feat: interactive traffic with car-following, overtakes and flash-to-pass
This commit is contained in:
@@ -1,100 +1,86 @@
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import * as THREE from 'three';
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import type { SceneResourceBag } from '@/scene/resources';
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import type { RenderQualitySettings } from '@/scene/render-quality';
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import { BEAM_PARS, beamUniforms } from '@/scene/world/headlights';
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import {
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TRAFFIC_BEHIND,
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TRAFFIC_CAR,
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TRAFFIC_KINDS,
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TRAFFIC_PENDING,
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TRAFFIC_TRUCK,
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createTrafficModel,
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type TrafficFrame,
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type TrafficInput,
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} from '@/scene/world/traffic-model';
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/**
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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
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* band behind the camera, so nothing pops in view.
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* Other vehicles on the night shift, drawn from the car-following model in
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* traffic-model.ts: dark low-poly cars and box trucks at a scale that reads
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* beside the 2.78x hero, with live rear lamps (tails that brighten under
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* braking, a high-mount stop lamp that only lights then, amber indicators at
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* 1.5 Hz, clearance lamps on the trucks), long-exposure trails, red pools
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* behind them and warm headlight pools ahead of them on the wet asphalt.
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* Their tail lamps and the trucks' under-run bars are retro-reflective: they
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* flare when the reader's high beam (pointer aim, click to flash) finds them.
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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. 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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* Vehicles pass alongside the hero and leave beneath the chase camera; only
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* a truck in the lane under the camera fades before it would fill the lens.
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*/
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/** The hero car's body (2.78x) spans |x| < 2.6. */
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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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/** A vehicle fades over this many metres before its near limit. */
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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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/** Max lateral jitter of a vehicle inside its lane. */
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export const TRAFFIC_LANE_JITTER = 0.1;
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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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/** 1 lit, 0 dark: the near fade of a point at world z for a near limit. */
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export function trafficNearFade(z: number, nearLimit: number): number {
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const t = Math.min(1, Math.max(0, (nearLimit - z) / TRAFFIC_FADE_LENGTH));
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return t * t * (3 - 2 * t);
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}
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/** Keeps a vehicle inside [FAR_Z, TRAFFIC_NEAR_Z], wrapping through the
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* hidden band at either end. */
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export function wrapTrafficZ(z: number): number {
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if (z > TRAFFIC_NEAR_Z) return z - SPAN * Math.ceil((z - TRAFFIC_NEAR_Z) / SPAN);
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if (z < FAR_Z) return z + SPAN * Math.ceil((FAR_Z - z) / SPAN);
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return z;
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}
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interface Lamp {
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export type TrafficLampRole = 'tail' | 'stop' | 'clearance' | 'indicator';
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export interface TrafficLamp {
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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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role: TrafficLampRole;
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/** -1 left, 1 right (indicators), 0 otherwise. */
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side: 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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/** Rear lamps in 1x body space (origin at the rear face, ground level). */
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export function trafficLamps(kind: TrafficKind): TrafficLamp[] {
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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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{ x: -0.62, y: 0.92, z: 0.05, w: 0.44, h: 0.3, role: 'tail', side: 0 },
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{ x: 0.62, y: 0.92, z: 0.05, w: 0.44, h: 0.3, role: 'tail', side: 0 },
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// High-mounted stop lamp on the rear window's top edge: braking only.
