feat: add Cesium semantic inspection mode

This commit is contained in:
2026-08-05 13:24:39 +08:00
parent 400525dd07
commit 607d8fc0b1
18 changed files with 542 additions and 56 deletions

View File

@@ -70,7 +70,8 @@ npm run compress:glb -- --input in.glb --output out.glb [options]
- `<fileStem>-compressed-webp768.glb` - `<fileStem>-compressed-webp768.glb`
- `<fileStem>-compressed-webp768.json` - `<fileStem>-compressed-webp768.json`
- `<fileStem>-compressed-webp768-cesium-preview.html` - `<fileStem>-compressed-webp768-cesium-preview.html`
- 伴生 metadata 的 `asset` `assets[0].url` 改为压缩 GLB 文件名 - 伴生 metadata 的 `asset` `id="main"` 资产 URL 改为压缩 GLB 文件名;其余资产(包括
`category="semantic"` 的 Cesium 分类检查 GLB必须原样保留。
- preview HTML 只替换 `window.OSM_ASSET_PREVIEW_CONFIG``glbName` / - preview HTML 只替换 `window.OSM_ASSET_PREVIEW_CONFIG``glbName` /
`metadataName` 和 loading 文案,不改 preview runtime。 `metadataName` 和 loading 文案,不改 preview runtime。
- 成功时 stdout 打印 `GLB_COMPRESS_DONE <json>`包含压缩前后大小、image / - 成功时 stdout 打印 `GLB_COMPRESS_DONE <json>`包含压缩前后大小、image /
@@ -100,6 +101,7 @@ npm run compress:glb -- --input in.glb --output out.glb [options]
### 6. Tests Required ### 6. Tests Required
- `node --check scripts/compress-glb.js` - `node --check scripts/compress-glb.js`
- `npm run test:compress-glb`:断言压缩 metadata 只替换主资产,不丢失语义资产。
- `node --check scripts/build-area.js` - `node --check scripts/build-area.js`
- 对目标区域跑一次 `npm run compress:glb -- ... --metadata --preview` - 对目标区域跑一次 `npm run compress:glb -- ... --metadata --preview`
- 对目标区域跑一次 `npm run build:area -- --stages compress` - 对目标区域跑一次 `npm run build:area -- --stages compress`

View File

@@ -201,6 +201,73 @@ GLB 停留在**局部 ENU 坐标系**X 东、Y 北、Z 上),靠伴生 JSO
`scenePlacement(metadata)``:131`)负责这一步。**改动导出侧的坐标约定必须同步改这里。** `scenePlacement(metadata)``:131`)负责这一步。**改动导出侧的坐标约定必须同步改这里。**
## 语义检查资产
### 1. 范围与触发条件
`cesium` 阶段除完整主 GLB 外,会按 Blender 顶层集合导出可选检查资产:道路、建筑、
绿化与设施、水体。它们只服务于预览检查;主 GLB 仍是下游兼容基线,不能被替换。
### 2. 调用形式
不新增 CLI 参数。正常运行 Cesium 阶段即可:
```bash
npm run build:area -- --config config/areas/<area>.json --stages cesium
```
### 3. 契约
- `blender/export_cesium.py:SEMANTIC_ASSETS` 是集合名、稳定资产 ID 与展示名的唯一映射:
`03_Roads → roads``04_Buildings → buildings``02_Green + 05_Props → vegetation`
`01_Water → water`
- 每个有几何的类别额外写 `<stem>-<id>.glb`,且必须保留与主 GLB 相同的局部 ENU 坐标和
已处理的 Cesium 材质。
- metadata 的主资产保持 `id="main"``enabled=true`;辅助项设
`category="semantic"``enabled=false`,并提供 `id``label``type="model"``url`
- `build-area.js:semanticAssetRecords()` 必须验证 metadata 声明的每个语义文件存在后才写
Cesium manifest。
- 浏览器先加载非语义资产;只有点 `Inspect` 才加载辅助 GLB。检查模式必须隐藏主场景
返回 `Scene` 必须隐藏辅助模型,禁止两套几何重叠渲染。
- 没有 `category="semantic"` 的旧 metadata 仍按单资产预览打开,`Inspect` 按钮禁用。
### 4. 校验与错误矩阵
| 条件 | 结果 |
|---|---|
| 类别集合没有可导出 mesh | metadata 不声明该类别,预览不显示该开关 |
| metadata 声明语义资产但文件不存在 | Cesium 阶段失败,不能写成功 manifest |
| 辅助 GLB 浏览器加载失败 | 该开关禁用并写入诊断;主场景继续可用 |
| 旧 metadata 没有语义项 | 完整场景照常显示,`Inspect` 不可点击 |
### 5. 正常、基础与错误示例
- 正常:进入 `Inspect` 后道路、建筑、绿化与设施、水体全部显示,再单独取消任一类别。
- 基础:旧的只有 `main` 资产的 metadata 不展示分类控件,所有原有控制仍可用。
- 错误:主 GLB 和语义 GLB 同时可见,导致道路、建筑等重复渲染和闪烁。
### 6. 必需测试
- `node scripts/test-preview-assets.js`:断言生成页包含模式切换与语义开关挂载点。
- `node --check scripts/build-area.js``node --check scripts/lib/area-preview.js`
`node --check scripts/lib/cesium-preview.js`
- 目标区域运行 `--stages cesium`,确认 metadata 的语义 `assets` 与同名辅助 GLB 一一对应。
- 浏览器在桌面及窄屏分别切换 `Scene` / `Inspect`,确认不重叠且控制不溢出。
### 7. 错误与正确写法
错误:把辅助模型标为默认启用,页面加载时把它们与主 GLB 一起绘制。
```json
{ "id": "roads", "enabled": true, "category": "semantic" }
```
正确:默认关闭并在检查模式按需加载。
```json
{ "id": "roads", "enabled": false, "category": "semantic" }
```
--- ---
## 本地预览必须走 HTTP ## 本地预览必须走 HTTP

