buildRoadMesh function
MeshData
buildRoadMesh(
- TrackSpline track, {
- RoadMeshSettings settings = const RoadMeshSettings(),
- VertexLayout? layout,
The road surface itself, kerb to kerb.
The texture runs along the road rather than across it: v is the distance
travelled, in tiles, so a repeating surface repeats down the straight and
nothing has to line up between one segment and the next. u runs from
nought at one edge to one at the other, whatever the road is doing — a
corner that narrows keeps its markings at its edges rather than sliding them
inwards.
Implementation
MeshData buildRoadMesh(
TrackSpline track, {
RoadMeshSettings settings = const RoadMeshSettings(),
VertexLayout? layout,
}) => _ribbon(
track,
settings,
layout,
inner: (double s) => -track.widthAt(s) / 2.0,
outer: (double s) => track.widthAt(s) / 2.0,
);