paperlab 0.7.0 → 0.8.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (35) hide show
  1. package/README.md +7 -5
  2. package/dist/{FxPostPass-M66QMVVC.js → FxPostPass-V6YDK4H2.js} +23 -5
  3. package/dist/FxPostPass-V6YDK4H2.js.map +1 -0
  4. package/dist/chunk-232SU3AQ.js +34 -0
  5. package/dist/chunk-232SU3AQ.js.map +1 -0
  6. package/dist/{chunk-GB6BMHC3.js → chunk-7WOGU2D4.js} +7 -19
  7. package/dist/{chunk-GB6BMHC3.js.map → chunk-7WOGU2D4.js.map} +1 -1
  8. package/dist/{chunk-MZCAN3AR.js → chunk-SVWWC5UL.js} +576 -160
  9. package/dist/chunk-SVWWC5UL.js.map +1 -0
  10. package/dist/{damageContract-DPF1YFLZ.d.cts → damageContract-nF1fgK7P.d.cts} +31 -3
  11. package/dist/{damageContract-DPF1YFLZ.d.ts → damageContract-nF1fgK7P.d.ts} +31 -3
  12. package/dist/fx.cjs +320 -91
  13. package/dist/fx.cjs.map +1 -1
  14. package/dist/fx.d.cts +81 -55
  15. package/dist/fx.d.ts +81 -55
  16. package/dist/fx.js +278 -48
  17. package/dist/fx.js.map +1 -1
  18. package/dist/index.cjs +606 -181
  19. package/dist/index.cjs.map +1 -1
  20. package/dist/index.d.cts +13 -5
  21. package/dist/index.d.ts +13 -5
  22. package/dist/index.js +17 -4
  23. package/dist/index.js.map +1 -1
  24. package/dist/{slots-C5PqY0Q5.d.cts → slots-D_EE8GXn.d.cts} +12 -0
  25. package/dist/{slots-C5PqY0Q5.d.ts → slots-D_EE8GXn.d.ts} +12 -0
  26. package/dist/stage.cjs +600 -188
  27. package/dist/stage.cjs.map +1 -1
  28. package/dist/stage.d.cts +1 -1
  29. package/dist/stage.d.ts +1 -1
  30. package/dist/stage.js +2 -2
  31. package/package.json +1 -1
  32. package/dist/FxPostPass-M66QMVVC.js.map +0 -1
  33. package/dist/chunk-7TLIWPGM.js +0 -36
  34. package/dist/chunk-7TLIWPGM.js.map +0 -1
  35. package/dist/chunk-MZCAN3AR.js.map +0 -1
package/dist/index.cjs CHANGED
@@ -1562,8 +1562,23 @@ var backdropSchema = import_zod15.z.object({
1562
1562
  /** Out of focus, for the same reason. */
1563
1563
  blur: import_zod15.z.number().min(0).max(1).default(0.2)
1564
1564
  });
1565
+ var floorSchema = import_zod15.z.object({
1566
+ enabled: import_zod15.z.boolean().default(false),
1567
+ /** Dark and matte: it is the ground, not the subject. */
1568
+ color: import_zod15.z.string().default("#1a1917").describe("color"),
1569
+ /**
1570
+ * Where it lies, in the sheet's own space. The contact shadow falls here
1571
+ * too, and a simulated sheet stops here — one floor, one height, so paper
1572
+ * cannot land through the thing its shadow is on.
1573
+ */
1574
+ y: import_zod15.z.number().min(-4).max(0).default(-1.05),
1575
+ /** How rough it is, 0 mirror to 1 chalk. Slate, by default. */
1576
+ roughness: import_zod15.z.number().min(0).max(1).default(0.92)
1577
+ });
1565
1578
  var sceneSchema = import_zod15.z.object({
1566
1579
  lighting: import_zod15.z.enum(lightingNames).default("studio"),
1580
+ /** The ground under the sheet — see `floorSchema`. Off unless asked for. */
1581
+ floor: floorSchema.prefault({}),
1567
1582
  /** What is behind the sheet. Unset leaves the canvas alone. */
1568
1583
  backdrop: backdropSchema.optional(),
1569
1584
  /**
@@ -3718,6 +3733,8 @@ var ClothSim = class {
3718
3733
  height;
3719
3734
  positions;
3720
3735
  prev;
3736
+ /** Where the constructor laid every particle out — what {@link restore} puts back. */
3737
+ laidOut;
3721
3738
  pinned;
3722
3739
  pinTargets;
3723
3740
  /**
@@ -3793,6 +3810,16 @@ var ClothSim = class {
3793
3810
  * cannot do this job: it moves paper, and a uniformly curled sheet in still
3794
3811
  * air has no business going anywhere.
3795
3812
  */
3813
+ /**
3814
+ * An acceleration on each particle from whatever is in the air around the
3815
+ * sheet, xyz — the fire's updraft, so far (`DamageCoupling`). Not the wind:
3816
+ * the wind is one thing blowing on the whole sheet, and this is local, a
3817
+ * hot column over a burning rim and nothing a hand's width away.
3818
+ *
3819
+ * An acceleration rather than a force, so it lifts a soaked sheet no
3820
+ * differently from a dry one: hot air does not know what paper weighs.
3821
+ */
3822
+ draught;
3796
3823
  restBend;
3797
3824
  /** For each bend spring, the particle between its ends; -1 for every other kind. */
3798
3825
  constraintMiddle;
@@ -3851,6 +3878,7 @@ var ClothSim = class {
3851
3878
  }
3852
3879
  }
3853
3880
  this.prev.set(this.positions);
3881
+ this.laidOut = this.positions.slice();
3854
3882
  const idx = (r2, c2) => r2 * cols + c2;
3855
3883
  const links = [];
3856
3884
  const link = (a, b2, kind) => {
@@ -3878,6 +3906,7 @@ var ClothSim = class {
3878
3906
  this.constraintStiffness = new Float64Array(m).fill(1);
3879
3907
  this.broken = new Uint8Array(m);
3880
3908
  this.restBend = new Float64Array(m);
3909
+ this.draught = new Float64Array(this.count * 3);
3881
3910
  this.constraintMiddle = new Int32Array(m).fill(-1);
3882
3911
  for (let k2 = 0; k2 < m; k2++) {
3883
3912
  const a = links[k2 * 3];
@@ -3968,6 +3997,22 @@ var ClothSim = class {
3968
3997
  this.asleep = false;
3969
3998
  this.stillFrames = 0;
3970
3999
  }
4000
+ /**
4001
+ * Back to the sheet as it was laid out: flat, still, every particle where
4002
+ * the constructor put it. Pins, a grab and every lever are left alone.
4003
+ *
4004
+ * For a history that has been rewound — a burn played back from an earlier
4005
+ * moment, say, which hands back paper that had burnt away and paper that
4006
+ * had FALLEN, lying on the floor with its springs to the sheet suddenly
4007
+ * whole again. Solved from there, the solve hauls it up through the sheet
4008
+ * in a tangle. Laid out afresh, it is simply the sheet it is again.
4009
+ */
4010
+ restore() {
4011
+ this.positions.set(this.laidOut);
4012
+ this.prev.set(this.laidOut);
4013
+ this.accumulator = 0;
4014
+ this.wake();
4015
+ }
3971
4016
  /**
3972
4017
  * Take hold of the sheet at one particle.
3973
4018
  *
@@ -4200,9 +4245,9 @@ var ClothSim = class {
4200
4245
  this.prev[i3] = x2;
4201
4246
  this.prev[i3 + 1] = y2;
4202
4247
  this.prev[i3 + 2] = z26;
4203
- p2[i3] = x2 + vx + ax * im * dt2;
4204
- p2[i3 + 1] = y2 + vy + (ay * im - gravity * 3.2) * dt2;
4205
- p2[i3 + 2] = z26 + vz + az * im * dt2;
4248
+ p2[i3] = x2 + vx + (ax * im + this.draught[i3]) * dt2;
4249
+ p2[i3 + 1] = y2 + vy + (ay * im - gravity * 3.2 + this.draught[i3 + 1]) * dt2;
4250
+ p2[i3 + 2] = z26 + vz + (az * im + this.draught[i3 + 2]) * dt2;
4206
4251
  maxTravel = Math.max(maxTravel, vx * vx + vy * vy + vz * vz);
4207
4252
  }
4208
4253
  for (let k2 = 0; k2 < this.grabbed.length; k2++) {
@@ -4301,43 +4346,44 @@ var ClothSim = class {
4301
4346
  };
4302
4347
 
4303
4348
  // src/surface/damageContract.ts
4349
+ function roomLight(source) {
4350
+ const room = source?.firelight?.room;
4351
+ if (room === void 0 || !(room >= 0)) return 1;
4352
+ return Math.min(1, room);
4353
+ }
4304
4354
  var DAMAGE_LOOK_DEFAULTS = {
4305
- // §5 asks for 0.3–1 mm. 1.8 was outside it, and outside the slider's range
4306
- // it was tuned in — a control at its limit is a report that something
4307
- // underneath is wrong, which in this case was a fire nothing could see.
4308
- emberWidth: 0.9,
4309
- emberIntensity: 1.45,
4355
+ emberWidth: 1.25,
4356
+ emberIntensity: 1.05,
4310
4357
  emberCoverage: 0.6,
4311
4358
  emberFlicker: 1.65,
4312
4359
  emberGlow: 1.25,
4313
4360
  sparkle: 0.5,
4314
- lipWidth: 1.2,
4315
- // Was 1.5, its slider's ceiling, which made the ash lip brighter than the
4316
- // paper it sits on. Ash is pale GREY; the reference's lip is dimmer than
4317
- // the sheet, not a highlight drawn on it.
4318
- lipBrightness: 0.85,
4319
- // Was 1, also a ceiling. At full warmth the char is milk chocolate —
4320
- // closer to cardboard than to charcoal (§5). Burnt paper keeps a little
4321
- // warmth in the plates and reads near black in a frame with a fire in it.
4322
- charWarmth: 0.3,
4323
- // Was 1, also a ceiling. The cracks are drawn as thin polygon outlines, so
4324
- // at full strength the char reads as a mosaic rather than as broken plates.
4325
- charCracks: 0.55,
4326
- scorchReach: 30,
4327
- scorchDarkness: 1.17,
4328
- fingers: 1.25,
4329
- edgeWave: 8.5,
4330
- edgeBite: 3.6
4361
+ // As wide as the char band (Noor, 2026-09-13): the lip has to be seen. At
4362
+ // 0.95 mm it was a hairline tracing the edge.
4363
+ lipWidth: 3.5,
4364
+ charWidth: 3.5,
4365
+ lipBrightness: 0.76,
4366
+ charWarmth: 0.32,
4367
+ charCracks: 0.45,
4368
+ scorchReach: 9,
4369
+ scorchDarkness: 0.86,
4370
+ fingers: 1.95,
4371
+ edgeWave: 13,
4372
+ edgeBite: 6
4331
4373
  };
4332
4374
  var DAMAGE_CHANNELS = { char: 0, saturation: 1, heat: 2, presence: 3 };
4333
4375
 