View File

@@ -0,0 +1 @@
{"_example": "Fill with {\"file\": \"<path>\", \"reason\": \"<why>\"}. Put spec/research files only — no code paths. Run `python3 .trellis/scripts/get_context.py --mode packages` to list available specs. Delete this line once real entries are added."}

View File

@@ -0,0 +1,28 @@
# 设计Cesium 语义资产检查
## 边界
Blender 场景已按集合组织要素。Cesium 导出器在不修改作者场景的前提下,复用现有导出材质处理,先生成完整主 GLB再按集合筛选对象生成道路、建筑、植被和水体四份辅助 GLB。主 GLB 继续是默认资产和兼容基线。
## 资产契约
metadata 保持现有 `asset` 字段指向主 GLB并将 `assets` 扩展为:
- `main`:完整场景,默认启用;
- `roads``buildings``vegetation``water`:语义检查资产,默认关闭。
每个资产提供稳定的 `id`、中文 `label``type: model`、相对 `url``enabled`。旧 metadata 缺少这些额外资产时,预览按现有单资产回退路径加载。
## 预览交互
主场景模式只显示主 GLB并保留现有 `Scene` 总开关。切入分类检查模式时隐藏主 GLB、显示四个类别复选项选择类别时加载并显隐对应资产。离开分类模式后恢复主场景避免完整模型和类别模型重叠渲染。
控制面板继续是贴边的紧凑工具面,不添加嵌套卡片。模式切换使用分段控件,类别开关按一行标签排列;窄屏时自然换行。颜色只用于状态和可访问性反馈,不做大面积装饰。
## 兼容与回滚
主 GLB、主 metadata 和既有预览文件名均不变。任意辅助 GLB 缺失时,预览记录该资产失败但完整场景仍可加载。回滚只需恢复旧 exporter/runtime主产物仍可使用。
## 风险
多次导出会增加 Cesium 阶段耗时与磁盘占用,但只影响验证辅助产物,不改变主 GLB。导出时需确保每份辅助资产保留与主 GLB 相同的局部 ENU 坐标和材质处理。

View File

@@ -0,0 +1 @@
{"_example": "Fill with {\"file\": \"<path>\", \"reason\": \"<why>\"}. Put spec/research files only — no code paths. Run `python3 .trellis/scripts/get_context.py --mode packages` to list available specs. Delete this line once real entries are added."}

View File

@@ -0,0 +1,21 @@
# 实施计划Cesium 语义资产检查
1. 读取 Blender 场景集合,定义四个稳定的语义导出组;完整 GLB 仍走当前路径。
2. 扩展 `export_cesium.py`:导出四份辅助 GLB并把资产描述写进 metadata。
3. 扩展 `build-area.js` 的 Cesium 输出检查和 manifest使辅助资产成为该阶段的受管产物。
4. 更新 `area-preview.js``cesium-preview.js` 与 CSS增加完整/分类模式及分类显隐控件,保持旧 metadata 回退。
5. 为 HTML 注入、metadata 回退和模式状态编写 Node 侧测试;运行既有预览与纯 Python 测试。
6. 在本机重建一个区域,确认辅助 GLB 坐标、材质、模式切换及窄屏布局;此环境若 Blender 沙箱失败,不将其计为代码失败。
## 验证
```bash
node scripts/test-preview-assets.js
python3 -m unittest discover blender/tests
git diff --check
npm run build:area -- --config config/areas/nantaizi-lake-innovation-valley.json --stages cesium
```
## 回滚点
主 GLB 与原 preview 文件保持不变。若辅助导出或分类预览异常,可删除语义资产声明并恢复为单资产加载,不影响既有场景。

