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.
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+7
-4
@@ -1,5 +1,5 @@
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import { LandscapeRenderer, KIND } from './renderer.js';
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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';
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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';
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import { LabelAtlas, PosterAtlas } from './labels.js';
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import { apiFetch, progressEvents } from './api.mjs';
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@@ -176,7 +176,7 @@ function setCityView(view,at){
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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])))});
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// With routes showing, walking starts at the selected building's door facing down the first route.
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// Every route starts (imports) or ends (dependents) at the selected building; walk out from its door.
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const first=cityRoutes[0],route=!at&&view==='walk'&&first?.points.length>1?(first.outgoing?first.points:[...first.points].reverse()):null;
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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
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const target=at||route?.[0]||[c.x,c.y],spot=collide(target[0],target[1],MOVE.radius*3,collisionIndex);
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const facing=route?Math.atan2(-(route[1][0]-route[0][0]),-(route[1][1]-route[0][1])):null;
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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);
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@@ -790,8 +790,11 @@ function updateRoutes(){
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meta.push({outgoing,kind:outgoing?(edge.confidence==='known'?ROUTE_KIND.knownImport:ROUTE_KIND.inferredImport):ROUTE_KIND.dependent});
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}
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// Paths cost the same both ways, so one search from the selected building serves both directions.
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if(targets.length)routesFrom(navGrid,source,targets).forEach((points,i)=>{
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if(points)cityRoutes.push({points:meta[i].outgoing?points:[...points].reverse(),kind:meta[i].kind,outgoing:meta[i].outgoing,target:targets[i]});
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if(targets.length)routesFrom(navGrid,source,targets).forEach((street,i)=>{
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if(!street)return;
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// Run from inside the selected building, along the streets, and into the other file's building.
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const points=[enterBuilding(street[0],source),...street,enterBuilding(street.at(-1),targets[i])];
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cityRoutes.push({points:meta[i].outgoing?points:points.reverse(),kind:meta[i].kind,outgoing:meta[i].outgoing,target:targets[i]});
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});
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}
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renderer.setRoutes(cityRoutes);dirty=true;
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+35
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@@ -648,19 +648,43 @@ export const ROUTE_KIND = { knownImport: 0, inferredImport: 1, dependent: 2 };
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export function ribbonVertices(routes, width = 1.3, z = .45, lane = .8) {
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const vertices = [];
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for (const route of routes) {
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// Drop repeated points so every segment has a direction.
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const points = route.points.filter((p, i, all) => i === 0 || Math.hypot(p[0] - all[i - 1][0], p[1] - all[i - 1][1]) > 1e-3);
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if (points.length < 2) continue;
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// Right-of-travel normal per segment: (-dy, dx) in this left-handed world (see heading()).
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const normals = [];
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for (let i = 1; i < points.length; i++) {
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const dx = points[i][0] - points[i - 1][0], dy = points[i][1] - points[i - 1][1], length = Math.hypot(dx, dy);
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normals.push([-dy / length, dx / length]);
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}
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// Mitred offsets at each vertex, so neighbouring segments share their corner edge exactly
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// instead of overlapping. Very sharp turns fall back to the outgoing normal.
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const mitre = i => {
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const a = normals[Math.max(0, i - 1)], b = normals[Math.min(normals.length - 1, i)], dot = a[0] * b[0] + a[1] * b[1];
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if (1 + dot < .25) return b;
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return [(a[0] + b[0]) / (1 + dot), (a[1] + b[1]) / (1 + dot)];
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};
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let along = 0;
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for (let i = 1; i < route.points.length; i++) {
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const [ax, ay] = route.points[i - 1], [bx, by] = route.points[i], length = Math.hypot(bx - ax, by - ay);
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if (length < 1e-3) continue;
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// Right of travel is (-dy, dx) in this left-handed world (see heading()). Each segment also runs
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// half a width past both ends so corners overlap instead of leaving notches.
