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Flipped lanes made to appear connected #136
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I'm punting this one to v0.4.1 (at the earliest), as I don't want to delay the release any further. Though I've been playing with the function that should influence this, it's been resulting in even more distorted texturing. The design of the function may need to fundamentally change, which would be some work. |
I'm making progress on this issue. The key issue I think has to do with this detail: the fact that we can have two road segments being the child of a single RoadPoint, if this is a RoadPoint that has occurred after a flip in direction. The issue is that the visual texture choices is driven by one RoadPoint, when really they need to be calculated separately... There's no simple workaround for this. So the main advice is to avoid ever having a change in the number or order of lanes between flipped direction RoadPoints. issue.movWe could make a warning for this situation but still will be annoying for users to manage, and ripe for failure with the new bulk tools since road lanes will be added to one side but then flip and be added to the other. But, we'll still at least have an improvement. I still need to look into fixing the generated AI lanes, hoping it won't be too bad. |
Logged this issue to represent the unfinished work here: #171 |
See the demo below, where I have two road points which are facing the opposite way, ie the both have their "Prior Point Init" not yet set. This is between two different containers, but also happens for RP's within the same Road Container. Clearly, wherever we are doing the logic to match lanes on one side to the other, we need to check for flipped next/prior configuration.
The workaround: Avoid ever flipping the direction RoadPoints face. Not pictured here, but RoadLanes are also sufficiently messed up in these scenarios too.
bad.lane.dire.connection.mp4
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