// PROCITY Lane B — tram.js // v2 tram (?tram=1), default-off, NON-BLOCKING. One small bus/tram runs a seeded out-and-back loop // along the main-street spine, pausing (door dwell) at each bus_shelter stop (busShelterStops), then // reversing at the ends. Deterministic: the route + speed + dwell are fixed, so position is a pure // function of elapsed time — same each run. ≤2 draws (a textured body + a merged headlight pair). // Composes with weather/night (headlights glow at night). Flag-off identical (shell never builds it). // Bell-ready: ring() is a stub for the future door-bell audio. No traffic sim, no collision (v0). import * as THREE from 'three'; import { busShelterStops } from './furniture.js'; const SPEED = 9; // m/s cruising const DWELL = 3.5; // s door pause at each stop const LANE = 3.2; // offset from the road centreline (drive on the left, AU) // Ordered spine polyline: the tram runs the HIGH STREET. Returns [[x,z],…] or null. // // ROUND20 ruling (Fable, ledger #3) — route by SHOP ADJACENCY. The alpha walked whatever main chain // happened to contain the first degree-1 node, which on a real graph is arbitrary (Katoomba: a 3.5 km // highway chain = 21% of the mains, not the high street). Now: split the main-edge subgraph into // connected components, score each by the shops fronting its edges (`lot.frontEdge`), and walk the // winner — ties break on total metres (the longer high street). // // SYNTHETIC IS UNMOVED BY CONSTRUCTION: a synthetic town's mains form ONE component, and the walk below // is seeded by iterating the ORIGINAL `mains` order (filtered to the winner), so `compByNode` is // insertion-identical to the old `byNode` ⇒ same start node ⇒ byte-identical route. Goldens/feel hold. function spinePolyline(plan) { const nodes = new Map(plan.streets.nodes.map((n) => [n.id, n])); const mains = plan.streets.edges.filter((e) => e.kind === 'main'); if (!mains.length) return null; const byNode = new Map(); for (const e of mains) for (const nid of [e.a, e.b]) { if (!byNode.has(nid)) byNode.set(nid, []); byNode.get(nid).push(e); } // how many shops front each edge (the high-street signal) const lotById = new Map((plan.lots || []).map((l) => [l.id, l])); const shopsOnEdge = new Map(); for (const s of (plan.shops || [])) { const l = lotById.get(s.lot); if (l && l.frontEdge != null) shopsOnEdge.set(l.frontEdge, (shopsOnEdge.get(l.frontEdge) || 0) + 1); } const edgeShops = (e) => shopsOnEdge.get(e.id) || 0; // Walk from `start`, at each junction taking the unused main edge that fronts the MOST shops — i.e. // follow the retail, which is what "the high street" means. Component logic isn't needed: the walk // can't leave its component. On a synthetic town every main node has ≤2 mains, so there is never a // choice and this reduces to the pre-R20 walk exactly. const walk = (start) => { const seq = [start]; const used = new Set(); let cur = start, shops = 0, metres = 0; for (;;) { const cands = (byNode.get(cur) || []).filter((e) => !used.has(e.id)); if (!cands.length) break; let nx = cands[0]; for (const c of cands) if (edgeShops(c) > edgeShops(nx)) nx = c; // ties keep `mains` order used.add(nx.id); shops += edgeShops(nx); const A = nodes.get(cur), nid = nx.a === cur ? nx.b : nx.a, B = nodes.get(nid); if (A && B) metres += Math.hypot(B.x - A.x, B.z - A.z); cur = nid; seq.push(cur); } return { seq, shops, metres, edges: used.size }; }; // Candidate starts: every dead-end of the main subgraph, in `mains` order. Score each walk by shops // fronted (ties → longer). STRICT `>` keeps the FIRST start on a tie, and a synthetic town's two ends // tie exactly (same chain, reversed) ⇒ the pre-R20 start wins ⇒ byte-identical route. const starts = []; for (const [nid, es] of byNode) if (es.length === 1) starts.push(nid); if (!starts.length) starts.push(mains[0].a); let best = null; for (const