Render C1 structural variety: girder bridges, Ginza overpasses, JCT speeds, 3+3 widening
Four fidelity fixes, all verified in a live Studio datamodel (not just built): 1. Wire up the dead `bridge` flag. Circuit.luau marks 474 samples as bridge spans but nothing ever read the field, so every elevated metre rendered as the same slab on square columns. Flagged spans now get a steel box girder (鋼箱桁橋) with stiffener ribs under the deck, carried on a transverse pier cap and round columns at a wider pitch than the viaduct pillars. 2. Ginza 跨道橋. The Ginza section sits below street level in the filled-in 楓川・築地川 river beds and the surviving city bridges cross over it, their piers landing in the median. Adds the crossing decks, parapets and centre piers -- which is the physical reason lane changes are banned there, not just a paint choice. 3. Junction speed plates. 江戸橋JCT内 / 浜崎橋JCT内 / 京橋JCT-旧白魚橋乗継所 are posted 40 km/h, not the 50 km/h mainline limit; plates repeat more often through the short restricted stretches. 4. Shiodome JCT -> Hamazakibashi JCT widened to 3+3 lanes via widthAt(), with a taper (max ~1.7 studs/sample) instead of a step. Every fixed-width consumer -- deck, median, parapets, lane marks, signage offsets, skyline setback, finish line -- now reads widthAt() so nothing floats or clips. Verified headlessly (tools/verify_c1_fixes*.luau): girders 488 / 474 flagged samples, pier caps 85, columns 80 Ginza overpasses 7, piers 7, lateral offset from centreline 0.000 studs speed plates 40km/h x7, 50km/h x8 deck width Shiodome 81.5 vs Kasumigaseki 60.0 seam lip max 0.0006, road-surface raycast step max 0.260, 0 deck holes Two earlier "failures" were bad tests, not bad geometry, and the fixed harnesses document the traps: deck parts are pitched by CFrame.lookAt so Position.Y+Size.Y/2 is not the surface height (and LookVector is -Z, so the end faces are easy to swap), and a seam raycast must filter to the Expressway folder or it hits TunnelCeiling/MedianFence and reports a phantom 19-stud step.
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-- Verification v2: corrected geometric metrics.
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--
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-- v1 had two badly-written assertions (the CODE was fine, the TEST was wrong):
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-- * seam lip used Position.Y + Size.Y/2, but decks are pitched by
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-- CFrame.lookAt(mid, mid+dir, UP), so that is the centre height, not the
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-- surface height at the seam. On a sloped segment it over-reports badly.
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-- Correct: evaluate each deck's TOP SURFACE at the shared sample point.
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-- * pier offset measured distance to the nearest sample, but piers sit at
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-- segment MIDPOINTS and samples are 60 studs apart -- so ~30.0 is the
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-- correct answer for a perfectly centred pier. Correct: perpendicular
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-- distance to the centreline polyline.
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local sss = game:GetService("ServerScriptService")
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local orig = sss:FindFirstChild("MapBuilder", true)
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local clone = orig:Clone()
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clone.Name = "MapBuilder_Verify2"
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clone.Parent = orig.Parent
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local okM, MB = pcall(require, clone)
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if not okM then
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clone:Destroy()
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return "FAIL require: " .. tostring(MB)
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end
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local okB, map = pcall(MB.build)
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if not okB then
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clone:Destroy()
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return "FAIL build: " .. tostring(map)
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end
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local Circuit = require(game:GetService("ReplicatedStorage"):FindFirstChild("Circuit", true))
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local samples = Circuit.samples
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local n = #samples
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local decks = {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") then
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local idx = d.Name:match("^Road_(%d+)$")
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if idx then
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decks[tonumber(idx)] = d
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end
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end
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end
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local out = {}
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local function line(s)
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out[#out + 1] = s
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end
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-- TRUE SEAM LIP -------------------------------------------------------------
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-- Deck i spans local z in [-Size.Z/2, +Size.Z/2] and is 2 studs longer than
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-- its segment (deliberate overlap), so the shared sample point sits at
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-- local z = +(Size.Z - 2)/2 for deck i and -(Size.Z - 2)/2 for deck i+1.