4334
4376
  // src/physics/damage.ts
4335
- var { char: CHAR, saturation: SATURATION, presence: PRESENCE } = DAMAGE_CHANNELS;
4377
+ var { char: CHAR, saturation: SATURATION, heat: HEAT, presence: PRESENCE } = DAMAGE_CHANNELS;
4336
4378
  var GONE_BELOW = 128;
4337
4379
  var CHAR_SHRINK = 0.12;
4380
+ var ACROSS_SHRINK = 0.55;
4381
+ var UPDRAFT = 1.1;
4382
+ var UPDRAFT_OUT = 0.35;
4338
4383
  var CHAR_CURL = 6;
4339
4384
  var FRONT_GRADIENT = 16 * 16;
4340
4385
  var WET_MASS = 2;
4386
+ var TEAR_STRETCH = 1.5;
4341
4387
  var DamageCoupling = class {
4342
4388
  sim;
4343
4389
  source = null;
@@ -4347,12 +4393,31 @@ var DamageCoupling = class {
4347
4393
  particleTexel = new Int32Array(0);
4348
4394
  /** Gone, per particle, as of the last read. */
4349
4395
  gone;
4396
+ /** Whether any particle has ever been gone since the last reset — nothing can tear before. */
4397
+ holed = false;
4350
4398
  /** The gone particles with live paper beside them. See {@link follow}. */
4351
4399
  followers = [];
4352
4400
  /**
4353
- * Per bend spring, how squarely it lies ACROSS the burn front, 0..1 — and
4401
+ * Which piece of paper each particle belongs to, named by the lowest index
4402
+ * in it — or -1 in the middle of a hole.
4403
+ *
4404
+ * A piece is whatever the sim's unbroken springs still hold together, which
4405
+ * is exactly what moves as one: two pieces are two things the solve lets
4406
+ * part. A gone particle on a cut takes the piece it borders MOST — a cut a
4407
+ * single particle wide borders two, and a particle averaged between them
4408
+ * would be dragged across the gap as one piece fell, stretching both edges
4409
+ * into it.
4410
+ */
4411
+ piece;
4412
+ /** Union-find over the particles, reused on every read. */
4413
+ parent;
4414
+ /**
4415
+ * Per spring, how squarely it lies ACROSS the burn front, 0..1 — and
4354
4416
  * remembered once it has been.
4355
4417
  *
4418
+ * It decides two things: how far the spring shrinks ({@link ACROSS_SHRINK})
4419
+ * and, for a bend spring, which way the paper rolls ({@link CHAR_CURL}).
4420
+ *
4356
4421
  * A burnt edge rolls about an axis along the front, like a scroll; it does
4357
4422
  * not dish into a bowl. Measured with the curl in every bend spring alike: a
4358
4423
  * burnt band settled into a saddle, its corners forward and its middle BACK
@@ -4365,11 +4430,22 @@ var DamageCoupling = class {
4365
4430
  * gone by, the char behind it is uniform and says nothing about direction,
4366
4431
  * but the paper stays rolled the way it rolled.
4367
4432
  */
4368
- curlWeight;
4433
+ acrossFront;
4434
+ /** The mesh's index as it was built — what {@link tear} hides triangles from and mends them back to. */
4435
+ original = null;
4436
+ /** Per triangle of that index: torn, and hidden until the history is rewound. */
4437
+ torn = new Uint8Array(0);
4438
+ /** The triangles with a gone corner — the only ones that can tear. */
4439
+ rim = [];
4440
+ rimStale = true;
4441
+ /** Every torn triangle has to be put back: the history was rewound, or the source went. */
4442
+ mend = false;
4369
4443
  constructor(sim) {
4370
4444
  this.sim = sim;
4371
4445
  this.gone = new Uint8Array(sim.count);
4372
- this.curlWeight = new Float32Array(sim.constraintCount);
4446
+ this.piece = new Int32Array(sim.count);
4447
+ this.parent = new Int32Array(sim.count);
4448
+ this.acrossFront = new Float32Array(sim.constraintCount);
4373
4449
  }
4374
4450
  /**
4375
4451
  * Bring the sim's levers up to date with `source`. Call before stepping.
@@ -4380,7 +4456,13 @@ var DamageCoupling = class {
4380
4456
  update(source) {
4381
4457
  const next = source ?? null;
4382
4458
  if (next === this.source && (next === null || next.version === this.version)) return false;
4383
- if (next !== this.source) this.curlWeight.fill(0);
4459
+ if (next !== this.source) {
4460
+ this.acrossFront.fill(0);
4461
+ if (next && this.holed) {
4462
+ this.rewind();
4463
+ this.gone.fill(0);
4464
+ }
4465
+ }
4384
4466
  this.source = next;
4385
4467
  if (!next) {
4386
4468
  this.reset();
@@ -4400,12 +4482,13 @@ var DamageCoupling = class {
4400
4482
  * laid out flat around them — their positions plus its rest offset from
4401
4483
  * each, averaged. The triangles that straddle the burnt edge then keep
4402
4484
  * roughly their shape instead of stretching back to wherever the particle
4403
- * was when it burnt. Only a band of a single particle's width, with live
4404
- * paper pulling it both ways, is left averaging between them.
4485
+ * was when it burnt. Only the neighbours in its own {@link piece} count, so
4486
+ * on a cut between two pieces it leaves with one of them.
4405
4487
  */
4406
4488
  follow() {
4407
4489
  if (this.followers.length === 0) return;
4408
4490
  const { gone, sim } = this;
4491
+ const piece = this.piece;
4409
4492
  const p2 = sim.positions;
4410
4493
  const { cols, rows } = sim;
4411
4494
  const cellX = cols > 1 ? sim.width / (cols - 1) : 0;
@@ -4413,6 +4496,7 @@ var DamageCoupling = class {
4413
4496
  for (const g of this.followers) {
4414
4497
  const r2 = g / cols | 0;
4415
4498
  const c2 = g % cols;
4499
+ const own = piece[g];
4416
4500
  let sx = 0;
4417
4501
  let sy = 0;
4418
4502
  let sz = 0;
@@ -4424,7 +4508,7 @@ var DamageCoupling = class {
4424
4508
  const nc = c2 + dc;
4425
4509
  if (dr === 0 && dc === 0 || nc < 0 || nc >= cols) continue;
4426
4510
  const j3 = nr * cols + nc;
4427
- if (gone[j3]) continue;
4511
+ if (gone[j3] || piece[j3] !== own) continue;
4428
4512
  const j32 = j3 * 3;
4429
4513
  sx += p2[j32] - dc * cellX;
4430
4514
  sy += p2[j32 + 1] + dr * cellY;
@@ -4439,6 +4523,70 @@ var DamageCoupling = class {
4439
4523
  p2[g3 + 2] = sz / n;
4440
4524
  }
4441
4525
  }
4526
+ /**
4527
+ * Hide the triangles a piece has torn away from. Call after {@link follow},
4528
+ * with the sheet's index buffer: it is rewritten in place, and the return
4529
+ * says whether it changed, so the caller knows to upload it.
4530
+ *
4531
+ * A triangle tears when one of its edges has stretched past
4532
+ * {@link TEAR_STRETCH} — which, among triangles with a burnt-away corner,
4533
+ * only ever happens across a gap that is opening. It is then collapsed to a
4534
+ * point, which draws nothing, casts no shadow and adds nothing to its
4535
+ * corners' normals, and it stays hidden: torn paper does not mend because
4536
+ * the two sides swing close again. Only a rewound history puts it back.
4537
+ *
4538
+ * A sheet in one piece, held, never stretches one that far — so a burn that
4539
+ * cuts nothing loose leaves this index exactly as it was built.
4540
+ */
4541
+ tear(index) {
4542
+ if (!this.holed && !this.mend) return false;
4543
+ if (!this.original || this.original.length !== index.length) {
4544
+ this.original = index.slice();
4545
+ this.torn = new Uint8Array(index.length / 3);
4546
+ this.rimStale = true;
4547
+ }
4548
+ const { original, torn, gone, sim } = this;
4549
+ let changed = false;
4550
+ if (this.mend) {
4551
+ this.mend = false;
4552
+ index.set(original);
4553
+ changed = true;
4554
+ }
4555
+ if (this.rimStale) {
4556
+ this.rimStale = false;
4557
+ const rim = [];
4558
+ for (let t = 0; t < torn.length; t++) {
4559
+ if (gone[original[t * 3]] || gone[original[t * 3 + 1]] || gone[original[t * 3 + 2]]) rim.push(t);
4560
+ }
4561
+ this.rim = rim;
4562
+ }
4563
+ const p2 = sim.positions;
4564
+ const { cols, rows } = sim;
4565
+ const cellX = cols > 1 ? sim.width / (cols - 1) : 0;
4566
+ const cellY = rows > 1 ? sim.height / (rows - 1) : 0;
4567
+ const limit = TEAR_STRETCH * TEAR_STRETCH;
4568
+ const stretched = (i, j3) => {
4569
+ const dc = i % cols - j3 % cols;
4570
+ const dr = (i / cols | 0) - (j3 / cols | 0);
4571
+ const rest = (dc * cellX) ** 2 + (dr * cellY) ** 2;
4572
+ const i3 = i * 3;
4573
+ const j32 = j3 * 3;
4574
+ const now = (p2[i3] - p2[j32]) ** 2 + (p2[i3 + 1] - p2[j32 + 1]) ** 2 + (p2[i3 + 2] - p2[j32 + 2]) ** 2;
4575
+ return now > rest * limit;
4576
+ };
4577
+ for (const t of this.rim) {
4578
+ if (torn[t]) continue;
4579
+ const a = original[t * 3];
4580
+ const b2 = original[t * 3 + 1];
4581
+ const c2 = original[t * 3 + 2];
4582
+ if (!stretched(a, b2) && !stretched(b2, c2) && !stretched(c2, a)) continue;
4583
+ torn[t] = 1;
4584
+ index[t * 3 + 1] = a;
4585
+ index[t * 3 + 2] = a;
4586
+ changed = true;
4587
+ }
4588
+ return changed;
4589
+ }
4442
4590
  /** Map each particle to its texel. The damage grid's row 0 is v = 0, the sheet's BOTTOM. */
4443
4591
  layout(size) {
4444
4592
  const { cols, rows, count } = this.sim;
@@ -4454,8 +4602,10 @@ var DamageCoupling = class {
4454
4602
  }
4455
4603
  }
4456
4604
  read(pixels) {
4457
- const { sim, gone, particleTexel, curlWeight, size } = this;
4605
+ const { sim, gone, particleTexel, acrossFront, size } = this;
4458
4606
  const {
4607
+ draught,
4608
+ cols,
4459
4609
  invMass,
4460
4610
  restLength,
4461
4611
  naturalLength,
@@ -4466,12 +4616,25 @@ var DamageCoupling = class {
4466
4616
  constraintKind,
4467
4617
  constraintMiddle
4468
4618
  } = sim;
4619
+ let rewound = false;
4620
+ let holed = false;
4469
4621
  for (let i = 0; i < sim.count; i++) {
4470
4622
  const t = particleTexel[i] * 4;
4471
4623
  const isGone = pixels[t + PRESENCE] < GONE_BELOW;
4624
+ if (gone[i] && !isGone) rewound = true;
4625
+ if (isGone) holed = true;
4472
4626
  gone[i] = isGone ? 1 : 0;
4473
4627
  invMass[i] = isGone ? 0 : 1 / (1 + WET_MASS * pixels[t + SATURATION] / 255);
4628
+ const heat = isGone ? 0 : pixels[t + HEAT] / 255;
4629
+ const lift = heat > 0.15 ? (heat - 0.15) / 0.85 : 0;
4630
+ const i3 = i * 3;
4631
+ draught[i3] = 0;
4632
+ draught[i3 + 1] = UPDRAFT * lift;
4633
+ draught[i3 + 2] = UPDRAFT * UPDRAFT_OUT * lift;
4474
4634
  }
4635
+ if (rewound) this.rewind();
4636
+ this.holed = holed;
4637
+ this.rimStale = true;
4475
4638
  for (let k2 = 0; k2 < sim.constraintCount; k2++) {
4476
4639
  const a = constraintA[k2];
4477
4640
  const b2 = constraintB[k2];
@@ -4488,54 +4651,125 @@ var DamageCoupling = class {
4488
4651
  samples = 3;
4489
4652
  }
4490
4653
  const char = charSum / (samples * 255);
4491
- restLength[k2] = naturalLength[k2] * (1 - CHAR_SHRINK * char);
4654
+ const t = particleTexel[m >= 0 ? m : a];
4655
+ const x2 = t % size;
4656
+ const y2 = t / size | 0;
4657
+ const gx = pixels[(y2 * size + Math.min(size - 1, x2 + 2)) * 4 + CHAR] - pixels[(y2 * size + Math.max(0, x2 - 2)) * 4 + CHAR];
4658
+ const gy = pixels[(Math.min(size - 1, y2 + 2) * size + x2) * 4 + CHAR] - pixels[(Math.max(0, y2 - 2) * size + x2) * 4 + CHAR];
4659
+ const steep = gx * gx + gy * gy;
4660
+ if (steep > FRONT_GRADIENT) {
4661
+ const dc = b2 % cols - a % cols;
4662
+ const dr = (b2 / cols | 0) - (a / cols | 0);
4663
+ const along = dc * gx - dr * gy;
4664
+ const span = dc * dc + dr * dr || 1;
4665
+ const across2 = along * along / (span * steep);
4666
+ if (across2 > acrossFront[k2]) acrossFront[k2] = across2;
4667
+ }
4668
+ const across = acrossFront[k2];
4669
+ restLength[k2] = naturalLength[k2] * (1 - CHAR_SHRINK * char * (1 - (1 - ACROSS_SHRINK) * across));
4492
4670
  if (constraintKind[k2] === 2) {
4493
- const t = particleTexel[m];
4494
- const x2 = t % size;
4495
- const y2 = t / size | 0;
4496
- const gx = pixels[(y2 * size + Math.min(size - 1, x2 + 2)) * 4 + CHAR] - pixels[(y2 * size + Math.max(0, x2 - 2)) * 4 + CHAR];
4497
- const gy = pixels[(Math.min(size - 1, y2 + 2) * size + x2) * 4 + CHAR] - pixels[(Math.max(0, y2 - 2) * size + x2) * 4 + CHAR];
4498
- const steep = gx * gx + gy * gy;
4499
- if (steep > FRONT_GRADIENT) {
4500
- const across = (b2 - a === 2 ? gx * gx : gy * gy) / steep;
4501
- if (across > curlWeight[k2]) curlWeight[k2] = across;
4502
- }
4503
4671
  const span = naturalLength[k2];
4504
- restBend[k2] = CHAR_CURL * char * curlWeight[k2] * span * span / 8;
4672
+ restBend[k2] = CHAR_CURL * char * across * span * span / 8;
4673
+ }
4674
+ }
4675
+ this.findPieces();
4676
+ }
4677
+ /**
4678
+ * Which piece each particle is in ({@link piece}), and which gone ones
4679
+ * follow a piece at all ({@link followers}).
4680
+ *
4681
+ * Pieces by union-find over the springs that still hold, rooted at the
4682
+ * lowest index so the same burn names the same pieces every time. Then each
4683
+ * gone particle with live paper beside it joins the piece it has the most
4684
+ * neighbours in, the lower-named on a tie.
4685
+ */
4686
+ findPieces() {
4687
+ const { sim, gone } = this;
4688
+ const parent = this.parent;
4689
+ const piece = this.piece;
4690
+ const { broken, constraintA, constraintB } = sim;
4691
+ for (let i = 0; i < sim.count; i++) parent[i] = i;
4692
+ const find = (i) => {
4693
+ let r2 = i;
4694
+ while (parent[r2] !== r2) r2 = parent[r2];
4695
+ while (parent[i] !== r2) {
4696
+ const up = parent[i];
4697
+ parent[i] = r2;
4698
+ i = up;
4505
4699
  }
4700
+ return r2;
4701
+ };
4702
+ for (let k2 = 0; k2 < sim.constraintCount; k2++) {
4703
+ if (broken[k2]) continue;
4704
+ const ra = find(constraintA[k2]);
4705
+ const rb = find(constraintB[k2]);
4706
+ if (ra < rb) parent[rb] = ra;
4707
+ else if (rb < ra) parent[ra] = rb;
4506
4708
  }
4709
+ for (let i = 0; i < sim.count; i++) piece[i] = gone[i] ? -1 : find(i);
4507
4710
  const followers = [];
4508
4711
  const { cols, rows } = sim;
4712
+ const seen = [];
4713
+ const votes = [];
4509
4714
  for (let i = 0; i < sim.count; i++) {
4510
4715
  if (!gone[i]) continue;
4511
4716
  const r2 = i / cols | 0;
4512
4717
  const c2 = i % cols;
4513
- let beside = false;
4514
- for (let dr = -1; dr <= 1 && !beside; dr++) {
4718
+ seen.length = 0;
4719
+ votes.length = 0;
4720
+ for (let dr = -1; dr <= 1; dr++) {
4515
4721
  const nr = r2 + dr;
4516
4722
  if (nr < 0 || nr >= rows) continue;
4517
4723
  for (let dc = -1; dc <= 1; dc++) {
4518
4724
  const nc = c2 + dc;
4519
4725
  if (nc < 0 || nc >= cols) continue;
4520
- if (!gone[nr * cols + nc]) {
4521
- beside = true;
4522
- break;
4726
+ const j3 = nr * cols + nc;
4727
+ if (gone[j3]) continue;
4728
+ const at = seen.indexOf(piece[j3]);
4729
+ if (at < 0) {
4730
+ seen.push(piece[j3]);
4731
+ votes.push(1);
4732
+ } else {
4733
+ votes[at]++;
4523
4734
  }
4524
4735
  }
4525
4736
  }
4526
- if (beside) followers.push(i);
4737
+ if (seen.length === 0) continue;
4738
+ let best = 0;
4739
+ for (let k2 = 1; k2 < seen.length; k2++) {
4740
+ if (votes[k2] > votes[best] || votes[k2] === votes[best] && seen[k2] < seen[best]) best = k2;
4741
+ }
4742
+ piece[i] = seen[best];
4743
+ followers.push(i);
4527
4744
  }
4528
4745
  this.followers = followers;
4529
4746
  }
4747
+ /**
4748
+ * A rewound history: the sheet starts over.
4749
+ *
4750
+ * Paper that had fallen away is paper again, with every spring back to the
4751
+ * sheet it was cut from — solved from where it lies, the solve would haul it
4752
+ * up off the floor through the sheet in a tangle. And the curl it rolled
4753
+ * into belonged to a front that has not passed yet.
4754
+ */
4755
+ rewind() {
4756
+ this.sim.restore();
4757
+ this.acrossFront.fill(0);
4758
+ this.torn.fill(0);
4759
+ this.mend = true;
4760
+ }
4530
4761
  reset() {
4531
4762
  const { sim } = this;
4763
+ if (this.holed) this.rewind();
4764
+ sim.draught.fill(0);
4532
4765
  sim.invMass.fill(1);
4533
4766
  sim.restBend.fill(0);
4534
4767
  sim.broken.fill(0);
4535
4768
  sim.restLength.set(sim.naturalLength);
4536
4769
  this.gone.fill(0);
4537
- this.curlWeight.fill(0);
4770
+ this.acrossFront.fill(0);
4538
4771
  this.followers = [];
4772
+ this.holed = false;
4539
4773
  this.version = -1;
4540
4774
  sim.wake();
4541
4775
  }
@@ -5907,6 +6141,82 @@ function p({
5907
6141
  }
5908
6142
  var j2 = r.forwardRef(p);
5909
6143
 
