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JavaScript 3D library

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import { BoxGeometry, Group, InstancedMesh, Matrix4, Quaternion, Vector3 } from 'three'; import { MeshStandardNodeMaterial } from 'three/webgpu'; import { cameraPosition, color, float, floor, Fn, fract, fwidth, hash, If, mix, mod, mx_fractal_noise_float, mx_noise_float, positionWorld, smoothstep, step, uint, uniform, varying, vec4 } from 'three/tsl'; import { SkyscraperGenerator, createSkyscraperMaterial, buildingPalette } from './city/SkyscraperGenerator.js'; import { SidewalkGenerator } from './city/SidewalkGenerator.js'; import { StreetlightGenerator } from './city/StreetlightGenerator.js'; import { TrafficlightGenerator } from './city/TrafficlightGenerator.js'; import { TrashcanGenerator } from './city/TrashcanGenerator.js'; import { BenchGenerator } from './city/BenchGenerator.js'; import { HydrantGenerator } from './city/HydrantGenerator.js'; import { StreetTreeGenerator } from './city/StreetTreeGenerator.js'; import { CarGenerator } from './city/CarGenerator.js'; import { PersonGenerator } from './city/PersonGenerator.js'; import { bumpNormal } from './city/CityGeneratorUtils.js'; /** * Lays out a grid of city blocks and fills each lot with a {@link SkyscraperGenerator} * tower of its own seed, height and footprint, optionally on raised sidewalk * slabs (curbs). Returns a `THREE.Group` ready to add to a scene. * * Pass a building material to dress the towers; the sidewalks dress themselves * via {@link SidewalkGenerator}. The layout is exposed as * {@link CityGenerator#layout} so the surrounding scene (road markings, etc.) * can align to the same grid. * * ```js * const city = new CityGenerator( { seed: 1 } ); * scene.add( city.build( materials ) ); * ``` */ class CityGenerator { constructor( parameters = {} ) { this.parameters = Object.assign( {}, CityGenerator.defaults, parameters ); this.layout = cityLayout( this.parameters ); /** * The city seed shared by building and proxy materials. Pass this to * {@link createBuildingMaterial} to update the palette when rebuilding. * * @type {UniformNode<uint>} */ this.seedNode = uniform( this.parameters.seed, 'uint' ); this.generators = []; // per-tower box specs recorded during build(), consumed by buildProxy() this.towers = []; this.sidewalk = new SidewalkGenerator( { width: this.layout.blockW, depth: this.layout.blockD, height: this.parameters.curbHeight, radius: this.parameters.curbRadius } ); // the street-furniture generators, each instanced across placements the // layout hands them ( see buildFurniture ) this.furniture = { streetlight: new StreetlightGenerator(), trafficlight: new TrafficlightGenerator(), trashcan: new TrashcanGenerator(), bench: new BenchGenerator(), hydrant: new HydrantGenerator(), tree: new StreetTreeGenerator(), car: new CarGenerator(), person: new PersonGenerator() }; this.group = null; } build( materials = {} ) { this.seedNode.value = this.parameters.seed; for ( const generator of this.generators ) generator.dispose(); this.generators.length = 0; if ( this.group ) { this.group.clear(); this.group.dispose(); } const group = new Group(); group.name = 'City'; this.towers = []; const L = this.layout; const random = createRandom( this.parameters.seed ); // raise the lots onto rounded sidewalk slabs ( curbs ) when curbHeight > 0 const curb = this.parameters.curbHeight; const sw = this.parameters.sidewalkWidth; const slabs = []; for ( let bx = 0; bx < L.blocksX; bx ++ ) { for ( let bz = 0; bz < L.blocksZ; bz ++ ) { const blockX = - L.cityW / 2 + bx * ( L.blockW + L.street ); const blockZ = - L.cityD / 2 + bz * ( L.blockD + L.street ); if ( curb > 0 ) { slabs.push( new Matrix4().makeTranslation( blockX + L.blockW / 2, 0, blockZ + L.blockD / 2 ) ); } // the lots sit in an inner zone set back from the block edge by the // sidewalk width, so a real walking strip is left between the street // wall and the curb. buildings front onto that building line. const zoneX = blockX + sw, zoneZ = blockZ + sw; for ( let lx = 0; lx < L.lotsX; lx ++ ) { for ( let lz = 0; lz < L.lotsZ; lz ++ ) { // a chamfered corner only reads as architecture when it faces the // block's corner ( the street intersection ), so only the four corner // lots are cut, each toward its own outward corner; the rest stay square const cornerX = lx === 0 ? - 1 : ( lx === L.lotsX - 1 ? 1 : 0 ); const cornerZ = lz === 0 ? - 1 : ( lz === L.lotsZ - 1 ? 1 : 0 ); const onCorner = cornerX !== 0 && cornerZ !== 0; const tall = random(); // nearly fill the lot so neighbours abut into a continuous street // wall; the small slack goes to the interior side ( a light well ) const fw = L.innerLotX - ( 0.4 + random() * 1 ); const fd = L.innerLotZ - ( 0.4 + random() * 1 ); const totalHeight = 38 + tall * tall * 114; // a few tall towers, mostly mid-rise const generator = new SkyscraperGenerator( { seed: Math.floor( random() * 100000 ), totalHeight, footprint: { width: fw, depth: fd }, floorHeight: 3.4 + random() * 1.8, bayWidth: 1.9 + random() * 2.1, pierWidth: 0.4 + random() * 0.5, pierDepth: 0.3 + random() * 0.4, chamferWidth: onCorner ? 3 + random() * 4 : 0, chamferCornerX: cornerX, chamferCornerZ: cornerZ, setbackDepth: random() < 0.4 ? 0.8 + random() * 2 : 0, // only some towers step back at the crown; the rest rise flat stringCourseEvery: random() < 0.85 ? 3 + Math.floor( random() * 6 ) : 0 }, materials.building ); const building = generator.build(); // place within the lot, fronted toward the streets it borders so its // outer faces land on the building line; interior columns stay centred const lotLeft = zoneX + lx * L.innerLotX, lotNear = zoneZ + lz * L.innerLotZ; const cx = cornerX === - 1 ? lotLeft + fw / 2 : ( cornerX === 1 ? lotLeft + L.innerLotX - fw / 2 : lotLeft + L.innerLotX / 2 ); const cz = cornerZ === - 1 ? lotNear + fd / 2 : ( cornerZ === 1 ? lotNear + L.innerLotZ - fd / 2 : lotNear + L.innerLotZ / 2 ); building.position.set( cx, curb, cz ); building.castShadow = building.receiveShadow = true; group.add( building ); this.generators.push( generator ); // record a plain box matching this tower for the GI proxy this.towers.push( { x: cx, y: curb + totalHeight / 2, z: cz, w: fw, h: totalHeight, d: fd } ); } } } } group.add( this.sidewalk.build( slabs ) ); group.add( this.buildFurniture( random ) ); this.group = group; return group; } /** * Builds a lightweight stand-in for the city: one instanced box per tower, * sized to match, in a single draw call. Intended for cheap global-illumination * bakes, where the detailed facades and street furniture are unnecessary and the * boxes still cast the same street shadows and bounce the same warm fill. * * Call after {@link CityGenerator#build}, which records the tower boxes. * * @return {InstancedMesh} The proxy mesh. */ buildProxy() { const towers = this.towers; // each box takes its tower's own masonry colour ( same node, keyed off world // position ), so the GI bleeds the real per-building tints. mid roughness / metalness // give the boxes a soft, part-glazed sky reflection. const material = new MeshStandardNodeMaterial( { roughness: 0.4, metalness: 0.4 } ); material.colorNode = buildingColorNode( this.layout, this.seedNode ); const mesh = new InstancedMesh( new BoxGeometry( 1, 1, 1 ), material, towers.length ); mesh.name = 'CityProxy'; const matrix = new Matrix4(); for ( let i = 0; i < towers.length; i ++ ) { const t = towers[ i ]; matrix.makeScale( t.w, t.h, t.d ); matrix.setPosition( t.x, t.y, t.z ); mesh.setMatrixAt( i, matrix ); } mesh.castShadow = true; mesh.receiveShadow = true; return mesh; } // dresses the sidewalks and roadway with instanced street furniture, walking the // curb edge of every block so poles, baskets, trees, pedestrians and parked cars // all align to the same grid the buildings and road markings use buildFurniture( random ) { const L = this.layout; const top = this.parameters.curbHeight; // sidewalk surface the furniture stands on const sw = this.parameters.sidewalkWidth; const group = new Group(); group.name = 'StreetFurniture'; const lights = [], signals = [], cans = [], benches = [], hydrants = [], trees = [], people = [], cars = []; // the kerbside mix of a New York street: yellow cabs over an almost // entirely grayscale fleet ( black livery cars, whites, silvers, // graphites ), with a dark navy, a burgundy or a bronze only here and // there. cumulative weights, so common colours repeat like they do kerb // to kerb const carColor = () => { const r = random(); for ( const [ threshold, color ] of CAR_COLORS ) if ( r < threshold ) return color; return CAR_COLORS[ CAR_COLORS.length - 1 ][ 1 ]; }; for ( let bx = 0; bx < L.blocksX; bx ++ ) { for ( let bz = 0; bz < L.blocksZ; bz ++ ) { const blockX = - L.cityW / 2 + bx * ( L.blockW + L.street ); const blockZ = - L.cityD / 2 + bz * ( L.blockD + L.street ); const edges = blockEdges( blockX, blockZ, L.blockW, L.blockD ); for ( const e of edges ) { const len = e.length; // cars on opposite kerbs of a street face opposite ways ( with the // traffic on their side ), keyed off which way the kerb faces const fdir = Math.sign( e.nx + e.nz ) || 1; // a point on the sidewalk, `lateral` metres in from the curb const onWalk = ( t, lateral ) => place( e.x0 + e.dx * t - e.nx * lateral, top, e.z0 + e.dz * t - e.nz * lateral, e.nx, e.nz ); // streetlights spaced along the curb, facing the road so the arm reaches over it const lc = Math.max( 1, Math.round( len / 30 ) ); for ( let i = 0; i < lc; i ++ ) lights.push( onWalk( len * ( i + 0.5 ) / lc, 0.8 ) ); // street trees in curbside pits, offset from the lights, clear of the corners const tc = Math.max( 1, Math.round( len / 16 ) ); for ( let i = 0; i < tc; i ++ ) { const t = len * ( i + 0.5 ) / tc + 5; if ( t > 7 && t < len - 7 && random() < 0.85 ) { // random yaw and height so no two street trees read as copies trees.push( placeYawScale( e.x0 + e.dx * t - e.nx * 1.5, top, e.z0 + e.dz * t - e.nz * 1.5, random() * Math.PI * 2, 0.8 + random() * 0.5 ) ); } } // a single hydrant on the kerb, its no-parking zone honoured below const hydT = len * ( 0.25 + random() * 0.5 ); hydrants.push( onWalk( hydT, 0.7 ) ); // a bench facing the street on some edges if ( random() < 0.4 ) benches.push( onWalk( len * ( 0.3 + random() * 0.4 ), 1.7 ) ); // pedestrians scattered across the walking strip, facing any way const pc = Math.max( 2, Math.round( len / 9 ) ); for ( let i = 