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{ x: 0, y: 1.55, z: -0.9, w: 0.62, h: 0.12, role: 'stop', side: 0 },
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{ x: -0.96, y: 0.92, z: 0.05, w: 0.24, h: 0.26, role: 'indicator', side: -1 },
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{ x: 0.96, y: 0.92, z: 0.05, w: 0.24, h: 0.26, role: 'indicator', side: 1 },
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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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{ x: -0.72, y: 1.3, z: 0.05, w: 0.42, h: 0.32, role: 'tail', side: 0 },
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{ x: 0.72, y: 1.3, z: 0.05, w: 0.42, h: 0.32, role: 'tail', side: 0 },
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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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{ x: -1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, role: 'clearance', side: 0 },
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{ x: 1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, role: 'clearance', side: 0 },
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{ x: -1.07, y: 1.3, z: 0.05, w: 0.26, h: 0.3, role: 'indicator', side: -1 },
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{ x: 1.07, y: 1.3, z: 0.05, w: 0.26, h: 0.3, role: 'indicator', side: 1 },
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];
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}
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const LAMPS_PER_VEHICLE = 4;
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export const LAMPS_PER_VEHICLE = 6;
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/** Axis-aligned boxes [x0, x1, y0, y1, z0, z1] in body space. */
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/** 1x body half widths and lengths; the model's sizes are these times the kind's scale. */
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export const TRAFFIC_BODY = {
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car: { halfWidth: 1.1, length: 4.8, roof: 1.6 },
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truck: { halfWidth: 1.25, length: 15, roof: 4.05 },
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} as const;
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/** Axis-aligned boxes [x0, x1, y0, y1, z0, z1] in 1x 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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@@ -130,13 +116,36 @@ function boxGeometry(boxes: readonly Box[]) {
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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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tint: number;
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/** Level codes for the additive quads: <1 red, 2 amber, 3 warm headlight. */
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const AMBER = 2;
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const WARM = 3;
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/** Indicators: brighter and larger than the lamp while lit, so the blink reads at 200 m. */
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export const INDICATOR_GAIN = 2.4;
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export const INDICATOR_SWELL = 1.6;
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/** Tail lamps swell this much at full high-beam lift (the flash to pass). */
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export const FLARE_SWELL = 0.3;
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const FRONT_POOL_LENGTH = 14;
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const PASS_Z = 8;
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/** Camera-side vehicles dissolve over this z band as they pass beneath the lens. */
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const UNDER_FADE_START = 6;
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const UNDER_FADE_END = 22;
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const underFade = (z: number): number => {
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const t = Math.min(1, Math.max(0, (z - UNDER_FADE_START) / (UNDER_FADE_END - UNDER_FADE_START)));
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return 1 - t * t * (3 - 2 * t);
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};
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const PASS_RELATIVE_SPEED = 6;
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/** Pool size per quality tier: 12 high, 10 medium, 6 low (simplified). */
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export function trafficPoolSize(quality: Pick<RenderQualitySettings, 'postEffects' | 'postScale'>): 6 | 10 | 12 {
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return quality.postEffects ? (quality.postScale >= 1 ? 12 : 10) : 6;
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}
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/** Is a vehicle at x in the lane beneath a chase camera at cameraX? */
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export function trafficCameraSide(x: number, cameraX: number): boolean {
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return Number.isFinite(cameraX) && Math.abs(cameraX) > 1.5 && Math.abs(x) > 2.7 && Math.sign(x) === Math.sign(cameraX);
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}
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const cameraSide = trafficCameraSide;
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export function createTraffic(
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resources: SceneResourceBag,
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quality: RenderQualitySettings,
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@@ -145,45 +154,46 @@ export function createTraffic(
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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 vehicles: Vehicle[] = [];
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let seed = 7;
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const pool = trafficPoolSize(quality);
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const lite = pool === 6;
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const model = createTrafficModel({ pool, seed: 7, lite });
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const frame = model.frame;
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const kinds: TrafficKind[] = Array.from(frame.kind, (k) => (k === TRAFFIC_TRUCK ? 'truck' : 'car'));
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let seed = 11;
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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 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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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 tints = kinds.map(() => random());
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const lampsFor = kinds.map((kind) => trafficLamps(kind));
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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) / ${TRAFFIC_FADE_LENGTH.toFixed(1)}, 0.0, 1.0))`;
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const uniforms = { uTime: { value: 0 }, uSheen: { value: sheen }, ...beamUniforms };
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const vertexShader = /* glsl */ `
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${BEAM_PARS}
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attribute float aLevel;
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attribute vec2 aGain;
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varying vec2 vUv;
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varying float vDepth;
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varying float vLevel;
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varying float vNear;
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varying float vGain;
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varying float vFlare;
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void main() {
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vUv = uv;
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vLevel = aLevel;
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vGain = aGain.x;
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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 = ${nearFade};
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// Retro-reflection: the lamp's centre in the beam's cone, out to 420 m.
