Ride: viz on a wraparound roof band that reads from every angle

The dash radio and lucky billboards hid the viz, so it gets a 200-degree glass band with the same feed, floated above the body's measured highest point (procedural bodies vary per track; fixed glass gets buried, measured) on cabin masts. Verified: 504px at strong contrast on a rear-side card, present by construction on all orbit angles.
This commit is contained in:
Dejvino
2026-09-20 20:02:12 +02:00
parent 8870f1edc9
commit a0665d75df
+40 -16
View File
@@ -468,6 +468,7 @@ export const ride = {
roughness: 0.15, metalness: 0.7, roughness: 0.15, metalness: 0.7,
transparent: opacity < 0.999, opacity, transparent: opacity < 0.999, opacity,
})); }));
cabin.name = 'cabin';
cabin.position.set(0, 0.5, -0.2); cabin.position.set(0, 0.5, -0.2);
instance.car.add(cabin); instance.car.add(cabin);
instance.bodyMeshes.push(cabin); instance.bodyMeshes.push(cabin);
@@ -532,42 +533,65 @@ export const ride = {
instance.radioMesh = radio; instance.radioMesh = radio;
instance.bodyMeshes.push(radio); instance.bodyMeshes.push(radio);
// Windshield: the viz at a size worth looking at. A raked plane // Roof display: the viz at a size worth looking at. A wraparound
// across the cabin front, same emissiveMap feed as the radio — // glass band over the cabin, same emissiveMap feed as the radio —
// the dash screen is for the crew, this is the one the chase // the dash screen is for the crew, this is the one the chase
// camera actually sees. Front hemisphere only (single-sided): // camera actually sees. Two placements were tried first: a raked
// from behind it reads as dark glass, like a real windshield. // windshield across the cabin front (edge-on and invisible from
// Clears the dash (top 0.87 at z ≥ -1.09) and the crew (z ≥ -0.4). // the side angles the orbit favours) and a low wraparound band
// (buried inside tall procedural bodies — the chassis varies per
// track and no fixed glass clears all of it). Above the roofline
// nothing occludes it from any chase angle, and the curve still
// presents a face to the lens everywhere: abstract viz has no
// handedness, so the mirrored rear view costs nothing.
const shieldMat = new T.MeshStandardMaterial({ const shieldMat = new T.MeshStandardMaterial({
color: new T.Color(0.02, 0.02, 0.02), color: new T.Color(0.02, 0.02, 0.02),
emissive: new T.Color(1, 1, 1), emissive: new T.Color(1, 1, 1),
emissiveIntensity: 1.0, emissiveIntensity: 1.0,
roughness: 0.4, metalness: 0.2, roughness: 0.4, metalness: 0.2,
side: T.DoubleSide,
}); });
const shield = new T.Mesh(new T.PlaneGeometry(1.44, 0.44), shieldMat); // Cylinder side: x = r·sinθ, z = r·cosθ, so θ = π centres the
shield.position.set(0, 0.8, -1.14); // band on -z (forward) and ±100° wraps it around both flanks.
// Face up-forward: lookAt aims +z at the target, so the normal // Sized to read at chase distance: the car is ~2.5 units filmed
// lands ~23° off vertical — a raked windshield, not a billboard. // from 4-6 away, so anything smaller is a rumour at card scale.
// Car group is at identity in build, so local == world here. // Floated above the body's highest point + margin, measured off
shield.lookAt(0, 3.0, -6.0); // what was just built — the chassis varies per track and a fixed
// height gets buried (measured). Crew heads (≤0.92 with bob,
// built below) are floored in. Static per arrangement: the key
// carries no per-section seeds, so it never moves mid-video.
instance.car.updateMatrixWorld(true);
const measBox = new T.Box3();
for (const n of ['chassis', 'cabin']) {
const o = instance.car.getObjectByName(n);
if (o) measBox.expandByObject(o);
}
const bandY = Math.max(
1.25, (measBox.isEmpty() ? 0.7 : measBox.max.y) + 0.22);
const shield = new T.Mesh(
new T.CylinderGeometry(1.1, 1.1, 0.6, 24, 1, true, Math.PI - 1.745, 3.49),
shieldMat);
shield.position.set(0, bandY, -0.32);
shield.name = 'windshield'; shield.name = 'windshield';
instance.car.add(shield); instance.car.add(shield);
instance.shieldMat = shieldMat; instance.shieldMat = shieldMat;
instance.shieldMesh = shield; instance.shieldMesh = shield;
instance.bodyMeshes.push(shield); instance.bodyMeshes.push(shield);
// A-pillars so the glass sits in the car instead of hovering over // Masts seating the band on the cabin top. Sized from the
// it: thin struts from the cabin top to the glass top corners. // measured band height so they always meet it.
const pillarMat = new T.MeshStandardMaterial({ const pillarMat = new T.MeshStandardMaterial({
color: new T.Color(0.05, 0.05, 0.06), roughness: 0.6, metalness: 0.3, color: new T.Color(0.05, 0.05, 0.06), roughness: 0.6, metalness: 0.3,
}); });
{
const postH = Math.max(0.1, (bandY - 0.3) - 0.66);
for (const side of [-1, 1]) { for (const side of [-1, 1]) {
const pillar = new T.Mesh(new T.BoxGeometry(0.05, 0.37, 0.05), pillarMat); const pillar = new T.Mesh(new T.BoxGeometry(0.05, postH, 0.05), pillarMat);
pillar.position.set(side * 0.7, 0.83, -1.1); pillar.position.set(side * 0.7, 0.66 + postH / 2, -1.17);
pillar.rotation.x = 0.31;
pillar.name = 'pillar'; pillar.name = 'pillar';
instance.car.add(pillar); instance.car.add(pillar);
instance.bodyMeshes.push(pillar); instance.bodyMeshes.push(pillar);
} }
}
// Headlight cones: two small translucent wedges so chase mode // Headlight cones: two small translucent wedges so chase mode
// reads. Kept short and faint — long cones filled the frame. // reads. Kept short and faint — long cones filled the frame.