Feature: Implement road edge geometry generation and refactor mesh creation utilities
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@@ -4,6 +4,8 @@ import type { Vec3 } from "../core/vector";
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import {
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resolveScenePath,
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type ScenePathCurveMode,
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type ScenePathRoadEdgeSettings,
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type ScenePathRoadEdgeSide,
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type ScenePathPoint,
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type ScenePathRoadSettings
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} from "../document/paths";
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@@ -38,12 +40,21 @@ export interface SplineRoadMeshData {
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totalLength: number;
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}
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export interface SplineRoadEdgeMeshData extends SplineRoadMeshData {
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side: ScenePathRoadEdgeSide;
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}
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interface RoadStation {
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center: Vec3;
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distance: number;
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tangent: Vec3;
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}
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interface EdgeProfilePoint {
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offset: number;
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heightOffset: number;
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}
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function cloneVec3(vector: Vec3): Vec3 {
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return {
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x: vector.x,
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@@ -205,6 +216,56 @@ function buildRoadStations(
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return stations;
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}
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function createGeometryFromMeshData(meshData: SplineRoadMeshData) {
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const geometry = new BufferGeometry();
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geometry.setAttribute(
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"position",
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new Float32BufferAttribute(meshData.positions, 3)
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);
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geometry.setAttribute("uv", new Float32BufferAttribute(meshData.uvs, 2));
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geometry.setIndex([...meshData.indices]);
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geometry.computeVertexNormals();
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geometry.computeBoundingBox();
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geometry.computeBoundingSphere();
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return geometry;
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}
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function buildEdgeProfile(options: {
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edge: ScenePathRoadEdgeSettings;
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side: ScenePathRoadEdgeSide;
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roadHalfWidth: number;
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}): EdgeProfilePoint[] {
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const sideSign = options.side === "left" ? 1 : -1;
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const innerOffset = sideSign * options.roadHalfWidth;
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const outerOffset = sideSign * (options.roadHalfWidth + options.edge.width);
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const edgeHeight = options.edge.height;
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switch (options.edge.kind) {
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case "curb":
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return [
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{ offset: innerOffset, heightOffset: 0 },
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{ offset: innerOffset, heightOffset: edgeHeight },
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{ offset: outerOffset, heightOffset: edgeHeight },
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{ offset: outerOffset, heightOffset: 0 }
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];
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case "bank":
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return [
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{ offset: innerOffset, heightOffset: 0 },
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{ offset: outerOffset, heightOffset: edgeHeight }
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];
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case "ditch":
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return [
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{ offset: innerOffset, heightOffset: 0 },
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{ offset: outerOffset, heightOffset: -edgeHeight }
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];
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case "softShoulder":
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return [
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{ offset: innerOffset, heightOffset: 0 },
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{ offset: outerOffset, heightOffset: 0 }
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];
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}
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}
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export function buildSplineRoadMeshData(options: {
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path: SplineRoadPathLike;
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terrains?: readonly Terrain[];
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@@ -281,15 +342,116 @@ export function buildSplineRoadMeshGeometry(options: {
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return null;
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}
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const geometry = new BufferGeometry();
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geometry.setAttribute(
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"position",
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new Float32BufferAttribute(meshData.positions, 3)
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);
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geometry.setAttribute("uv", new Float32BufferAttribute(meshData.uvs, 2));
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geometry.setIndex([...meshData.indices]);
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geometry.computeVertexNormals();
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geometry.computeBoundingBox();
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geometry.computeBoundingSphere();
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return geometry;
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return createGeometryFromMeshData(meshData);
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}
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export function buildSplineRoadEdgeMeshData(options: {
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path: SplineRoadPathLike;
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side: ScenePathRoadEdgeSide;
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terrains?: readonly Terrain[];
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}): SplineRoadEdgeMeshData | null {
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const { path, side } = options;
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const edge = path.road.edges[side];
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const terrains = options.terrains ?? [];
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const stations = buildRoadStations(path, terrains);
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if (
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!path.road.enabled ||
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!edge.enabled ||
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edge.width <= 0 ||
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path.road.width <= 0 ||
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stations.length < 2
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) {
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return null;
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}
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const profile = buildEdgeProfile({
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edge,
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side,
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roadHalfWidth: path.road.width * 0.5
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});
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if (profile.length < 2) {
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return null;
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}
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const positions: number[] = [];
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const uvs: number[] = [];
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const indices: number[] = [];
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const profileLastIndex = Math.max(1, profile.length - 1);
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for (let stationIndex = 0; stationIndex < stations.length; stationIndex += 1) {
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const station = stations[stationIndex]!;
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const tangent = resolveStationTangent(stations, stationIndex);
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if (tangent === null) {
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return null;
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}
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const leftDirection = {
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x: -tangent.z,
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y: 0,
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z: tangent.x
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};
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for (let profileIndex = 0; profileIndex < profile.length; profileIndex += 1) {
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const profilePoint = profile[profileIndex]!;
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const edgePoint = addVec3(station.center, {
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x: leftDirection.x * profilePoint.offset,
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y: 0,
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z: leftDirection.z * profilePoint.offset
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});
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const vertex = resolveRoadVertexPosition({
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path,
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terrains,
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point: edgePoint,
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fallbackY: station.center.y
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});
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positions.push(
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vertex.x,
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vertex.y + profilePoint.heightOffset,
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vertex.z
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);
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uvs.push(profileIndex / profileLastIndex, station.distance);
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}
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}
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for (let stationIndex = 0; stationIndex < stations.length - 1; stationIndex += 1) {
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const currentRow = stationIndex * profile.length;
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const nextRow = currentRow + profile.length;
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for (let profileIndex = 0; profileIndex < profile.length - 1; profileIndex += 1) {
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const current = currentRow + profileIndex;
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const currentNext = current + 1;
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const next = nextRow + profileIndex;
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const nextNext = next + 1;
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indices.push(current, currentNext, next, next, currentNext, nextNext);
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}
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}
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return {
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pathId: path.id,
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side,
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positions: new Float32Array(positions),
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uvs: new Float32Array(uvs),
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indices: new Uint32Array(indices),
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stationCount: stations.length,
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totalLength: stations[stations.length - 1]?.distance ?? 0
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};
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}
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export function buildSplineRoadEdgeMeshGeometry(options: {
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path: SplineRoadPathLike;
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side: ScenePathRoadEdgeSide;
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terrains?: readonly Terrain[];
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}): BufferGeometry | null {
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const meshData = buildSplineRoadEdgeMeshData(options);
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if (meshData === null) {
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return null;
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}
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return createGeometryFromMeshData(meshData);
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}
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