File size: 24,847 Bytes
b985a12 60f1548 b985a12 a03aa77 b985a12 2bd378f ffe67ed b985a12 a03aa77 b985a12 a03aa77 b985a12 a03aa77 b985a12 a03aa77 b985a12 60f1548 b985a12 a03aa77 b985a12 60f1548 5042fc2 60f1548 5042fc2 60f1548 a2b07e0 5042fc2 60f1548 b985a12 a03aa77 b985a12 a03aa77 60f1548 a03aa77 60f1548 a03aa77 a2b07e0 a03aa77 a2b07e0 60f1548 a03aa77 a2b07e0 a03aa77 60f1548 0e305b7 60f1548 b06bcb0 0e305b7 b06bcb0 60f1548 a2b07e0 a03aa77 b985a12 a03aa77 b985a12 a03aa77 b985a12 a03aa77 b985a12 b06bcb0 b985a12 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 | // The shared world for Watch and Play: renderer, lights, the night city, the track (straight,
// a 9 m 360 loop shifted sideways so it can exit, a run-up, a 33° ramp), the flight path after
// the ramp, the landing zones with beacons, and the effects (shadow, underglow, speed lines, exhaust).
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { Sky } from "three/addons/objects/Sky.js";
import { buildCity } from "./city.js";
export const clamp = (x, a = 0, b = 1) => Math.min(b, Math.max(a, x)), lerp = (a, b, t) => a + (b - a) * t;
export const smooth = (a, b, x) => { const t = clamp((x - a) / (b - a)); return t * t * (3 - 2 * t); };
export const keyed = (K, p) => {
if (p <= K[0][0]) return K[0][1];
for (let i = 1; i < K.length; i++) if (p <= K[i][0]) return lerp(K[i - 1][1], K[i][1], (p - K[i - 1][0]) / (K[i][0] - K[i - 1][0]));
return K[K.length - 1][1];
};
export const G = 9.81, R = 9, LZ = 4.2, HW = 2.3, RAMP_X = 120;
// landing zones, metres in world space (x east along the boulevard from the start line, z to the right);
// filled in once the city is built: the Central Park lawn, rooftop helipads, and a couple you should not land on
export const ZONES = [];
export const PAD_R = 28;
export async function createWorld(canvas, COARSE) {
const renderer = new THREE.WebGLRenderer({ canvas, antialias: false, powerPreference: "high-performance", stencil: false });
renderer.shadowMap.enabled = !COARSE; renderer.shadowMap.type = THREE.PCFShadowMap; renderer.shadowMap.autoUpdate = false; // redrawn every few frames (main.js): it was half of every frame
renderer.localClippingEnabled = true;
renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1.2;
renderer.setPixelRatio(Math.min(devicePixelRatio || 1, COARSE ? 1.5 : 1.75));
const scene = new THREE.Scene();
// the sky: night (blue hour), sunset and day, each a gradient with a glow where the sun or the city is
const SKIES = {
night: { stops: [[0, "#060b18"], [.4, "#13203d"], [.55, "#2c3a63"], [.63, "#6a5a7a"], [.7, "#2a2d3c"], [1, "#1a1c24"]], fog: 0x2c3550, hemi: [0x9fb0d8, 0x22242c, 1.0], sun: [0x9fb4ff, .55], exp: 1.15, glow: 1, stars: true, sunPos: [-300, 420, -500] },
sunset: { stops: [[0, "#1d2a55"], [.35, "#4a4a8a"], [.5, "#c46a6a"], [.58, "#ff9a4a"], [.64, "#ffd27a"], [.7, "#6a5048"], [1, "#2a2420"]], fog: 0x8a6a6a, hemi: [0xffc8a8, 0x3a3030, 1.2], sun: [0xffa860, 2.4], exp: 1.1, glow: .55, stars: false, sunPos: [-800, 160, -300] },
