fix: polish pass for traffic, nav, icons, contact email reveal and dashcam robustness
This commit is contained in:
@@ -3,30 +3,54 @@ import type { SceneResourceBag } from '@/scene/resources';
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import type { RenderQualitySettings } from '@/scene/render-quality';
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/**
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* Other cars on the expressway, seen only as their lamps: taillight pairs,
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* long-exposure trails whose length follows the speed difference, and red
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* Other vehicles on the night shift: dark low-poly cars and box trucks with
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* readable rear lamps (a tail-light pair, a high centre brake light on cars,
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* amber clearance lamps on trucks), their roofs catching the horizon glow,
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* their rear faces our headlights, plus short long-exposure trails and red
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* pools on the wet asphalt. Scrolling faster than the traffic overtakes it;
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* resting lets the faster lanes pull away. Instances wrap through a hidden band
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* behind the camera, so nothing pops in view.
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* resting lets the faster lanes pull away. Instances wrap through a hidden
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* band behind the camera, so nothing pops in view.
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*
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* Owner feedback (polish round): bodiless lamp pairs read as random red dots
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* on the road. Each lane now runs at one speed, so vehicles in a lane never
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* drive through each other, and adjacent lanes never overlap.
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*/
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/**
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* The hero car renders at 2.78x scale: its body spans |x| < 2.6 and its nose
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* reaches z = -5.5. Traffic never enters that envelope or the near field
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* around it. Lamps fade out over TRAFFIC_FADE_LENGTH before TRAFFIC_NEAR_Z and
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* wrap inside the hidden band, so no light ever slides past the car (round 5:
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* bodiless lamp pairs passing the flank read as the car's own taillights
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* coming loose).
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* around it. Vehicles fade out over TRAFFIC_FADE_LENGTH before TRAFFIC_NEAR_Z
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* and wrap inside the hidden band, so nothing ever slides past the car.
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*/
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export const HERO_CAR_HALF_WIDTH = 2.6;
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export const TRAFFIC_NEAR_Z = -24;
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export const TRAFFIC_FADE_LENGTH = 22;
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const FAR_Z = -660;
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const SPAN = TRAFFIC_NEAR_Z - FAR_Z;
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/** Lane centres. Fast lanes on the left, slower trucks on the right. */
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export const TRAFFIC_LANES = [-5.7, -5.7, -4.3, 5.4, 5.7] as const;
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export const TRAFFIC_LAMP_HALF_SPACING = { fast: 0.9, slow: 1.0 } as const;
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/** Max lateral jitter of a vehicle inside its lane. */
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export const TRAFFIC_LANE_JITTER = 0.1;
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/** Visibility of a lamp, trail or pool at world z (1 = fully lit). */
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export type TrafficKind = 'car' | 'truck';
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export interface TrafficLane {
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x: number;
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/** World units per second; one speed per lane, so no one drives through anyone. */
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speed: number;
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kind: TrafficKind;
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}
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/** Fast cars on the left, slower cars and box trucks on the right. */
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export const TRAFFIC_LANES: readonly TrafficLane[] = [
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{ x: -6.5, speed: 46, kind: 'car' },
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{ x: 4.0, speed: 16, kind: 'car' },
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{ x: -4.0, speed: 33, kind: 'car' },
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{ x: 6.6, speed: 11, kind: 'truck' },
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];
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/** Body half widths and lengths (metres, world scale). */
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export const TRAFFIC_BODY = {
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car: { halfWidth: 1.1, length: 4.8 },
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truck: { halfWidth: 1.25, length: 15 },
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} as const;
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/** Visibility of a lamp, trail, pool or body at world z (1 = fully lit). */
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export function trafficNearFade(z: number): number {
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const t = Math.min(1, Math.max(0, (TRAFFIC_NEAR_Z - z) / TRAFFIC_FADE_LENGTH));
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return t * t * (3 - 2 * t);
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@@ -40,44 +64,114 @@ export function wrapTrafficZ(z: number): number {
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return z;
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}
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interface Lamp {
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x: number;
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y: number;
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z: number;
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w: number;
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h: number;
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/** 0..0.6 red to red-orange, 2 amber. */
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level: number;
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}
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/** Rear lamps in body space (origin at the rear face, ground level). */
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export function trafficLamps(kind: TrafficKind, tint: number): Lamp[] {
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const red = tint * 0.6;
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if (kind === 'car')
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return [
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{ x: -0.8, y: 0.92, z: 0.05, w: 0.62, h: 0.3, level: red },
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{ x: 0.8, y: 0.92, z: 0.05, w: 0.62, h: 0.3, level: red },
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// Centre high-mounted brake light on the rear window's top edge.
