/** * T03 逻辑检查:三键相机契约、旋转中心规则与阻尼(票 03 / ADR 0008)。 * * 仓库没有测试运行器,且项目约定不为验证引入新框架,所以这里用零依赖 Node 断言脚本: * 相机语义全在 `domain/camera.js`(纯数学)与 `services/cameraControl.js`(状态迁移,引擎依赖注入), * 因此可以用**假引擎**驱动整套交互,不需要浏览器、不需要 cesium。 * 真机行为(Cesium 默认输入确实被替换、中心确实落在屏幕中心、阻尼真的在真机上生效) * 由 t03-camera-walkthrough.mjs 覆盖。 * * 运行:node .scratch/cockpit-shell-panel-layout/verify/t03-camera-contract.mjs */ import assert from 'node:assert/strict' import { DAMPING_TAU_MS, FOCUS_FLIGHT_MS, PITCH_LIMITS, RANGE_LIMITS } from '../../../src/modules/cockpit/domain/camera.js' import * as camera from '../../../src/modules/cockpit/domain/camera.js' import { attachCameraInput, createCameraControl } from '../../../src/modules/cockpit/services/cameraControl.js' const GROUND = { lon: 110.39, lat: 28.46, height: 0 } const XIANGLING = { lon: 110.396, lat: 28.455, height: 0 } // 沅陵某监测点 const FRAME_MS = 1000 / 60 function createFakeEngine({ viewport = { width: 1680, height: 900 }, fovY = Math.PI / 3, ground = GROUND } = {}) { const applied = [] let clock = 1000 let pendingFrame = null return { applied, engine: { applyView(pivot, hpr) { applied.push({ pivot: { ...pivot }, hpr: { ...hpr } }) }, readView() { return { heading: 0, pitch: -60, range: 10000 } }, pickGroundAtCenter() { return { ...ground } }, projectPivot() { return { x: viewport.width / 2, y: viewport.height / 2 } }, inputTarget() { return null }, viewport() { return { ...viewport } }, fovY() { return fovY }, now() { return clock }, requestFrame(callback) { pendingFrame = callback }, }, get pendingFrame() { return pendingFrame }, advance(ms) { clock += ms }, /** 跑一帧:假的 rAF 不带时间戳,控制器会退回 `engine.now()`(真机用真时间戳)。 */ runFrame(dtMs = FRAME_MS) { const callback = pendingFrame pendingFrame = null clock += dtMs if (callback) callback() }, last() { return applied[applied.length - 1] }, } } function newControl(options) { const fake = createFakeEngine(options) const control = createCameraControl({ engine: fake.engine, ...(options && options.control) }) control.syncFromEngine() fake.applied.length = 0 return { fake, control } } /** 一直跑到停稳(阻尼 + 换中心飞行都收敛),返回跑过的帧数。 */ function settle(fake, control, maxFrames = 400) { let frames = 0 while (!control.getState().settled && frames < maxFrames) { fake.runFrame() frames += 1 } assert.ok(frames < maxFrames, `阻尼/飞行应在有限帧内停稳(已跑 ${frames} 帧仍未 settled)`) return frames } /** 假元素:记录监听器,供 attachCameraInput 的绑定/解绑断言。 */ function createFakeElement() { const handlers = new Map() return { handlers, defaultPrevented: 0, addEventListener(type, fn) { if (!handlers.has(type)) handlers.set(type, new Set()) handlers.get(type).add(fn) }, removeEventListener(type, fn) { if (handlers.has(type)) handlers.get(type).delete(fn) }, setPointerCapture() {}, releasePointerCapture() {}, fire(type, payload = {}) { const set = handlers.get(type) if (!set) return const event = { preventDefault() { this.defaultPrevented = true }, ...payload, } set.forEach((fn) => fn(event)) return event }, } } const near = (a, b, tolerance, message) => assert.ok(Math.abs(a - b) <= tolerance, `${message}:期望 ≈${b}(±${tolerance}),实际 ${a}`) const round3 = (n) => Number(n.toFixed(3)) const metersPerPxAt = (range) => camera.metersPerPixel({ range, fovYRad: Math.PI / 3, viewportHeight: 900 }) const degreesLonFor = (meters, lat) => meters / (111320 * Math.cos((lat * Math.PI) / 180)) // ---------- 1. 