day: { stops: [[0, "#2a6ad0"], [.4, "#5a9ae8"], [.58, "#a8d0f4"], [.66, "#e4eef6"], [.7, "#9aa4ac"], [1, "#6a7078"]], fog: 0xb8cce0, hemi: [0xdfeeff, 0x6a7a5a, 1.5], sun: [0xfff4e0, 3.2], exp: 1.0, glow: .12, stars: false, sunPos: [-400, 700, -350] },
};
// (a new texture each time: three caches the cube it makes from an equirect background)
let skyTex = null;
const paintSky = k => {
const c = document.createElement("canvas"); c.width = 4; c.height = 512;
const g = c.getContext("2d"), gr = g.createLinearGradient(0, 0, 0, 512); for (const [o, col] of SKIES[k].stops) gr.addColorStop(o, col); g.fillStyle = gr; g.fillRect(0, 0, 4, 512);
if (skyTex) skyTex.dispose();
skyTex = new THREE.CanvasTexture(c); skyTex.colorSpace = THREE.SRGBColorSpace; skyTex.mapping = THREE.EquirectangularReflectionMapping; scene.background = skyTex;
};
paintSky("night");
scene.fog = new THREE.Fog(0x2c3550, 90, 900);
const studio = new THREE.Scene();
studio.add(new THREE.Mesh(new THREE.SphereGeometry(50, 32, 16), new THREE.MeshBasicMaterial({ color: 0x232838, side: THREE.BackSide })));
const strip = (w, h, x, y, z, ry, rx, k) => { const m = new THREE.Mesh(new THREE.PlaneGeometry(w, h), new THREE.MeshBasicMaterial({ color: new THREE.Color(0xffffff).multiplyScalar(k), side: THREE.DoubleSide })); m.position.set(x, y, z); m.rotation.set(rx, ry, 0); studio.add(m); };
strip(20, 8, 0, 12, 0, 0, Math.PI / 2, 1.1); // one big soft panel overhead
for (const s of [-1, 1]) strip(16, 4, 0, 4, s * 14, 0, 0, .7); // a soft panel each side
studio.add(new THREE.Mesh(new THREE.PlaneGeometry(100, 100).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({ color: 0x3a4050 })));
const pmrem = new THREE.PMREMGenerator(renderer);
const studioEnv = pmrem.fromScene(studio, .02).texture;
scene.environment = studioEnv;
const camera = new THREE.PerspectiveCamera(40, 1, .03, 9000);
const hemi = new THREE.HemisphereLight(0xb8c2de, 0x2a2a32, 1.3); scene.add(hemi);
const key = new THREE.DirectionalLight(0xffffff, 1.1); key.position.set(-6, 10, 8); scene.add(key);
// the sun (or the moon): casts real shadows in a box that follows the car
const sun = new THREE.DirectionalLight(0x9fb4ff, .55); sun.castShadow = !COARSE; scene.add(sun, sun.target);
sun.shadow.mapSize.set(2048, 2048); Object.assign(sun.shadow.camera, { left: -70, right: 70, top: 70, bottom: -70, near: 10, far: 1400 }); sun.shadow.bias = -.0004; sun.shadow.normalBias = .04;
const rimL = new THREE.DirectionalLight(0xbfd4ff, .6); rimL.position.set(8, 4, -10); scene.add(rimL);
const camLight = new THREE.DirectionalLight(0xffffff, .35); scene.add(camLight, camLight.target); // follows the camera so black paint always catches light
// post: multisampled HDR render (smooth edges), bloom, tone mapping, then a cinematic grade (vignette, grain, contrast)
const rt = new THREE.WebGLRenderTarget(2, 2, { type: THREE.HalfFloatType, samples: COARSE ? 0 : 4 });
const composer = new EffectComposer(renderer, rt);