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{ x: 0, y: 1.55, z: -0.9, w: 0.62, h: 0.12, level: red },
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];
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return [
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{ x: -0.95, y: 1.3, z: 0.05, w: 0.6, h: 0.32, level: red },
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{ x: 0.95, y: 1.3, z: 0.05, w: 0.6, h: 0.32, level: red },
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// Amber clearance lamps at the top corners give the box its outline.
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{ x: -1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, level: 2 },
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{ x: 1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, level: 2 },
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];
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}
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const LAMPS_PER_VEHICLE = 4;
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/** Axis-aligned boxes [x0, x1, y0, y1, z0, z1] in body space. */
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type Box = readonly [number, number, number, number, number, number];
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const CAR_BOXES: readonly Box[] = [
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[-1.1, 1.1, 0.34, 1.1, -4.8, 0], // body
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[-0.92, 0.92, 1.1, 1.6, -3.5, -0.95], // cabin (the rear face is the window)
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[-1.08, -0.72, 0, 0.6, -1.25, -0.45], // wheels
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[0.72, 1.08, 0, 0.6, -1.25, -0.45],
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[-1.08, -0.72, 0, 0.6, -4.25, -3.45],
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[0.72, 1.08, 0, 0.6, -4.25, -3.45],
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];
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const TRUCK_BOXES: readonly Box[] = [
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[-1.25, 1.25, 1.05, 4.05, -12.4, 0], // box body
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[-1.18, 1.18, 0.55, 3.3, -15, -12.6], // cab
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[-1.1, 1.1, 0.42, 0.56, -0.12, 0.02], // under-run bar
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[-1.2, -0.7, 0, 1.0, -3.5, -1.5], // rear tandem
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[0.7, 1.2, 0, 1.0, -3.5, -1.5],
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[-1.2, -0.7, 0, 1.0, -14.4, -13.2], // front axle
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[0.7, 1.2, 0, 1.0, -14.4, -13.2],
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];
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function boxGeometry(boxes: readonly Box[]) {
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const positions: number[] = [];
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const normals: number[] = [];
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for (const [x0, x1, y0, y1, z0, z1] of boxes) {
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const part = new THREE.BoxGeometry(x1 - x0, y1 - y0, z1 - z0).toNonIndexed();
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part.translate((x0 + x1) / 2, (y0 + y1) / 2, (z0 + z1) / 2);
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positions.push(...(part.getAttribute('position').array as Float32Array));
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normals.push(...(part.getAttribute('normal').array as Float32Array));
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part.dispose();
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
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geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
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return geometry;
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}
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interface Vehicle {
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lane: TrafficLane;
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x: number;
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z: number;
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speed: number;
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width: number;
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height: number;
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tint: number;
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}
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export function createTraffic(
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resources: SceneResourceBag,
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quality: RenderQualitySettings,
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/** The horizon fog colour: roofs and upper edges catch it as sheen. */
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sheen: unknown = new THREE.Color(0x8a3d7a),
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) {
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const group = new THREE.Group();
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group.name = 'expressway-traffic';
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const count = quality.postEffects ? (quality.postScale >= 1 ? 14 : 10) : 7;
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const lanes = TRAFFIC_LANES;
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const vehicles: Vehicle[] = [];
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let seed = 7;
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const random = () => {
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seed = (seed * 16807) % 2147483647;
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return (seed - 1) / 2147483646;
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};
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const lanes = TRAFFIC_LANES.length;
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const perLane = Array.from({ length: lanes }, (_, lane) => Math.ceil((count - lane) / lanes));
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for (let i = 0; i < count; i++) {
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const lane = lanes[i % lanes.length]!;
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// Left lanes run faster than the cruise, the right lane is slower trucks.