6144
+ // src/surface/cutDistance.ts
6145
+ var CUT_REACH_MM = 16;
6146
+ var SPECK_TEXELS = 3;
6147
+ var GONE_BELOW2 = 128;
6148
+ var scratch = null;
6149
+ function cutDistance(pixels, size, texelMm, out) {
6150
+ const n = size * size;
6151
+ if (!scratch || scratch.size !== size) {
6152
+ scratch = { size, dist: new Float32Array(n), kept: new Uint8Array(n), stack: new Int32Array(n) };
6153
+ }
6154
+ const { dist, kept, stack } = scratch;
6155
+ const gone = (i) => pixels[i * 4 + 3] < GONE_BELOW2;
6156
+ kept.fill(0);
6157
+ const seen = dist;
6158
+ seen.fill(0);
6159
+ for (let start = 0; start < n; start++) {
6160
+ if (seen[start] || !gone(start)) continue;
6161
+ let top = 0;
6162
+ let count = 0;
6163
+ stack[top++] = start;
6164
+ seen[start] = 1;
6165
+ const first = top;
6166
+ let head = 0;
6167
+ while (head < top) {
6168
+ const i = stack[head++];
6169
+ count++;
6170
+ const x2 = i % size;
6171
+ const y2 = i / size | 0;
6172
+ const next = [
6173
+ x2 > 0 ? i - 1 : -1,
6174
+ x2 < size - 1 ? i + 1 : -1,
6175
+ y2 > 0 ? i - size : -1,
6176
+ y2 < size - 1 ? i + size : -1
6177
+ ];
6178
+ for (const j3 of next) {
6179
+ if (j3 < 0 || seen[j3] || !gone(j3)) continue;
6180
+ seen[j3] = 1;
6181
+ stack[top++] = j3;
6182
+ }
6183
+ }
6184
+ if (count > SPECK_TEXELS) for (let k2 = first - 1; k2 < top; k2++) kept[stack[k2]] = 1;
6185
+ }
6186
+ const [dx, dy] = texelMm;
6187
+ const dd = Math.hypot(dx, dy);
6188
+ for (let i = 0; i < n; i++) dist[i] = kept[i] ? 0 : Number.POSITIVE_INFINITY;
6189
+ for (let y2 = 0; y2 < size; y2++) {
6190
+ for (let x2 = 0; x2 < size; x2++) {
6191
+ const i = y2 * size + x2;
6192
+ let v2 = dist[i];
6193
+ if (v2 === 0) continue;
6194
+ if (x2 > 0) v2 = Math.min(v2, dist[i - 1] + dx);
6195
+ if (y2 > 0) {
6196
+ v2 = Math.min(v2, dist[i - size] + dy);
6197
+ if (x2 > 0) v2 = Math.min(v2, dist[i - size - 1] + dd);
6198
+ if (x2 < size - 1) v2 = Math.min(v2, dist[i - size + 1] + dd);
6199
+ }
6200
+ dist[i] = v2;
6201
+ }
6202
+ }
6203
+ for (let y2 = size - 1; y2 >= 0; y2--) {
6204
+ for (let x2 = size - 1; x2 >= 0; x2--) {
6205
+ const i = y2 * size + x2;
6206
+ let v2 = dist[i];
6207
+ if (v2 === 0) continue;
6208
+ if (x2 < size - 1) v2 = Math.min(v2, dist[i + 1] + dx);
6209
+ if (y2 < size - 1) {
6210
+ v2 = Math.min(v2, dist[i + size] + dy);
6211
+ if (x2 < size - 1) v2 = Math.min(v2, dist[i + size + 1] + dd);
6212
+ if (x2 > 0) v2 = Math.min(v2, dist[i + size - 1] + dd);
6213
+ }
6214
+ dist[i] = v2;
6215
+ }
6216
+ }
6217
+ for (let i = 0; i < n; i++) out[i] = Math.round(Math.min(dist[i], CUT_REACH_MM) / CUT_REACH_MM * 255);
6218
+ }
6219
+
5910
6220
  // src/surface/compose.ts
5911
6221
  var THREE5 = __toESM(require("three"), 1);
5912
6222
 