View File

@@ -0,0 +1,47 @@
# Cesium 预览控制
## 目标
让 Cesium 预览更便于检查已生成的园区场景,不涉及 QGIS 数据编辑或压缩产物策略。
## 已确认事实
- 预览已有 `Overview``Oblique``Detail``Route` 相机预设,以及车辆跟随;重复开发这些控件没有价值。
- 预览已有主场景、路线、车辆的显隐开关;多 GLB 时也会自动提供资产级开关。
- 当前导出物只有一个主 GLBmetadata 只记录场景统计和一个 `main` 资产,不含可用于点选的要素属性。
- 预览是验证层,改动不应改变 Blender 主资产的几何或 QGIS 工作流。
## 候选范围
- 按场景类别显隐,例如道路、建筑、植被、水体。
- 点击可识别对象后显示基础信息。
- 保持既有相机预设、车辆控制和单场景加载的兼容性。
## 已确认决策
- 场景按道路、建筑、植被、水体等语义类别额外导出 GLBCesium 预览分别加载。
- 保留现有主 GLB作为完整场景基线和兼容入口。
- 首版不提供点选要素属性;这需要逐要素 OSM 元数据映射,另行规划。
- 控件遵循现有低干扰预览风格:紧凑分组、清晰状态、克制色彩和无装饰性卡片堆叠。
## 需求
1. Cesium 导出额外生成道路、建筑、植被、水体四类语义 GLB并写入 metadata 资产清单。
2. 预览默认加载主 GLB用户可切换到语义资产检查模式在该模式独立显示或隐藏每个类别。
3. 预览保留现有相机预设、车辆巡航、主场景开关及单 GLB metadata 的兼容行为。
4. 控件在桌面和窄屏下保持可读、可操作且不遮挡关键画面。
## 不在范围内
- QGIS 图层、人工数据修补和 reimport 流程。
- 将压缩 GLB 设为默认产物。
- 地图、地形或在线底图功能。
- 点击要素属性、OSM ID 或名称映射。
## 验收标准
- [ ] 一次 Cesium 导出会保留主 GLB并产出四个可独立加载的类别 GLB。
- [ ] metadata 的 `assets` 同时声明主场景和各类别资产,旧 metadata 仍可作为单资产场景打开。
- [ ] 预览可在完整场景与分类检查模式之间切换;分类模式可独立控制道路、建筑、植被、水体。
- [ ] 现有 Overview、Oblique、Detail、Route、车辆和诊断控件仍可使用。
- [ ] 控件在常规桌面与窄屏宽度下无重叠、无溢出,视觉层级与现有预览一致。

View File

@@ -0,0 +1,26 @@
{
"id": "cesium-preview-controls",
"name": "cesium-preview-controls",
"title": "Cesium preview controls",
"description": "",
"status": "in_progress",
"dev_type": null,
"scope": null,
"package": null,
"priority": "P2",
"creator": "dingkang",
"assignee": "dingkang",
"createdAt": "2026-08-05",
"completedAt": null,
"branch": null,
"base_branch": "main",
"worktree_path": null,
"commit": null,
"pr_url": null,
"subtasks": [],
"children": [],
"parent": null,
"relatedFiles": [],
"notes": "",
"meta": {}
}

