diff --git a/vendor/clouds3d.js b/vendor/clouds3d.js index 5b70eca..27a2a16 100644 --- a/vendor/clouds3d.js +++ b/vendor/clouds3d.js @@ -3345,7 +3345,7 @@ var CAR_M_DASH = carMetres(CAR_TUN.dashM || 620); // density sits below the motorway peak and the gaussian falloff shapes it // further by distance to the nearest motorway. var CAR_M_SPEED = 0.055 * CAR_SPEED, CAR_M_DENS = 0.85 * CAR_DENS; -var CAR_B_DASH = CAR_M_DASH * 2.8, CAR_B_SPEED = 0.017 * CAR_SPEED, CAR_B_DENS = 0.75 * CAR_DENS; +var CAR_B_DASH = CAR_M_DASH * 2.4, CAR_B_SPEED = 0.017 * CAR_SPEED, CAR_B_DENS = 0.85 * CAR_DENS; var carGeo = null; // { motorway: packedChains, secondary: packedChains } var carVboM = null, carCountM = 0; var carVboB = null, carCountB = 0; @@ -4284,7 +4284,7 @@ function buildCarGeometry(chainsM, chainsB, ts, cfg, places) { // spreadKm is the sigma of the motorway distribution. function densScale(x, z) { var st = settleAt(x, z); - if (!distField) return Math.min(1, 0.16 + 0.84 * st); + if (!distField) return Math.min(1, 0.22 + 0.78 * st); var i = Math.max(0, Math.min(ts.gw - 1, Math.round((x + ts.halfX) / ts.s))); var j = Math.max(0, Math.min(ts.gh - 1, Math.round((ts.halfY - z) / ts.s))); var d = distField[j * ts.gw + i] * ts.s; // world units to a motorway @@ -4292,7 +4292,7 @@ function buildCarGeometry(chainsM, chainsB, ts, cfg, places) { var mw = cfg.CAR_FLOOR + (1 - cfg.CAR_FLOOR) * Math.exp(-t * t); // Side roads are sparse unless they are near the A-net or a town. // Motorways/settlements get the bulk; remote secondary roads stay faint. - return Math.min(1, 0.12 + 0.58 * mw + 0.62 * st); + return Math.min(1, 0.20 + 0.55 * mw + 0.60 * st); } function build(polys, withField, dash) { var li, i, segs = 0, totalLen = 0; @@ -4354,8 +4354,8 @@ function buildCarGeometry(chainsM, chainsB, ts, cfg, places) { var f = next - acc; if (f < 0) f = 0; var qx = a.x + dx * f, qz = a.z + dz * f; - var slotWeight = withField ? Math.max(0.12, Math.min(1.25, (dens - 0.10) / 0.72)) : 1.18; - if (inView(qx, qz) && pi + 20 <= pArr.length && slotWeight > 0.14) { + var slotWeight = withField ? Math.max(0.22, Math.min(1.25, (dens - 0.08) / 0.70)) : 1.18; + if (inView(qx, qz) && pi + 20 <= pArr.length && slotWeight > 0.05) { // one shared slide phase per chain: every vehicle of // a chain moves in lockstep, so a wrap lands exactly // on the slot the neighbour just left - continuous