@@ -6536,7 +6846,7 @@ var DAMAGE_CHUNK = (
6536
6846
  `
6537
6847
  uniform sampler2D uDamage;
6538
6848
  uniform float uDamageDetail;
6539
- // (edgeWave mm, edgeBite mm, sparkle, \u2013) \u2014 see DamageLook.
6849
+ // (edgeWave mm, edgeBite mm, sparkle, charWidth mm) \u2014 see DamageLook.
6540
6850
  uniform vec4 uLook3;
6541
6851
 
6542
6852
  // The damage grid's texels sit ON the sheet \u2014 texel x at u = x / (N - 1), its
@@ -6673,6 +6983,8 @@ var DAMAGE_SHADE_CHUNK = (
6673
6983
  /* glsl */
6674
6984
  `
6675
6985
  uniform float uDamageTime;
6986
+ // How far each texel is from the cut, as a fraction of PL_CUT_REACH \u2014 see cutDistance.
6987
+ uniform sampler2D uDamageEdge;
6676
6988
  // The look, packed \u2014 see DamageLook for what each number means.
6677
6989
  uniform vec4 uLook0; // emberWidth mm, emberIntensity, emberCoverage, emberFlicker
6678
6990
  uniform vec4 uLook1; // emberGlow, lipWidth mm, lipBrightness, charWarmth
@@ -6682,6 +6994,10 @@ vec3 plDamageLight;
6682
6994
 
6683
6995
  // World units per millimetre: a default sheet is one unit across, and A4 is 210 mm.
6684
6996
  const float PL_MM = 1.0 / 210.0;
6997
+ // How far out a burnt edge's zones can be measured from the cut, mm: past
6998
+ // the widest lip, ember line, char and scorch the look allows by default.
6999
+ // The same number cutDistance encodes with, so the two cannot drift.
7000
+ const float PL_CUT_REACH = ${CUT_REACH_MM.toFixed(1)};
6685
7001
 
