import * as THREE from 'three'; export const START_GRID_Y = 0.28; export const START_GRID_LATERAL_OFFSET = 2.35; export const START_GRID_ROW_SPACING = 6.0; export const START_GRID_INITIAL_OFFSET = 8.0; export const MULTIPLAYER_COUNTDOWN_MS = 3600; export const START_SYNC_GRACE_MS = 5000; export const START_SYNC_ANCHOR_TOLERANCE = 24; export const CENTER_FALLBACK_RADIUS = 18; const TRACK_POINTS = [ new THREE.Vector3(0, 0, 100), new THREE.Vector3(50, 0, 90), new THREE.Vector3(80, 0, 60), new THREE.Vector3(120, 0, 40), new THREE.Vector3(120, 0, -20), new THREE.Vector3(105, 0, -50), new THREE.Vector3(120, 0, -80), new THREE.Vector3(120, 0, -140), new THREE.Vector3(70, 0, -140), new THREE.Vector3(70, 0, -70), new THREE.Vector3(10, 0, -70), new THREE.Vector3(10, 0, -140), new THREE.Vector3(-40, 0, -140), new THREE.Vector3(-80, 0, -120), new THREE.Vector3(-140, 0, -80), new THREE.Vector3(-150, 0, -20), new THREE.Vector3(-110, 0, 30), new THREE.Vector3(-140, 0, 70), new THREE.Vector3(-90, 0, 110), new THREE.Vector3(-40, 0, 100), ]; const SHARED_CURVE = new THREE.CatmullRomCurve3(TRACK_POINTS, true, 'centripetal', 0.5); const SHARED_TRACK_LENGTH = SHARED_CURVE.getLength(); const UP = new THREE.Vector3(0, 1, 0); function normalizeSlotIndex(slotIndex = 0) { if (!Number.isFinite(slotIndex)) return 0; return Math.max(0, Math.floor(slotIndex)); } export function getStartTransformForSlot(slotIndex = 0) { const normalizedSlot = normalizeSlotIndex(slotIndex); const row = Math.floor(normalizedSlot / 2); const side = normalizedSlot % 2 === 0 ? -1 : 1; const baseT = (1 - ((row * START_GRID_ROW_SPACING + START_GRID_INITIAL_OFFSET) / SHARED_TRACK_LENGTH) + 1) % 1; const point = SHARED_CURVE.getPointAt(baseT); const tangent = SHARED_CURVE.getTangentAt(baseT).normalize(); const lateral = new THREE.Vector3().crossVectors(UP, tangent).normalize(); const heading = Math.atan2(tangent.x, tangent.z); const position = point.clone().addScaledVector(lateral, side * START_GRID_LATERAL_OFFSET).setY(START_GRID_Y); return { slotIndex: normalizedSlot, progress: baseT, heading, position: { x: position.x, y: position.y, z: position.z }, }; } export function isNearCenterPosition(position, radius = CENTER_FALLBACK_RADIUS) { if (!position) return true; const x = Number(position.x ?? 0); const z = Number(position.z ?? 0); return Number.isFinite(x) && Number.isFinite(z) ? Math.hypot(x, z) <= radius : true; } export function distanceBetweenPositions(a, b) { if (!a || !b) return Number.POSITIVE_INFINITY; const dx = Number(a.x ?? 0) - Number(b.x ?? 0); const dy = Number(a.y ?? 0) - Number(b.y ?? 0); const dz = Number(a.z ?? 0) - Number(b.z ?? 0); return Math.hypot(dx, dy, dz); }