feat: cursor-steered headlights light the hero name, plates and world
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@@ -32,6 +32,7 @@ import {
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type MutableChapterPalette,
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} from '@/scene/world/palette';
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import { createMaintenanceWindow } from '@/scene/world/maintenance-window';
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import { createHeadlights } from '@/scene/world/headlights';
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import { maintenanceProgress } from '@/journey/maintenance-progress';
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import { isTestFault, recordTestFaultEvent } from '@/testing/fault-hooks';
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@@ -145,6 +146,13 @@ export async function createProceduralSceneGeneration(
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maximumTextureSize: renderer.capabilities.maxTextureSize,
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});
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const atmosphere = createAtmosphere(context.resources, quality);
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// HIGH BEAM: the cursor steers the headlights (road cones on every tier).
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const headlights = createHeadlights(
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context.resources,
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context.quality,
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// A THREE.Group at runtime; CarGroup only types what car.ts uses.
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car.group as unknown as Parameters<typeof createHeadlights>[2],
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);
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// The 03:12 window. Phones, coarse pointers and the low tier keep only the
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// power-down, the re-light and the palette nudge: no rain, packets or lightning.
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const maintenance = createMaintenanceWindow(context.resources);
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@@ -168,6 +176,7 @@ export async function createProceduralSceneGeneration(
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speedWake.group,
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sign.group,
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sign.truss,
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...headlights.lights,
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);
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const postProcessor = quality.postEffects
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@@ -612,6 +621,8 @@ export async function createProceduralSceneGeneration(
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camera.fov = lensFov;
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camera.updateProjectionMatrix();
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}
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const beam = headlights.update(snapshot.beam, snapshot, camera, 1 - engineOff, deltaSeconds);
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road.setBeam(beam.yaw, beam.lift);
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const stage = signStage.update(width, height);
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sign.compose(camera, width, height, stage.dock, now, stage.tilt);
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const gantry = sign.dockState();
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