6686
7002
  vec3 plLinear(vec3 srgb) {
6687
7003
  return pow(srgb, vec3(2.2));
@@ -6738,7 +7054,12 @@ vec3 plScorchTint(float t) {
6738
7054
  vec3 c3 = plLinear(vec3(0.541, 0.310, 0.141)); // #8A4F24
6739
7055
  vec3 c4 = plLinear(vec3(0.471, 0.275, 0.149)); // #784626
6740
7056
  vec3 c5 = plLinear(vec3(0.380, 0.216, 0.133)); // #613722
6741
- vec3 c6 = plLinear(vec3(0.310, 0.200, 0.137)); // #4F3323
7057
+ // The dark end hands over to the char's black: a nearly neutral umber, not
7058
+ // the saturated brown (#4F3323) it used to stop at. Beside black char that
7059
+ // brown showed through wherever the band thinned, and turned the black
7060
+ // brown \u2014 measured, the cold char's saturation went from 0.43 to 0.11 with
7061
+ // the scorch's darkening switched off.
7062
+ vec3 c6 = plLinear(vec3(0.169, 0.133, 0.110)); // #2B221C
6742
7063
  float s = clamp(t, 0.0, 1.0) * 6.0;
6743
7064
  // Each stop is blended with a SMOOTH step, not a linear one.
6744
7065
  //
@@ -6789,32 +7110,6 @@ void plDamage(inout vec4 color, inout float roughness) {
6789
7110
  vec2 perWorld = (vec2(textureSize(uDamage, 0)) - 1.0) / uSheetSize;
6790
7111
  vec2 gradP = vec2(e.a - w.a, n.a - s.a) * 0.5 * perWorld;
6791
7112
  vec2 gradC = vec2(e.r - w.r, n.r - s.r) * 0.5 * perWorld;
6792
- // Millimetres from the cut, on the paper side \u2014 measured against the field
6793
- // the cut is DRAWN from (softened, frayed, warped), through its own screen
6794
- // derivatives. It used to divide by the slope of the raw texels, and since
6795
- // paper burns through within a texel that slope is a cliff while the drawn
6796
- // edge is spread over millimetres: a point well into the char computed as a
6797
- // hair from the cut, and the ember line drew there \u2014 found by the gate.
6798
- // The slope, though, is the SMOOTH presence's. The fray's fibre noise
6799
- // changes pixel to pixel, and its slope is a cliff everywhere it touches:
6800
- // divided by that, a point deep in the char came out a hair from the cut
6801
- // and the ember glow drew there \u2014 the gate's stray pixels. The fray still
6802
- // moves where the edge is; it just cannot fake how steep it is.
6803
- float smoothA = plDamageSmooth;
6804
- vec2 cutSlope = vec2(dFdx(smoothA), dFdy(smoothA));
6805
- float pxFromCut = (d.a - 0.5) / max(length(cutSlope), 1e-4);
6806
- // Millimetres per pixel ALONG the way to the cut, not across the screen's
6807
- // x: a sheet leaning away is foreshortened vertically, so above and below a
6808
- // hole a pixel covers more paper than beside it, and a scale taken from x
6809
- // alone drew the ember zone too many pixels deep on the top and bottom rims.
6810
- vec2 toCutPx = cutSlope / max(length(cutSlope), 1e-6);
6811
- float mmPerPx = length(dFdx(-vViewPosition) * toCutPx.x + dFdy(-vViewPosition) * toCutPx.y) / PL_MM;
6812
- float mm = pxFromCut * mmPerPx;
6813
- // About a pixel of antialiasing, never more: where the warp makes the
6814
- // estimate jump between neighbours, fwidth(mm) is millimetres wide, and the
6815
- // ember's soft tail \u2014 faint, but multiplied by its light \u2014 drew stray glow
6816
- // well out into the char.
6817
- float aa = min(fwidth(mm), 1.5 * mmPerPx);
6818
7113
  // Scorch reaches ahead of the char, and further UP than anywhere else:
6819
7114
  // the char a centimetre below this point, and the char a few millimetres
6820
7115
  // around it, each lent to the scorch at a discount (\xA74.2, \xA74.5).
@@ -6828,38 +7123,61 @@ void plDamage(inout vec4 color, inout float roughness) {
6828
7123
  charWide += texture2D(uDamage, uv + vec2(cos(a), sin(a)) * 7.0 * mmUv).r;
6829
7124
  }
6830
7125
  charWide /= 8.0;
6831
- // Only paper that has a CUT beside it has an edge: a half-eaten cell out
6832
- // in the middle of the sheet reads as "half a presence" too, and without
6833
- // this the ember line and the ash lip drew on it \u2014 islands of glow on
6834
- // paper, the painted glow by another route.
6835
- // Eased in, not switched: a hard threshold on the neighbouring texels drew
6836
- // the grid back into the ember glow as small squares.
6837
- float cutNear = 1.0 - smoothstep(0.3, 0.62, min(min(e.a, w.a), min(n.a, s.a)));
6838
- // And the cut has to really be there. \`mm\` extrapolates this pixel's
6839
- // slope to half presence, and the uneven edge's warp bends the field inside
6840
- // those few millimetres \u2014 measured: with the warp off the stray ember light
6841
- // the gate finds all but vanishes. So step across the PAPER toward where the
6842
- // cut should be, half a millimetre past it but never beyond the ember
6843
- // zone's own outer edge (the lip and the widest bead \u2014 2.5 mm at the
6844
- // spec's numbers, \xA75) plus that half, and read what the cut is drawn from.
6845
- // Still paper: this is not an edge, however close the slope said it was.
6846
- vec2 toCutPaper = -(dFdx(vPaperUv) * toCutPx.x + dFdy(vPaperUv) * toCutPx.y);
6847
- float reachPx = min(max(mm, 0.0) + 0.5, uLook1.y + uLook0.x + 0.5) / max(mmPerPx, 1e-6);
6848
- float pastA = plDrawnPresenceAt(vPaperUv + toCutPaper * reachPx);
6849
- // And a hole, not a pinhole: the fray opens specks of void finer than a
6850
- // pixel in part-burnt paper, which the check above would take for the
6851
- // edge. The void has to go on for another half millimetre.
6852
- float beyondA = plDrawnPresenceAt(vPaperUv + toCutPaper * (reachPx + 0.5 / max(mmPerPx, 1e-6)));
6853
- cutNear *= (1.0 - smoothstep(0.42, 0.55, pastA)) * (1.0 - smoothstep(0.42, 0.55, beyondA));
7126
+ // \u2500\u2500 The cut, measured \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500
7127
+ // How far this point is from the cut, in millimetres, out to PL_CUT_REACH \u2014
7128
+ // the one measure every zone of a burnt edge is laid out on: the ash lip,
7129
+ // the ember line, the char and the scorch (Ember_line annotated). Worked
7130
+ // out on the CPU once per change of the field (cutDistance), where a speck
7131
+ // of burnt-through paper can be told from a cut: measured here per pixel,
7132
+ // every speck near the rim grew its own lip, char and scorch, and the bands
7133
+ // came apart into blotches.
7134
+ //
7135
+ // Burnt AWAY, not charred: the black and the lip belong to paper beside a
7136
+ // cut, so a burn toasts before it blackens.
7137
+ //
7138
+ // Read through the same warp as the cut, so the zones follow the edge that
7139
+ // is drawn. Bilinear between a gone texel and the paper beside it, the
7140
+ // drawn edge reads half a texel, which comes back off.
7141
+ vec2 edgeTexel = 1.0 / vec2(textureSize(uDamageEdge, 0));
7142
+ vec2 edgeWorld = uSheetSize / (vec2(textureSize(uDamageEdge, 0)) - 1.0);
7143
+ float edgeRaw = texture2D(uDamageEdge, uv).r;
7144
+ float edgeHalf = 0.5 * min(edgeWorld.x, edgeWorld.y) / PL_MM;
7145
+ float xCut = max(edgeRaw * PL_CUT_REACH - edgeHalf, 0.0);
7146
+ // A pixel or so of antialiasing, measured on the same measure.
7147
+ float aa = clamp(fwidth(xCut), 0.05, 1.0);
7148
+ // Which way the cut lies, from how the distance falls \u2014 and along the edge,
7149
+ // across that. In the sheet's own space, so noise laid along it follows the
7150
+ // rim wherever the rim goes.
7151
+ vec2 toward = -vec2(
7152
+ (texture2D(uDamageEdge, uv + vec2(edgeTexel.x, 0.0)).r - texture2D(uDamageEdge, uv - vec2(edgeTexel.x, 0.0)).r) / edgeWorld.x,
7153
+ (texture2D(uDamageEdge, uv + vec2(0.0, edgeTexel.y)).r - texture2D(uDamageEdge, uv - vec2(0.0, edgeTexel.y)).r) / edgeWorld.y
7154
+ );
7155
+ vec2 tangentR = length(toward) > 1e-4 ? normalize(vec2(-toward.y, toward.x)) : vec2(1.0, 0.0);
7156
+ // Paper with a cut within reach, eased out toward the reach.
7157
+ float cutZone = 1.0 - smoothstep(PL_CUT_REACH - 2.0, PL_CUT_REACH - 0.5, xCut);
6854
7158
 
6855
7159
  // An untouched texel is left exactly as it was \u2014 the identity the whole
6856
7160
  // seam is built on. Nothing here has happened to this paper.
6857
- if (d.r <= 0.0 && d.g <= 0.0 && d.a >= 1.0 && charBelow <= 0.0 && charWide <= 0.0 && e.a >= 1.0 && w.a >= 1.0 && n.a >= 1.0 && s.a >= 1.0) {
7161
+ if (d.r <= 0.0 && d.g <= 0.0 && d.a >= 1.0 && charBelow <= 0.0 && charWide <= 0.0 && edgeRaw >= 1.0 && e.a >= 1.0 && w.a >= 1.0 && n.a >= 1.0 && s.a >= 1.0) {
6858
7162
  return;
6859
7163
  }
6860
7164
 
6861
7165
  vec2 p = plLocal();
6862
7166
 
7167
+ // The zones, out from the cut: the ash lip, the ember line on its outer
7168
+ // edge, the char, then the scorch \u2014 each as wide as the look says, and
7169
+ // uneven along the rim so none of them is a ribbon. The lip's unevenness
7170
+ // stays inside the zone the ember gate allows it (lip plus bead).
7171
+ float lipEdge = uLook1.y * mix(0.7, 1.1, plFbm(vec2(dot(p, tangentR) / (5.0 * PL_MM), 1.7)));
7172
+ float charEnd = lipEdge + uLook0.x + uLook3.w * mix(0.8, 1.2, plFbm(vec2(dot(p, tangentR) / (7.0 * PL_MM), 4.3)));
7173
+ // Further above the burn than below it \u2014 hot gas rises and cooks the paper
7174
+ // over it (\xA74.5) \u2014 out to the scorch's full reach straight up, and about
7175
+ // half of it below and beside.
7176
+ vec2 upMm = normalize(upUv * uSheetSize);
7177
+ float above = length(toward) > 1e-3 ? max(0.0, dot(-normalize(toward), upMm)) : 0.0;
7178
+ float scorchEnd = charEnd + uLook2.y * mix(0.45, 1.0, above)
7179
+ + (plFbm(vec2(dot(p, tangentR) / (4.0 * PL_MM), 3.1)) - 0.5) * uLook2.w * 2.5;
7180
+
6863
7181
  // Wet paper is darker and smoother: water fills the gaps between fibres
6864
7182
  // that scatter light, which is both effects from one cause.
6865
7183
  color.rgb *= 1.0 - 0.38 * d.g;
@@ -6911,27 +7229,64 @@ void plDamage(inout vec4 color, inout float roughness) {
6911
7229
  // being finer than a level it can only ever move a value into the
6912
7230
  // neighbouring one.
6913
7231
  c = clamp(c + (plNoise(p * 900.0) - 0.5) * (1.5 / 255.0), 0.0, 1.0);
7232
+ // The colour INSIDE the scorch reads a smoothed c: the same char and the
7233
+ // same reaches, without the fingers. The fingers belong to the front's
7234
+ // silhouette (lead, below); carried into the ramp as well, a strong fingers
7235
+ // setting swung the scorch between tan and near-black umber a few
7236
+ // millimetres apart \u2014 a leopard print, not a toast.
7237
+ float cSmooth = 1.0 - (1.0 - clamp(mix(d.r, soft, 0.65), 0.0, 1.0)) * (1.0 - clamp(0.62 * charBelow * 0.75, 0.0, 1.0)) * (1.0 - clamp(0.4 * charWide * 0.75, 0.0, 1.0));
7238
+ cSmooth = clamp(cSmooth + ((plNoise(p * 300.0) - 0.5) * 0.05 + (plNoise(p * 90.0) - 0.5) * 0.04) * smoothstep(0.0, 0.1, cSmooth), 0.0, 1.0);
6914
7239
  // A steep leading edge \u2014 paper to straw in a sliver \u2014 then the long ramp.
6915
- float lead = smoothstep(0.02, 0.05, c);
6916
- float ramp = smoothstep(0.05, 0.7, c);
6917
- color.rgb *= mix(vec3(1.0), pow(plScorchTint(ramp), vec3(uLook2.z)), lead);
7240
+ // The front's teeth from the noisy c; filled in behind them from the smooth
7241
+ // one, so a dip in the noise cannot open a patch of clean paper inside it.
7242
+ float lead = max(smoothstep(0.02, 0.05, c), smoothstep(0.1, 0.2, cSmooth));
7243
+ // The browns are done by 0.45, where the char's umber hand-over takes them:
7244
+ // the ramp used to run on to 0.7, over the char, and most of what read as
7245
+ // "char" was this ramp's darkest brown.
7246
+ float ramp = smoothstep(0.05, 0.45, cSmooth);
7247
+ // That toast is for paper with no cut near it \u2014 the first stage of a burn,
7248
+ // before anything has gone through.
7249
+ color.rgb *= mix(vec3(1.0), pow(plScorchTint(ramp), vec3(uLook2.z)), lead * (1.0 - cutZone));
7250
+ // Round a cut, the scorch is a band of its own: dark, only a little lighter
7251
+ // than the char it leads from, a shade warmer toward its outer edge, then a
7252
+ // steep leading edge into clean paper (Ember_line annotated, zone 5: "steep
7253
+ // leading edge \xB7 albedo only"). A black band beside a pale tan one was the
7254
+ // contrast that read as wrong.
7255
+ float scorchT = smoothstep(charEnd, scorchEnd, xCut);
7256
+ vec3 scorchTint = mix(plLinear(vec3(0.24, 0.17, 0.12)), plLinear(vec3(0.42, 0.28, 0.17)), scorchT) / plLinear(vec3(0.90, 0.885, 0.855));
7257
+ float scorchZone = (1.0 - smoothstep(scorchEnd - 0.35, scorchEnd + 0.35, xCut)) * cutZone;
7258
+ color.rgb *= mix(vec3(1.0), pow(min(scorchTint, vec3(1.0)), vec3(uLook2.z)), scorchZone);
6918
7259
 