composer.addPass(new RenderPass(scene, camera));
const bloom = new UnrealBloomPass(new THREE.Vector2(256, 256), .42, .35, .9);
composer.addPass(bloom); composer.addPass(new OutputPass());
const grade = new ShaderPass({
uniforms: { tDiffuse: { value: null }, time: { value: 0 }, blur: { value: 0 }, vig: { value: .32 }, grain: { value: .012 }, sat: { value: 1.08 }, contrast: { value: 1.06 }, sharp: { value: .25 } },
vertexShader: "varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }",
fragmentShader: `uniform sampler2D tDiffuse; uniform float time, vig, grain, sat, contrast, blur, sharp; varying vec2 vUv;
float h(vec2 p){ return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main(){ vec4 c = texture2D(tDiffuse, vUv);
if (blur > .001) { vec2 d = vUv - .5; vec4 acc = c; for (int i = 1; i < 7; i++) acc += texture2D(tDiffuse, vUv - d * blur * float(i) * .011); c = acc / 7.; } // speed blur toward the edges
vec3 col = c.rgb;
if (sharp > .001 && blur < .001) { vec2 px = 1. / vec2(textureSize(tDiffuse, 0)); vec3 n = texture2D(tDiffuse, vUv + vec2(px.x, 0.)).rgb + texture2D(tDiffuse, vUv - vec2(px.x, 0.)).rgb + texture2D(tDiffuse, vUv + vec2(0., px.y)).rgb + texture2D(tDiffuse, vUv - vec2(0., px.y)).rgb; col = max(col + (col - n * .25) * sharp, 0.); } // unsharp mask: crisper edges and road texture
float l = dot(col, vec3(.2126, .7152, .0722)); col = mix(vec3(l), col, sat); col = (col - .5) * contrast + .5;
vec2 d = vUv - .5; col *= 1. - vig * smoothstep(.25, .85, dot(d, d) * 2.2);
col += (h(vUv * 1000. + time) - .5) * grain;
gl_FragColor = vec4(clamp(col, 0., 1.), c.a); }`,
});
composer.addPass(grade);
// the sky for day and sunset: Rayleigh/Mie scattering with a real sun disc (night keeps the painted gradient and stars)
const sky = new Sky(); sky.scale.setScalar(900); sky.visible = false; sky.frustumCulled = false; scene.add(sky);
const skyU = sky.material.uniforms;
const canvasTex = (w, h, draw, repeat) => {
const c = document.createElement("canvas"); c.width = w; c.height = h; draw(c.getContext("2d"), w, h);
const t = new THREE.CanvasTexture(c); t.colorSpace = THREE.SRGBColorSpace; t.anisotropy = renderer.capabilities.getMaxAnisotropy();
if (repeat) { t.wrapS = t.wrapT = THREE.RepeatWrapping; t.repeat.set(...repeat); }
return t;
};
const radial = (inner, outer) => canvasTex(128, 128, (g, w, h) => { const r = g.createRadialGradient(64, 64, 0, 64, 64, 64); r.addColorStop(0, inner); r.addColorStop(1, outer); g.fillStyle = r; g.fillRect(0, 0, w, h); });
// stars over the Gulf, then the city itself (city.js)
{
const n = 1400, pos = new Float32Array(n * 3);
for (let i = 0; i < n; i++) { const th = Math.random() * Math.PI * 2, ph = Math.acos(Math.random() * .9), r = 6000; pos.set([Math.cos(th) * Math.sin(ph) * r, Math.cos(ph) * r * .8 + 80, Math.sin(th) * Math.sin(ph) * r], i * 3); }
const g = new THREE.BufferGeometry(); g.setAttribute("position", new THREE.BufferAttribute(pos, 3));