0; i < pc; i ++ ) { if ( random() < 0.7 ) { const t = len * ( i + random() ) / pc; const lateral = 0.9 + random() * ( sw - 2 ); people.push( placeYawScale( e.x0 + e.dx * t - e.nx * lateral, top, e.z0 + e.dz * t - e.nz * lateral, random() * Math.PI * 2, 0.92 + random() * 0.16 ) ); } } // parked cars in the kerb lane, nose-to-tail with gaps, clear of the // corners ( daylighting ) and the hydrant for ( let t = 9; t < len - 9; t += 5.8 ) { if ( Math.abs( t - hydT ) > 3 && random() < 0.72 ) { cars.push( { matrix: place( e.x0 + e.dx * t + e.nx * 1.5, 0, e.z0 + e.dz * t + e.nz * 1.5, e.dx * fdir, e.dz * fdir ), color: carColor() } ); } } // the occasional vehicle out in a travel lane for ( let t = 14; t < len - 14; t += 13 ) { if ( random() < 0.4 ) cars.push( { matrix: place( e.x0 + e.dx * t + e.nx * 5.5, 0, e.z0 + e.dz * t + e.nz * 5.5, e.dx * fdir, e.dz * fdir ), color: carColor() } ); } } // at two opposite corners: a mast-arm signal reaching over the crossing, // and a litter basket on every corner just along the kerb const corners = [[ 0, 0 ], [ 1, 0 ], [ 0, 1 ], [ 1, 1 ]]; for ( const [ cx, cz ] of corners ) { const x = blockX + cx * L.blockW, z = blockZ + cz * L.blockD; const ix = cx ? - 1 : 1, iz = cz ? - 1 : 1; // inward, toward the block centre if ( cx === cz ) signals.push( place( x + ix * 1.4, top, z + iz * 1.4, - ix, - iz ) ); cans.push( place( x + ix * 2.2, top, z + iz * 2.2, ix, iz ) ); } } } group.add( this.furniture.streetlight.build( lights ) ); group.add( this.furniture.trafficlight.build( signals ) ); group.add( this.furniture.trashcan.build( cans ) ); group.add( this.furniture.bench.build( benches ) ); group.add( this.furniture.hydrant.build( hydrants ) ); group.add( this.furniture.tree.build( trees ) ); group.add( this.furniture.person.build( people ) ); group.add( this.furniture.car.build( cars ) ); return group; } dispose() { for ( const generator of this.generators ) generator.dispose(); this.generators.length = 0; this.sidewalk.dispose(); for ( const key in this.furniture ) this.furniture[ key ].dispose(); if ( this.group ) this.group.dispose(); this.group = null; } } CityGenerator.defaults = { seed: 1, street: 22, lot: 30, lotsX: 3, lotsZ: 2, blocksX: 2, blocksZ: 2, curbHeight: 0.15, // ~6 in standard curb reveal / sidewalk height above the road curbRadius: 5, sidewalkWidth: 5 // walkable strip between the street wall and the curb ( NYC ~15 ft ) }; // kerbside paint mix sampled from Manhattan street photos: cumulative // probability thresholds and the paint they select const CAR_COLORS = [ [ 0.22, 0xf5c518 ], // yellow cab [ 0.42, 0x111216 ], // black ( livery sedans and SUVs ) [ 0.59, 0xe9e8e3 ], // white [ 0.72, 0xb2b5b8 ], // silver [ 0.84, 0x3e4247 ], // graphite [ 0.90, 0x74787c ], // mid grey [ 0.95, 0x1c2a3f ], // dark navy [ 0.98, 0x571f1f ], // burgundy [ 1.01, 0x5c4834 ] // bronze ]; // derives the block / street dimensions from the parameters function cityLayout( parameters ) { const { street, lot, lotsX, lotsZ, blocksX, blocksZ, sidewalkWidth } = parameters; const blockW = lotsX * lot; const blockD = lotsZ * lot; // the lots tile the inner zone left after the sidewalk strip is taken from // every edge; buildings front onto its perimeter ( the building line ) const innerLotX = ( blockW - 2 * sidewalkWidth ) / lotsX; const innerLotZ = ( blockD - 2 * sidewalkWidth ) / lotsZ; return { street, lot, lotsX, lotsZ, blocksX, blocksZ, blockW, blockD, sidewalkWidth, innerLotX, innerLotZ, cityW: blocksX * blockW + ( blocksX - 1 ) * street, cityD: blocksZ * blockD + ( blocksZ - 1 ) * street }; } // deterministic PRNG (mulberry32) so a seed always lays out the same city function createRandom( seed ) { let s = ( seed >>> 0 ) || 1; return function () { s = ( s + 0x6D2B79F5 ) | 0; let t = Math.imul( s ^ ( s >>> 15 ), 1 | s ); t = ( t + Math.imul( t ^ ( t >>> 7 ), 61 | t ) ) ^ t; return ( ( t ^ ( t >>> 14 ) ) >>> 0 ) / 4294967296; }; } // --- furniture placement ------------------------------------------------- // the four curb edges of a block: each carries a start corner, a unit direction // along the edge, the outward normal ( toward the road ) and a length. furniture // walks these, insetting against the normal to sit on the sidewalk. function blockEdges( x, z, w, d ) { return [ { x0: x, z0: z, dx: 1, dz: 0, nx: 0, nz: - 1, length: w }, { x0: x, z0: z + d, dx: 1, dz: 0, nx: 0, nz: 1, length: w }, { x0: x, z0: z, dx: 0, dz: 1, nx: - 1, nz: 0, length: d }, { x0: x + w, z0: z, dx: 0, dz: 1, nx: 1, nz: 0, length: d } ]; } const _f = /*@__PURE__*/ new Vector3(); const _r = /*@__PURE__*/ new Vector3(); const _up = /*@__PURE__*/ new Vector3( 0, 1, 0 ); // a placement matrix at ( x, y, z ) whose local +Z faces ( faceX, faceZ ) in the // XZ plane, so a canonical model authored facing +Z turns to face that way function place( x, y, z, faceX, faceZ ) { _f.set( faceX, 0, faceZ ).normalize(); _r.crossVectors( _up, _f ).normalize(); return new Matrix4().makeBasis( _r, _up, _f ).setPosition( x, y, z ); } const _q = /*@__PURE__*/ new Quaternion(); const _pos = /*@__PURE__*/ new Vector3(); const _sca = /*@__PURE__*/ new Vector3(); // a placement with a free yaw and a uniform scale, so repeated instances ( trees, // pedestrians ) read as individuals rather than copies function placeYawScale( x, y, z, yaw, scale ) { _q.setFromAxisAngle( _up, yaw ); return new Matrix4().compose( _pos.set( x, y, z ), _q, _sca.set( scale, scale, scale ) ); } // --- road material ------------------------------------------------------- // antialiased filled band: 1 where |coord| < halfWidth, edge sized to the // pixel footprint ( fwidth ) so thin road paint stays crisp and doesn't shimmer function lineAA( coord, halfWidth ) { const aa = fwidth( coord ).max( 0.0001 ); return smoothstep( float( halfWidth ).add( aa ), float( halfWidth ).sub( aa ), coord.abs() ); } // the same, repeated at every multiple of `period` ( stripes, joints ) function gridLine( coord, period, halfWidth ) { const g = coord.div( period ); const d = float( 0.5 ).sub( fract( g ).sub( 0.5 ).abs() ); // distance to nearest line, in periods const aa = fwidth( g ).max( 0.0001 ); const hw = halfWidth / period; return smoothstep( float( hw ).add( aa ), float( hw ).sub( aa ), d ); } /** * The per-tower flat masonry colour: one palette entry per lot, picked by hashing the * lot's grid cell from world position. Keyed off `positionWorld`, so it colours anything * standing on the city grid identically, the towers and their {@link CityGenerator#buildProxy} * boxes alike. * * @param {Object} layout - The city layout. * @param {number|Node<uint>} [seed=0] - The city seed or a shared seed node. * @return {Node<vec3>} The tower colour. */ function buildingColorNode( layout, seed = 0 ) { // every tower takes one flat colour, picked by hashing its lot; common tones repeat // so the equal-probability pick feels real const palette = buildingPalette.map( hex => color( hex ) ); const periodX = layout.blockW + layout.street; const periodZ = layout.blockD + layout.street; const gx = positionWorld.x.add( layout.cityW / 2 ); const gz = positionWorld.z.add( layout.cityD / 2 ); const blockIX = floor( gx.div( periodX ) ); const blockIZ = floor( gz.div( periodZ ) ); // cells align to the inner-lot grid each tower sits in, so an inset, fronted // tower maps wholly to its own cell and reads as one flat colour const lotIX = floor( gx.sub( blockIX.mul( periodX ) ).sub( layout.sidewalkWidth ).div( layout.innerLotX ) ).clamp( 0, layout.lotsX - 1 ); const lotIZ = floor( gz.sub( blockIZ.mul( periodZ ) ).sub( layout.sidewalkWidth ).div( layout.innerLotZ ) ).clamp( 0, layout.lotsZ - 1 ); const cellX = blockIX.mul( layout.lotsX ).add( lotIX ); const cellZ = blockIZ.mul( layout.lotsZ ).add( lotIZ ); const seedHash = typeof seed === 'number' ? uint( ( seed * 2654435761 ) >>> 0 ) : uint( seed ).toVar().mul( uint( 2654435761 ) ); const cellKey = uint( cellX.add( 4096 ) ).mul( uint( 73856093 ) ).bitXor( uint( cellZ.add( 4096 ) ).mul( uint( 19349663 ) ) ).bitXor( seedHash ).toVar(); const cellHash = ( a, b ) => hash( cellKey.add( uint( Math.round( ( a + b * 7 ) * 100 ) ) ) ); const pick = cellHash( 127.1, 311.7 ); let buildingBase = palette[ 0 ]; for ( let i = 1; i < palette.length; i ++ ) buildingBase = mix( buildingBase, palette[ i ], step( i / palette.length, pick ) ); buildingBase = buildingBase.mul( cellHash( 269.5, 183.3 ).mul( 0.12 ).add( 0.94 ) ); // subtle per-building brightness return buildingBase; } /** * The shared material every tower in a {@link CityGenerator} is dressed with: the per-lot * {@link buildingColorNode} resolved once per vertex on a skyscraper material. * * @param {Object} layout - The city layout. * @param {number|Node<uint>} [seed=0] - A fixed seed, or {@link CityGenerator#seedNode} for a changing city. * @return {MeshStandardNodeMaterial} The building material. */ function createBuildingMaterial( layout, seed = 0 ) { // the pick is constant across a tower, so resolve it once per vertex ( varying ) return createSkyscraperMaterial( varying( buildingColorNode( layout, seed ) ) ); } /** * The road surface: wet asphalt with lane lines and crosswalks aligned to a * {@link CityGenerator} layout. Apply it to a ground plane sized to the city. */ function createRoadMaterial( layout ) { // wet asphalt: a warm-grey base in patchwork pours, two-scale aggregate // grit, oily wear stains and low-frequency wet patches that turn glossy and // mirror the sky. detail fades in as the camera nears. const p = positionWorld; const dist = p.distance( cameraPosition ); const detail = smoothstep( 240, 25, dist ); const microFade = smoothstep( 22, 4, dist ); // the finest grit only resolves right under the camera, so fade it out fast to avoid shimmer const blotch = mx_fractal_noise_float( p.mul( 0.2 ), 3 ).mul( 0.5 ).add( 0.5 ); // close-range detail — aggregate grit, oily wear pools and worn paint — only // resolves near the camera, so its noise is sampled ( inside the branch ) only // where detail is non-zero and skipped across the far majority of the road const near = Fn( () => { const grit = float( 0 ).toVar(); // two scales of aggregate, -1..1 const stain = float( 0 ).toVar(); // oily wear pools const worn = float( 1 ).toVar(); // paint rubbed thin and patchy, more so where tyres cross it const micro = float( 0 ).toVar(); // fine, high-frequency grain for the close-up bump If( detail.greaterThan( 0 ), () => { grit.assign( mx_noise_float( p.mul( 7 ) ).add( mx_noise_float( p.mul( 23 ) ) ).mul( 0.5 ) ); stain.assign( smoothstep( 0.5, 0.85, mx_fractal_noise_float( p.mul( 0.45 ), 3 ).mul( 0.5 ).add( 0.5 ) ) ); worn.assign( smoothstep( 0.25, 0.7, mx_fractal_noise_float( p.mul( 0.7 ), 3 ).mul( 0.5 ).add( 0.5 ) ).mul( 0.55 ).add( 0.35 ) ); } ); If( microFade.greaterThan( 0 ), () => { micro.assign( mx_noise_float( p.mul( 45 ) ).mul( 0.6 ).add( mx_noise_float( p.mul( 80 ) ).mul( 0.4 ) ) ); } ); return vec4( grit, stain, worn, micro ); } )(); const grit = near.x; const stain = near.y; const worn = near.z; const micro = near.w; const base = mix( color( 0x24262b ), color( 0x3b3f46 ), blotch ); const gritty = base.mul( grit.mul( 0.22 ).mul( detail ).add( 1 ) ); const asphalt = mix( gritty, gritty.mul( 0.5 ), stain.mul( 0.5 ).mul( detail ) ); const wet = smoothstep( 0.6, 0.85, mx_fractal_noise_float( p.mul( 0.14 ), 2 ).mul( 0.5 ).add( 0.5 ) ); // markings, aligned to the block / street grid. fx, fz are the position // within one block+street period; the street is the [ blockW, period ) part. const periodX = layout.blockW + layout.street; const periodZ = layout.blockD + layout.street; const fx = mod( p.x.add( layout.cityW / 2 ), periodX ); const fz = mod( p.z.add( layout.cityD / 2 ), periodZ ); const inStreetX = step( layout.blockW, fx ); // in a vertical street ( gap in X ) const inStreetZ = step( layout.blockD, fz ); // in a horizontal street ( gap in Z ) const su = fx.sub( layout.blockW ); // across the vertical street const sv = fz.sub( layout.blockD ); // across the horizontal street // lane markings down each street ( not through intersections ): a solid // centre line splitting the two directions, with a dashed divider in each // half, so every street carries four lanes const dashV = step( fract( p.z.div( 7 ) ), 0.5 ); const dashH = step( fract( p.x.div( 7 ) ), 0.5 ); const centreV = lineAA( su.sub( layout.street / 2 ), 0.12 ); const dividerV = lineAA( su.sub( layout.street / 4 ), 0.1 ).max( lineAA( su.sub( layout.street * 3 / 4 ), 0.1 ) ).mul( dashV ); const laneV = centreV.max( dividerV ).mul( inStreetX ).mul( inStreetZ.oneMinus() ); const centreH = lineAA( sv.sub( layout.street / 2 ), 0.12 ); const dividerH = lineAA( sv.sub( layout.street / 4 ), 0.1 ).max( lineAA( sv.sub( layout.street * 3 / 4 ), 0.1 ) ).mul( dashH ); const laneH = centreH.max( dividerH ).mul( inStreetZ ).mul( inStreetX.oneMinus() ); // continental crosswalk bars ( long in the travel direction ) in each // street arm, near the block edges it meets const cw = 5; const nearZ = step( fz, cw ).max( step( layout.blockD - cw, fz ) ); const nearX = step( fx, cw ).max( step( layout.blockW - cw, fx ) ); const crossV = gridLine( su, 1.2, 0.38 ).mul( inStreetX ).mul( inStreetZ.oneMinus() ).mul( nearZ ); const crossH = gridLine( sv, 1.2, 0.38 ).mul( inStreetZ ).mul( inStreetX.oneMinus() ).mul( nearX ); const paint = laneV.max( laneH ).max( crossV ).max( crossH ).mul( detail ).mul( worn ); const material = new MeshStandardNodeMaterial(); const surface = mix( asphalt, asphalt.mul( 0.6 ), wet ); material.colorNode = mix( surface, color( 0xd0ccc0 ), paint ); // worn white paint material.roughnessNode = mix( float( 0.95 ).sub( paint.mul( 0.2 ) ), float( 0.32 ), wet ); material.normalNode = bumpNormal( grit.mul( 0.003 ).mul( detail ).add( micro.mul( 0.0016 ).mul( microFade ) ) ); // world units: ~3 mm aggregate, ~1.6 mm fine grain up close return material; } export { CityGenerator, createBuildingMaterial, createRoadMaterial };