View File

@@ -8,7 +8,8 @@
- `<area-id>.blend`Blender 场景,包含道路、建筑、水体、植被等 - `<area-id>.blend`Blender 场景,包含道路、建筑、水体、植被等
- `<area-id>.png`Blender 预览渲染 - `<area-id>.png`Blender 预览渲染
- `<area-id>.glb`Cesium 可加载的 3D 模型 - `<area-id>.glb`Cesium 可加载的完整 3D 模型(基线产物)
- `<area-id>-roads.glb``-buildings.glb``-vegetation.glb``-water.glb`Cesium 分类检查用的辅助模型
- `<area-id>.json`Cesium 放置元数据和示例代码 - `<area-id>.json`Cesium 放置元数据和示例代码
- `<area-id>-cesium-preview.html`Cesium 本地预览页 - `<area-id>-cesium-preview.html`Cesium 本地预览页
- `<area-id>-compressed-webp768.glb/json/html`:显式 `compress` 阶段生成的可选压缩预览产物 - `<area-id>-compressed-webp768.glb/json/html`:显式 `compress` 阶段生成的可选压缩预览产物
@@ -57,6 +58,9 @@ npm run build:area -- --config config/areas/nantaizi-lake-innovation-valley.json
`intermediates` 会生成 osm2streets GeoJSON、GeoPackage、QGIS 工程和 QGIS 预览图。`blender` 使用 OSM 和 osm2streets GeoJSON 生成 `.blend`/`.png``cesium``.blend` 导出 `.glb`/`.json`,并生成 Cesium 预览 HTML。`preview` 只在已有 `.glb/.json` 时补生成 HTML。`compress` 从已有 `.glb/.json/html` 生成并列压缩产物,不覆盖默认 GLB。`reimport` 把手工编辑过的 GeoPackage 回导为 GeoJSON不含在 `all` 里,详见 [QGIS 手工修正工作流](#qgis-手工修正工作流)。 `intermediates` 会生成 osm2streets GeoJSON、GeoPackage、QGIS 工程和 QGIS 预览图。`blender` 使用 OSM 和 osm2streets GeoJSON 生成 `.blend`/`.png``cesium``.blend` 导出 `.glb`/`.json`,并生成 Cesium 预览 HTML。`preview` 只在已有 `.glb/.json` 时补生成 HTML。`compress` 从已有 `.glb/.json/html` 生成并列压缩产物,不覆盖默认 GLB。`reimport` 把手工编辑过的 GeoPackage 回导为 GeoJSON不含在 `all` 里,详见 [QGIS 手工修正工作流](#qgis-手工修正工作流)。
Cesium 预览默认显示完整场景。点击 `Inspect` 后会按道路、建筑、绿化与设施、水体加载辅助 GLB该模式用于单独检查生成结果主 GLB 仍是完整场景和下游使用的基线。
压缩预览同样保留这些分类检查资产;重跑 `compress` 后应打开新生成的压缩预览 HTML。
`compress` 不含在 `all` 里,也不能从配置文件默认开启。需要重导出 Cesium 后立刻生成压缩产物时,显式跑: `compress` 不含在 `all` 里,也不能从配置文件默认开启。需要重导出 Cesium 后立刻生成压缩产物时,显式跑:
```bash ```bash

View File

@@ -29,6 +29,16 @@ from osmassets.materials import CESIUM_EXPORT_PROPERTY, link_alpha_clip # noqa:
# mesh's shared slots can recognise its own output and leave it alone. # mesh's shared slots can recognise its own output and leave it alone.
EXPORT_PREFIX = "Cesium " EXPORT_PREFIX = "Cesium "
# Top-level collections are the authoring scene's stable semantic boundary.
# Their numeric prefixes are draw-order labels in Blender, not part of the
# Cesium asset contract below.
SEMANTIC_ASSETS = (
("roads", "道路", ("03_Roads",)),
("buildings", "建筑", ("04_Buildings",)),
("vegetation", "绿化与设施", ("02_Green", "05_Props")),
("water", "水体", ("01_Water",)),
)
# Fraction of its own albedo a cut-out foliage material emits, to keep the # Fraction of its own albedo a cut-out foliage material emits, to keep the
# shadowed side of a crown off Cesium's near-black ambient floor. Kept well # shadowed side of a crown off Cesium's near-black ambient floor. Kept well
# under the 0.18 the buildings use: a tree still has to read as lit from one # under the 0.18 the buildings use: a tree still has to read as lit from one
@@ -544,6 +554,54 @@ def triangulate_mesh(obj):
obj.modifiers.remove(modifier) obj.modifiers.remove(modifier)
def export_glb(filepath, meshes):
"""Export a prepared object subset without changing authoring visibility."""
bpy.ops.object.select_all(action="DESELECT")
for obj in meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = meshes[0] if meshes else None
os.makedirs(os.path.dirname(filepath), exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=filepath,
export_format="GLB",
use_selection=True,
export_apply=False,
export_texcoords=True,
export_normals=True,
export_materials="EXPORT",
export_image_format="AUTO",
export_tangents=True,
export_extras=True,
export_cameras=False,
export_lights=False,
)
def semantic_asset_specs(glb_path, meshes):
"""Derive optional inspection assets from the scene's named collections."""
stem, extension = os.path.splitext(glb_path)
by_collection = {}
for collection in bpy.context.scene.collection.children:
by_collection[collection.name] = set(collection.all_objects)
specs = []
for asset_id, label, collection_names in SEMANTIC_ASSETS:
objects = set()
for name in collection_names:
objects.update(by_collection.get(name, set()))
subset = [obj for obj in meshes if obj in objects]
if not subset:
continue
path = stem + "-" + asset_id + extension
specs.append({
"id": asset_id,
"label": label,
"path": path,
"meshes": subset,
})
return specs
def export(args): def export(args):
if not os.path.exists(args["blend"]): if not os.path.exists(args["blend"]):
raise FileNotFoundError(args["blend"]) raise FileNotFoundError(args["blend"])
@@ -583,30 +641,10 @@ def export(args):
material_map[source.name] = make_export_material(source) material_map[source.name] = make_export_material(source)
slot.material = material_map[source.name] slot.material = material_map[source.name]