var stars = new THREE.Points(g, new THREE.PointsMaterial({ color: 0xffffff, size: 2.2, sizeAttenuation: false, fog: false, transparent: true, opacity: .7 })); scene.add(stars);
}
const city = await buildCity(scene, canvasTex, COARSE), buildings = city.buildings;
ZONES.length = 0;
ZONES.push({ id: "PARK", x: city.lawn.x, z: city.lawn.z, y: 0, safe: true, note: "Central Park, the big lawn" });
city.helipads.slice().sort((a, b) => b.y - a.y).slice(0, 6).forEach((h, k) => ZONES.push({ id: ["SUMMIT", "APEX", "SPIRE", "CROWN", "ZENITH", "ORBIT"][k], x: h.x, z: h.z, y: h.y, safe: true, note: `Rooftop helipad, ${Math.round(h.y)} m up`, r: h.r }));
ZONES.push({ id: "HUDSON", x: -1180, z: -200, y: 0, safe: false, note: "The Hudson River: water" });
ZONES.push({ id: "TIMES", x: 160, z: -280, y: 0, safe: false, note: "Times Square: billboards and crowds" });
// shadows: everything solid casts and catches them
// (only buildings and the big solid pieces cast; the thousands of small props only catch shadows)
scene.traverse(o => { if (o.isMesh && !o.material.transparent && !o.material.isMeshBasicMaterial) { o.receiveShadow = true; o.castShadow = !!o.userData.solid; } });
// the city reflected in its own glass: one cube photo from the middle of midtown, filtered for rough and smooth surfaces
const cubeRT = new THREE.WebGLCubeRenderTarget(COARSE ? 128 : 256, { type: THREE.HalfFloatType });
const cubeCam = new THREE.CubeCamera(1, 3000, cubeRT);
let cityEnv = null;
function captureCity() {
cubeCam.position.set(160, 60, -300); sky.position.copy(cubeCam.position); cubeCam.update(renderer, scene);
if (cityEnv) cityEnv.dispose(); cityEnv = pmrem.fromCubemap(cubeRT.texture).texture;
for (const m of city.glassMats) { m.envMap = cityEnv; m.needsUpdate = true; }
scene.environment = cityEnv;
}
let timeOfDay = "night", wxDim = 1, wxOver = false, hemiBase = 1;
const sunDir = new THREE.Vector3(-300, 420, -500).normalize();
function setTime(k) {
const S = SKIES[k]; timeOfDay = k; paintSky(k);
sky.visible = k !== "night" && !wxOver;
if (wxOver) { // overcast: a flat grey sky (darker at night)
const c = document.createElement("canvas"); c.width = 4; c.height = 512; const g2 = c.getContext("2d"), gr = g2.createLinearGradient(0, 0, 0, 512);
const top = k === "night" ? "#0d1016" : k === "sunset" ? "#4a4650" : "#7c838e", mid = k === "night" ? "#1d222b" : k === "sunset" ? "#7a6a6a" : "#a9b0b8";
gr.addColorStop(0, top); gr.addColorStop(.6, mid); gr.addColorStop(1, top); g2.fillStyle = gr; g2.fillRect(0, 0, 4, 512);
if (skyTex) skyTex.dispose(); skyTex = new THREE.CanvasTexture(c); skyTex.colorSpace = THREE.SRGBColorSpace; skyTex.mapping = THREE.EquirectangularReflectionMapping; scene.background = skyTex;
}
if (sky.visible) { skyU.turbidity.value = k === "day" ? 3 : 8; skyU.rayleigh.value = k === "day" ? 1.2 : 2.8; skyU.mieCoefficient.value = k === "day" ? .004 : .008; skyU.mieDirectionalG.value = .85; skyU.sunPosition.value.set(...S.sunPos).normalize(); }
scene.fog.color.setHex(S.fog); hemi.color.setHex(S.hemi[0]); hemi.groundColor.setHex(S.hemi[1]); hemi.intensity = S.hemi[2];