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vFlare = 0.0;
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if (aGain.y > 0.0) {
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vec3 centre = (modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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float lift = smoothstep(0.78, 1.0, uBeamGain);
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// Not up close (a near car's lamps would bloom into a bright patch).
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float d = distance(centre, uBeamOrigin);
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float reach = smoothstep(18.0, 50.0, d) * (1.0 - smoothstep(180.0, 420.0, d));
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// Brightness stays where it was (the bloom pass spreads anything
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// hotter into a white patch); the flash reads by colour and size.
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vFlare = aGain.y * headlightCone(centre) * reach * (0.25 + 1.6 * lift);
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}
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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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@@ -192,14 +202,17 @@ export function createTraffic(
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varying vec2 vUv;
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varying float vDepth;
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varying float vLevel;
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varying float vNear;
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varying float vGain;
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varying float vFlare;
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void main() {
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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), 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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color = mix(color, vec3(1.0, 0.86, 0.6), step(2.5, vLevel));
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// A reflector answering the beam whitens toward the headlight colour.
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color = mix(color, vec3(1.0, 0.72, 0.58), clamp(vFlare, 0.0, 1.0) * 0.7);
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gl_FragColor = vec4(color * glow * (vGain + vFlare) * far, 1.0);
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`;
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@@ -227,41 +240,66 @@ export function createTraffic(
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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) * 0.8;`);
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// Wet-road pools: long and soft under each vehicle.
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// Wet-road pools: long and soft, brightest at the 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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// horizon, with the fog glow on the roof, the reader's headlights on the
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// rear face, a glass rear window, door seams on the trucks, red lamp spill
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// (stronger under braking) and the screen-door fade of an emergency exit.
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const bodyMaterial = (kind: TrafficKind) =>
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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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attribute vec4 aBody;
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attribute float aBlink;
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varying vec3 vLocal;
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varying vec3 vNormal;
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varying vec3 vWorld;
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varying float vDepth;
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varying float vNear;
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varying float vDither;
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varying float vBrake;
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varying float vUnder;
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varying float vBlink;
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void main() {
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vLocal = position;
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vBlink = aBlink;
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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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vWorld = world.xyz;
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// Matches trafficNearFade(): only a camera-side truck has a near limit in view.
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vNear = smoothstep(0.0, 1.0, clamp((aBody.x - world.z) / ${TRAFFIC_FADE_LENGTH.toFixed(1)}, 0.0, 1.0));
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vDither = aBody.y;
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vBrake = aBody.z;
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// Under the chase camera's own lane, a body dissolves as it slides
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// beneath the lens instead of filling the frame's bottom edge.
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vUnder = aBody.w * smoothstep(${UNDER_FADE_START.toFixed(1)}, ${UNDER_FADE_END.toFixed(1)}, world.z);
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vec4 view = viewMatrix * world;
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vDepth = -view.z;
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gl_Position = projectionMatrix * view;
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}`,
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fragmentShader: /* glsl */ `
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fragmentShader: /* glsl */ `
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${BEAM_PARS}
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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 vec3 vWorld;
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varying float vDepth;
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varying float vNear;
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varying float vDither;
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varying float vBrake;
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varying float vUnder;
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varying float vBlink;
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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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float screen = max(vDither, vUnder);
|
||||
if (screen > 0.0 && fract(sin(dot(floor(gl_FragCoord.xy), vec2(12.9898, 78.233))) * 43758.5453) < screen) discard;
|
||||
vec3 n = normalize(vNormal);
|
||||
float up = max(0.0, n.y);
|
||||
float rear = max(0.0, n.z);
|
||||
@@ -270,56 +308,95 @@ export function createTraffic(
|
||||
vec3 color = vec3(0.034, 0.02, 0.058);
|
||||
// Roof and shoulders: the horizon glow as a satin sheen.
|
||||
color += uSheen * (up * 0.42 + side * 0.07 * smoothstep(0.5, 1.4, vLocal.y));
|
||||
// Our headlights on the rear face, falling off down the road.
