Studio: one selected object with pts (a route, an outlined area) shows a
handle on each point and a + in the middle of each side: drag a point to
move it, drag a + to add one there, double-click a point to remove it
(open routes keep 2, outlines 3). Points snap to the grid and onto wall,
fence and road ends, at any angle; one undo step each. Handles keep their
screen size (new viewer callback onView on every redraw) and follow
re-renders and selection. The viewer captures the pointer, so a double-
click targets the drawing: the last point pressed is remembered instead.
Prefab meta `outline`: the prefab draws pts as its outline. Area has it:
Edit corners turns its rectangle into four points, Rectangle again
removes them.
Routes: where a path doubles back, the lane offset puts a point on each
side, so it rounds into a U-turn instead of a diagonal across the lanes.
The streets demo bus now runs east, three quarters round the roundabout
(clockwise, left-hand traffic), down south street, turns and comes back
by the short way, instead of going round the wrong way on its way out.
Tests: Rust 81 (a doubling-back route: each mover once, no sort cycles),
Studio 134 (corners, move, add, remove, undo), web 100.
New route prefab (routes.rhai): cars, buses, motorbikes, cyclists, people,
deer or elephants move along waypoints, round a loop or there and back.
Each way keeps to the left of the line (or right), corners are rounded
into pieces of at most 45 degrees; there-and-back routes become loops with
U-turns, so the two directions never share a strip.
Engine: Prim::Travel / sprite.begin_travel / script travel(a, b, dur,
windows) ... end(): the mover is drawn at a piece's start and slides to
its end while it is on that piece, hidden otherwise. The renderer writes
keyframes per piece (named by a hash of their content) into one <style>
per view. Each piece is its own sprite with the lane strip as its sort
extent (ext_reset), mitred at the corners, so movers pass in front of and
behind trees, lamps and houses. Movers that look alike and never meet on
a piece share one drawing. iso-travel pauses (not hides) in still,
reduced-motion and ghosted views.
Studio: meta shape "path" draws point by point (snapping like runs) and
saves one object with pts; ending on the first point closes the loop.
MCP: pts in the object schema, route guidance.
Demos: streets gets traffic round the block, a bus, motorbikes, cyclists
and strolling people (replacing the one-axis cars); country gets cars on
the lane.
Tests: Rust 79 (each mover on exactly one piece at every moment, in every
rotation), Studio 125, web 99.
Object frames turn by any angle (quarter turns stay exact, so scenes along
the axes render byte for byte as before); a box in a turned frame is a
prism with its own corners. Rotation is kept as given (normalised to
0..360), no longer snapped to quarter turns.
Depth sort: sprites whose plan outline is not their box carry their convex
outline; when boxes overlap, an outline edge that separates two sprites
orders them. A long diagonal wall sorts right against both sides.
Joints (line_meet, end_cut, cut_box in util.rhai): where a piece off the
axes is involved, corners are mitred and T-junctions slanted; fences put a
corner post or pillar in its own sprite and mitre stone bases; Y joints let
the lowest id run through. Streets: every end part is a cut e + k*w, so
side streets come in at any angle (slanted sidewalk gaps), two streets meet
in a mitre with seam patches; fixes a curve's outer sidewalk that was
skipped when its kerb and back lines had different point counts.
Studio: runs and drags keep to x/y or snap to 45 degree diagonals, Ctrl
gives any angle; a road run turning 45 degrees gets a 45 degree curve;
Rotation is a number box. Streets demo: a diagonal lane with a hedge.
MCP guidance, SCRIPTING/README/ROADMAP.
Tests: Rust 76, Studio and web checks green.
Roads take sidewalks (none, both, left, right): 12 cm high paving with
kerb faces drawn where they face the viewer. Road curve (radius, angle,
left/right) carries a street round a bend; centre lines are true arcs
when cut and offset, so curve joints are seamless. A road ending on
another road's centre line opens that road's kerb and sidewalk (T
junction); two roads ending at one corner close it. Roundabout: ring
radius and width, one or two lanes, up to four arms with flared kerbs,
splitter islands, give-way lines on the entry side (traffic on the left
or right) and a central island with apron.
Studio: a road run drawn corner by corner gets a curve in each corner
(prefab meta `corner`). Tooltips list the streets each one meets.
Engine: open `polyline` primitive (Prim::Poly open) so dashes run on
round curves. examples/streets and a Streets demo in the web Studio;
MCP guidance, docs. ROADMAP: backlog 5-7 done; multi-select and the
hosted copy marked done.
Tests: Rust 72, Studio 113, web 95.