sun.color.setHex(S.sun[0]); sun.intensity = S.sun[1]; sunDir.set(...S.sunPos).normalize();
hemi.intensity *= wxDim; sun.intensity *= wxDim * wxDim; hemiBase = hemi.intensity;
if (wxOver) scene.fog.color.lerp(new THREE.Color(k === "night" ? 0x151820 : 0x8a919a), .7);
renderer.toneMappingExposure = S.exp; stars.visible = S.stars && !wxOver; key.intensity = k === "day" ? .4 : 1.1;
for (const m of city.emissive) {
if (m.isMeshStandardMaterial) { if (m.userData.base0 == null) m.userData.base0 = m.emissiveIntensity; m.emissiveIntensity = m.userData.base0 * S.glow; }
else { if (!m.userData.base0) m.userData.base0 = m.color.clone(); m.color.copy(m.userData.base0).multiplyScalar(Math.max(.55, S.glow)); }
}
bloom.strength = k === "day" ? .18 : k === "sunset" ? .32 : .42;
captureCity();
}
// quality: Low / Medium / High / Ultra (the adaptive system steps it down by itself when frames run slow)
const QUALITY = { lite: { pr: .7, shadow: 0, bloom: false, grade: false, msaa: 0, bres: .25, shEvery: 9, flat: true }, low: { pr: .75, shadow: 0, bloom: false, grade: false, msaa: 0, bres: .25 }, medium: { pr: 1, shadow: 1024, bloom: true, grade: true, msaa: 0, bres: .3, shEvery: 4 }, high: { pr: 1.25, shadow: 2048, bloom: true, grade: true, msaa: 4, bres: .5, shEvery: 3 }, ultra: { pr: 2, shadow: 4096, bloom: true, grade: true, msaa: 4, bres: .5, shEvery: 2 } };
let quality = "high"; const W0 = { bres: .5, flat: false };
function setQuality(q) {
const Q = QUALITY[q] || QUALITY.high; quality = q;
const on = Q.shadow > 0;
if (renderer.shadowMap.enabled !== on) { renderer.shadowMap.enabled = on; scene.traverse(o => { if (o.material) (Array.isArray(o.material) ? o.material : [o.material]).forEach(m => m.needsUpdate = true); }); }
sun.castShadow = on;
if (on && sun.shadow.mapSize.x !== Q.shadow) { sun.shadow.mapSize.set(Q.shadow, Q.shadow); if (sun.shadow.map) { sun.shadow.map.dispose(); sun.shadow.map = null; } }
bloom.enabled = Q.bloom; grade.enabled = Q.grade; W0.bres = Q.bres;
// Lite also drops the surface relief maps (each costs a texture read per pixel, which built-in graphics feel)
if (!!Q.flat !== W0.flat) { W0.flat = !!Q.flat; scene.traverse(o => { const m = o.material; if (!m || Array.isArray(m) || !(m.normalMap || m.userData.nm)) return; if (W0.flat) { m.userData.nm = m.normalMap; m.normalMap = null; } else if (m.userData.nm) { m.normalMap = m.userData.nm; } m.needsUpdate = true; }); }
// multisampling only where the card can afford it (it is the biggest cost on laptop graphics)
for (const t of [composer.renderTarget1, composer.renderTarget2]) if (t.samples !== Q.msaa) { t.samples = Q.msaa; t.dispose(); }
return Math.min(devicePixelRatio || 1, Q.pr);
}
function setWeatherLook(dim, over) { wxDim = dim; wxOver = over; setTime(timeOfDay); }
function setFlash(f) { hemi.intensity = hemiBase + f * 5; }
function follow(p) { sun.position.copy(p).addScaledVector(sunDir, 600); sun.target.position.copy(p); sun.target.updateMatrixWorld(); }