左键拖拽只平移 ---------- { const { fake, control } = newControl() const before = control.getState() control.beginDrag({ button: 0, x: 0, y: 0 }) control.moveDrag({ x: 100, y: 0 }) const after = control.getState() assert.deepEqual(after.hpr, before.hpr, '平移不得改 heading / pitch / range') // 维护者 2026-09-17 裁定:**抓着地图拖** —— 拖右 → 相机左移、画面右移,所以中心往西(lon 减小)。 const expectedLon = before.pivot.lon - degreesLonFor(100 * metersPerPxAt(before.hpr.range), GROUND.lat) near(after.pivot.lon, expectedLon, Math.abs(expectedLon - before.pivot.lon) * 0.02, '拖右应把中心按像素比例西移(相机左移)') near(after.pivot.lat, before.pivot.lat, 1e-6, 'heading=0 时右拖不应产生南北位移') settle(fake, control) near(fake.last().pivot.lon, expectedLon, 1e-9, '阻尼收敛后下发给相机的中心应等于目标') console.log('PASS 1 左键拖拽只平移(heading/pitch/range 原样,中心按像素比例随「抓地图」方向西移)') } // ---------- 2. 平移方向 = 抓着地图拖(维护者裁定的语义钉子) ---------- { const { fake, control } = newControl() control.beginDrag({ button: 0, x: 0, y: 0 }) control.moveDrag({ x: 0, y: 100 }) const down = control.getState() assert.ok( down.pivot.lat > GROUND.lat, `heading=0 时下拖应把中心往北带(画面下移、相机上移):${JSON.stringify(down.pivot)}`, ) const { fake: fake2, control: control2 } = newControl() control2.beginDrag({ button: 2, x: 0, y: 0 }) control2.moveDrag({ x: 90 / camera.ORBIT_SENSITIVITY.heading, y: 0 }) // 先把 heading 拖到 90°(向东看) control2.endDrag() settle(fake2, control2) near(control2.getState().hpr.heading, 90, 1e-6, '轨道旋转应把 heading 拖到 90°') const beforePan = control2.getState() control2.beginDrag({ button: 0, x: 0, y: 0 }) control2.moveDrag({ x: 100, y: 0 }) const afterPan = control2.getState() assert.ok( afterPan.pivot.lat > beforePan.pivot.lat, `heading=90°(向东看)时拖右应把中心往北带(画面右移=相机往左=北):${JSON.stringify(afterPan.pivot)}`, ) near(afterPan.pivot.lon, beforePan.pivot.lon, 1e-6, 'heading=90° 时右拖不应产生东西位移') console.log('PASS 2 平移方向 = 抓着地图拖(拖右→画面右移/相机左移,heading=0/90 两点验证)') } // ---------- 3. 右键拖拽只做轨道旋转 ---------- { const { fake, control } = newControl() const before = control.getState() control.beginDrag({ button: 2, x: 0, y: 0 }) control.moveDrag({ x: 100, y: 50 }) const after = control.getState() near(after.hpr.heading, 28, 1e-6, 'heading 变化 = dx × 灵敏度') near(after.hpr.pitch, -60 - 50 * 0.22, 1e-6, 'pitch 变化 = -dy × 灵敏度') assert.equal(after.hpr.range, before.hpr.range, '轨道旋转不得改弹簧臂长度') assert.deepEqual(after.pivot, before.pivot, '轨道旋转不得移动中心') settle(fake, control) near(fake.last().hpr.range, before.hpr.range, 1e-9, '阻尼收敛后下发的 range 仍应原样') console.log('PASS 3 右键拖拽只做轨道旋转(heading/pitch 按像素变化,range 与中心不动)') } // ---------- 4. pitch 夹在上下限内 ---------- { const { fake, control } = newControl() control.beginDrag({ button: 2, x: 0, y: 0 }) control.moveDrag({ x: 0, y: 5000 }) near(control.getState().hpr.pitch, PITCH_LIMITS.ground.min, 1e-9, '一直下拖应夹在下限') control.moveDrag({ x: 0, y: -10000 }) near(control.getState().hpr.pitch, PITCH_LIMITS.ground.max, 1e-9, '一直上拖应夹在上限') settle(fake, control) near(fake.last().hpr.pitch, PITCH_LIMITS.ground.max, 1e-9, '阻尼收敛后下发的 pitch 也应在限内') console.log(`PASS 4 pitch 夹在 [${PITCH_LIMITS.ground.min}, ${PITCH_LIMITS.ground.max}](地面视图)`) } // ---------- 5. 