import * as THREE from 'three'; import type { SceneResourceBag } from '@/scene/resources'; import type { RenderQualitySettings } from '@/scene/render-quality'; import { BEAM_PARS, beamUniforms } from '@/scene/world/headlights'; import { TRAFFIC_BEHIND, TRAFFIC_CAR, TRAFFIC_KINDS, TRAFFIC_PENDING, TRAFFIC_TRUCK, createTrafficModel, type TrafficFrame, type TrafficInput, } from '@/scene/world/traffic-model'; /** * Other vehicles on the night shift, drawn from the car-following model in * traffic-model.ts: dark low-poly cars and box trucks at a scale that reads * beside the 2.78x hero, with live rear lamps (tails that brighten under * braking, a high-mount stop lamp that only lights then, amber indicators at * 1.5 Hz, clearance lamps on the trucks), long-exposure trails, red pools * behind them and warm headlight pools ahead of them on the wet asphalt. * Their tail lamps and the trucks' under-run bars are retro-reflective: they * flare when the reader's high beam (pointer aim, click to flash) finds them. * * Vehicles pass alongside the hero and leave beneath the chase camera; only * a truck in the lane under the camera fades before it would fill the lens. */ /** The hero car's body (2.78x) spans |x| < 2.6. */ export const HERO_CAR_HALF_WIDTH = 2.6; /** A vehicle fades over this many metres before its near limit. */ export const TRAFFIC_FADE_LENGTH = 22; export type TrafficKind = 'car' | 'truck'; /** 1 lit, 0 dark: the near fade of a point at world z for a near limit. */ export function trafficNearFade(z: number, nearLimit: number): number { const t = Math.min(1, Math.max(0, (nearLimit - z) / TRAFFIC_FADE_LENGTH)); return t * t * (3 - 2 * t); } export type TrafficLampRole = 'tail' | 'stop' | 'clearance' | 'indicator'; export interface TrafficLamp { x: number; y: number; z: number; w: number; h: number; role: TrafficLampRole; /** -1 left, 1 right (indicators), 0 otherwise. */ side: number; } /** Rear lamps in 1x body space (origin at the rear face, ground level). */ export function trafficLamps(kind: TrafficKind): TrafficLamp[] { if (kind === 'car') return [ { x: -0.62, y: 0.92, z: 0.05, w: 0.44, h: 0.3, role: 'tail', side: 0 }, { x: 0.62, y: 0.92, z: 0.05, w: 0.44, h: 0.3, role: 'tail', side: 0 }, // High-mounted stop lamp on the rear window's top edge: braking only. { x: 0, y: 1.55, z: -0.9, w: 0.62, h: 0.12, role: 'stop', side: 0 }, { x: -0.96, y: 0.92, z: 0.05, w: 0.24, h: 0.26, role: 'indicator', side: -1 }, { x: 0.96, y: 0.92, z: 0.05, w: 0.24, h: 0.26, role: 'indicator', side: 1 }, ]; return [ { x: -0.72, y: 1.3, z: 0.05, w: 0.42, h: 0.32, role: 'tail', side: 0 }, { x: 0.72, y: 1.3, z: 0.05, w: 0.42, h: 0.32, role: 'tail', side: 0 }, // Amber clearance lamps at the top corners give the box its outline. { x: -1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, role: 'clearance', side: 0 }, { x: 1.12, y: 3.9, z: 0.05, w: 0.26, h: 0.16, role: 'clearance', side: 0 }, { x: -1.07, y: 1.3, z: 0.05, w: 0.26, h: 0.3, role: 'indicator', side: -1 }, { x: 1.07, y: 1.3, z: 0.05, w: 0.26, h: 0.3, role: 'indicator', side: 1 }, ]; } export const LAMPS_PER_VEHICLE = 6; /** 1x body half widths and lengths; the model's sizes are these times the kind's scale. */ export const TRAFFIC_BODY = { car: { halfWidth: 1.1, length: 4.8, roof: 1.6 }, truck: { halfWidth: 1.25, length: 15, roof: 4.05 }, } as const; /** Axis-aligned boxes [x0, x1, y0, y1, z0, z1] in 1x body space. */ type Box = readonly [number, number, number, number, number, number]; const CAR_BOXES: readonly Box[] = [ [-1.1, 1.1, 0.34, 1.1, -4.8, 0], // body [-0.92, 0.92, 1.1, 1.6, -3.5, -0.95], // cabin (the rear face is the window) [-1.08, -0.72, 0, 0.6, -1.25, -0.45], // wheels [0.72, 1.08, 0, 0.6, -1.25, -0.45], [-1.08, -0.72, 0, 0.6, -4.25, -3.45], [0.72, 1.08, 0, 0.6, -4.25, -3.45], ]; const TRUCK_BOXES: readonly Box[] = [ [-1.25, 1.25, 1.05, 4.05, -12.4, 0], // box body [-1.18, 1.18, 0.55, 3.3, -15, -12.6], // cab [-1.1, 1.1, 0.42, 0.56, -0.12, 0.02], // under-run bar [-1.2, -0.7, 0, 1.0, -3.5, -1.5], // rear tandem [0.7, 1.2, 0, 1.0, -3.5, -1.5], [-1.2, -0.7, 0, 1.0, -14.4, -13.2], // front axle [0.7, 1.2, 0, 1.0, -14.4, -13.2], ]; function boxGeometry(boxes: readonly Box[]) { const positions: number[] = []; const normals: number[] = []; for (const [x0, x1, y0, y1, z0, z1] of boxes) { const part = new THREE.BoxGeometry(x1 - x0, y1 - y0, z1 - z0).toNonIndexed(); part.translate((x0 + x1) / 2, (y0 + y1) / 2, (z0 + z1) / 2); positions.push(...(part.getAttribute('position').array as Float32Array)); normals.push(...