6919
7260
  // \u2500\u2500 Char \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500
6920
7261
  // A wide, smooth hand-over from scorch to char \u2014 the gradient is the point.
6921
- float charZone = smoothstep(0.5, 0.9, c);
7262
+ // From 0.3: the field carries char in about one texel beside the cut, so
7263
+ // past a couple of millimetres c is mostly the scorch borrowed from below,
7264
+ // and a zone that began at 0.5 was hardly ever char at all.
7265
+ // Away from a cut, c only makes char where it is really high: at 0.3\u20130.6
7266
+ // the finger noise pushed it across the line all through the scorch, and
7267
+ // every crossing was a black island in the orange \u2014 a leopard print.
7268
+ // Round a cut, the band from the lip out to charEnd; away from one, only
7269
+ // where the toast has gone all the way to char.
7270
+ float charBand = (1.0 - smoothstep(charEnd - 0.5, charEnd + 0.5, xCut)) * cutZone;
7271
+ float charZone = max(smoothstep(0.6, 0.85, cSmooth) * (1.0 - cutZone), charBand);
6922
7272
  vec2 cells = plVoronoi(p / (3.6 * PL_MM));
6923
7273
  // Sparse: a real crack network is broken, not a tiled floor \u2014 most cell
6924
7274
  // borders never split.
6925
7275
  float crack = (1.0 - smoothstep(0.008, 0.03, cells.y - cells.x)) * smoothstep(0.45, 0.65, plNoise(p / (7.0 * PL_MM)));
6926
7276
  float plate = plHash(floor(p / (3.6 * PL_MM)) + 3.7);
6927
- // Dark orange where the char meets the scorch, deep brown toward the cut \u2014
6928
- // warm all the way, and fading smoothly into the scorch's lighter browns
6929
- // rather than stopping at a grey band.
6930
- // Warm (dark orange \u2192 deep brown) or, turned down, the sampled greys.
6931
- vec3 body = mix(plLinear(vec3(0.255, 0.239, 0.227)), plLinear(vec3(0.165, 0.086, 0.043)), uLook1.w);
6932
- vec3 under = mix(plLinear(vec3(0.275, 0.169, 0.090)), plLinear(vec3(0.42, 0.18, 0.06)), uLook1.w);
7277
+ // Black. Real char is a near-neutral black \u2014 (22, 20, 18) on the cold
7278
+ // macro references, about 11% of the paper's value. The warm brown this
7279
+ // used to be was Hero.png's char LIT BY ITS FLAMES, painted into the paper,
7280
+ // which is why ours stayed orange on a frame with no fire in it. Warmth on
7281
+ // char comes from the fire's light now, and goes when the fire does.
7282
+ // charWarmth adds only a trace of brown to the black, and a warmer umber
7283
+ // where the char hands over to the scorch.
7284
+ vec3 body = mix(plLinear(vec3(0.086, 0.078, 0.071)), plLinear(vec3(0.11, 0.08, 0.06)), uLook1.w);
7285
+ vec3 under = mix(plLinear(vec3(0.20, 0.15, 0.11)), plLinear(vec3(0.28, 0.16, 0.08)), uLook1.w);
6933
7286
  vec3 cracks = plLinear(vec3(0.039, 0.024, 0.016)); // #0A0604
6934
- vec3 charColor = mix(under, body, smoothstep(0.66, 1.0, c));
7287
+ // Black through the band; the umber only in its outer millimetre.
7288
+ float toUnder = mix(1.0 - smoothstep(0.45, 0.8, cSmooth), smoothstep(charEnd - 1.2, charEnd + 0.3, xCut), cutZone);
7289
+ vec3 charColor = mix(body, under, toUnder);
6935
7290
  // Mottled at the plate scale and finer, and darker than the sampled body
6936
7291
  // under a bright key \u2014 the reference's char reads near black in the frame.
6937
7292
  charColor *= (0.75 + 0.35 * plate) * (0.8 + 0.4 * plNoise(p * 260.0));
@@ -6943,42 +7298,42 @@ void plDamage(inout vec4 color, inout float roughness) {
6943
7298
  plHeight += charZone * ((plNoise(p * 380.0) - 0.5) * 0.00008 + (plate - 0.5) * 0.00018 - crack * 0.00016);
6944
7299
 
6945
7300
  // \u2500\u2500 Ash lip \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500
6946
- // Inside the spec's zones (\xA75): the lip 0.5\u20131.5 mm, then the ember line
6947
- // 0.3\u20131 mm \u2014 2.5 mm from the cut at most, which the gate holds it to.
6948
- // Along the rim. Both the lip and the ember line below are laid out on this,
6949
- // and unlike the scorch fingers above it is safe to sample noise in: it is
6950
- // used ONLY within a couple of millimetres of the cut, where the presence
6951
- // gradient is the actual edge and points somewhere real. The fingers'
6952
- // mistake was carrying the same idea out into flat char, where the gradient
6953
- // is rounding error and a noise sampled in its frame draws the contours.
6954
- vec2 tangentP = length(gradP) > 1e-4 ? normalize(vec2(-gradP.y, gradP.x)) : vec2(1.0, 0.0);
6955
-
6956
- float lipWidth = mix(0.4, max(uLook1.y, 0.41), plFbm(p / (2.5 * PL_MM)));
6957
- // Broken, not a hem. Ash flakes off a cooling edge in pieces, so the lip
6958
- // comes and goes along the rim and wanders in width where it is there. It
6959
- // used to be a continuous band of even width with a highlight down the
6960
- // middle of it, which read as a neon tube round the hole \u2014 the single most
6961
- // synthetic thing at wide view.
6962
- float lipAlong = dot(p, tangentP) / (3.2 * PL_MM);
6963
- float lipBreak = smoothstep(0.34, 0.56, plFbm(vec2(lipAlong, 0.9)));
6964
- float lip = (1.0 - smoothstep(lipWidth - aa, lipWidth + aa, mm)) * step(d.a, 0.999) * cutNear * lipBreak;
6965
- vec3 ash = plLinear(mix(vec3(0.525, 0.498, 0.490), vec3(0.741, 0.725, 0.725), plNoise(p * 520.0) * 0.6 + plNoise(p * 90.0) * 0.4)) * uLook1.z;
7301
+ // A crust as wide as the char band, from the cut to lipEdge \u2014 the pale
7302
+ // thing that makes a hole read as a hole on a black stage (Ember_line
7303
+ // annotated, zone 2). It used to be held to about a millimetre, which at a
7304
+ // reading distance is a hairline tracing the edge, not ash.
7305
+ //
7306
+ // Broken, not a hem: ash flakes off a cooling edge in pieces, so the lip
7307
+ // comes and goes along the rim and wanders in width. Mostly there, though \u2014
7308
+ // it has to be seen.
7309
+ float lipAlong = dot(p, tangentR) / (3.2 * PL_MM);
7310
+ float lipBreak = smoothstep(0.1, 0.3, plFbm(vec2(lipAlong, 0.9)));
7311
+ float lip = (1.0 - smoothstep(lipEdge - aa, lipEdge + aa, xCut)) * cutZone * lipBreak;
7312
+ // Pale: the reference's #A49E9D up to a near-white grey, so it reads white
7313
+ // beside the char. Still matte and still dimmer than the paper.
7314
+ vec3 ash = plLinear(mix(vec3(0.643, 0.620, 0.616), vec3(0.84, 0.82, 0.81), plNoise(p * 520.0) * 0.6 + plNoise(p * 90.0) * 0.4)) * uLook1.z;
6966
7315
  color.rgb = mix(color.rgb, ash, lip);
6967
7316
  roughness = mix(roughness, 0.99, lip);
6968
- // Barely raised. THIS is where the highlight came from: a 0.7 mm ridge
6969
- // running round the hole is a cylinder, and a cylinder under a key light
6970
- // has a specular line down it however rough the surface is. Ash is a
6971
- // fragile crust a fraction of a millimetre proud of the paper, not a bead
6972
- // of solder \u2014 and the shape of it belongs to the broken edge above, not to
6973
- // a smooth ramp.
6974
- plHeight += lip * (1.0 - mm / max(lipWidth, 0.1)) * 0.00018;
7317
+ // And the crust the ragged edge is made of. The cut is frayed at fibre
7318
+ // scale, and the fray opened specks of void all through the first few
7319
+ // millimetres \u2014 exactly where the lip lies \u2014 so at a reading distance the
7320
+ // lip was grey specks in black. Paper inside the fray's band is kept, as
7321
+ // ash, instead of cut away: the lip overhangs the hole a little, broken
7322
+ // where the lip is broken, the way the reference's crust does.
7323
+ float crust = lipBreak * cutZone * smoothstep(0.18, 0.3, d.a) * (1.0 - step(0.5, d.a));
7324
+ color.rgb = mix(color.rgb, ash, crust);
7325
+ roughness = mix(roughness, 0.99, crust);
7326
+ // Raised, and crumbly rather than rounded: a smooth ridge round the hole is
7327
+ // a cylinder, and a cylinder under a key light has a specular line down it
7328
+ // however rough it is \u2014 the neon tube this once was.
7329
+ plHeight += lip * (0.55 + 0.45 * plNoise(p * 700.0)) * 0.00016;
6975
7330
 