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const dx = (bx - ax) / length, dy = (by - ay) / length, rx = -dy, ry = dx;
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const ox = rx * lane, oy = ry * lane, ex = dx * width / 2, ey = dy * width / 2, hx = rx * width / 2, hy = ry * width / 2;
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const p0 = [ax - ex + ox, ay - ey + oy], p1 = [bx + ex + ox, by + ey + oy], a0 = along - width / 2, a1 = along + length + width / 2;
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const v = (p, side, a) => vertices.push(p[0] + hx * side, p[1] + hy * side, z, side, a, route.kind);
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v(p0, -1, a0); v(p0, 1, a0); v(p1, 1, a1); v(p0, -1, a0); v(p1, 1, a1); v(p1, -1, a1);
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along += length;
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const edge = points.map((p, i) => {
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if (i) along += Math.hypot(p[0] - points[i - 1][0], p[1] - points[i - 1][1]);
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const m = mitre(i);
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return { left: [p[0] + m[0] * (lane - width / 2), p[1] + m[1] * (lane - width / 2)], right: [p[0] + m[0] * (lane + width / 2), p[1] + m[1] * (lane + width / 2)], along };
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});
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for (let i = 1; i < edge.length; i++) {
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const a = edge[i - 1], b = edge[i];
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const v = (p, side, at) => vertices.push(p[0], p[1], z, side, at, route.kind);
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v(a.left, -1, a.along); v(a.right, 1, a.along); v(b.right, 1, b.along);
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v(a.left, -1, a.along); v(b.right, 1, b.along); v(b.left, -1, b.along);
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}
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}
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return vertices;
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}
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// Extends a route end from the street into a building: to the nearest point of its footprint, then
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// `depth` metres inside, so the path visibly runs up to (and under) the wall.
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export function enterBuilding(point, b, depth = .8) {
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const nx = Math.max(b.x, Math.min(point[0], b.x + b.w)), ny = Math.max(b.y, Math.min(point[1], b.y + b.h));
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const dx = nx - point[0], dy = ny - point[1], length = Math.hypot(dx, dy);
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if (length < 1e-6) return [nx, ny];
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return [nx + dx / length * depth, ny + dy / length * depth];
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}
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+23
-1
@@ -125,5 +125,27 @@ test('route ribbons keep right, so opposite directions on one street use separat
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assert.ok(ys(east).every(y => y > 0), `eastbound ribbon on +y: ${ys(east)}`);
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assert.ok(ys(west).every(y => y < 0), `westbound ribbon on -y: ${ys(west)}`);
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const along = []; for (let i = 4; i < east.length; i += 6) along.push(east[i]);
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assert.ok(Math.max(...along) > 99 && Math.min(...along) < 0 && east[5] === 0 && west[5] === 2);
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assert.ok(Math.max(...along) === 100 && Math.min(...along) === 0 && east[5] === 0 && west[5] === 2);
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});
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import { enterBuilding } from '../web/city.js';
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test('turns are mitred: consecutive segments share their corner edge instead of overlapping', () => {
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const vertices = ribbonVertices([{ points: [[0, 0], [50, 0], [50, 40]], kind: 0 }], 1.3, .45, .8);
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const at = i => [vertices[i * 6], vertices[i * 6 + 1]];
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// Segment 1 ends with vertices 2 (right) and 5 (left); segment 2 starts with 6 (left) and 7 (right).
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assert.deepEqual(at(2), at(7));
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assert.deepEqual(at(5), at(6));
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// The corner vertices sit on the diagonal offsets of the turn, not past the end of either segment.
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const [rx, ry] = at(2);
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assert.ok(Math.abs(rx - (50 - 1.45)) < 1e-9 && Math.abs(ry - 1.45) < 1e-9, `inner corner ${rx},${ry}`);
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assert.equal(vertices.length / 6, 12, 'two quads, no extra caps');
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});
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test('route ends enter the building footprint', () => {
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const b = { x: 10, y: 10, w: 20, h: 10 };
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const [x, y] = enterBuilding([20, 4], b, .8);
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assert.ok(x === 20 && Math.abs(y - 10.8) < 1e-9, `${x},${y}`);
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const corner = enterBuilding([5, 5], b, 1);
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assert.ok(corner[0] > 10 && corner[1] > 10 && corner[0] < 11 && corner[1] < 11);
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});
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