右键按下锁定中心:拖拽中不重新拾取 ---------- { const { fake, control } = newControl() const locked = control.getState().pivot control.beginDrag({ button: 2, x: 0, y: 0 }) // 拖拽进行中来了「选中某对象」:中心不许被改,飞行也不许插进来。 control.setFocus(XIANGLING) control.moveDrag({ x: 40, y: 0 }) assert.deepEqual(control.getState().pivot, locked, '拖拽中下发的中心必须仍是按下时锁定的那个') control.endDrag() assert.equal(control.getState().flying, true, '松手后应开始平滑换中心') settle(fake, control) const final = control.getState().pivot near(final.lon, XIANGLING.lon, 1e-9, '飞行结束后中心应为选中对象') near(final.lat, XIANGLING.lat, 1e-9, '飞行结束后中心应为选中对象') console.log('PASS 5 右键按下锁定中心(拖拽中的选中不插队;松手后才开始换中心)') } // ---------- 6. 滚轮只改弹簧臂长度 ---------- { const { fake, control } = newControl() const before = control.getState() const handled = control.wheel({ deltaY: -100 }) const after = control.getState() assert.equal(handled, true, '滚轮应被相机契约接管(调用方据此 preventDefault)') near(after.hpr.range, 10000 * Math.exp(-100 * 0.0012), 1e-6, '上滚拉近:range 按指数缩') assert.equal(after.hpr.heading, before.hpr.heading, '滚轮不得转 heading') assert.equal(after.hpr.pitch, before.hpr.pitch, '滚轮不得改 pitch') assert.deepEqual(after.pivot, before.pivot, '滚轮不得移动中心') control.wheel({ deltaY: -1e6 }) near(control.getState().hpr.range, RANGE_LIMITS.min, 1e-9, '拉近到极限应夹住下限') control.wheel({ deltaY: 1e6 }) near(control.getState().hpr.range, RANGE_LIMITS.max, 1e-9, '推远到极限应夹住上限') settle(fake, control) near(fake.last().hpr.range, RANGE_LIMITS.max, 1e-9, '阻尼收敛后下发的 range 应等于目标') console.log(`PASS 6 滚轮只改弹簧臂长度(并夹在 [${RANGE_LIMITS.min}, ${RANGE_LIMITS.max}] 米)`) } // ---------- 7. 中心规则:选中优先 / 取消不回退 / 平移才回退 ---------- { const { fake, control } = newControl() assert.deepEqual(control.getState().pivot, GROUND, '未选中时中心 = 屏幕中心的地面拾取点') control.setFocus(XIANGLING) settle(fake, control) assert.deepEqual(control.getState().pivot, XIANGLING, '选中后中心 = 对象地表点') control.setFocus(null) assert.deepEqual(control.getState().pivot, XIANGLING, '取消选中不得回退中心') assert.equal(control.getState().focus, null, '取消选中应清掉选中态') control.beginDrag({ button: 0, x: 0, y: 0 }) control.moveDrag({ x: 10, y: 0 }) control.endDrag() assert.deepEqual(control.getState().pivot, GROUND, '左键平移后中心回到地面拾取点') console.log('PASS 7 中心规则:选中优先 → 取消不回退 → 平移才更新为地面拾取点') } // ---------- 8. 换中心平滑、且全程保持 heading 与 range ---------- { const { fake, control } = newControl() const before = control.getState() control.setFocus(XIANGLING) // 起手第一帧(elapsed = 0)必须仍停在原中心 —— 换中心不许瞬移。 