(part.getAttribute('normal').array as Float32Array)); part.dispose(); } const geometry = new THREE.BufferGeometry(); geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3)); geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); return geometry; } /** Level codes for the additive quads: <1 red, 2 amber, 3 warm headlight. */ const AMBER = 2; const WARM = 3; /** Indicators: brighter and larger than the lamp while lit, so the blink reads at 200 m. */ export const INDICATOR_GAIN = 2.4; export const INDICATOR_SWELL = 1.6; /** Tail lamps swell this much at full high-beam lift (the flash to pass). */ export const FLARE_SWELL = 0.3; const FRONT_POOL_LENGTH = 14; const PASS_Z = 8; /** Camera-side vehicles dissolve over this z band as they pass beneath the lens. */ const UNDER_FADE_START = 6; const UNDER_FADE_END = 22; const underFade = (z: number): number => { const t = Math.min(1, Math.max(0, (z - UNDER_FADE_START) / (UNDER_FADE_END - UNDER_FADE_START))); return 1 - t * t * (3 - 2 * t); }; const PASS_RELATIVE_SPEED = 6; /** Pool size per quality tier: 12 high, 10 medium, 6 low (simplified). */ export function trafficPoolSize(quality: Pick): 6 | 10 | 12 { return quality.postEffects ? (quality.postScale >= 1 ? 12 : 10) : 6; } /** Is a vehicle at x in the lane beneath a chase camera at cameraX? */ export function trafficCameraSide(x: number, cameraX: number): boolean { return Number.isFinite(cameraX) && Math.abs(cameraX) > 1.5 && Math.abs(x) > 2.7 && Math.sign(x) === Math.sign(cameraX); } const cameraSide = trafficCameraSide; export function createTraffic( resources: SceneResourceBag, quality: RenderQualitySettings, /** The horizon fog colour: roofs and upper edges catch it as sheen. */ sheen: unknown = new THREE.Color(0x8a3d7a), ) { const group = new THREE.Group(); group.name = 'expressway-traffic'; const pool = trafficPoolSize(quality); const lite = pool === 6; const model = createTrafficModel({ pool, seed: 7, lite }); const frame = model.frame; const kinds: TrafficKind[] = Array.from(frame.kind, (k) => (k === TRAFFIC_TRUCK ? 'truck' : 'car')); let seed = 11; const random = () => { seed = (seed * 16807) % 2147483647; return (seed - 1) / 2147483646; }; const tints = kinds.map(() => random()); const lampsFor = kinds.map((kind) => trafficLamps(kind)); const uniforms = { uTime: { value: 0 }, uSheen: { value: sheen }, ...beamUniforms }; const vertexShader = /* glsl */ ` ${BEAM_PARS} attribute float aLevel; attribute vec2 aGain; varying vec2 vUv; varying float vDepth; varying float vLevel; varying float vGain; varying float vFlare; void main() { vUv = uv; vLevel = aLevel; vGain = aGain.x; vec4 world = modelMatrix * instanceMatrix * vec4(position, 1.0); // Retro-reflection: the lamp's centre in the beam's cone, out to 420 m. vFlare = 0.0; if (aGain.y > 0.0) { vec3 centre = (modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; float lift = smoothstep(0.78, 1.0, uBeamGain); // Not up close (a near car's lamps would bloom into a bright patch). float d = distance(centre, uBeamOrigin); float reach = smoothstep(18.0, 50.0, d) * (1.0 - smoothstep(180.0, 420.0, d)); // Brightness stays where it was (the bloom pass spreads anything // hotter into a white patch); the flash reads by colour and size. vFlare = aGain.y * headlightCone(centre) * reach * (0.25 + 1.6 * lift); } vec4 view = viewMatrix * world; vDepth = -view.z; gl_Position = projectionMatrix * view; }`; const fragment = (shape: string) => /* glsl */ ` varying vec2 vUv; varying float vDepth; varying float vLevel; varying float vGain; varying float vFlare; void main() { float far = 1.0 - smoothstep(420.0, 660.0, vDepth); ${shape} vec3 color = mix(vec3(1.0, 0.03, 0.06), vec3(1.0, 0.22, 0.05), clamp(vLevel, 0.0, 1.0)); color = mix(color, vec3(1.0, 0.46, 0.06), step(1.5, vLevel)); color = mix(color, vec3(1.0, 0.86, 0.6), step(2.5, vLevel)); // A reflector answering the beam whitens toward the headlight colour. color = mix(color, vec3(1.0, 0.72, 0.58), clamp(vFlare, 0.0, 1.0) * 0.7); gl_FragColor = vec4(color * glow * (vGain + vFlare) * far, 1.0); #include #include }`; const additive = (shape: string) => resources.own( 'material', new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader: fragment(shape), transparent: true, depthWrite: false, depthTest: true, blending: THREE.AdditiveBlending, side: THREE.DoubleSide, }), ); // Lamps: a hot lamp-shaped core in a soft disc, bright enough to bloom. const lampMaterial = additive(` vec2 c = vUv - 0.5; float core = exp(-pow(abs(c.x) * 2.3, 6.0) - pow(abs(c.y) * 2.4, 6.0)); float r = length(c * vec2(1.0, 1.6)); float glow = core * 2.4 + exp(-r * r * 22.0) * 1.2 + exp(-r * r * 5.0) * 