Refactor road surface rendering to use an array of meshes and update path/spline type definitions
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@@ -108,7 +108,8 @@ import {
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getScenePaths,
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getScenePaths,
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resolveScenePath,
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resolveScenePath,
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sampleScenePathPosition,
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sampleScenePathPosition,
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type ScenePath
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type ScenePath,
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type ScenePathRoadEdgeSettings
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} from "../document/paths";
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} from "../document/paths";
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import {
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import {
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cloneTerrain,
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cloneTerrain,
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@@ -198,7 +199,10 @@ import {
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resolveTerrainLodLevelIndexWithHysteresis,
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resolveTerrainLodLevelIndexWithHysteresis,
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TERRAIN_LOD_DEBUG_COLORS
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TERRAIN_LOD_DEBUG_COLORS
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} from "../geometry/terrain-mesh";
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} from "../geometry/terrain-mesh";
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import { buildSplineRoadMeshGeometry } from "../geometry/spline-road-mesh";
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import {
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buildSplineRoadEdgeMeshGeometry,
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buildSplineRoadMeshGeometry
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} from "../geometry/spline-road-mesh";
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import {
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import {
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applyTerrainBrushStampInPlace,
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applyTerrainBrushStampInPlace,
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createTerrainBrushPatchFromTerrains,
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createTerrainBrushPatchFromTerrains,
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@@ -367,7 +371,7 @@ interface PathRenderObjects {
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}
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}
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interface RoadSurfaceRenderObjects {
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interface RoadSurfaceRenderObjects {
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mesh: Mesh<BufferGeometry, Material>;
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meshes: Array<Mesh<BufferGeometry, Material>>;
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}
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}
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interface TerrainRenderObjects {
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interface TerrainRenderObjects {
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