Implement road surface rendering logic
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@@ -7256,6 +7256,111 @@ export class ViewportHost {
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});
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}
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private configureRoadSurfaceMaterial(material: Material): Material {
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material.polygonOffset = true;
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material.polygonOffsetFactor = -1;
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material.polygonOffsetUnits = -2;
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return material;
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}
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private createRoadSurfaceMaterial(path: ScenePath): Material {
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const materialDef =
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path.road.materialId === null || this.currentDocument === null
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? null
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: (this.currentDocument.materials[path.road.materialId] ?? null);
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if (this.displayMode === "wireframe") {
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return this.configureRoadSurfaceMaterial(
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new MeshBasicMaterial({
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color:
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materialDef === null
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? PATH_ROAD_PREVIEW_COLOR
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: Number.parseInt(materialDef.swatchColorHex.replace("#", ""), 16),
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wireframe: true,
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side: DoubleSide
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})
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);
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}
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if (materialDef === null) {
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return this.configureRoadSurfaceMaterial(
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new MeshStandardMaterial({
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color: PATH_ROAD_PREVIEW_COLOR,
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roughness: 1,
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metalness: 0,
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side: DoubleSide
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})
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);
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}
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const textureSet = this.getOrCreateTextureSet(materialDef);
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return this.configureRoadSurfaceMaterial(
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new MeshPhysicalMaterial({
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color: 0xffffff,
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map: textureSet.baseColor,
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normalMap: textureSet.normal,
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roughnessMap: textureSet.roughness,
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roughness: 1,
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metalnessMap: textureSet.metallic,
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metalness: textureSet.metallic === null ? 0.03 : 1,
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specularColorMap: textureSet.specular,
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specularColor: new Color(0xffffff),
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specularIntensity: textureSet.specular === null ? 0.2 : 1,
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side: DoubleSide
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})
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);
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}
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private createRoadSurfaceRenderObjects(
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path: ScenePath,
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terrains: readonly Terrain[]
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): RoadSurfaceRenderObjects | null {
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if (!path.enabled || !path.visible || !path.road.enabled) {
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return null;
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}
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const geometry = buildSplineRoadMeshGeometry({
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path,
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terrains
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});
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if (geometry === null) {
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return null;
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}
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const mesh = new Mesh(geometry, this.createRoadSurfaceMaterial(path));
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mesh.castShadow = false;
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mesh.receiveShadow = true;
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mesh.userData.pathId = path.id;
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mesh.userData.nonPickable = true;
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applyRendererRenderCategoryFromMaterial(mesh);
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return {
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mesh
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};
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}
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private rebuildRoadSurfaces(document: SceneDocument) {
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this.clearRoadSurfaces();
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const terrains = getTerrains(document.terrains).filter(
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(terrain) => terrain.enabled
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);
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for (const path of getScenePaths(document.paths)) {
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const renderObjects = this.createRoadSurfaceRenderObjects(path, terrains);
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if (renderObjects === null) {
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continue;
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}
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this.roadSurfaceGroup.add(renderObjects.mesh);
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this.roadSurfaceRenderObjects.set(path.id, renderObjects);
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}
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this.applyShadowState();
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}
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private rebuildTerrains(
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document: SceneDocument,
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_selection: EditorSelection,
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