fake.runFrame(0) near(control.getState().pivot.lon, before.pivot.lon, 1e-12, '换中心第一帧应从原中心出发') const samples = [] let frames = 0 while (control.getState().flying && frames++ < 200) { fake.runFrame(FOCUS_FLIGHT_MS / 8) const now = control.getState() assert.equal(now.hpr.heading, before.hpr.heading, '换中心过程中 heading 必须保持') assert.equal(now.hpr.range, before.hpr.range, '换中心过程中 range 必须保持') samples.push(now.pivot.lon) } assert.ok(samples.length >= 4, `换中心应有多帧(实际 ${samples.length})`) assert.equal( samples.every((lon, i) => i === 0 || lon >= samples[i - 1] - 1e-12), true, `中心应朝目标单调推进:${samples.join(' → ')}`, ) settle(fake, control) near(control.getState().pivot.lon, XIANGLING.lon, 1e-9, '末帧应到达目标中心') assert.equal(control.getState().flying, false, '到达后应结束飞行') console.log(`PASS 8 换中心平滑(${samples.length} 帧单调推进、heading/range 全程不变)`) } // ---------- 9. 阻尼:渐入、不超调、停稳、且与帧率无关 ---------- { const { fake, control } = newControl() const before = control.getState() control.beginDrag({ button: 0, x: 0, y: 0 }) control.moveDrag({ x: 400, y: 0 }) const target = control.getState() // 目标立刻到位(输入不丢),实际态还在起点附近 —— 这就是「丝滑」的来源。 assert.notDeepEqual(target.pivot, before.pivot, '目标态应当立刻跟上输入') assert.deepEqual(control.getState().shownPivot, before.pivot, '首个阻尼帧之前,实际态还在起点') const targetShift = target.pivot.lon - before.pivot.lon fake.runFrame(FRAME_MS) const oneFrame = control.getState() const oneFrameShift = oneFrame.shownPivot.lon - before.pivot.lon assert.ok( Math.abs(oneFrameShift) > 0 && Math.abs(oneFrameShift) < Math.abs(targetShift) * 0.6, `一帧内应只走一小部分(实际 ${oneFrameShift} / 目标 ${targetShift})`, ) assert.equal(oneFrame.settled, false, '一帧后还没停稳') // 逼近过程不得超调(单调朝目标,不越过)。 let previous = Math.abs(target.pivot.lon - oneFrame.shownPivot.lon) let frames = 1 while (!control.getState().settled && frames < 400) { fake.runFrame(FRAME_MS) const gap = Math.abs(target.pivot.lon - control.getState().shownPivot.lon) assert.ok(gap <= previous + 1e-12, `阻尼不得超调:缺口从 ${previous} 变成 ${gap}`) previous = gap frames += 1 } assert.equal(control.getState().settled, true, '有限帧内应停稳') assert.deepEqual(control.getState().shownPivot, target.pivot, '停稳后实际态应吸附到目标') console.log(`PASS 9a 阻尼渐入、不超调、${frames} 帧内停稳并吸附(τ=${DAMPING_TAU_MS}ms)`) // 帧率无关:同样的真实时长,60fps 与 120fps 收敛到同一个位置(±1%)。 const walk = (dtMs, totalMs) => { const { fake: f, control: c } = newControl() const start = c.getState() c.beginDrag({ button: 0, x: 0, y: 0 }) c.moveDrag({ x: 400, y: 0 }) // 固定帧数,别用浮点累加判停:累加误差会多跑一帧,把「帧率无关」测成假的偏差。 const frames = Math.round(totalMs / dtMs) for (let i = 0; i < frames; i += 1) f.runFrame(dtMs) const shift = c.getState().shownPivot.lon - start.pivot.lon const full = c.getState().pivot.lon - start.pivot.lon return shift / full } const at60 = walk(1000 / 60, 200) const at120 = walk(1000 / 120, 200) near(at60, at120, 0.01, '同样 200ms 内 60fps 与 120fps 的收敛比例应一致(±1%)') assert.ok(at60 > 0.6 && at60 < 0.95, `200ms(≈1.8τ)应走掉大半但未走完:实际 ${at60}`) console.log(`PASS 9b 阻尼与帧率无关(60fps ${(at60 * 100).toFixed(1)}% vs 120fps ${(at120 * 100).toFixed(1)}%)`) } // ---------- 10. 用户操作打断换中心飞行 ---------- { const { fake, control } = newControl() control.setFocus(XIANGLING) assert.equal(control.getState().flying, true, '应处于换中心飞行中') control.beginDrag({ button: 0, x: 0, y: 0 }) assert.equal(control.getState().flying, false, '一上手就应打断飞行(输入永远优先)') console.log('PASS 10 用户操作打断换中心飞行') } // ---------- 10b. 阻尼可现场拖调(手感是主观的,维护者要能在控制台试) ---------- { const { fake, control } = newControl() assert.equal(control.getState().dampingTauMs, DAMPING_TAU_MS, '默认应取 domain 里的 τ') // 调大 τ:同样一帧走得更少(更飘)。 