@adatechnology/game-floorplan-three 0.3.0 → 0.3.1

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@@ -14705,13 +14705,14 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
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  const crackLen = clamp2(0.03 + ratio * 0.2, 0.03, 0.8);
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  let exitPoint;
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  if (penetrated) {
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- exitPoint = vec.madd(entry2, d, Math.min(pathLen, effM + layersThickness(p.layers, face) / slant + layersThickness(p.layers, -face) / slant));
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+ const exitDist = p.spec.contains || p.spec.fill !== void 0 && p.spec.fill < 0.5 || p.thickness < pathLen * 0.5 ? pathLen : Math.min(pathLen, effM + layersThickness(p.layers, face) / slant + layersThickness(p.layers, -face) / slant);
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+ exitPoint = vec.madd(entry2, d, exitDist);
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  const hole = addHole(o, p, entry2, n, caliber / 1e3 * (mat.ductility >= 0.3 ? 1 : 1.5), true, exitPoint, src);
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  if (p.layers.length > 0) spallOuter(o, p, exitPoint, -face, vec.scale(n, -1), Math.max(0.03, caliber / 1e3 * 4), src);
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  addBreach(o, p, entry2, Math.PI * (hole.diameter / 2) * (hole.diameter / 2), E, d, src);
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  if (mat.ductility >= 0.5 && p.thickness <= THIN_SHEET_DISHING) addDent(o, p, entry2, n, Math.max(caliber * 3 / 1e3, 0.012), clamp2(E * 2e-5, 1e-3, 0.03), src);
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  if (brittle && mat.fracture === "shatter") addCrack(o, p, entry2, n, crackLen, src);
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- if (p.spec.contains && (p.st.liters ?? 0) > 0) {
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+ if (p.spec.contains && (p.st.liters ?? 0) > 1e-4) {
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  emit({
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  ...base(o, src),
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  type: "leak",