0.3;`); // Every pow() base is clamped: interpolation can land a fragment a hair // outside 0..1 (a quad edge-on or clipped by the near plane), and pow() of a // negative base is NaN. One NaN pixel in the HDR target is spread by the // bloom blurs and the lens streak over the whole frame: a one-frame black // flash (tests/unit/shader-pow-safety.test.ts). // Trails: thin, brightest at the lamp, fading over their length. const trailMaterial = additive(` float across = exp(-pow(abs(vUv.x - 0.5) * 5.0, 2.0)); float glow = across * pow(clamp(vUv.y, 0.0, 1.0), 1.6) * 0.8;`); // Wet-road pools: long and soft, brightest at the vehicle. const poolMaterial = additive(` float across = exp(-pow(abs(vUv.x - 0.5) * 3.2, 2.0)); float glow = across * pow(clamp(vUv.y, 0.0, 1.0), 2.2) * 0.2;`); // Bodies: near-black coachwork that reads as a silhouette against the // horizon, with the fog glow on the roof, the reader's headlights on the // rear face, a glass rear window, door seams on the trucks, red lamp spill // (stronger under braking) and the screen-door fade of an emergency exit. const bodyMaterial = (kind: TrafficKind) => resources.own( 'material', new THREE.ShaderMaterial({ uniforms, vertexShader: /* glsl */ ` attribute vec4 aBody; attribute float aBlink; varying vec3 vLocal; varying vec3 vNormal; varying vec3 vWorld; varying float vDepth; varying float vNear; varying float vDither; varying float vBrake; varying float vUnder; varying float vBlink; void main() { vLocal = position; vBlink = aBlink; vNormal = normal; vec4 world = modelMatrix * instanceMatrix * vec4(position, 1.0); vWorld = world.xyz; // Matches trafficNearFade(): only a camera-side truck has a near limit in view. vNear = smoothstep(0.0, 1.0, clamp((aBody.x - world.z) / ${TRAFFIC_FADE_LENGTH.toFixed(1)}, 0.0, 1.0)); vDither = aBody.y; vBrake = aBody.z; // Under the chase camera's own lane, a body dissolves as it slides // beneath the lens instead of filling the frame's bottom edge. vUnder = aBody.w * smoothstep(${UNDER_FADE_START.toFixed(1)}, ${UNDER_FADE_END.toFixed(1)}, world.z); vec4 view = viewMatrix * world; vDepth = -view.z; gl_Position = projectionMatrix * view; }`, fragmentShader: /* glsl */ ` ${BEAM_PARS} uniform vec3 uSheen; varying vec3 vLocal; varying vec3 vNormal; varying vec3 vWorld; varying float vDepth; varying float vNear; varying float vDither; varying float vBrake; varying float vUnder; varying float vBlink; void main() { float alpha = (1.0 - smoothstep(420.0, 660.0, vDepth)) * vNear; if (alpha < 0.02) discard; 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); float side = abs(n.x); 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))'}; 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)); // 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(abs(vLocal.y - 0.92) / 0.18, 2.0));` : `// 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(abs(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 * (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 #include }`, transparent: true, depthWrite: true, depthTest: true, }), ); const plane = resources.own('geometry', new THREE.PlaneGeometry(1, 1)); interface Quad { mesh: InstanceType; gain: Float32Array; gainAttribute: InstanceType; } 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 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 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, 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 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; mesh.count = members.length; mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // Bodies draw before the additive lamps so the lamps sit on them. mesh.renderOrder = -1; group.add(mesh); return { mesh, members, body, bodyAttribute, blink, blinkAttribute }; }); // 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, /** * Steps the model (the input object is the caller's, reused every frame) * and writes the instances. Returns the model frame. */ update(input: TrafficInput, time: number): TrafficFrame { uniforms.uTime.value = time; 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.mesh.setMatrixAt(lampBase + k, hidden); lamps.gain[g] = 0; lamps.gain[g + 1] = 0; continue; } 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. 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 poolFade = trafficNearFade(z, near) * visible * (under ? underFade(z) : 1); const poolLength = 9 + Math.min(10, Math.abs(relative) * 0.08); 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, 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; } 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; }, }; }