const shiftWith = (tau) => { const { fake: f, control: c } = newControl() c.setDampingTau(tau) const start = c.getState().pivot.lon c.beginDrag({ button: 0, x: 0, y: 0 }) c.moveDrag({ x: 400, y: 0 }) f.runFrame(FRAME_MS) return Math.abs(c.getState().shownPivot.lon - start) } const loose = shiftWith(400) const tight = shiftWith(40) assert.ok(tight > loose * 1.5, `τ 越小越跟手:τ=40 走 ${tight},τ=400 只走 ${loose}`) // τ = 0:不做阻尼(一帧内直接贴到目标),给「要完全即时手感」的场合留的档。 const { fake: f2, control: c2 } = newControl() c2.setDampingTau(0) c2.beginDrag({ button: 0, x: 0, y: 0 }) c2.moveDrag({ x: 400, y: 0 }) f2.runFrame(FRAME_MS) assert.deepEqual(c2.getState().shownPivot, c2.getState().pivot, 'τ=0 时一帧内实际态应贴到目标态') assert.equal(c2.getState().settled, true, 'τ=0 时下完指令一帧即停稳') assert.equal(f2.pendingFrame, null, 'τ=0 停稳后不应再排帧') // 非法值不生效(守住旋钮)。 assert.equal(control.setDampingTau(-5), DAMPING_TAU_MS, '负数应被拒绝并保持原值') assert.equal(control.setDampingTau('abc'), DAMPING_TAU_MS, '非数字应被拒绝并保持原值') console.log(`PASS 10b 阻尼可拖调(τ=40 走 ${round3(tight)}° > τ=400 走 ${round3(loose)}°;τ=0 直接跟手)`) } // ---------- 11. DOM 绑定:三类输入都接上,右键菜单与滚轮默认行为被吃掉 ---------- { const { fake, control } = newControl() const element = createFakeElement() const detach = attachCameraInput(element, control) assert.deepEqual( [...element.handlers.keys()].sort(), ['contextmenu', 'pointercancel', 'pointerdown', 'pointermove', 'pointerup', 'wheel'], '应绑定左右键拖拽与滚轮(并吃掉右键菜单)', ) assert.equal(element.fire('contextmenu').defaultPrevented, true, '右键菜单必须被 preventDefault') element.fire('pointerdown', { button: 0, pointerId: 1, clientX: 500, clientY: 400 }) element.fire('pointermove', { pointerId: 1, clientX: 560, clientY: 400 }) assert.equal(control.getState().dragging, 'pan', '左键按下后应处于平移态') element.fire('pointerup', { pointerId: 1, clientX: 560, clientY: 400 }) assert.equal(control.getState().dragging, null, '松手后应结束拖拽') element.fire('pointerdown', { button: 2, pointerId: 2, clientX: 500, clientY: 400 }) element.fire('pointermove', { pointerId: 2, clientX: 540, clientY: 400 }) assert.equal(control.getState().dragging, 'orbit', '右键按下后应处于轨道旋转态') element.fire('pointerup', { pointerId: 2, clientX: 540, clientY: 400 }) assert.equal(element.fire('wheel', { deltaY: -120 }).defaultPrevented, true, '滚轮默认行为(页面滚动)必须被吃掉') detach() assert.equal(element.handlers.get('pointerdown').size, 0, 'detach 应摘掉监听器') assert.equal(element.handlers.get('wheel').size, 0, 'detach 应摘掉滚轮监听器') console.log('PASS 11 DOM 绑定:三类输入接上、右键菜单与滚轮默认行为被吃掉、可完整摘除') } // ---------- 12. 状态串(走查与人工排查读的那一行) ---------- { const { control } = newControl() const text = camera.formatCameraState(control.getState()) ;['h=', 'p=', 'r=', 'pivot=', 'focus=ground', 'drag=none', 'settled='].forEach((part) => assert.ok(text.includes(part), `状态串应含 ${part}:${text}`), ) assert.equal( camera.formatCameraState({ hpr: { heading: 0, pitch: -60, range: 1 }, pivot: null }), 'h=0.0 p=-60.0 r=1 pivot=none', ) console.log(`PASS 12 状态串可读:${text}`) } console.log('\nT03 逻辑检查通过:三键契约、中心规则、换中心动画、阻尼(帧率无关)、DOM 绑定均符合契约与维护者裁定。')