auto-git:
[change] src/geometry/spline-road-mesh.ts
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@@ -512,6 +512,7 @@ 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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clipIntervals?: readonly SplineCorridorPathClipInterval[];
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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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@@ -542,64 +543,80 @@ export function buildSplineRoadEdgeMeshData(options: {
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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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const stationRuns = buildVisibleRoadStationRuns(
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stations,
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options.clipIntervals ?? []
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);
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let stationCount = 0;
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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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for (const run of stationRuns) {
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const runVertexOffset = positions.length / 3;
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if (tangent === null) {
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return null;
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}
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for (let stationIndex = 0; stationIndex < run.length; stationIndex += 1) {
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const station = run[stationIndex]!;
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const tangent = resolveStationTangent(run, stationIndex);
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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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if (tangent === null) {
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return null;
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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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const leftDirection = {
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x: -tangent.z,
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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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z: tangent.x
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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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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 < run.length - 1; stationIndex += 1) {
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const currentRow = runVertexOffset + 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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if (edge.kind !== "softShoulder") {
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addEdgeProfileCaps({
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indices,
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profileVertexCount: profile.length,
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vertexOffset: runVertexOffset,
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stationCount: run.length
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});
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}
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stationCount += run.length;
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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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if (edge.kind !== "softShoulder") {
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addEdgeProfileCaps({
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indices,
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profileVertexCount: profile.length,
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stationCount: stations.length
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});
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if (positions.length === 0) {
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return null;
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}
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return {
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@@ -608,7 +625,7 @@ export function buildSplineRoadEdgeMeshData(options: {
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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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stationCount,
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totalLength: stations[stations.length - 1]?.distance ?? 0
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};
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}
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@@ -617,6 +634,7 @@ 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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clipIntervals?: readonly SplineCorridorPathClipInterval[];
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}): BufferGeometry | null {
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const meshData = buildSplineRoadEdgeMeshData(options);
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