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const fast = lane < 0;
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const laneIndex = i % lanes;
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const lane = TRAFFIC_LANES[laneIndex]!;
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// Evenly spread through the span with jitter smaller than the gap, so
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// vehicles in one lane (one speed) keep their spacing forever.
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const slot = Math.floor(i / lanes);
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const gap = SPAN / perLane[laneIndex]!;
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const jitter = (random() - 0.5) * Math.max(0, gap - TRAFFIC_BODY[lane.kind].length - 30);
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vehicles.push({
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x: lane + (random() - 0.5) * 0.5,
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z: FAR_Z + 20 + random() * (SPAN - 40),
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speed: fast ? 26 + random() * 22 : 9 + random() * 6,
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width: fast ? TRAFFIC_LAMP_HALF_SPACING.fast : TRAFFIC_LAMP_HALF_SPACING.slow,
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height: fast ? 0.95 : 1.55 + random() * 0.4,
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lane,
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x: lane.x + (random() - 0.5) * 2 * TRAFFIC_LANE_JITTER,
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z: wrapTrafficZ(FAR_Z + gap * (slot + 0.5) + laneIndex * 37 + jitter),
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tint: random(),
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});
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}
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const uniforms = { uTime: { value: 0 } };
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const uniforms = { uTime: { value: 0 }, uSheen: { value: sheen } };
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const nearFade = /* glsl */ `smoothstep(0.0, 1.0, clamp((${TRAFFIC_NEAR_Z.toFixed(1)} - world.z) / ${TRAFFIC_FADE_LENGTH.toFixed(1)}, 0.0, 1.0))`;
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const vertexShader = /* glsl */ `
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attribute float aLevel;
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varying vec2 vUv;
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@@ -89,7 +183,7 @@ export function createTraffic(
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vLevel = aLevel;
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vec4 world = modelMatrix * instanceMatrix * vec4(position, 1.0);
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// Matches trafficNearFade(): dark before the hero car's near field.
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vNear = smoothstep(0.0, 1.0, clamp((${TRAFFIC_NEAR_Z.toFixed(1)} - world.z) / ${TRAFFIC_FADE_LENGTH.toFixed(1)}, 0.0, 1.0));
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vNear = ${nearFade};
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vec4 view = viewMatrix * world;
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vDepth = -view.z;
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gl_Position = projectionMatrix * view;
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@@ -103,7 +197,8 @@ export function createTraffic(
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float far = 1.0 - smoothstep(420.0, 660.0, vDepth);
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float near = vNear;
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${shape}
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vec3 color = mix(vec3(1.0, 0.03, 0.06), vec3(1.0, 0.22, 0.05), vLevel);
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vec3 color = mix(vec3(1.0, 0.03, 0.06), vec3(1.0, 0.22, 0.05), clamp(vLevel, 0.0, 1.0));
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color = mix(color, vec3(1.0, 0.46, 0.06), step(1.5, vLevel));
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gl_FragColor = vec4(color * glow * far * near, 1.0);
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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@@ -122,40 +217,122 @@ export function createTraffic(
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side: THREE.DoubleSide,
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}),
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);
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// Lamps: a hot core in a soft disc, bright enough to bloom.
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// Lamps: a hot lamp-shaped core in a soft disc, bright enough to bloom.
