Mitre route corners and run routes into the buildings

Route ribbons were built from independent segments, each extended half
a width past both ends and offset into its lane separately, so every
turn drew overlapping, brighter corners. Each route is now one strip
with mitred vertices shared by neighbouring segments (sharp reversals
fall back to the outgoing normal), and its along-distance is exact.

Routes also used to stop at the street door; both ends now continue
to the nearest point of the building's footprint and just inside, so
the path visibly meets the wall of the file it leaves and reaches.
This commit is contained in:
Andy Dixon
2026-07-18 15:21:11 +01:00
parent c38a65556c
commit eed28b12cd
3 changed files with 65 additions and 16 deletions
+7 -4
View File
@@ -1,5 +1,5 @@
import { LandscapeRenderer, KIND } from './renderer.js';
import { layoutCity, squarifiedLayout, spatialIndex, pickRay, stepCamera, collide, blockAt, groundHit, flatQuad, wallSigns, folderBlades, folderLabel, facadeQuad, heading, tourStops, encodePlace, decodePlace, joystick, buildNavGrid, routesFrom, spawnWanderers, stepWanderers, alertsByPath, burns, tapeQuads, cityWalls, posterQuads, seededRandom, WALL, ROUTE_KIND, MOVE } from './city.js';
import { layoutCity, squarifiedLayout, spatialIndex, pickRay, stepCamera, collide, blockAt, groundHit, flatQuad, wallSigns, folderBlades, folderLabel, facadeQuad, heading, tourStops, encodePlace, decodePlace, joystick, buildNavGrid, routesFrom, spawnWanderers, stepWanderers, alertsByPath, burns, tapeQuads, cityWalls, posterQuads, seededRandom, WALL, ROUTE_KIND, enterBuilding, MOVE } from './city.js';
import { LabelAtlas, PosterAtlas } from './labels.js';
import { apiFetch, progressEvents } from './api.mjs';
@@ -176,7 +176,7 @@ function setCityView(view,at){
if(fromHeli)Object.assign(c,{ex:eye[0],ey:eye[1],ez:eye[2],lookYaw:Math.atan2(-forward[0],-forward[1]),lookPitch:Math.asin(Math.max(-1,Math.min(1,forward[2])))});
// With routes showing, walking starts at the selected building's door facing down the first route.
// Every route starts (imports) or ends (dependents) at the selected building; walk out from its door.
const first=cityRoutes[0],route=!at&&view==='walk'&&first?.points.length>1?(first.outgoing?first.points:[...first.points].reverse()):null;
const first=cityRoutes[0],route=!at&&view==='walk'&&first?.points.length>2?(first.outgoing?first.points:[...first.points].reverse()).slice(1):null; // skip the point inside the building
const target=at||route?.[0]||[c.x,c.y],spot=collide(target[0],target[1],MOVE.radius*3,collisionIndex);
const facing=route?Math.atan2(-(route[1][0]-route[0][0]),-(route[1][1]-route[0][1])):null;
animateCameraTo({ex:spot.x,ey:spot.y,ez:view==='walk'?MOVE.eyeHeight:Math.min(Math.max(60,c.ez*.5),260),lookYaw:facing??(view==='walk'?openHeading(spot.x,spot.y,c.lookYaw):c.lookYaw),lookPitch:view==='walk'?(route?-.18:0):-.3},c,1100);
@@ -790,8 +790,11 @@ function updateRoutes(){
meta.push({outgoing,kind:outgoing?(edge.confidence==='known'?ROUTE_KIND.knownImport:ROUTE_KIND.inferredImport):ROUTE_KIND.dependent});
}
// Paths cost the same both ways, so one search from the selected building serves both directions.
if(targets.length)routesFrom(navGrid,source,targets).forEach((points,i)=>{
if(points)cityRoutes.push({points:meta[i].outgoing?points:[...points].reverse(),kind:meta[i].kind,outgoing:meta[i].outgoing,target:targets[i]});
if(targets.length)routesFrom(navGrid,source,targets).forEach((street,i)=>{
if(!street)return;
// Run from inside the selected building, along the streets, and into the other file's building.
const points=[enterBuilding(street[0],source),...street,enterBuilding(street.at(-1),targets[i])];
cityRoutes.push({points:meta[i].outgoing?points:points.reverse(),kind:meta[i].kind,outgoing:meta[i].outgoing,target:targets[i]});
});
}
renderer.setRoutes(cityRoutes);dirty=true;