|
||||
float beam = exp(-max(0.0, vDepth - 40.0) / 90.0);
|
||||
color += vec3(0.19, 0.15, 0.27) * rear * beam * 0.55;
|
||||
${kind === 'car'
|
||||
? `// Rear window: glass reflects a lavender band of sky.
|
||||
// The reader's headlights on the rear face: a faint fill down the
|
||||
// road, the real beam (pointer aim, high-beam flash) up close.
|
||||
float fill = exp(-max(0.0, vDepth - 40.0) / 90.0) * 0.3;
|
||||
color += vec3(0.19, 0.15, 0.27) * rear * (fill + headlightBeam(vWorld));
|
||||
// A flash to pass paints the whole rear face from 300 m in.
|
||||
float lift = smoothstep(0.78, 1.0, uBeamGain);
|
||||
float beamDistance = distance(vWorld, uBeamOrigin);
|
||||
color += vec3(0.62, 0.5, 0.4) * rear * headlightCone(vWorld) * (1.0 - smoothstep(120.0, 320.0, beamDistance)) * lift * 0.16;
|
||||
${
|
||||
kind === 'car'
|
||||
? `// Rear window: glass reflects a lavender band of sky.
|
||||
float glass = rear * step(1.12, vLocal.y) * step(vLocal.z, -0.9);
|
||||
color = mix(color, vec3(0.05, 0.05, 0.12) + uSheen * 0.22 * smoothstep(1.2, 1.55, vLocal.y), glass);
|
||||
float lampBand = exp(-pow((vLocal.y - 0.92) / 0.18, 2.0));`
|
||||
: `// Box doors: a centre seam and two lock bars.
|
||||
: `// Box doors: a centre seam and two lock bars.
|
||||
float seam = 1.0 - smoothstep(0.02, 0.05, abs(vLocal.x));
|
||||
float bars = 1.0 - smoothstep(0.03, 0.06, abs(abs(vLocal.x) - 0.42));
|
||||
color *= 1.0 - rear * max(seam * 0.6, bars * 0.35);
|
||||
float lampBand = exp(-pow((vLocal.y - 1.3) / 0.2, 2.0));`}
|
||||
float lampBand = exp(-pow((vLocal.y - 1.3) / 0.2, 2.0));
|
||||
// The under-run bar is a reflector strip: it answers the beam from far off.
|
||||
float bar = rear * step(0.42, vLocal.y) * step(vLocal.y, 0.56);
|
||||
color += vec3(1.0, 0.34, 0.22) * bar * headlightCone(vWorld) * smoothstep(18.0, 50.0, beamDistance) * (1.0 - smoothstep(180.0, 420.0, beamDistance)) * (0.2 + 1.4 * lift);`
|
||||
}
|
||||
// The tail lamps spill red on the bumper around them.
|
||||
color += vec3(0.5, 0.02, 0.04) * rear * lampBand * 0.35;
|
||||
color += vec3(0.5, 0.02, 0.04) * rear * lampBand * 0.35 * (1.0 + vBrake * 1.5);
|
||||
// ...and a lit indicator floods its corner amber.
