implement dedicated classses for input and route management
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248
src/RouteManager.js
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248
src/RouteManager.js
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import * as THREE from 'three';
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export class RouteManager {
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constructor(scene, settings) {
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this.scene = scene;
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this.settings = settings;
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this.graphData = null;
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// State: A route is an ordered list of Node IDs
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this.currentRouteNodes = [];
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// Visuals
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this.markers = [];
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this.pathMesh = null;
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// Constants
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this.ROAD_OFFSET = 3.0; // Meters to right
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}
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initGraph(data) {
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this.graphData = data;
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// Prepare Adjacency List (mirrors previous logic)
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// IMPORTANT: Fix coordinates here once, so logic uses correct Z
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this.graphData.adjacency = {};
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// 1. Flip Y to Z for Nodes
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for (let key in this.graphData.nodes) {
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this.graphData.nodes[key].y = -this.graphData.nodes[key].y;
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}
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// 2. Process Edges
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this.graphData.edges.forEach((edge, index) => {
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// Flip geometry points
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if (edge.points) {
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edge.points.forEach(p => { p[1] = -p[1]; });
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}
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if (!this.graphData.adjacency[edge.u]) this.graphData.adjacency[edge.u] = [];
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this.graphData.adjacency[edge.u].push({
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to: edge.v,
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cost: edge.length || 1,
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edgeIndex: index
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});
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if (!edge.oneway) {
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if (!this.graphData.adjacency[edge.v]) this.graphData.adjacency[edge.v] = [];
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this.graphData.adjacency[edge.v].push({
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to: edge.u,
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cost: edge.length || 1,
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edgeIndex: index,
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isReverse: true
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});
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}
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});
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}
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// ============================
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// Interaction Methods
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// ============================
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/**
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* Called when user clicks the map. Adds a node to the route.
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*/
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addNodeByWorldPosition(vector3) {
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if (!this.graphData) return;
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const nodeId = this.findNearestNode(vector3.x, vector3.z);
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// Prevent adding same node twice in a row
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if (this.currentRouteNodes.length > 0 &&
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this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) {
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return;
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}
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this.currentRouteNodes.push(nodeId);
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// Visuals
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this.addMarker(nodeId);
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this.updatePathVisuals();
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}
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resetRoute() {
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this.currentRouteNodes = [];
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// Clear Visuals
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this.markers.forEach(m => this.scene.remove(m));
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this.markers = [];
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if (this.pathMesh) {
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this.scene.remove(this.pathMesh);
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this.pathMesh = null;
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}
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}
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// ============================
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// Logic & Algorithms
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// ============================
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findNearestNode(x, z) {
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let closestId = null;
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let minDist = Infinity;
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for (const [id, node] of Object.entries(this.graphData.nodes)) {
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const dx = node.x - x;
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const dz = node.y - z; // Graph Y is World Z
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const d2 = dx * dx + dz * dz;
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if (d2 < minDist) {
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minDist = d2;
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closestId = parseInt(id);
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}
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}
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return closestId;
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}
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updatePathVisuals() {
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// We need at least 2 nodes to draw a path
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if (this.currentRouteNodes.length < 2) return;
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// 1. Calculate Full Path (Segment by Segment)
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let fullPathPoints = [];
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for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
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const start = this.currentRouteNodes[i];
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const end = this.currentRouteNodes[i + 1];
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const segmentEdges = this.computePathAStar(start, end);
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if (!segmentEdges) {
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console.warn(`No path found between ${start} and ${end}`);
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continue;
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}
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// Process Geometry for this segment
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segmentEdges.forEach(step => {
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const rawPoints = step.edgeData.points;
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let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
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if (step.isReverse) segmentPoints.reverse();
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const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
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offsetSegment.forEach(p => {
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fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y));
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});
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});
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}
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// 2. Draw Tube
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if (this.pathMesh) this.scene.remove(this.pathMesh);
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if (fullPathPoints.length < 2) return;
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const curve = new THREE.CatmullRomCurve3(fullPathPoints);
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const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
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const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
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this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
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this.scene.add(this.pathMesh);
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}
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addMarker(nodeId) {
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const node = this.graphData.nodes[nodeId];
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const geom = new THREE.SphereGeometry(4);
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// Color logic: Green for start, Red for end, Yellow for waypoints
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let color = this.settings.colors.pathStart;
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if (this.markers.length > 0) color = 0xFFFF00; // Middle
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const mat = new THREE.MeshBasicMaterial({ color: color });
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.set(node.x, 2, node.y);
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mesh.userData = { isMarker: true, nodeId: nodeId }; // Tag for input manager
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this.scene.add(mesh);
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this.markers.push(mesh);
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// Update last marker to Red
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if (this.markers.length > 1) {
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this.markers[this.markers.length - 1].material.color.setHex(this.settings.colors.pathEnd);
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}
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}
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// ============================
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// A* Implementation
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// ============================
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computePathAStar(start, end) {
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const openSet = new Set([start]);
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const cameFrom = {};
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const gScore = {};
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const fScore = {};
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gScore[start] = 0;
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fScore[start] = this.heuristic(start, end);
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while (openSet.size > 0) {
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let current = null;
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let minF = Infinity;
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for (const node of openSet) {
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const score = fScore[node] !== undefined ? fScore[node] : Infinity;
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if (score < minF) { minF = score; current = node; }
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}
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if (current === end) return this.reconstructPath(cameFrom, current);
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openSet.delete(current);
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const neighbors = this.graphData.adjacency[current] || [];
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for (const neighbor of neighbors) {
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const tentativeG = gScore[current] + neighbor.cost;
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if (tentativeG < (gScore[neighbor.to] !== undefined ? gScore[neighbor.to] : Infinity)) {
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cameFrom[neighbor.to] = { prev: current, edgeIdx: neighbor.edgeIndex, isReverse: neighbor.isReverse };
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gScore[neighbor.to] = tentativeG;
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fScore[neighbor.to] = tentativeG + this.heuristic(neighbor.to, end);
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openSet.add(neighbor.to);
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}
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}
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}
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return null;
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}
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heuristic(a, b) {
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const nA = this.graphData.nodes[a];
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const nB = this.graphData.nodes[b];
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return Math.sqrt((nA.x - nB.x) ** 2 + (nA.y - nB.y) ** 2);
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}
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reconstructPath(cameFrom, current) {
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const edges = [];
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while (current in cameFrom) {
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const data = cameFrom[current];
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edges.push({ edgeData: this.graphData.edges[data.edgeIdx], isReverse: data.isReverse });
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current = data.prev;
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}
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return edges.reverse();
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}
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getOffsetPath(points, offset) {
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if (points.length < 2) return points;
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const newPath = [];
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for (let i = 0; i < points.length - 1; i++) {
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const p1 = points[i];
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const p2 = points[i + 1];
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const dir = new THREE.Vector2().subVectors(p2, p1).normalize();
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const normal = new THREE.Vector2(-dir.y, dir.x);
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const off = normal.multiplyScalar(offset);
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newPath.push(new THREE.Vector2().addVectors(p1, off));
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if (i === points.length - 2) newPath.push(new THREE.Vector2().addVectors(p2, off));
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}
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return newPath;
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}
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}
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