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const lampMaterial = additive(`
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vec2 c = vUv - 0.5;
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float core = exp(-pow(abs(c.x) * 2.3, 6.0) - pow(abs(c.y) * 2.4, 6.0));
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float r = length(c * vec2(1.0, 1.6));
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float glow = exp(-r * r * 26.0) * 3.2 + exp(-r * r * 5.0) * 0.5;`);
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float glow = core * 2.4 + exp(-r * r * 22.0) * 1.2 + exp(-r * r * 5.0) * 0.3;`);
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// Trails: thin, brightest at the lamp, fading over their length.
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const trailMaterial = additive(`
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float across = exp(-pow((vUv.x - 0.5) * 5.0, 2.0));
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float glow = across * pow(vUv.y, 1.6) * 1.1;`);
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// Wet-road pools: long and soft under each car.
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float glow = across * pow(vUv.y, 1.6) * 0.8;`);
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// Wet-road pools: long and soft under each vehicle.
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const poolMaterial = additive(`
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float across = exp(-pow((vUv.x - 0.5) * 3.2, 2.0));
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float glow = across * pow(vUv.y, 2.2) * 0.2;`);
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// Bodies: near-black coachwork that reads as a silhouette against the
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// horizon, with the fog glow on the roof, our headlights on the rear face,
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// a glass rear window, door seams on the trucks and red lamp spill.
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const bodyMaterial = (kind: TrafficKind) => resources.own(
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'material',
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new THREE.ShaderMaterial({
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uniforms,
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vertexShader: /* glsl */ `
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varying vec3 vLocal;
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varying vec3 vNormal;
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varying float vDepth;
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varying float vNear;
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void main() {
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vLocal = position;
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vNormal = normal;
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vec4 world = modelMatrix * instanceMatrix * vec4(position, 1.0);
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vNear = ${nearFade};
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vec4 view = viewMatrix * world;
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vDepth = -view.z;
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gl_Position = projectionMatrix * view;
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}`,
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fragmentShader: /* glsl */ `
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uniform vec3 uSheen;
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varying vec3 vLocal;
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varying vec3 vNormal;
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varying float vDepth;
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varying float vNear;
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void main() {
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float alpha = (1.0 - smoothstep(420.0, 660.0, vDepth)) * vNear;
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if (alpha < 0.02) discard;
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vec3 n = normalize(vNormal);
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float up = max(0.0, n.y);
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float rear = max(0.0, n.z);
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float side = abs(n.x);
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float wheel = ${kind === 'car' ? 'step(vLocal.y, 0.6) * step(0.7, abs(vLocal.x))' : 'step(vLocal.y, 1.0) * step(0.68, abs(vLocal.x))'};
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vec3 color = vec3(0.034, 0.02, 0.058);
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// Roof and shoulders: the horizon glow as a satin sheen.
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color += uSheen * (up * 0.42 + side * 0.07 * smoothstep(0.5, 1.4, vLocal.y));
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// Our headlights on the rear face, falling off down the road.
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float beam = exp(-max(0.0, vDepth - 40.0) / 90.0);
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color += vec3(0.19, 0.15, 0.27) * rear * beam * 0.55;
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${kind === 'car'
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? `// Rear window: glass reflects a lavender band of sky.
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float glass = rear * step(1.12, vLocal.y) * step(vLocal.z, -0.9);
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color = mix(color, vec3(0.05, 0.05, 0.12) + uSheen * 0.22 * smoothstep(1.2, 1.55, vLocal.y), glass);
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float lampBand = exp(-pow((vLocal.y - 0.92) / 0.18, 2.0));`
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: `// Box doors: a centre seam and two lock bars.
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float seam = 1.0 - smoothstep(0.02, 0.05, abs(vLocal.x));
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float bars = 1.0 - smoothstep(0.03, 0.06, abs(abs(vLocal.x) - 0.42));
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color *= 1.0 - rear * max(seam * 0.6, bars * 0.35);
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float lampBand = exp(-pow((vLocal.y - 1.3) / 0.2, 2.0));`}
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// The tail lamps spill red on the bumper around them.