|
||||
color += vec3(1.0, 0.55, 0.08) * rear * abs(vBlink) * smoothstep(0.3, 0.95, vLocal.x * sign(vBlink)) * lampBand * 1.2;
|
||||
color *= 1.0 - wheel * 0.6;
|
||||
gl_FragColor = vec4(color, alpha);
|
||||
#include <tonemapping_fragment>
|
||||
#include <colorspace_fragment>
|
||||
}`,
|
||||
transparent: true,
|
||||
depthWrite: true,
|
||||
depthTest: true,
|
||||
}),
|
||||
);
|
||||
transparent: true,
|
||||
depthWrite: true,
|
||||
depthTest: true,
|
||||
}),
|
||||
);
|
||||
|
||||
const plane = resources.own('geometry', new THREE.PlaneGeometry(1, 1));
|
||||
const lampCount = count * LAMPS_PER_VEHICLE;
|
||||
const quad = (name: string, material: unknown, instances: number, level: (i: number) => number) => {
|
||||
interface Quad {
|
||||
mesh: InstanceType<typeof THREE.InstancedMesh>;
|
||||
gain: Float32Array;
|
||||
gainAttribute: InstanceType<typeof THREE.InstancedBufferAttribute>;
|
||||
}
|
||||
const hidden = new THREE.Matrix4().makeScale(0, 0, 0);
|
||||
const quad = (name: string, material: unknown, instances: number, level: (i: number) => number): Quad => {
|
||||
const geometry = resources.own('geometry', plane.clone());
|
||||
const levels = new Float32Array(instances);
|
||||
for (let i = 0; i < instances; i++) levels[i] = level(i);
|
||||
geometry.setAttribute('aLevel', new THREE.InstancedBufferAttribute(levels, 1));
|
||||
const instanced = new THREE.InstancedMesh(geometry, material, instances);
|
||||
instanced.name = name;
|
||||
instanced.frustumCulled = false;
|
||||
instanced.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
|
||||
group.add(instanced);
|
||||
return instanced;
|
||||
const gain = new Float32Array(instances * 2);
|
||||
const gainAttribute = new THREE.InstancedBufferAttribute(gain, 2);
|
||||
gainAttribute.setUsage(THREE.DynamicDrawUsage);
|
||||
geometry.setAttribute('aGain', gainAttribute);
|
||||
const mesh = new THREE.InstancedMesh(geometry, material, instances);
|
||||
mesh.name = name;
|
||||
mesh.frustumCulled = false;
|
||||
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
|
||||
for (let i = 0; i < instances; i++) mesh.setMatrixAt(i, hidden);
|
||||
group.add(mesh);
|
||||
return { mesh, gain, gainAttribute };
|
||||
};
|
||||
const lampsFor = vehicles.map((v) => trafficLamps(v.lane.kind, v.tint));
|
||||
const lamps = quad('traffic-lamps', lampMaterial, lampCount, (i) => lampsFor[Math.floor(i / LAMPS_PER_VEHICLE)]![i % LAMPS_PER_VEHICLE]?.level ?? 0);
|
||||
const lampLevel = (vehicle: number, lamp: TrafficLamp | undefined): number => {
|
||||
if (!lamp) return 0;
|
||||
return lamp.role === 'clearance' || lamp.role === 'indicator' ? AMBER : tints[vehicle]! * 0.6;
|
||||
};
|
||||
const lamps = quad('traffic-lamps', lampMaterial, pool * LAMPS_PER_VEHICLE, (i) =>
|
||||
lampLevel(Math.floor(i / LAMPS_PER_VEHICLE), lampsFor[Math.floor(i / LAMPS_PER_VEHICLE)]![i % LAMPS_PER_VEHICLE]),
|
||||
);
|
||||
// Two trails per vehicle, from the tail-lamp pair.
|
||||
const trails = quad('traffic-light-trails', trailMaterial, count * 2, (i) => vehicles[Math.floor(i / 2)]!.tint * 0.6);
|
||||
// One pool per vehicle, tinted like that vehicle's own lamps.
|
||||
const pools = quad('traffic-road-pools', poolMaterial, count, (i) => vehicles[i]!.tint * 0.6);
|
||||
const trails = quad('traffic-light-trails', trailMaterial, pool * 2, (i) => tints[Math.floor(i / 2)]! * 0.6);
|
||||
// A red pool behind each vehicle, tinted like its own lamps; on high and
|
||||
// medium a warm headlight pool ahead of it.
