRad = (lon * Math.PI) / 180;
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@@ -1361,6 +1373,7 @@ export async function loadBGPAnomalies(scene, earth) {
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export function updateBGPVisualState(lockedObjectType, lockedObject, camera, cruiseMarker = null) {
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const now = performance.now();
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updateEventHaloVisibility(camera);
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updateCollectorOverlayScan(lockedObjectType, lockedObject);
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syncBGPLegendEffects();
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const hasLockedLayer = Boolean(
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@@ -1686,8 +1699,6 @@ export function showBGPEventOverlay(marker, earth) {
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typeof region?.longitude === "number",
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);
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if (validRegions.length === 0) return;
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const overlayItems = [];
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validRegions.forEach((region) => {
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const eventBaseColor = marker.userData.baseColor || getSeverityColor(marker.userData.severity);
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const halo = createOverlaySprite({
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@@ -1695,19 +1706,19 @@ export function showBGPEventOverlay(marker, earth) {
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opacity: 0.24,
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scale: BGP_CONFIG.regionScale,
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});
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halo.position.copy(
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latLonToVector3(
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region.latitude,
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region.longitude,
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CONFIG.earthRadius + BGP_COLLECTOR_ALTITUDE_OFFSET - 0.1,
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),
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const anchor = latLonToVector3(
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region.latitude,
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region.longitude,
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CONFIG.earthRadius + BGP_CONFIG.altitudeOffset,
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);
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halo.renderOrder = 2;
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halo.position.copy(anchor);
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// Like marker badges, a visible anchor owns the entire billboard. Per-pixel
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// Earth depth would cut this camera-facing gradient through the surface.
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halo.material.depthTest = false;
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halo.renderOrder = BGP_EVENT_RENDER_ORDER;
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bgpEventOverlayGroup.add(halo);
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overlayItems.push(halo);
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});
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activeEventOverlay = overlayItems;
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activeCollectorOverlayContext = null;
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bgpOverlayGroup.visible = showBGP;
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}
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@@ -1767,7 +1778,6 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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innerRing.renderOrder = 3;
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bgpCollectorRadarGroup.add(innerRing);
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const overlayItems = [halo, pulseHalo, innerRing];
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const anchorLatitude = marker.userData.displayLatitude ?? marker.userData.latitude;
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const anchorLongitude = marker.userData.displayLongitude ?? marker.userData.longitude;
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const activityMagnitude = Math.log2(prefixCount + observationCount + 1);
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@@ -1823,7 +1833,6 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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);
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sectorFill.renderOrder = 2;
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bgpCollectorRadarGroup.add(sectorFill);
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overlayItems.push(sectorFill);
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const outerArc = createCoverageBoundaryLine(
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outerArcPoints,
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@@ -1832,7 +1841,6 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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);
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outerArc.renderOrder = 3;
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bgpCollectorRadarGroup.add(outerArc);
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overlayItems.push(outerArc);
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const leftBoundary = createCoverageBoundaryLine(
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leftBoundaryPoints,
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@@ -1841,7 +1849,6 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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);
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leftBoundary.renderOrder = 3;
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bgpCollectorRadarGroup.add(leftBoundary);
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overlayItems.push(leftBoundary);
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const rightBoundary = createCoverageBoundaryLine(
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rightBoundaryPoints,
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@@ -1850,9 +1857,7 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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);
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rightBoundary.renderOrder = 3;
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bgpCollectorRadarGroup.add(rightBoundary);
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overlayItems.push(rightBoundary);
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activeEventOverlay = overlayItems;
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activeCollectorOverlayContext = {
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marker,
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earth,
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@@ -1863,7 +1868,6 @@ export function showBGPCollectorCoverageOverlay(marker, earth, options = {}) {
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}
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export function clearBGPEventOverlay() {
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activeEventOverlay = null;
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activeCollectorOverlayContext = null;
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clearGroup(bgpEventOverlayGroup);
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clearGroup(bgpCollectorRadarGroup);
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@@ -490,6 +490,7 @@ export function createInteractableLayer(options = {}) {
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avoidance = false,
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cluster = undefined,
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icon,
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surfaceAnchorOcclusion = false,
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getPosition,
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getKind = (item) => item?.type || "default",
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getRotationBin = () => 0,
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@@ -548,7 +549,9 @@ export function createInteractableLayer(options = {}) {
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const hoverScale = stateScale.hover ?? 1;
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const lockedScale = stateScale.locked ?? 1;
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const dimmedScale = stateScale.dimmed ?? 1;
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const usesSurfaceAnchorOcclusion = Boolean(icon.badge);
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// Rounded badges enable this implicitly, while other icon styles can opt
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// into the same whole-billboard surface behavior without changing artwork.
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const usesSurfaceAnchorOcclusion = Boolean(surfaceAnchorOcclusion || icon.badge);
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const depthTest = usesSurfaceAnchorOcclusion ? false : material.depthTest ?? true;
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const depthWrite = material.depthWrite ?? false;
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const alphaTest = material.alphaTest ?? 0.01;
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@@ -82,6 +82,25 @@ test('projected BGP symbols bake the same category color as GPU vertex colors',
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} finally {layer?.clearData();globalThis.document=oldDocument;globalThis.window=oldWindow;}
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});
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test('surface anchor occlusion can preserve a custom icon drawing style', () => {
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const oldDocument = globalThis.document, oldWindow = globalThis.window;
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globalThis.window = { innerWidth: 1280, innerHeight: 720, devicePixelRatio: 1 };
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globalThis.document = { createElement: () => ({ width: 128, height: 128, getContext: () => new Proxy({}, { get: () => () => {} }) }) };
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let layer;
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try {
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layer = createInteractableLayer({ id: 'surface-anchor-style-test', cluster: false,
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surfaceAnchorOcclusion: true, getPosition: item => item,
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icon: { draw() {} } });
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const earth = new THREE.Object3D(), camera = new THREE.PerspectiveCamera(75, 1, .1, 5000);
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camera.position.z = 350; camera.updateMatrixWorld();
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layer.attach(earth); layer.setVisible(true); layer.setData([{ id: 'custom', latitude: 0, longitude: -90 }]);
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layer.updateVisualState(null, null, camera);
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const points = layer.group.children.find(group => group.children.some(child => child.isPoints)).children.find(child => child.isPoints);
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expect(points.material.depthTest).toBe(false);
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expect(points.material.defines.USE_SURFACE_ANCHOR_OCCLUSION).toBe('');
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} finally { layer?.clearData(); globalThis.document = oldDocument; globalThis.window = oldWindow; }
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});
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test('selected pulses do not refresh unchanged batches; state changes still do', () => {
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const oldDocument=globalThis.document,oldWindow=globalThis.window;
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@@ -1,6 +1,6 @@
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[project]
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name = "planet"
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version = "0.76.0"
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version = "0.76.1"
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description = "智能星球计划 - 态势感知系统"
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requires-python = ">=3.14"
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dependencies = [
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Reference in New Issue
Block a user