s of starts) { const r = walk(s); if (!best || r.shops > best.shops || (r.shops === best.shops && r.metres > best.metres)) best = r; } const poly = best.seq.map((id) => { const n = nodes.get(id); return [n.x, n.z]; }); poly.info = { mainEdges: mains.length, candidateStarts: starts.length, routeEdges: best.edges, shopsFronted: best.shops, shopsTotal: (plan.shops || []).length, routeMetres: Math.round(best.metres) }; return poly; } // bus livery texture (canvas — no fetch): cream body, window band, a red stripe + a route blind. function busTexture() { const c = document.createElement('canvas'); c.width = 256; c.height = 128; const x = c.getContext('2d'); x.fillStyle = '#e8e0cf'; x.fillRect(0, 0, 256, 128); // cream x.fillStyle = '#233043'; x.fillRect(0, 30, 256, 42); // window band for (let i = 12; i < 256; i += 34) { x.fillStyle = '#9fb2c8'; x.fillRect(i, 34, 24, 34); } // panes x.fillStyle = '#9a2f2a'; x.fillRect(0, 78, 256, 10); // red stripe x.fillStyle = '#1a1a1a'; x.fillRect(96, 6, 64, 20); // route blind x.fillStyle = '#ffd75e'; x.font = 'bold 15px Arial'; x.textAlign = 'center'; x.textBaseline = 'middle'; x.fillText('TOWN LOOP', 128, 16); const t = new THREE.CanvasTexture(c); t.colorSpace = THREE.SRGBColorSpace; t.anisotropy = 4; return t; } // ROUND20 per-town fence (Fable's ledger-#3 fallback). On a REAL-ROADS town the best shop-adjacent main // chain can still be a near-shopless highway — real high streets come out of OSM classified `side` (filed // for A with measurements), so the tram would be a highway bus, not a town loop. Fence those towns. // // The fence keys off the REAL-ROADS signal (`edges > 200`), never on shop count alone — because the marched // fixtures legitimately front ZERO shops on their mains (the marched spine is bare; the avenues carry the // shops), and they must keep their v2 tram. Synthetic (22 edges) and fixtures (~15) are far under the // threshold, so they can never be fenced: behaviour there is untouched. const REAL_ROADS_EDGES = 200; // a real OSM graph; synthetic/fixtures are an order of magnitude smaller const FENCE_MIN_SHOPS = 5; // fewer than this on the whole line ⇒ not a high street export function createTram({ scene, plan, camera, lighting }) { const route = spinePolyline(plan); const group = new THREE.Group(); group.name = 'tram'; const realRoads = (plan.streets?.edges?.length || 0) > REAL_ROADS_EDGES; const shopsFronted = (route && route.info && route.info.shopsFronted) || 0; const fenced = realRoads && shopsFronted < FENCE_MIN_SHOPS; if (!route || route.length < 2 || fenced) { scene.add(group); const info = { ...((route && route.info) || {}), fenced, reason: fenced ? `real-roads town, best main chain fronts ${shopsFronted} shops (< ${FENCE_MIN_SHOPS}) — highway, not a high street` : (route ? 'no usable spine' : 'no main edges') }; return { group, update() {}, ring() {}, dispose() { scene.remove(group); }, get stops() { return 0; }, get routeInfo() { return info; } }; } // ── cumulative arc length + stop positions projected to arc length ── const seg = []; // { x0,z0, dx,dz, len, s0 } let total = 0; for (let i = 0; i < route.length - 1; i++) { const [x0, z0] = route[i], [x1, z1] = route[i + 1]; const dx = x1 - x0, dz = z1 - z0, len = Math.hypot(dx, dz) || 1; seg.push({ x0, z0, dx: dx / len, dz: dz / len, len, s0: total }); total += len; } const posAt = (s) => { s = Math.max(0, Math.min(total, s)); let g = seg[0]; for (const q of seg) if (s >= q.s0) g = q; const d = s - g.s0; return { x: g.x0 + g.dx * d, z: g.z0 + g.dz * d, dx: g.dx, dz: g.dz }; }; // Project each shelter onto the route → sorted arc-length stop marks, keeping only shelters that are // ACTUALLY ON this route. ROUND20 fix: the projection used to accept every shelter in the town, which // is harmless on synthetic (2 shelters, both on the spine) but nonsense on a real graph — Newtown's // ~148 town-wide shelters all projected onto the line, giving 149 phantom stops (~9 min of dwell at // points the tram never passes). A shelter sits `halfRoad + 1.7` off its own centreline (≤ ~16 m even // on the wide synthetic main), so 30 m keeps every genuine stop and drops the far ones. const STOP_NEAR = 30; const stopS = busShelterStops(plan).map((st) => { let best = 0, bd = 1e18; for (let s = 0; s <= total; s += 3) { const p = posAt(s); const dd = (p.x - st.x) ** 2 + (p.z - st.z) ** 2; if (dd < bd) { bd = dd; best = s; } } return { s: best, d2: bd }; }).filter((x) => x.d2 <= STOP_NEAR * STOP_NEAR).map((x) => x.s).sort((a, b) => a - b); // ── tram mesh: textured body (1 draw) + merged emissive headlights (1 draw) ── const bodyMat = new THREE.MeshStandardMaterial({ map: busTexture(), roughness: 0.7, metalness: 0.1 }); const body = new THREE.Mesh(new THREE.BoxGeometry(2.4, 2.7, 9.0), bodyMat); body.position.y = 1.55; body.castShadow = true; group.add(body); const headMat = new THREE.MeshStandardMaterial({ color: 0xfff2cc, emissive: new THREE.Color(0xffe6a0), emissiveIntensity: 0.2, roughness: 0.4 }); const hl = (x) => { const q = new THREE.PlaneGeometry(0.4, 0.3); q.rotateY(0).translate(x, 0.9, 4.55); return q; }; const heads = new THREE.Mesh(mergeQuads([hl(-0.8), hl(0.8)]), headMat); group.add(heads); scene.add(group); // ── deterministic schedule: position s(t) with dwell at stops, ping-pong at the ends ── let s = 0, dir = 1, dwell = 0, nextStop = 0; const EPS = 2.5; function update(dt) { if (dwell > 0) { dwell = Math.max(0, dwell - dt); } else { s += dir * SPEED * dt; // stop dwell when passing a mark in the travel direction if (dir > 0 && nextStop < stopS.length && s >= stopS[nextStop] - EPS) { s = stopS[nextStop]; dwell = DWELL; nextStop++; } else if (dir < 0 && nextStop >= 0 && stopS[nextStop] != null && s <= stopS[nextStop] + EPS) { s = stopS[nextStop]; dwell = DWELL; nextStop--; } if (s >= total) { s = total; dir = -1; nextStop = stopS.length - 1; } else if (s <= 0) { s = 0; dir = 1; nextStop = 0; } } const p = posAt(s); // sit in the left lane relative to travel direction, face along travel const perpx = -p.dz * dir, perpz = p.dx * dir; group.position.set(p.x + perpx * LANE, 0, p.z + perpz * LANE); group.rotation.y = Math.atan2(p.dx * dir, p.dz * dir); headMat.emissiveIntensity = (lighting && lighting.isNight && lighting.isNight()) ? 1.6 : 0.15; } update(0); function ring() { /* door-bell hook — audio parked (V2_IDEAS greenfield) */ } function dispose() { body.geometry.dispose(); bodyMat.map.dispose(); bodyMat.dispose(); heads.geometry.dispose(); headMat.dispose(); scene.remove(group); } // routeInfo: the R20 shop-adjacency verdict, for F's smoke + the notes (which chain the tram picked). return { group, update, ring, dispose, get stops() { return stopS.length; }, get routeInfo() { return { ...(route.info || {}), stops: stopS.length, fenced: false }; } }; } function mergeQuads(geos) { // tiny local merge (headlight quads share a material) — avoids importing BufferGeometryUtils for 2 quads let n = 0; for (const g of geos) n += g.attributes.position.count; const pos = new Float32Array(n * 3), uv = new Float32Array(n * 2), nor = new Float32Array(n * 3); const idx = []; let vo = 0; for (const g of geos) { const gp = g.attributes.position.array, gu = g.attributes.uv.array, gn = g.attributes.normal.array; pos.set(gp, vo * 3); uv.set(gu, vo * 2); nor.set(gn, vo * 3); const gi = g.index ? g.index.array : [...Array(g.attributes.position.count).keys()]; for (const i of gi) idx.push(i + vo); vo += g.attributes.position.count; g.dispose(); } const m = new THREE.BufferGeometry(); m.setAttribute('position', new THREE.BufferAttribute(pos, 3)); m.setAttribute('uv', new THREE.BufferAttribute(uv, 2)); m.setAttribute('normal', new THREE.BufferAttribute(nor, 3)); m.setIndex(idx); return m; }