feat: Implement spline road mesh generation logic
This commit is contained in:
292
src/geometry/spline-road-mesh.ts
Normal file
292
src/geometry/spline-road-mesh.ts
Normal file
@@ -0,0 +1,292 @@
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import { BufferGeometry, Float32BufferAttribute } from "three";
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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 ScenePathPoint,
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type ScenePathRoadSettings
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} from "../document/paths";
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import {
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sampleTerrainHeightAtWorldPosition,
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type Terrain
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} from "../document/terrains";
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export interface SplineRoadPathPointLike {
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id?: string;
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pointId?: string;
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position: Vec3;
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}
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export interface SplineRoadPathLike {
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id: string;
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loop: boolean;
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curveMode?: ScenePathCurveMode;
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sampledResolution?: number;
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glueToTerrain?: boolean;
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terrainOffset?: number;
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road: ScenePathRoadSettings;
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points: readonly SplineRoadPathPointLike[];
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}
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export interface SplineRoadMeshData {
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pathId: string;
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positions: Float32Array;
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uvs: Float32Array;
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indices: Uint32Array;
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stationCount: number;
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totalLength: number;
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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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function cloneVec3(vector: Vec3): Vec3 {
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return {
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x: vector.x,
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y: vector.y,
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z: vector.z
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};
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}
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function normalizeHorizontalVector(vector: Vec3): Vec3 | null {
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const length = Math.hypot(vector.x, vector.z);
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if (length <= 1e-8) {
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return null;
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}
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return {
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x: vector.x / length,
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y: 0,
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z: vector.z / length
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};
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}
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function subtractVec3(left: Vec3, right: Vec3): Vec3 {
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return {
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x: left.x - right.x,
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y: left.y - right.y,
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z: left.z - right.z
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};
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}
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function addVec3(left: Vec3, right: Vec3): Vec3 {
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return {
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x: left.x + right.x,
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y: left.y + right.y,
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z: left.z + right.z
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};
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}
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function normalizePathPoint(
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point: SplineRoadPathPointLike,
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index: number
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): ScenePathPoint {
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return {
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id: point.id ?? point.pointId ?? `road-point-${index}`,
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position: cloneVec3(point.position)
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};
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}
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function sampleHighestTerrainWorldY(
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terrains: readonly Terrain[],
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point: Vec3
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): number | null {
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let highestWorldY: number | null = null;
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for (const terrain of terrains) {
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const terrainHeight = sampleTerrainHeightAtWorldPosition(
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terrain,
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point.x,
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point.z,
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false
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);
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if (terrainHeight === null) {
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continue;
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}
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const worldY = terrain.position.y + terrainHeight;
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if (highestWorldY === null || worldY > highestWorldY) {
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highestWorldY = worldY;
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}
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}
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return highestWorldY;
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}
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function resolveRoadVertexPosition(options: {
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path: SplineRoadPathLike;
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terrains: readonly Terrain[];
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point: Vec3;
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fallbackY: number;
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}): Vec3 {
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const terrainWorldY = options.path.road.terrainConform
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? sampleHighestTerrainWorldY(options.terrains, options.point)
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: null;
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return {
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x: options.point.x,
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y: (terrainWorldY ?? options.fallbackY) + options.path.road.heightOffset,
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z: options.point.z
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};
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}
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function resolveStationTangent(
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stations: readonly RoadStation[],
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index: number
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): Vec3 | null {
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const previousStation = stations[index - 1] ?? null;
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const currentStation = stations[index];
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const nextStation = stations[index + 1] ?? null;
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if (currentStation === undefined) {
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return null;
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}
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if (previousStation !== null && nextStation !== null) {
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return (
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normalizeHorizontalVector(
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subtractVec3(nextStation.center, previousStation.center)
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) ??
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normalizeHorizontalVector(
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addVec3(previousStation.tangent, nextStation.tangent)
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)
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);
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}
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return normalizeHorizontalVector(currentStation.tangent);
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}
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function buildRoadStations(path: SplineRoadPathLike): RoadStation[] {
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const resolvedPath = resolveScenePath(
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{
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loop: path.loop,
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curveMode: path.curveMode,
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sampledResolution: path.sampledResolution,
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glueToTerrain: path.glueToTerrain,
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terrainOffset: path.terrainOffset,
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points: path.points.map(normalizePathPoint)
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},
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{
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terrains: []
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}
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);
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const stations: RoadStation[] = [];
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for (const segment of resolvedPath.segments) {
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if (segment.length <= 1e-8) {
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continue;
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}
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if (stations.length === 0) {
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stations.push({
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center: cloneVec3(segment.start),
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distance: segment.distanceStart,
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tangent: cloneVec3(segment.tangent)
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});
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}
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stations.push({
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center: cloneVec3(segment.end),
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distance: segment.distanceEnd,
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tangent: cloneVec3(segment.tangent)
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});
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}
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return stations;
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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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}): SplineRoadMeshData | null {
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const { path } = options;
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const terrains = options.terrains ?? [];
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const stations = buildRoadStations(path);
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if (!path.road.enabled || path.road.width <= 0 || stations.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 halfWidth = path.road.width * 0.5;
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for (let index = 0; index < stations.length; index += 1) {
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const station = stations[index]!;
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const tangent = resolveStationTangent(stations, index);
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if (tangent === null) {
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return null;
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}
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const perpendicular = {
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x: -tangent.z * halfWidth,
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y: 0,
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z: tangent.x * halfWidth
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};
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const left = resolveRoadVertexPosition({
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path,
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terrains,
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point: addVec3(station.center, perpendicular),
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fallbackY: station.center.y
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});
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const right = resolveRoadVertexPosition({
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path,
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terrains,
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point: subtractVec3(station.center, perpendicular),
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fallbackY: station.center.y
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});
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positions.push(left.x, left.y, left.z, right.x, right.y, right.z);
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uvs.push(0, station.distance, 1, station.distance);
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}
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for (let index = 0; index < stations.length - 1; index += 1) {
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const left = index * 2;
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const right = left + 1;
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const nextLeft = left + 2;
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const nextRight = left + 3;
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indices.push(left, right, nextLeft, nextLeft, right, nextRight);
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}
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return {
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pathId: path.id,
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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 buildSplineRoadMeshGeometry(options: {
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path: SplineRoadPathLike;
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terrains?: readonly Terrain[];
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}): BufferGeometry | null {
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const meshData = buildSplineRoadMeshData(options);
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if (meshData === null) {
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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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}
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