6976
7331
  // \u2500\u2500 The ember line \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500
6977
7332
  // Beads along the cut: position along the edge, crawling on the burn's
6978
7333
  // clock, with a flicker of their own. Only where it is hot \u2014 and as the
6979
7334
  // heat goes the threshold rises, so the line breaks into fewer, dimmer
6980
7335
  // beads and they go out one by one.
6981
- float s1 = dot(p, tangentP) / (2.4 * PL_MM) - uDamageTime * 0.55 * uLook0.w;
7336
+ float s1 = dot(p, tangentR) / (2.4 * PL_MM) - uDamageTime * 0.55 * uLook0.w;
6982
7337
  float bead = plNoise(vec2(s1, 0.37)) * 0.7 + plNoise(vec2(s1 * 2.3, 5.1)) * 0.3;
6983
7338
  float flicker = 0.62 + 0.38 * plNoise(vec2(floor(s1) * 7.13, uDamageTime * 9.0 * uLook0.w));
6984
7339
  // Down to a smoulder's last flicker: a spent edge keeps a little heat in
@@ -6993,7 +7348,8 @@ void plDamage(inout vec4 color, inout float roughness) {
6993
7348
  float lit = smoothstep(mix(0.82, 0.45, hot) - shift, mix(0.9, 0.58, hot) - shift, bead);
6994
7349
  // Each bead tapers at its ends \u2014 a bead, not a dash cut from a strip.
6995
7350
  float width = max(mix(0.4, max(uLook0.x, 0.41), plNoise(vec2(s1 * 0.7, 9.0))) * (0.35 + 0.65 * lit), 1.4 * aa);
6996
- float band = smoothstep(lipWidth - aa, lipWidth + aa, mm) * (1.0 - smoothstep(lipWidth + width - aa, lipWidth + width + aa, mm)) * cutNear;
7351
+ // On the lip's outer edge, between the ash and the char.
7352
+ float band = smoothstep(lipEdge - aa, lipEdge + aa, xCut) * (1.0 - smoothstep(lipEdge + width - aa, lipEdge + width + aa, xCut)) * cutZone;
6997
7353
  // Mostly orange: a bead is red at its ends and yellow-white only at its
6998
7354
  // hottest core, which is what Ember_line.png shows. Mapped low and pushed
6999
7355
  // high by a power, so white is the exception rather than the line.
@@ -7013,13 +7369,15 @@ void plDamage(inout vec4 color, inout float roughness) {
7013
7369
  // edge is hot, and inside the zone the beads are held to \u2014 the lip plus
7014
7370
  // the widest bead, measured from the cut \u2014 so the glow never reaches out
7015
7371
  // over paper the gate says heat must not light.
7016
- float zoneEnd = uLook1.y + uLook0.x;
7017
- float seam = smoothstep(lipWidth - aa, lipWidth + aa, mm) * (1.0 - smoothstep(zoneEnd - 0.6, zoneEnd, mm)) * cutNear;
7372
+ float zoneEnd = lipEdge + uLook0.x;
7373
+ float seam = smoothstep(lipEdge - aa, lipEdge + aa, xCut) * (1.0 - smoothstep(zoneEnd - 0.6, zoneEnd, xCut)) * cutZone;
7018
7374
  float patch_ = smoothstep(0.35, 0.72, plFbm(p / (4.0 * PL_MM) + vec2(uDamageTime * 0.15 * uLook0.w, 0.0)));
7019
7375
  plDamageLight += vec3(0.55, 0.06, 0.01) * seam * patch_ * hot * uLook1.x;
7020
7376
  float speck = step(0.985, plHash(floor(p / (0.35 * PL_MM)) + floor(uDamageTime * 8.0 * uLook0.w)));
7021
7377
  plDamageLight += plEmberRamp(0.9) * 1.6 * speck * seam * hot * uLook3.z;
7022
7378
 
7379
+ // The crust stays, however the fray cut it.
7380
+ d.a = mix(d.a, max(d.a, 0.5), step(0.5, crust));
7023
7381
  plDamageCut(color, d);
7024
7382
  }
7025
7383
  `
@@ -7130,6 +7488,7 @@ function composeSurface(surface, stock, thickness, maps = { hasFrontMap: false,
7130
7488
  chunks.push(DAMAGE_CHUNK, DAMAGE_SHADE_CHUNK);
7131
7489
  calls.push("plDamage(csm_DiffuseColor, csm_Roughness);");
7132
7490
  uniforms.uDamage = { value: null };
7491
+ uniforms.uDamageEdge = { value: null };
7133
7492
  uniforms.uDamageDetail = { value: 1 };
7134
7493
  uniforms.uDamageTime = { value: 0 };
7135
7494
  const look = DAMAGE_LOOK_DEFAULTS;
@@ -7142,7 +7501,7 @@ function composeSurface(surface, stock, thickness, maps = { hasFrontMap: false,
7142
7501
  uniforms.uLook2 = {
7143
7502
  value: new THREE5.Vector4(look.charCracks, look.scorchReach, look.scorchDarkness, look.fingers)
7144
7503
  };
7145
- uniforms.uLook3 = { value: new THREE5.Vector4(look.edgeWave, look.edgeBite, look.sparkle, 0) };
7504
+ uniforms.uLook3 = { value: new THREE5.Vector4(look.edgeWave, look.edgeBite, look.sparkle, look.charWidth) };
7146
7505
  }
7147
7506
  const cutting = [];
7148
7507
  const cuts = [];
@@ -7246,35 +7605,65 @@ function useLightRig(own) {
7246
7605
  var THREE6 = __toESM(require("three"), 1);
7247
7606
  var import_fiber = require("@react-three/fiber");
7248
7607
  var import_react4 = require("react");
7249
- function useDamageTexture(source) {
7250
- const texture = (0, import_react4.useMemo)(() => {
7608
+ var MM_PER_WORLD = 210;
7609
+ function useDamageTexture(source, sheet2 = { width: 1, height: 1.4 }) {
7610
+ const { width, height } = sheet2;
7611
+ const textures = (0, import_react4.useMemo)(() => {
7251
7612
  if (!source) return null;
7252
- const t = new THREE6.DataTexture(
7613
+ const damage = new THREE6.DataTexture(
7253
7614
  source.pixels,
7254
7615
  source.size,
7255
7616
  source.size,
7256
7617
  THREE6.RGBAFormat,
7257
7618
  THREE6.UnsignedByteType
7258
7619
  );
7259
- t.magFilter = THREE6.LinearFilter;
7260
- t.minFilter = THREE6.LinearFilter;
7261
- t.wrapS = THREE6.ClampToEdgeWrapping;
7262
- t.wrapT = THREE6.ClampToEdgeWrapping;
7263
- t.generateMipmaps = false;
7264
- t.colorSpace = THREE6.NoColorSpace;
7265
- t.flipY = false;
7266
- t.userData.version = source.version;
7267
- t.needsUpdate = true;
7268
- return t;
7269
- }, [source]);
7270
- (0, import_react4.useEffect)(() => () => texture?.dispose(), [texture]);
7620
+ const edge = new THREE6.DataTexture(
7621
+ new Uint8Array(source.size * source.size),
7622
+ source.size,
7623
+ source.size,
7624
+ THREE6.RedFormat,
7625
+ THREE6.UnsignedByteType
7626
+ );
7627
+ for (const t of [damage, edge]) {
7628
+ t.magFilter = THREE6.LinearFilter;
7629
+ t.minFilter = THREE6.LinearFilter;
7630
+ t.wrapS = THREE6.ClampToEdgeWrapping;
7631
+ t.wrapT = THREE6.ClampToEdgeWrapping;
7632
+ t.generateMipmaps = false;
7633
+ t.colorSpace = THREE6.NoColorSpace;
7634
+ t.flipY = false;
7635
+ t.unpackAlignment = 1;
7636
+ }
7637
+ measureEdge(source, edge, width, height);
7638
+ damage.userData.version = source.version;
7639
+ damage.needsUpdate = true;
7640
+ return { damage, edge };
7641
+ }, [source, width, height]);
7642
+ (0, import_react4.useEffect)(
7643
+ () => () => {
7644
+ textures?.damage.dispose();
7645
+ textures?.edge.dispose();
7646
+ },
7647
+ [textures]
7648
+ );
7271
7649
  (0, import_fiber.useFrame)(() => {
7272
- if (!source || !texture) return;
7273
- if (texture.userData.version === source.version) return;
7274
- texture.userData.version = source.version;
7275
- texture.needsUpdate = true;
7650
+ if (!source || !textures) return;
7651
+ if (textures.damage.userData.version === source.version) return;
7652
+ textures.damage.userData.version = source.version;
7653
+ textures.damage.needsUpdate = true;
7654
+ measureEdge(source, textures.edge, width, height);
7276
7655
  });
7277
- return texture;
7656
+ return textures;
7657
+ }
7658
+ function measureEdge(source, edge, width, height) {
7659
+ const last = Math.max(1, source.size - 1);
7660
+ cutDistance(
7661
+ source.pixels,
7662
+ source.size,
7663
+ [width * MM_PER_WORLD / last, height * MM_PER_WORLD / last],
7664
+ edge.image.data
7665
+ );
7666
+ edge.needsUpdate = true;
7278
7667
  }
7279
7668
 
