Rebuild makeInterchange so the ground hub reuses the makeCross fillet
sizing and axis arms, smooth the elevated ring/ramps, wire scene key 5
in the example, and cover bake with an interchange scene test.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Emit both windings for asphalt curb, curb riser, and outer sidewalk
skirts so overhead views cannot cull them, overlap curb/sidewalk tops
at r1, and densify the arc. Tip disk to (±jr,±jr) stays removed.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Overhead views were backface-culling property-facing skirt normals into
a thin silhouette; flip curb riser and outer gray skirts toward the hub.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Drop the sidewalk fan to (±jr,±jr) that made a sharp property-corner
spike, and emit a walk-height sidewalk vertical on the outer gray arc
so the skirt faces render instead of showing through.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Revert convex (ah,ah) arcs that flipped the curb returns again.
Keep concave corners with centers at (±jr,±jr), sidewalk disks toward
the property corner, plus exact trim tips, seal strips, and U-cap skip.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Outward-center (concave) returns left salmon seams at the corners.
Put circle centers back at asphaltHalf so the apron bulges convexly,
keep snapped trim endpoints plus tip seal strips, and retarget the
corner sidewalk test.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Orient apron and curb-return quads so geometric winding agrees with
the stored normal (object-space CCW). Drop the dual-winding hack that
left dark/flipped corner faces under lit shading.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Use corner centers at (asphaltHalf+R) so the asphalt edge is concave
and sidewalks wrap toward the property corner instead of bulging out.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Trim the four arms past asphalt half-width so sidewalks no longer
stack at the hub, fill a filleted asphalt apron, and rebuild the
corners as quarter-circle curb/sidewalk returns.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Size the hub trim to driving-lane width so arms meet a square asphalt
apron without a gap. Add raised curb corner platforms and profile end
caps so jersey-barrier U-channels are not see-through at the hub.
Paint zebra stripes on every arm approach.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Piers now use a world-up orthonormal basis so columns stay vertical.
Axis-aligned crosses get a hub-fan square asphalt apron plus sidewalk
corner pads (single large strip-quads were dropping out under Lavapipe).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Replace the all-in-one interchange demo with straight/curve/bridge/cross
scenes, fix junction baking to a degree-gated asphalt disc (no unsorted
fan), and let the example switch scenes with keys 1-4.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Raise jersey-barrier profile defaults, add yellow center markings and
vertex colors, thicken nav overlays, and render each mesh group with
its own tint plus red ground/water and a high-angle camera.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Clamp nav arrow placement against non-finite/huge frame steps (seed 7 hang),
prefer same-lane turn links, fix the procedural-road example mesh upload path,
and cover seed-7 navigation termination in unit tests.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>