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color += vec3(0.5, 0.02, 0.04) * rear * lampBand * 0.35;
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color *= 1.0 - wheel * 0.6;
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gl_FragColor = vec4(color, alpha);
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`,
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transparent: true,
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depthWrite: true,
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depthTest: true,
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}),
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);
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const plane = resources.own('geometry', new THREE.PlaneGeometry(1, 1));
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const lampCount = count * 2;
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const mesh = (name: string, material: unknown, instances: number) => {
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const instanced = new THREE.InstancedMesh(plane, material, instances);
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const lampCount = count * LAMPS_PER_VEHICLE;
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const quad = (name: string, material: unknown, instances: number, level: (i: number) => number) => {
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const geometry = resources.own('geometry', plane.clone());
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const levels = new Float32Array(instances);
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for (let i = 0; i < instances; i++) levels[i] = level(i);
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geometry.setAttribute('aLevel', new THREE.InstancedBufferAttribute(levels, 1));
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const instanced = new THREE.InstancedMesh(geometry, material, instances);
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instanced.name = name;
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instanced.frustumCulled = false;
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instanced.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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const levels = new Float32Array(instances);
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for (let i = 0; i < instances; i++) levels[i] = vehicles[Math.floor(i / 2) % count]!.tint * 0.6;
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instanced.geometry = plane.clone();
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resources.own('geometry', instanced.geometry);
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instanced.geometry.setAttribute('aLevel', new THREE.InstancedBufferAttribute(levels, 1));
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group.add(instanced);
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return instanced;
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};
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const lamps = mesh('traffic-taillights', lampMaterial, lampCount);
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const trails = mesh('traffic-light-trails', trailMaterial, lampCount);
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const pools = mesh('traffic-road-pools', poolMaterial, count);
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const lampsFor = vehicles.map((v) => trafficLamps(v.lane.kind, v.tint));
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const lamps = quad('traffic-lamps', lampMaterial, lampCount, (i) => lampsFor[Math.floor(i / LAMPS_PER_VEHICLE)]![i % LAMPS_PER_VEHICLE]?.level ?? 0);
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// Two trails per vehicle, from the tail-lamp pair.
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const trails = quad('traffic-light-trails', trailMaterial, count * 2, (i) => vehicles[Math.floor(i / 2)]!.tint * 0.6);
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// One pool per vehicle, tinted like that vehicle's own lamps.
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const pools = quad('traffic-road-pools', poolMaterial, count, (i) => vehicles[i]!.tint * 0.6);
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const bodies = (['car', 'truck'] as const).map((kind) => {
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const members = vehicles.filter((v) => v.lane.kind === kind);
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const geometry = resources.own('geometry', boxGeometry(kind === 'car' ? CAR_BOXES : TRUCK_BOXES));
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const mesh = new THREE.InstancedMesh(geometry, bodyMaterial(kind), Math.max(1, members.length));
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mesh.name = `traffic-${kind}-bodies`;
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mesh.frustumCulled = false;
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mesh.count = members.length;
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mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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// Bodies draw before the additive lamps so the lamps sit on them.
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mesh.renderOrder = -1;
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group.add(mesh);
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return { mesh, members };
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});
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|
||||
const dummy = new THREE.Object3D();
|
||||
const hidden = new THREE.Matrix4().makeScale(0, 0, 0);
|
||||
return {
|
||||
group,
|
||||
/**
|
||||
@@ -166,33 +343,49 @@ export function createTraffic(
|
||||
const dt = Math.min(0.1, Math.max(0, deltaSeconds));
|
||||
for (let i = 0; i < count; i++) {
|
||||
const v = vehicles[i]!;
|
||||
const relative = travelSpeed - v.speed; // > 0: we are overtaking
|
||||
const relative = travelSpeed - v.lane.speed; // > 0: we are overtaking
|
||||
v.z = wrapTrafficZ(v.z + relative * dt);
|
||||
const trailLength = THREE.MathUtils.clamp(Math.abs(relative) * 0.16, 0.3, 14);
|
||||
const trailLength = THREE.MathUtils.clamp(Math.abs(relative) * 0.14, 0.3, 12);
|
||||
// Trails stream away from the direction of relative travel.