bpy.ops.object.select_all(action="DESELECT") export_glb(args["glb"], meshes)
for obj in meshes: semantic_assets = semantic_asset_specs(args["glb"], meshes)
obj.select_set(True) for asset in semantic_assets:
bpy.context.view_layer.objects.active = meshes[0] if meshes else None export_glb(asset["path"], asset["meshes"])
os.makedirs(os.path.dirname(args["glb"]), exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=args["glb"],
export_format="GLB",
use_selection=True,
export_apply=False,
export_texcoords=True,
export_normals=True,
export_materials="EXPORT",
export_image_format="AUTO",
# The foliage materials carry a normal map, and glTF leaves tangent
# derivation to the renderer when TANGENT is absent. On thin
# double-sided leaf cards that derivation is unreliable, so ship real
# tangents — it costs four floats a vertex on meshes this small.
export_tangents=True,
export_extras=True,
export_cameras=False,
export_lights=False,
)
scene = bpy.context.scene scene = bpy.context.scene
try: try:
@@ -626,7 +664,14 @@ def export(args):
"type": "model", "type": "model",
"url": os.path.basename(args["glb"]), "url": os.path.basename(args["glb"]),
"enabled": True, "enabled": True,
}], }] + [{
"id": asset["id"],
"label": asset["label"],
"type": "model",
"url": os.path.basename(asset["path"]),
"enabled": False,
"category": "semantic",
} for asset in semantic_assets],
"coordinate_system": "local ENU meters (X east, Y north, Z up)", "coordinate_system": "local ENU meters (X east, Y north, Z up)",
"heading_correction_degrees": -90.0, "heading_correction_degrees": -90.0,
"anchor": {"longitude": center_lon, "latitude": center_lat, "height": 0.35}, "anchor": {"longitude": center_lon, "latitude": center_lat, "height": 0.35},
@@ -660,6 +705,7 @@ def export(args):
print("CESIUM_EXPORT_DONE", json.dumps({ print("CESIUM_EXPORT_DONE", json.dumps({
"glb": args["glb"], "metadata": args["metadata"], "glb": args["glb"], "metadata": args["metadata"],
"meshes": len(meshes), "materials": len(material_map), "meshes": len(meshes), "materials": len(material_map),
"semantic_assets": [asset["id"] for asset in semantic_assets],
"anchor": [center_lon, center_lat], "anchor": [center_lon, center_lat],
}, ensure_ascii=True)) }, ensure_ascii=True))

View File

@@ -14,6 +14,7 @@
"test:preflight": "node scripts/test-area-preflight.js", "test:preflight": "node scripts/test-area-preflight.js",
"test:budgets": "node scripts/test-asset-budgets.js", "test:budgets": "node scripts/test-asset-budgets.js",
"test:preview-assets": "node scripts/test-preview-assets.js", "test:preview-assets": "node scripts/test-preview-assets.js",
"test:compress-glb": "node scripts/test-compress-glb.js",
"test:turn-lane-arrows": "node scripts/test-turn-lane-arrows.js", "test:turn-lane-arrows": "node scripts/test-turn-lane-arrows.js",
"render:turn-lane-arrow-samples": "node scripts/render-turn-lane-arrow-samples.js" "render:turn-lane-arrow-samples": "node scripts/render-turn-lane-arrow-samples.js"
}, },

View File

@@ -324,6 +324,7 @@ function exportCesium(area) {
"--metadata", "--metadata",
area.outputs.metadata, area.outputs.metadata,
], "cesium"); ], "cesium");
const semanticAssets = semanticAssetRecords(area);
writeCesiumPreview(area); writeCesiumPreview(area);
const finished = Date.now(); const finished = Date.now();
const digest = glbDigest(area.outputs.glb); const digest = glbDigest(area.outputs.glb);
@@ -340,6 +341,7 @@ function exportCesium(area) {
outputs: { outputs: {
glb: fileRecord(area.outputs.glb), glb: fileRecord(area.outputs.glb),
metadata: fileRecord(area.outputs.metadata), metadata: fileRecord(area.outputs.metadata),
semanticAssets,
}, },
summary: { summary: {
glb: glbSummary(digest), glb: glbSummary(digest),
@@ -349,6 +351,19 @@ function exportCesium(area) {
}); });
} }
function semanticAssetRecords(area) {
const metadata = JSON.parse(fs.readFileSync(area.outputs.metadata, "utf8"));
const assets = Array.isArray(metadata.assets) ? metadata.assets : [];
const records = {};
for (const asset of assets) {
if (asset.category !== "semantic") continue;
const file = path.join(area.outputs.areaDir, asset.url);
ensureFile(file, `Cesium semantic asset '${asset.id}'`);
records[asset.id] = fileRecord(file);
}
return records;
}
function compressCesiumGlb(area) { function compressCesiumGlb(area) {
ensureFile(area.outputs.glb, "Cesium GLB"); ensureFile(area.outputs.glb, "Cesium GLB");
ensureFile(area.outputs.metadata, "Cesium metadata"); ensureFile(area.outputs.metadata, "Cesium metadata");

View File

@@ -144,13 +144,31 @@ function writeCompressedMetadata(sourceMetadata, outputGlb, outputMetadata) {