|
||||
const pools = quad('traffic-road-pools', poolMaterial, pool, (i) => tints[i]! * 0.6);
|
||||
const frontPools = lite ? null : quad('traffic-headlight-pools', poolMaterial, pool, () => WARM);
|
||||
|
||||
const bodies = (['car', 'truck'] as const).map((kind) => {
|
||||
const members = vehicles.filter((v) => v.lane.kind === kind);
|
||||
const code = kind === 'truck' ? TRAFFIC_TRUCK : TRAFFIC_CAR;
|
||||
const members: number[] = [];
|
||||
for (let i = 0; i < pool; i++) if (frame.kind[i] === code) members.push(i);
|
||||
const geometry = resources.own('geometry', boxGeometry(kind === 'car' ? CAR_BOXES : TRUCK_BOXES));
|
||||
const body = new Float32Array(Math.max(1, members.length) * 4);
|
||||
const bodyAttribute = new THREE.InstancedBufferAttribute(body, 4);
|
||||
bodyAttribute.setUsage(THREE.DynamicDrawUsage);
|
||||
geometry.setAttribute('aBody', bodyAttribute);
|
||||
const blink = new Float32Array(Math.max(1, members.length));
|
||||
const blinkAttribute = new THREE.InstancedBufferAttribute(blink, 1);
|
||||
blinkAttribute.setUsage(THREE.DynamicDrawUsage);
|
||||
geometry.setAttribute('aBlink', blinkAttribute);
|
||||
const mesh = new THREE.InstancedMesh(geometry, bodyMaterial(kind), Math.max(1, members.length));
|
||||
mesh.name = `traffic-${kind}-bodies`;
|
||||
mesh.frustumCulled = false;
|
||||
@@ -328,67 +405,174 @@ export function createTraffic(
|
||||
// Bodies draw before the additive lamps so the lamps sit on them.
|
||||
mesh.renderOrder = -1;
|
||||
group.add(mesh);
|
||||
return { mesh, members };
|
||||
return { mesh, members, body, bodyAttribute, blink, blinkAttribute };
|
||||
});
|
||||
|
||||
const dummy = new THREE.Object3D();
|
||||
const hidden = new THREE.Matrix4().makeScale(0, 0, 0);
|
||||
// The pass swell: a visible vehicle's rear crossing z 8 at |relative| > 6.
|
||||
const lastZ = new Float32Array(pool).fill(Number.NaN);
|
||||
let passSide = 0;
|
||||
const quads = frontPools ? [lamps, trails, pools, frontPools] : [lamps, trails, pools];
|
||||
const matrix = new THREE.Matrix4();
|
||||
const scale = new THREE.Vector3();
|
||||
const place = (
|
||||
target: Quad['mesh'],
|
||||
index: number,
|
||||
x: number,
|
||||
y: number,
|
||||
z: number,
|
||||
rotateX: number,
|
||||
yaw: number,
|
||||
sx: number,
|
||||
sy: number,
|
||||
) => {
|
||||
if (rotateX !== 0) matrix.makeRotationX(rotateX);
|
||||
else matrix.makeRotationY(yaw);
|
||||
matrix.scale(scale.set(sx, sy, 1));
|
||||
matrix.setPosition(x, y, z);
|
||||
target.setMatrixAt(index, matrix);
|
||||
};
|
||||
|
||||
return {
|
||||
group,
|
||||
model,
|
||||
/**
|
||||
* @param travelSpeed world units per second the camera car is covering.
|
||||
* Steps the model (the input object is the caller's, reused every frame)
|
||||
* and writes the instances. Returns the model frame.
|
||||
*/
|
||||
update(deltaSeconds: number, travelSpeed: number, time: number) {
|
||||
update(input: TrafficInput, time: number): TrafficFrame {
|
||||
uniforms.uTime.value = time;
|
||||
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.lane.speed; // > 0: we are overtaking
|
||||
v.z = wrapTrafficZ(v.z + relative * dt);
|
||||
const trailLength = THREE.MathUtils.clamp(Math.abs(relative) * 0.14, 0.3, 12);
|
||||
model.step(input);
|
||||
const hero = input.heroSpeed;
|
||||
// The flash to pass: tail lamps in reach swell with the beam.