// landing zones: a glowing ring, an H, and a tall beacon you can see from far away
for (const z of ZONES) {
const col = z.safe ? 0x3dff8a : 0xff4455, c3 = new THREE.Color(col).multiplyScalar(2), R0 = z.r || PAD_R, y = (z.y || 0) + .12;
const ring = new THREE.Mesh(new THREE.RingGeometry(R0 - 1, R0, 64).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({ color: c3, toneMapped: false }));
ring.position.set(z.x, y, z.z); scene.add(ring);
if (!z.y) { const h = new THREE.Mesh(new THREE.PlaneGeometry(R0, R0).rotateX(-Math.PI / 2), new THREE.MeshBasicMaterial({
map: canvasTex(128, 128, (g) => { g.fillStyle = "#fff"; g.font = "900 96px sans-serif"; g.textAlign = "center"; g.fillText("H", 64, 100); }), transparent: true, opacity: .55, color: col,
})); h.position.set(z.x, y + .01, z.z); scene.add(h); }
const beacon = new THREE.Mesh(new THREE.CylinderGeometry(.8, .8, 260, 8, 1, true).translate(0, 130, 0), new THREE.MeshBasicMaterial({ color: c3, transparent: true, opacity: .18, blending: THREE.AdditiveBlending, depthWrite: false, fog: false, toneMapped: false }));
beacon.position.set(z.x, y, z.z); scene.add(beacon);
}
// the track points, with a moving frame (forward, side, up) at every one
const P = [];
for (let x = -60; x < 16; x += .25) P.push(new THREE.Vector3(x, 0, 0));
const loopIn = P.length, LOOPN = 420;
for (let i = 0; i <= LOOPN; i++) { const t = i / LOOPN, th = -Math.PI / 2 + t * Math.PI * 2; P.push(new THREE.Vector3(16 + R * Math.cos(th), R + R * Math.sin(th), LZ * smooth(0, 1, t))); }
const loopOut = P.length - 1;
for (let x = 16.25; x <= RAMP_X; x += .25) P.push(new THREE.Vector3(x, 0, LZ));
const rampIn = P.length - 1;
for (let x = RAMP_X + .25; x <= RAMP_X + 14.001; x += .25) { const u = (x - RAMP_X) / 14; P.push(new THREE.Vector3(x, 4.5 * u * u, LZ)); }
const roadEnd = P.length - 1;
const X1 = RAMP_X + 14; // the ramp lip; then up on the thrusters and out over the city, the corniche and downtown
const air = new THREE.CatmullRomCurve3([[X1, 4.5, LZ], [X1 + 5, 8.2, LZ], [X1 + 10, 13, LZ + .1], [X1 + 15, 20, LZ + .4], [X1 + 21, 30, LZ + 1], [X1 + 29, 43, LZ + 2], [X1 + 42, 62, 8], [X1 + 66, 90, 14],
[X1 + 110, 125, 26], [X1 + 180, 160, 48], [X1 + 300, 190, 90], [X1 + 480, 205, 150], [X1 + 720, 210, 210], [X1 + 1000, 208, 250], [X1 + 1300, 205, 255], [X1 + 1650, 200, 230], [X1 + 2050, 196, 190], [X1 + 2500, 192, 150]].map(a => new THREE.Vector3(...a)), false, "centripetal").getSpacedPoints(3200);
for (let i = 1; i < air.length; i++) P.push(air[i]);
const N = P.length, D = new Float32Array(N), F = [], S = [], U = [], Z = new THREE.Vector3(0, 0, 1);
for (let i = 1; i < N; i++) D[i] = D[i - 1] + P[i].distanceTo(P[i - 1]);
for (let i = 0; i < N; i++) {
const f = P[Math.min(N - 1, i + 1)].clone().sub(P[Math.max(0, i - 1)]).normalize();
const s = Z.clone().addScaledVector(f, -f.dot(Z)).normalize();
F.push(f); S.push(s); U.push(new THREE.Vector3().crossVectors(s, f));
}