const metadata = JSON.parse(fs.readFileSync(sourceMetadata, "utf8")); const metadata = JSON.parse(fs.readFileSync(sourceMetadata, "utf8"));
const glbName = path.basename(outputGlb); const glbName = path.basename(outputGlb);
metadata.asset = glbName; metadata.asset = glbName;
metadata.assets = [{ const assets = Array.isArray(metadata.assets) ? metadata.assets : [];
id: "main", const main = assets.find((asset) => asset.id === "main");
label: "Compressed Scene", metadata.assets = assets.length
type: "model", ? assets.map((asset) => asset.id === "main" ? {
url: glbName, ...asset,
enabled: true, label: "Compressed Scene",
}]; url: glbName,
enabled: true,
} : asset)
: [{
id: "main",
label: "Compressed Scene",
type: "model",
url: glbName,
enabled: true,
}];
if (!main && assets.length) {
metadata.assets.unshift({
id: "main",
label: "Compressed Scene",
type: "model",
url: glbName,
enabled: true,
});
}
if (typeof metadata.cesium_js === "string") { if (typeof metadata.cesium_js === "string") {
metadata.cesium_js = metadata.cesium_js.replace( metadata.cesium_js = metadata.cesium_js.replace(
/url: '[^']+\.glb'/, /url: '[^']+\.glb'/,
@@ -270,9 +288,13 @@ function main() {
} }
} }
try { if (require.main === module) {
main(); try {
} catch (error) { main();
console.error(error.message); } catch (error) {
process.exit(1); console.error(error.message);
process.exit(1);
}
} }
module.exports = { writeCompressedMetadata };

View File

@@ -42,8 +42,14 @@ function cesiumPreviewHtml(glbName, metadataName, routeName, vehicleModelName, a
<span id="speedLabel">8 m/s</span> <span id="speedLabel">8 m/s</span>
</div> </div>
<div class="control-group"> <div class="control-group">
<span class="control-label">View</span>
<span id="viewMode" class="segmented-control" role="group" aria-label="Scene view mode">
<button type="button" data-view-mode="scene" aria-pressed="true">Scene</button>
<button type="button" data-view-mode="inspect" aria-pressed="false">Inspect</button>
</span>
<label><input id="toggleScene" type="checkbox" checked> Scene</label> <label><input id="toggleScene" type="checkbox" checked> Scene</label>
<span id="assetToggles" class="control-subgroup"></span> <span id="assetToggles" class="control-subgroup"></span>
<span id="semanticToggles" class="control-subgroup hidden"></span>
<label><input id="toggleRoutes" type="checkbox" checked> Routes</label> <label><input id="toggleRoutes" type="checkbox" checked> Routes</label>
<label><input id="toggleVehicles" type="checkbox" checked> Vehicles</label> <label><input id="toggleVehicles" type="checkbox" checked> Vehicles</label>
<label><input id="toggleFps" type="checkbox"> FPS</label> <label><input id="toggleFps" type="checkbox"> FPS</label>

View File

@@ -198,6 +198,35 @@ body.scene-error .loading-bar span {
white-space: nowrap; white-space: nowrap;
} }
.control-label {
color: rgba(255, 255, 255, 0.68);
font-size: 11px;
text-transform: uppercase;
}
.segmented-control {
display: inline-flex;
overflow: hidden;
border: 1px solid rgba(255, 255, 255, 0.24);
border-radius: 4px;
}
.segmented-control button {
min-width: 58px;
border-radius: 0 !important;
background: transparent !important;
color: rgba(255, 255, 255, 0.78) !important;
}
.segmented-control button + button {
border-left: 1px solid rgba(255, 255, 255, 0.20) !important;
}
.segmented-control button[aria-pressed="true"] {
background: #e7f2f2 !important;
color: #143337 !important;
}
/* Playback / layers / camera each read as their own row of the panel. */ /* Playback / layers / camera each read as their own row of the panel. */
.control-group { .control-group {
display: flex; display: flex;
@@ -228,3 +257,32 @@ body.scene-error .loading-bar span {
.hidden { .hidden {
display: none; display: none;
} }
/* This must outrank `#controls label { display: inline-flex }` above. */
#controls .hidden {
display: none;
}
@media (max-width: 700px) {
#controls {
right: 10px;
left: 10px;
top: 10px;
}
#diagnostics {
top: auto;
right: 10px;
bottom: 56px;
left: 10px;
min-width: 0;
max-width: none;
}
#status {
right: 10px;
left: 10px;
bottom: 10px;
max-width: none;
}
}

View File

@@ -13,10 +13,12 @@
const toggleFps = document.getElementById("toggleFps"); const toggleFps = document.getElementById("toggleFps");
const toggleDiagnostics = document.getElementById("toggleDiagnostics"); const toggleDiagnostics = document.getElementById("toggleDiagnostics");
const assetToggles = document.getElementById("assetToggles"); const assetToggles = document.getElementById("assetToggles");
const semanticToggles = document.getElementById("semanticToggles");
const vehicleSelect = document.getElementById("vehicleSelect"); const vehicleSelect = document.getElementById("vehicleSelect");