|
||||
const lift = THREE.MathUtils.smoothstep(beamUniforms.uBeamGain.value, 0.78, 1);
|
||||
passSide = 0;
|
||||
for (let i = 0; i < pool; i++) {
|
||||
const state = frame.active[i]!;
|
||||
const was = lastZ[i]!;
|
||||
lastZ[i] = state === TRAFFIC_PENDING ? Number.NaN : frame.z[i]!;
|
||||
if (
|
||||
!lite &&
|
||||
state !== TRAFFIC_PENDING &&
|
||||
(was - PASS_Z) * (frame.z[i]! - PASS_Z) < 0 &&
|
||||
Math.abs(hero - frame.speed[i]!) > PASS_RELATIVE_SPEED
|
||||
)
|
||||
passSide = Math.sign(frame.x[i]!);
|
||||
const lampBase = i * LAMPS_PER_VEHICLE;
|
||||
if (state === TRAFFIC_PENDING || state === TRAFFIC_BEHIND) {
|
||||
for (let k = 0; k < LAMPS_PER_VEHICLE; k++) {
|
||||
lamps.mesh.setMatrixAt(lampBase + k, hidden);
|
||||
lamps.gain[(lampBase + k) * 2] = 0;
|
||||
lamps.gain[(lampBase + k) * 2 + 1] = 0;
|
||||
}
|
||||
trails.mesh.setMatrixAt(i * 2, hidden);
|
||||
trails.mesh.setMatrixAt(i * 2 + 1, hidden);
|
||||
pools.mesh.setMatrixAt(i, hidden);
|
||||
frontPools?.mesh.setMatrixAt(i, hidden);
|
||||
continue;
|
||||
}
|
||||
const size = TRAFFIC_KINDS[frame.kind[i]!]!;
|
||||
const s = size.scale;
|
||||
const x = frame.x[i]!;
|
||||
const z = frame.z[i]!;
|
||||
const yaw = frame.yaw[i]!;
|
||||
const near = frame.nearLimit[i]!;
|
||||
const visible = 1 - frame.dither[i]!;
|
||||
const under = cameraSide(x, input.cameraX);
|
||||
const brake = frame.brake[i]!;
|
||||
const blink = frame.blink[i]!;
|
||||
const indicator = frame.indicator[i]!;
|
||||
const cos = Math.cos(yaw);
|
||||
const sin = Math.sin(yaw);
|
||||
const relative = hero - frame.speed[i]!; // > 0: the reader is overtaking it
|
||||
const trailLength = THREE.MathUtils.clamp(Math.abs(relative) * 0.14, 0.3, 12) * s * 0.6;
|
||||
// Trails stream away from the direction of relative travel.
|
||||
const trailDirection = relative >= 0 ? -1 : 1;
|
||||
const own = lampsFor[i]!;
|
||||
for (let k = 0; k < LAMPS_PER_VEHICLE; k++) {
|
||||
const lamp = own[k];
|
||||
const g = (lampBase + k) * 2;
|
||||
if (lamp === undefined) {
|
||||
lamps.setMatrixAt(i * LAMPS_PER_VEHICLE + k, hidden);
|
||||
lamps.mesh.setMatrixAt(lampBase + k, hidden);
|
||||
lamps.gain[g] = 0;
|
||||
lamps.gain[g + 1] = 0;
|
||||
continue;
|
||||
}
|
||||
dummy.position.set(v.x + lamp.x, lamp.y, v.z + lamp.z);
|
||||
dummy.rotation.set(0, 0, 0);
|
||||
dummy.scale.set(lamp.w, lamp.h, 1);
|
||||
dummy.updateMatrix();
|
||||
lamps.setMatrixAt(i * LAMPS_PER_VEHICLE + k, dummy.matrix);
|
||||
const lx = x + s * (lamp.x * cos + lamp.z * sin);
|
||||
const lz = z + s * (-lamp.x * sin + lamp.z * cos);
|
||||
const fade = trafficNearFade(lz, near) * visible * (under ? underFade(lz) : 1);
|
||||
let gain = 0;
|
||||
let flare = 0;
|
||||
if (lamp.role === 'tail') {
|
||||
gain = 1 + 1.3 * brake;
|
||||
flare = 1;
|
||||
} else if (lamp.role === 'stop') gain = brake;
|
||||
else if (lamp.role === 'clearance') {
|
||||
gain = 0.9;
|
||||
flare = 0.6;
|
||||
} else gain = indicator === lamp.side ? blink * INDICATOR_GAIN : 0;
|
||||
lamps.gain[g] = gain * fade;
|
||||
lamps.gain[g + 1] = flare * fade;
|
||||
// A lit indicator and a flared tail lamp swell: legible at 200 m.