const idxX = (x, from = 0) => { for (let i = from; i < N; i++) if (P[i].x >= x) return i; return N - 1; };
const sample = (d, out) => {
let lo = 0, hi = N - 1;
while (hi - lo > 1) { const m = (lo + hi) >> 1; if (D[m] <= d) lo = m; else hi = m; }
const t = clamp((d - D[lo]) / Math.max(1e-6, D[hi] - D[lo]));
out.p.lerpVectors(P[lo], P[hi], t); out.f.lerpVectors(F[lo], F[hi], t).normalize();
out.s.lerpVectors(S[lo], S[hi], t).normalize(); out.u.lerpVectors(U[lo], U[hi], t).normalize();
out.i = lo; return out;
};
function ribbon(i0, i1, a, b, mat) {
const pos = [], uv = [], idx = [];
for (let i = i0; i <= i1; i++) {
for (const [sOff, uOff, v] of [[a[0], a[1], 0], [b[0], b[1], 1]]) { const q = P[i].clone().addScaledVector(S[i], sOff).addScaledVector(U[i], uOff); pos.push(q.x, q.y, q.z); uv.push(D[i] / 8, v); }
if (i < i1) { const k = (i - i0) * 2; idx.push(k, k + 1, k + 2, k + 1, k + 3, k + 2); }
}
const g = new THREE.BufferGeometry();
g.setAttribute("position", new THREE.Float32BufferAttribute(pos, 3)); g.setAttribute("uv", new THREE.Float32BufferAttribute(uv, 2));
g.setIndex(idx); g.computeVertexNormals();
const m = new THREE.Mesh(g, mat); scene.add(m); return m;
}
const roadTex = canvasTex(256, 64, (g, w, h) => {
g.fillStyle = "#0e0e12"; g.fillRect(0, 0, w, h);
for (let i = 0; i < 900; i++) { g.fillStyle = `rgba(255,255,255,${Math.random() * .05})`; g.fillRect(Math.random() * w, Math.random() * h, 1, 1); }
g.fillStyle = "rgba(255,255,255,.3)"; g.fillRect(0, 3, w, 2); g.fillRect(0, h - 5, w, 2); g.fillRect(0, h / 2 - 1, w / 2, 2);
});
roadTex.wrapS = THREE.RepeatWrapping;
const roadMat = new THREE.MeshStandardMaterial({ map: roadTex, color: 0xb8bcc6, roughness: .85, metalness: 0, envMapIntensity: .25, side: THREE.DoubleSide });
const sideMat = new THREE.MeshStandardMaterial({ color: 0x111115, roughness: .5, metalness: .6, side: THREE.DoubleSide });
const edgeMat = new THREE.MeshBasicMaterial({ color: new THREE.Color(0xffffff).multiplyScalar(1.05), toneMapped: false, side: THREE.DoubleSide });
ribbon(0, roadEnd, [-HW, 0], [HW, 0], roadMat);
ribbon(loopIn - 4, roadEnd, [-HW, -.4], [HW, -.4], sideMat);
for (const s of [-1, 1]) {
ribbon(loopIn - 4, roadEnd, [s * HW, 0], [s * HW, -.4], sideMat);
ribbon(0, roadEnd, [s * HW, .06], [s * HW, .02], edgeMat);
ribbon(loopIn, loopOut, [s * HW, .1], [s * HW, .75], new THREE.MeshPhysicalMaterial({ color: 0x9fb0c8, transparent: true, opacity: .14, roughness: .05, metalness: .2, side: THREE.DoubleSide, depthWrite: false }));
}
{
const pm = new THREE.MeshStandardMaterial({ color: 0x141418, metalness: .7, roughness: .4 });
for (let x = RAMP_X + 2; x <= RAMP_X + 13; x += 2.75) { const y = 4.5 * ((x - RAMP_X) / 14) ** 2 - .4; for (const s of [-1, 1]) { const c = new THREE.Mesh(new THREE.CylinderGeometry(.14, .18, y, 12).translate(0, y / 2, 0), pm); c.position.set(x, 0, LZ + s * 1.8); scene.add(c); } }
for (const dx of [-4.5, 4.5]) { const foot = new THREE.Mesh(new THREE.BoxGeometry(1.2, 1.6, LZ + HW * 2 + .6).translate(0, .8, 0), pm); foot.position.set(16 + dx, -.4, LZ / 2); scene.add(foot); }