const speedControl = document.getElementById("speedControl"); const speedControl = document.getElementById("speedControl");
const speedLabel = document.getElementById("speedLabel"); const speedLabel = document.getElementById("speedLabel");
const cameraButtons = Array.from(document.querySelectorAll("[data-camera]")); const cameraButtons = Array.from(document.querySelectorAll("[data-camera]"));
const viewModeButtons = Array.from(document.querySelectorAll("[data-view-mode]"));
// Status carries two kinds of message: the scene summary, which is what the // Status carries two kinds of message: the scene summary, which is what the
// panel should read whenever nothing else is going on, and transient notes // panel should read whenever nothing else is going on, and transient notes
@@ -39,7 +41,8 @@
const cameras = createCameraPresets(viewer, metadata, placement, cruise); const cameras = createCameraPresets(viewer, metadata, placement, cruise);
buildAssetToggles(assets); buildAssetToggles(assets);
bindRuntimeControls(viewer, assets, cruise, cameras); buildSemanticToggles(viewer, assets, placement);
bindRuntimeControls(viewer, assets, cruise, cameras, placement);
startDiagnostics(viewer, metadata, assets, cruise, placement); startDiagnostics(viewer, metadata, assets, cruise, placement);
cameras.overview(); cameras.overview();
baseStatus = summaryText(metadata, assets, cruise); baseStatus = summaryText(metadata, assets, cruise);
@@ -167,28 +170,47 @@
for (const asset of normalizedAssets(metadata)) { for (const asset of normalizedAssets(metadata)) {
const id = asset.id || "asset-" + loaded.length; const id = asset.id || "asset-" + loaded.length;
const label = asset.label || asset.id || asset.url; const label = asset.label || asset.id || asset.url;
try { const entry = { ...asset, id, label, model: null, error: null };
const model = await Cesium.Model.fromGltfAsync({ loaded.push(entry);
url: asset.url, // Semantic assets are inspection aids. Defer their network and GPU cost
modelMatrix: placement.modelMatrix, // until the user explicitly switches out of the normal scene view.
scale: Number(asset.scale || 1.0) if (entry.category === "semantic") continue;
}); await loadAsset(viewer, entry, placement);
model.show = asset.enabled !== false;
viewer.scene.primitives.add(model);
loaded.push({ id, label, url: asset.url, model, error: null });
} catch (error) {
console.error(error);
loaded.push({ id, label, url: asset.url, model: null, error });
}
} }
if (!loaded.some((asset) => asset.model)) { if (!loaded.some((asset) => asset.model && asset.category !== "semantic")) {
throw new Error("No scene model could be loaded (" + loaded.length + " declared)"); throw new Error("No scene model could be loaded (" + loaded.length + " declared)");
} }
return loaded; return loaded;
} }
async function loadAsset(viewer, asset, placement) {
if (asset.model || asset.error) return asset.model;
if (asset.loading) return asset.loading;
asset.loading = Cesium.Model.fromGltfAsync({
url: asset.url,
modelMatrix: placement.modelMatrix,
scale: Number(asset.scale || 1.0)
}).then((model) => {
model.show = asset.enabled !== false;
viewer.scene.primitives.add(model);
asset.model = model;
return model;
}).catch((error) => {
console.error(error);
asset.error = error;
return null;
}).finally(() => {
asset.loading = null;
});
return asset.loading;
}
function liveAssets(assets) { function liveAssets(assets) {
return assets.filter((asset) => asset.model); return assets.filter((asset) => asset.model && asset.category !== "semantic");
}
function semanticAssets(assets) {
return assets.filter((asset) => asset.category === "semantic");
} }
// A single-asset scene keeps the plain "Scene" checkbox; a multi-asset one // A single-asset scene keeps the plain "Scene" checkbox; a multi-asset one
@@ -221,8 +243,40 @@
toggleScene.indeterminate = shown > 0 && shown < live.length; toggleScene.indeterminate = shown > 0 && shown < live.length;
} }
function bindRuntimeControls(viewer, assets, cruise, cameras) { function buildSemanticToggles(viewer, assets, placement) {
for (const asset of semanticAssets(assets)) {
const label = document.createElement("label");
const input = document.createElement("input");
input.type = "checkbox";
input.checked = false;
input.dataset.assetId = asset.id;
input.addEventListener("change", async () => {
if (input.checked) {
const model = await loadAsset(viewer, asset, placement);
if (!model) {
input.checked = false;
input.disabled = true;
setStatus(asset.label + " unavailable");
return;
}
model.show = true;
} else if (asset.model) {
asset.model.show = false;
}
