Fix vertex height calculation using edge height scale and refactor run processing
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@@ -683,7 +683,12 @@ export function buildSplineRoadEdgeMeshData(options: {
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);
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);
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let stationCount = 0;
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let stationCount = 0;
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for (const run of stationRuns) {
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for (const rawRun of stationRuns) {
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const run = buildEdgeStationRunWithJunctionTapers({
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run: rawRun,
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clipIntervals: options.clipIntervals ?? [],
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edge
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});
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const runVertexOffset = positions.length / 3;
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const runVertexOffset = positions.length / 3;
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for (let stationIndex = 0; stationIndex < run.length; stationIndex += 1) {
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for (let stationIndex = 0; stationIndex < run.length; stationIndex += 1) {
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@@ -716,7 +721,7 @@ export function buildSplineRoadEdgeMeshData(options: {
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positions.push(
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positions.push(
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vertex.x,
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vertex.x,
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vertex.y + profilePoint.heightOffset,
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vertex.y + profilePoint.heightOffset * station.edgeHeightScale,
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vertex.z
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vertex.z
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);
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);
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uvs.push(profileIndex / profileLastIndex, station.distance);
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uvs.push(profileIndex / profileLastIndex, station.distance);
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