7280
7669
  // src/surface/PaperMaterial.tsx
@@ -7291,7 +7680,7 @@ function PaperMaterial({
7291
7680
  damage
7292
7681
  }) {
7293
7682
  const rig = useLightRig(lighting);
7294
- const damageTexture = useDamageTexture(damage);
7683
+ const damageTextures = useDamageTexture(damage, sheet2);
7295
7684
  const composed = composeSurface(
7296
7685
  surface,
7297
7686
  stock,
@@ -7299,7 +7688,7 @@ function PaperMaterial({
7299
7688
  {
7300
7689
  hasFrontMap: Boolean(texture),
7301
7690
  hasBackMap: Boolean(backTexture),
7302
- hasDamage: Boolean(damageTexture)
7691
+ hasDamage: Boolean(damageTextures)
7303
7692
  },
7304
7693
  sheet2,
7305
7694
  rig,
@@ -7308,7 +7697,7 @@ function PaperMaterial({
7308
7697
  const bound = (0, import_react5.useMemo)(() => composed.uniforms, [composed.structureKey]);
7309
7698
  (0, import_react5.useEffect)(() => {
7310
7699
  for (const [key, uniform] of Object.entries(composed.uniforms)) {
7311
- if (!bound[key] || key === "uFrontMap" || key === "uBackMap" || key === "uDamage" || key === "uDamageDetail" || key === "uDamageTime" || key.startsWith("uLook")) {
7700
+ if (!bound[key] || key === "uFrontMap" || key === "uBackMap" || key === "uDamage" || key === "uDamageEdge" || key === "uDamageDetail" || key === "uDamageTime" || key.startsWith("uLook")) {
7312
7701
  continue;
7313
7702
  }
7314
7703
  if (bound[key].value instanceof THREE7.Color && uniform.value instanceof THREE7.Color) {
@@ -7322,8 +7711,9 @@ function PaperMaterial({
7322
7711
  (0, import_react5.useEffect)(() => {
7323
7712
  if (bound.uFrontMap) bound.uFrontMap.value = texture;
7324
7713
  if (bound.uBackMap) bound.uBackMap.value = backTexture ?? null;
7325
- if (bound.uDamage) bound.uDamage.value = damageTexture;
7326
- }, [bound, texture, backTexture, damageTexture]);
7714
+ if (bound.uDamage) bound.uDamage.value = damageTextures?.damage ?? null;
7715
+ if (bound.uDamageEdge) bound.uDamageEdge.value = damageTextures?.edge ?? null;
7716
+ }, [bound, texture, backTexture, damageTextures]);
7327
7717
  (0, import_fiber2.useFrame)((state) => {
7328
7718
  if (!bound.uDamageDetail) return;
7329
7719
  if (bound.uDamageTime) {
@@ -7356,7 +7746,7 @@ function PaperMaterial({
7356
7746
  v2(look.edgeWave, d.edgeWave),
7357
7747
  v2(look.edgeBite, d.edgeBite),
7358
7748
  v2(look.sparkle, d.sparkle),
7359
- 0
7749
+ v2(look.charWidth, d.charWidth)
7360
7750
  );
7361
7751
  }
7362
7752
  const detail = damage?.detail ?? 1;
@@ -8188,7 +8578,11 @@ var PaperMesh = (0, import_react8.forwardRef)(function PaperMesh2(props, ref) {
8188
8578
  coupling?.update(props.damage);
8189
8579
  sim.step(delta);
8190
8580
  const moved = !sim.asleep;
8191
- if (moved) coupling?.follow();
8581
+ if (moved && coupling) {
8582
+ coupling.follow();
8583
+ const index = geometry.index;
8584
+ if (index && coupling.tear(index.array)) index.needsUpdate = true;
8585
+ }
8192
8586
  if (!applyShape(sim.positions, moved) && moved) {
8193
8587
  const position = geometry.attributes.position;
8194
8588
  position.array.set(sim.positions);
@@ -8588,7 +8982,8 @@ function PaperLighting({
8588
8982
  reducedMotion,
8589
8983
  shadowMapSize,
8590
8984
  contactShadow = true,
8591
- environment = true
8985
+ environment = true,
8986
+ damage
8592
8987
  }) {
8593
8988
  const p2 = (0, import_react9.useMemo)(() => rig ?? resolveLighting(preset, light), [rig, preset, light]);
8594
8989
  const mapSize = shadowMapSize ?? p2.shadow.mapSize;
@@ -8622,6 +9017,20 @@ function PaperLighting({
8622
9017
  driftRef.current += delta * p2.gobo.drift;
8623
9018
  goboMap.offset.set(driftRef.current, driftRef.current * 0.6);
8624
9019
  });
9020
+ const keyIntensity = p2.gobo && goboMap ? p2.key.intensity * 3.2 : p2.key.intensity;
9021
+ const keyRef = (0, import_react9.useRef)(null);
9022
+ const ambientRef = (0, import_react9.useRef)(null);
9023
+ const hemisphereRef = (0, import_react9.useRef)(null);
9024
+ const roomRef = (0, import_react9.useRef)(1);
9025
+ (0, import_fiber4.useFrame)(() => {
9026
+ const room = roomLight(damage);
9027
+ if (room === 1 && roomRef.current === 1) return;
9028
+ roomRef.current = room;
9029
+ if (keyRef.current) keyRef.current.intensity = keyIntensity * room;
9030
+ if (ambientRef.current) ambientRef.current.intensity = p2.ambient * room;
9031
+ if (hemisphereRef.current) hemisphereRef.current.intensity = p2.studio * HEMISPHERE_STAND_IN * room;
9032
+ if (p2.studio > 0 && environment) scene.environmentIntensity = p2.studio * room;
9033
+ });
8625
9034
  return /* @__PURE__ */ (0, import_jsx_runtime6.jsxs)(import_jsx_runtime6.Fragment, { children: [
8626
9035
  p2.studio > 0 && (environment ? /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(StudioLight, { rig: p2 }) : (
8627
9036
  // The studio light degrades rather than disappearing. A hemisphere
@@ -8632,19 +9041,21 @@ function PaperLighting({
8632
9041
  /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
8633
9042
  "hemisphereLight",
8634
9043
  {
9044
+ ref: hemisphereRef,
8635
9045
  color: p2.sky.horizon,
8636
9046
  groundColor: p2.sky.ground,
8637
9047
  intensity: p2.studio * HEMISPHERE_STAND_IN
8638
9048
  }
8639
9049
  )
8640
9050
  )),
8641
- /* @__PURE__ */ (0, import_jsx_runtime6.jsx)("ambientLight", { intensity: p2.ambient }),
9051
+ /* @__PURE__ */ (0, import_jsx_runtime6.jsx)("ambientLight", { ref: ambientRef, intensity: p2.ambient }),
8642
9052
  p2.gobo && goboMap ? /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
8643
9053
  "spotLight",
8644
9054
  {
9055
+ ref: keyRef,
8645
9056
  position: p2.key.position,
8646
9057
  color: p2.key.color,
8647
- intensity: p2.key.intensity * 3.2,
9058
+ intensity: keyIntensity,
8648
9059
  angle: p2.gobo.angle,
8649
9060
  penumbra: 0.5,
8650
9061
  decay: 0,
@@ -8657,9 +9068,10 @@ function PaperLighting({
8657
9068
  ) : /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
8658
9069
  "directionalLight",
8659
9070
  {
9071
+ ref: keyRef,
8660
9072
  position: p2.key.position,
8661
9073
  color: p2.key.color,
8662
- intensity: p2.key.intensity,
9074
+ intensity: keyIntensity,
8663
9075
  castShadow,
8664
9076
  "shadow-mapSize": [mapSize || 1, mapSize || 1],
8665
9077
  "shadow-radius": p2.shadow.radius,
@@ -8773,11 +9185,24 @@ var Paper = (0, import_react12.forwardRef)(function Paper2({ children, className
8773
9185
  {
8774
9186
  preset: config.scene.lighting,
8775
9187
  light: config.scene.light,
8776
- floor: -1.05,
9188
+ floor: config.scene.floor.enabled ? config.scene.floor.y : -1.05,
8777
9189
  scale: 8,
8778
- reducedMotion: meshProps.reducedMotion
9190
+ reducedMotion: meshProps.reducedMotion,
9191
+ damage: meshProps.damage
8779
9192
  }
8780
9193
  ),
9194
+ config.scene.floor.enabled && // Dark, matte and large enough to leave no edge in frame: what the
9195
+ // fire's light pools on, and what the paper it cuts loose lands on.
9196
+ /* @__PURE__ */ (0, import_jsx_runtime7.jsxs)("mesh", { "rotation-x": -Math.PI / 2, position: [0, config.scene.floor.y, 0], receiveShadow: true, children: [
9197
+ /* @__PURE__ */ (0, import_jsx_runtime7.jsx)("planeGeometry", { args: [40, 40] }),
9198
+ /* @__PURE__ */ (0, import_jsx_runtime7.jsx)(
9199
+ "meshStandardMaterial",
9200
+ {
9201
+ color: config.scene.floor.color,
9202
+ roughness: config.scene.floor.roughness
9203
+ }
9204
+ )
9205
+ ] }),
8781
9206
  /* @__PURE__ */ (0, import_jsx_runtime7.jsx)(PaperMesh, { ref, ...meshProps }),
8782
9207
  children,
8783
9208
  /* @__PURE__ */ (0, import_jsx_runtime7.jsx)(ReleaseContextOnUnmount, {})