setStatus(asset.label + (input.checked ? " visible" : " hidden"));
});
label.appendChild(input);
label.appendChild(document.createTextNode(" " + asset.label));
semanticToggles.appendChild(label);
asset.toggle = input;
}
}
function bindRuntimeControls(viewer, assets, cruise, cameras, placement) {
const hasVehicles = cruise.vehicles.length > 0; const hasVehicles = cruise.vehicles.length > 0;
const hasSemanticAssets = semanticAssets(assets).length > 0;
const sceneLabel = toggleScene.closest("label");
let viewMode = "scene";
toggleScene.addEventListener("change", () => { toggleScene.addEventListener("change", () => {
for (const asset of liveAssets(assets)) { for (const asset of liveAssets(assets)) {
@@ -245,6 +299,58 @@
diagnosticsEl.classList.toggle("hidden", !toggleDiagnostics.checked); diagnosticsEl.classList.toggle("hidden", !toggleDiagnostics.checked);
}); });
async function setViewMode(nextMode) {
if (nextMode === viewMode) return;
viewMode = nextMode;
const inspecting = viewMode === "inspect";
for (const button of viewModeButtons) {
button.setAttribute("aria-pressed", String(button.dataset.viewMode === viewMode));
}
semanticToggles.classList.toggle("hidden", !inspecting);
assetToggles.classList.toggle("hidden", inspecting);
if (sceneLabel) sceneLabel.classList.toggle("hidden", inspecting);
if (!inspecting) {
for (const asset of semanticAssets(assets)) {
if (asset.model) asset.model.show = false;
}
for (const asset of liveAssets(assets)) asset.model.show = toggleScene.checked;
setStatus("Scene view");
return;
}
for (const asset of liveAssets(assets)) asset.model.show = false;
await Promise.all(semanticAssets(assets).map(async (asset) => {
const model = await loadAsset(viewer, asset, placement);
if (!model) {
if (asset.toggle) {
asset.toggle.checked = false;
asset.toggle.disabled = true;
}
return;
}
model.show = true;
if (asset.toggle) asset.toggle.checked = true;
}));
if (viewMode !== "inspect") {
for (const asset of semanticAssets(assets)) {
if (asset.model) asset.model.show = false;
}
return;
}
setStatus("Inspection view");
}
for (const button of viewModeButtons) {
if (button.dataset.viewMode === "inspect" && !hasSemanticAssets) {
button.disabled = true;
continue;
}
button.addEventListener("click", () => {
void setViewMode(button.dataset.viewMode);
});
}
let stopFollow = function () {}; let stopFollow = function () {};
if (hasVehicles) { if (hasVehicles) {
stopFollow = bindCruiseControls(viewer, cruise); stopFollow = bindCruiseControls(viewer, cruise);

View File

@@ -0,0 +1,32 @@
#!/usr/bin/env node
"use strict";
const assert = require("assert");
const fs = require("fs");
const os = require("os");
const path = require("path");
const { writeCompressedMetadata } = require("./compress-glb");
const tempDir = fs.mkdtempSync(path.join(os.tmpdir(), "compress-glb-"));
const source = path.join(tempDir, "scene.json");
const output = path.join(tempDir, "scene-compressed.json");
const compressedGlb = path.join(tempDir, "scene-compressed.glb");
fs.writeFileSync(source, `${JSON.stringify({
asset: "scene.glb",
assets: [
{ id: "main", label: "Scene", type: "model", url: "scene.glb", enabled: true },
{ id: "roads", label: "道路", type: "model", url: "scene-roads.glb", enabled: false, category: "semantic" },
],
}, null, 2)}\n`);
writeCompressedMetadata(source, compressedGlb, output);
const metadata = JSON.parse(fs.readFileSync(output, "utf8"));
assert.equal(metadata.asset, "scene-compressed.glb");
assert.deepEqual(metadata.assets.map((asset) => asset.id), ["main", "roads"]);
assert.equal(metadata.assets[0].url, "scene-compressed.glb");
assert.equal(metadata.assets[1].url, "scene-roads.glb");
assert.equal(metadata.assets[1].category, "semantic");
fs.rmSync(tempDir, { recursive: true, force: true });
console.log("GLB compression metadata tests passed.");

View File

@@ -80,6 +80,9 @@ assert.match(html, /<title>north&lt;&amp;&gt;\u2028valley Cesium Preview<\/title
assert.match(html, /Loading scene&lt;&amp;&gt;\.glb/); assert.match(html, /Loading scene&lt;&amp;&gt;\.glb/);
assert.match(html, /"areaId":"north\\u003c\\u0026\\u003e\\u2028valley"/); assert.match(html, /"areaId":"north\\u003c\\u0026\\u003e\\u2028valley"/);
assert.match(html, /"glbName":"scene\\u003c\\u0026\\u003e\.glb"/); assert.match(html, /"glbName":"scene\\u003c\\u0026\\u003e\.glb"/);
assert.match(html, /id="viewMode"/);
assert.match(html, /data-view-mode="inspect"/);
assert.match(html, /id="semanticToggles" class="control-subgroup hidden"/);
fs.rmSync(tempDir, { recursive: true, force: true }); fs.rmSync(tempDir, { recursive: true, force: true });
console.log("Preview asset tests passed."); console.log("Preview asset tests passed.");