Refactor road surface rendering to use an array of meshes and update path/spline type definitions

This commit is contained in:
2026-05-13 02:56:33 +02:00
parent 0986f7be45
commit 3045797fbe

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