|
||||
const trailDirection = relative >= 0 ? -1 : 1;
|
||||
for (let side = 0; side < 2; side++) {
|
||||
const index = i * 2 + side;
|
||||
const x = v.x + (side === 0 ? -v.width : v.width);
|
||||
dummy.position.set(x, v.height, v.z);
|
||||
const own = lampsFor[i]!;
|
||||
for (let k = 0; k < LAMPS_PER_VEHICLE; k++) {
|
||||
const lamp = own[k];
|
||||
if (lamp === undefined) {
|
||||
lamps.setMatrixAt(i * LAMPS_PER_VEHICLE + k, hidden);
|
||||
continue;
|
||||
}
|
||||
dummy.position.set(v.x + lamp.x, lamp.y, v.z + lamp.z);
|
||||
dummy.rotation.set(0, 0, 0);
|
||||
dummy.scale.set(0.62, 0.36, 1);
|
||||
dummy.scale.set(lamp.w, lamp.h, 1);
|
||||
dummy.updateMatrix();
|
||||
lamps.setMatrixAt(index, dummy.matrix);
|
||||
lamps.setMatrixAt(i * LAMPS_PER_VEHICLE + k, dummy.matrix);
|
||||
if (k > 1) continue;
|
||||
// Horizontal ribbon at lamp height, uv.y = 1 at the lamp.
|
||||
dummy.position.set(x, v.height - 0.02, v.z + (trailDirection * trailLength) / 2);
|
||||
dummy.position.set(v.x + lamp.x, lamp.y - 0.02, v.z + (trailDirection * trailLength) / 2);
|
||||
dummy.rotation.set(trailDirection < 0 ? Math.PI / 2 : -Math.PI / 2, 0, 0);
|
||||
dummy.scale.set(0.2, trailLength, 1);
|
||||
dummy.updateMatrix();
|
||||
trails.setMatrixAt(index, dummy.matrix);
|
||||
trails.setMatrixAt(i * 2 + k, dummy.matrix);
|
||||
}
|
||||
const halfWidth = TRAFFIC_BODY[v.lane.kind].halfWidth;
|
||||
const poolLength = 9 + Math.min(10, Math.abs(relative) * 0.08);
|
||||
dummy.position.set(v.x, 0.04, v.z + poolLength / 2);
|
||||
dummy.rotation.set(-Math.PI / 2, 0, 0);
|
||||
dummy.scale.set(v.width * 2.3, poolLength, 1);
|
||||
dummy.scale.set(halfWidth * 1.7, poolLength, 1);
|
||||
dummy.updateMatrix();
|
||||
pools.setMatrixAt(i, dummy.matrix);
|
||||
}
|
||||
for (const { mesh, members } of bodies) {
|
||||
members.forEach((v, j) => {
|
||||
dummy.position.set(v.x, 0, v.z);
|
||||
dummy.rotation.set(0, 0, 0);
|
||||
dummy.scale.set(1, 1, 1);
|
||||
dummy.updateMatrix();
|
||||
mesh.setMatrixAt(j, dummy.matrix);
|
||||
});
|
||||
mesh.instanceMatrix.needsUpdate = true;
|
||||
}
|
||||
lamps.instanceMatrix.needsUpdate = true;
|
||||
trails.instanceMatrix.needsUpdate = true;
|
||||
pools.instanceMatrix.needsUpdate = true;
|
||||
|
||||
Reference in New Issue
Block a user