}
// effects
const shadow = new THREE.Mesh(new THREE.PlaneGeometry(6.4, 3.4), new THREE.MeshBasicMaterial({ map: radial("rgba(0,0,0,.92)", "rgba(0,0,0,0)"), transparent: true, depthWrite: false }));
shadow.rotation.x = -Math.PI / 2; shadow.position.y = .01; scene.add(shadow);
const glow = new THREE.Mesh(new THREE.PlaneGeometry(6.2, 3.4), new THREE.MeshBasicMaterial({ map: radial("rgba(255,255,255,1)", "rgba(255,255,255,0)"), transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, opacity: 0, toneMapped: false }));
glow.rotation.x = -Math.PI / 2; glow.position.y = .02; scene.add(glow);
const LINES = 110, lines = new THREE.InstancedMesh(new THREE.BoxGeometry(1, .012, .012), new THREE.MeshBasicMaterial({ color: 0xffffff, transparent: true, opacity: 0, blending: THREE.AdditiveBlending, depthWrite: false }), LINES);
const lineSeed = Array.from({ length: LINES }, () => [Math.random() * 80 - 40, Math.random() * 7 - 1.5, (Math.random() < .5 ? -1 : 1) * (2.2 + Math.random() * 9)]);
lines.frustumCulled = false; scene.add(lines);
const smokeTex = radial("rgba(200,210,225,.55)", "rgba(200,210,225,0)"), puffs = [];
for (let i = 0; i < 90; i++) { const s = new THREE.Sprite(new THREE.SpriteMaterial({ map: smokeTex, transparent: true, depthWrite: false, opacity: 0 })); s.visible = false; scene.add(s); puffs.push({ s, life: 0, v: new THREE.Vector3() }); }
return {
renderer, scene, camera, composer, bloom, grade, sky, sunDir, setWeatherLook, setFlash, weatherFog: 1, setQuality, get quality() { return quality; }, QUALITY, get bloomRes() { return W0.bres; }, camLight, canvasTex, radial, buildings, city, setTime, follow, captureCity, get timeOfDay() { return timeOfDay; }, studioEnv,
roads: city.roads, footprints: city.footprints, parks: city.parks, water: city.water, beaches: city.beaches, walkways: city.walkways, bounds: city.bounds, credit: city.credit,
track: { P, F, S, U, D, N, loopIn, loopOut, rampIn, roadEnd, idxX, sample },
fx: { shadow, glow, lines, LINES, lineSeed, puffs, puffI: 0 },
};
}
// a reusable moving frame, and "car-local to world" along it
export const frame = () => ({ p: new THREE.Vector3(), f: new THREE.Vector3(), s: new THREE.Vector3(), u: new THREE.Vector3(), i: 0 });
export const loc = (fr, x, y, z) => fr.p.clone().addScaledVector(fr.f, x).addScaledVector(fr.u, y).addScaledVector(fr.s, z);
export const local = (car, v) => v.clone().applyMatrix4(car.group.matrixWorld);
// where each zone is relative to a position and heading (km, forward/side), nearest first
export function zonesFrom(pos, fwd) {
const fh = new THREE.Vector2(fwd.x, fwd.z); if (fh.lengthSq() < 1e-6) fh.set(1, 0); fh.normalize();
const sh = new THREE.Vector2(-fh.y, fh.x);
return ZONES.map(z => { const rel = new THREE.Vector2(z.x - pos.x, z.z - pos.z); return { ...z, dist: rel.length() / 1000, fwd: rel.dot(fh) / 1000, side: rel.dot(sh) / 1000 }; }).sort((a, b) => a.dist - b.dist);
}
|