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local worst, worstAt = 0, -1
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local lips = {}
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for i = 1, n do
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local j = (i % n) + 1
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local a, b = decks[i], decks[j]
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if a and b then
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local ta = (a.CFrame * CFrame.new(0, a.Size.Y / 2, (a.Size.Z - 2) / 2)).Y
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local tb = (b.CFrame * CFrame.new(0, b.Size.Y / 2, -(b.Size.Z - 2) / 2)).Y
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local lip = math.abs(ta - tb)
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lips[#lips + 1] = { lip, i }
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if lip > worst then
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worst, worstAt = lip, i
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end
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end
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end
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table.sort(lips, function(p, q)
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return p[1] > q[1]
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end)
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local top = {}
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for k = 1, math.min(5, #lips) do
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top[#top + 1] = ("i=%d:%.4f(%s)"):format(lips[k][2], lips[k][1], samples[lips[k][2]].piece)
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end
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line(("SEAM true max lip=%.4f at i=%d -> %s"):format(worst, worstAt, worst <= 0.30 and "PASS" or "FAIL"))
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line("SEAM top5: " .. table.concat(top, " "))
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-- Deck-width continuity: the taper must not jump more than a few studs
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-- between neighbours, or the widening would look like a step in the road.
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local maxJump, jumpAt = 0, -1
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for i = 1, n do
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local j = (i % n) + 1
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if decks[i] and decks[j] then
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local dw = math.abs(decks[i].Size.X - decks[j].Size.X)
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if dw > maxJump then
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maxJump, jumpAt = dw, i
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end
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end
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end
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line(("TAPER max width step=%.2f studs at i=%d -> %s"):format(
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maxJump, jumpAt, maxJump <= 6 and "PASS" or "FAIL"))
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-- PIER LATERAL OFFSET -------------------------------------------------------
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-- Perpendicular distance from each pier to the centreline polyline (XZ).
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local function segDist(p, u, v)
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local pu = Vector3.new(p.X - u.X, 0, p.Z - u.Z)
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local uv = Vector3.new(v.X - u.X, 0, v.Z - u.Z)
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local L2 = uv:Dot(uv)
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if L2 < 1e-6 then
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return pu.Magnitude
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end
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local t = math.clamp(pu:Dot(uv) / L2, 0, 1)
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return (pu - uv * t).Magnitude
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end
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local worstPier, nPier = 0, 0
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for _, d in ipairs(map:GetDescendants()) do
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if d.Name == "OverpassPier" then
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nPier += 1
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local best = math.huge
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for i = 1, n do
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local j = (i % n) + 1
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best = math.min(best, segDist(d.Position, samples[i].pos, samples[j].pos))
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end
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worstPier = math.max(worstPier, best)
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end
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end
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line(("PIER lateral offset from centreline: n=%d worst=%.3f studs -> %s"):format(
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nPier, worstPier, (nPier > 0 and worstPier < 3) and "PASS" or "FAIL"))
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-- Girders must hang BELOW their deck, never poke through the driving surface.
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local bad, nG = 0, 0
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for _, d in ipairs(map:GetDescendants()) do
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if d.Name == "BridgeGirder" then
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nG += 1
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local topY = d.Position.Y + d.Size.Y / 2
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local best, bi = math.huge, nil
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for i = 1, n do
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local dd = (Vector3.new(samples[i].pos.X, 0, samples[i].pos.Z) - Vector3.new(d.Position.X, 0, d.Position.Z)).Magnitude
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if dd < best then
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best, bi = dd, i
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end
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end
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if bi and decks[bi] then
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local deckBottom = decks[bi].Position.Y - decks[bi].Size.Y / 2
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if topY > deckBottom + 0.6 then
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bad += 1
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end
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end
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end
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end
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line(("GIRDER below deck: n=%d intruding=%d -> %s"):format(nG, bad, bad == 0 and "PASS" or "FAIL"))
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map:Destroy()
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clone:Destroy()
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return table.concat(out, "\n")
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