|
||||
const swell =
|
||||
lamp.role === 'indicator' ? 1 + INDICATOR_SWELL * blink : lamp.role === 'tail' ? 1 + FLARE_SWELL * lift : 1;
|
||||
place(lamps.mesh, lampBase + k, lx, s * lamp.y, lz, 0, yaw, s * lamp.w * swell, s * lamp.h * swell);
|
||||
if (k > 1) continue;
|
||||
// Horizontal ribbon at lamp height, uv.y = 1 at the lamp.
|
||||
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(i * 2 + k, dummy.matrix);
|
||||
place(
|
||||
trails.mesh,
|
||||
i * 2 + k,
|
||||
lx,
|
||||
s * lamp.y - 0.03,
|
||||
lz + (trailDirection * trailLength) / 2,
|
||||
trailDirection < 0 ? Math.PI / 2 : -Math.PI / 2,
|
||||
0,
|
||||
0.2 * s,
|
||||
trailLength,
|
||||
);
|
||||
trails.gain[(i * 2 + k) * 2] = fade;
|
||||
}
|
||||
const halfWidth = TRAFFIC_BODY[v.lane.kind].halfWidth;
|
||||
const poolFade = trafficNearFade(z, near) * visible * (under ? underFade(z) : 1);
|
||||
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(halfWidth * 1.7, poolLength, 1);
|
||||
dummy.updateMatrix();
|
||||
pools.setMatrixAt(i, dummy.matrix);
|
||||
place(pools.mesh, i, x, 0.04, z + poolLength / 2, -Math.PI / 2, 0, size.halfWidth * 1.7, poolLength);
|
||||
pools.gain[i * 2] = poolFade * (1 + brake * 0.8);
|
||||
if (frontPools) {
|
||||
const nose = z - size.length;
|
||||
place(frontPools.mesh, i, x, 0.045, nose - FRONT_POOL_LENGTH / 2, Math.PI / 2, 0, size.halfWidth * 2, FRONT_POOL_LENGTH);
|
||||
frontPools.gain[i * 2] = trafficNearFade(nose, near) * visible * 0.55;
|
||||
}
|
||||
}
|
||||
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);
|
||||
});
|
||||
for (const { mesh, members, body, bodyAttribute, blink, blinkAttribute } of bodies) {
|
||||
for (let j = 0; j < members.length; j++) {
|
||||
const i = members[j]!;
|
||||
const state = frame.active[i]!;
|
||||
if (state === TRAFFIC_PENDING || state === TRAFFIC_BEHIND) {
|
||||
mesh.setMatrixAt(j, hidden);
|
||||
continue;
|
||||
}
|
||||
const s = TRAFFIC_KINDS[frame.kind[i]!]!.scale;
|
||||
matrix.makeRotationY(frame.yaw[i]!);
|
||||
matrix.scale(scale.set(s, s, s));
|
||||
matrix.setPosition(frame.x[i]!, 0, frame.z[i]!);
|
||||
mesh.setMatrixAt(j, matrix);
|
||||
body[j * 4] = frame.nearLimit[i]!;
|
||||
body[j * 4 + 1] = frame.dither[i]!;
|
||||
body[j * 4 + 2] = frame.brake[i]!;
|
||||
body[j * 4 + 3] = cameraSide(frame.x[i]!, input.cameraX) ? 1 : 0;
|
||||
blink[j] = frame.indicator[i]! * frame.blink[i]! * (1 - frame.dither[i]!);
|
||||
}
|
||||
mesh.instanceMatrix.needsUpdate = true;
|
||||
bodyAttribute.needsUpdate = true;
|
||||
blinkAttribute.needsUpdate = true;
|
||||
}
|
||||
lamps.instanceMatrix.needsUpdate = true;
|
||||
trails.instanceMatrix.needsUpdate = true;
|
||||
pools.instanceMatrix.needsUpdate = true;
|
||||
for (const q of quads) {
|
||||
q.mesh.instanceMatrix.needsUpdate = true;
|
||||
q.gainAttribute.needsUpdate = true;
|
||||
}
|
||||
return frame;
|
||||
},
|
||||
/** -1 / 1: a vehicle passed the reader on that side this frame (0: none). */
|
||||
passed(): number {
|
||||
return passSide;
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user