paperlab 0.7.1 → 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.
- package/README.md +7 -5
- package/dist/{FxPostPass-M66QMVVC.js → FxPostPass-V6YDK4H2.js} +23 -5
- package/dist/FxPostPass-V6YDK4H2.js.map +1 -0
- package/dist/chunk-232SU3AQ.js +34 -0
- package/dist/chunk-232SU3AQ.js.map +1 -0
- package/dist/{chunk-GB6BMHC3.js → chunk-7WOGU2D4.js} +7 -19
- package/dist/{chunk-GB6BMHC3.js.map → chunk-7WOGU2D4.js.map} +1 -1
- package/dist/{chunk-NTDVOOBA.js → chunk-SVWWC5UL.js} +372 -151
- package/dist/chunk-SVWWC5UL.js.map +1 -0
- package/dist/{damageContract-DPF1YFLZ.d.cts → damageContract-nF1fgK7P.d.cts} +31 -3
- package/dist/{damageContract-DPF1YFLZ.d.ts → damageContract-nF1fgK7P.d.ts} +31 -3
- package/dist/fx.cjs +320 -91
- package/dist/fx.cjs.map +1 -1
- package/dist/fx.d.cts +81 -55
- package/dist/fx.d.ts +81 -55
- package/dist/fx.js +278 -48
- package/dist/fx.js.map +1 -1
- package/dist/index.cjs +402 -172
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +13 -5
- package/dist/index.d.ts +13 -5
- package/dist/index.js +17 -4
- package/dist/index.js.map +1 -1
- package/dist/{slots-C5PqY0Q5.d.cts → slots-D_EE8GXn.d.cts} +12 -0
- package/dist/{slots-C5PqY0Q5.d.ts → slots-D_EE8GXn.d.ts} +12 -0
- package/dist/stage.cjs +396 -179
- package/dist/stage.cjs.map +1 -1
- package/dist/stage.d.cts +1 -1
- package/dist/stage.d.ts +1 -1
- package/dist/stage.js +2 -2
- package/package.json +1 -1
- package/dist/FxPostPass-M66QMVVC.js.map +0 -1
- package/dist/chunk-7TLIWPGM.js +0 -36
- package/dist/chunk-7TLIWPGM.js.map +0 -1
- package/dist/chunk-NTDVOOBA.js.map +0 -1
package/dist/index.cjs
CHANGED
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@@ -1562,8 +1562,23 @@ var backdropSchema = import_zod15.z.object({
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1562
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/** Out of focus, for the same reason. */
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blur: import_zod15.z.number().min(0).max(1).default(0.2)
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});
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+
var floorSchema = import_zod15.z.object({
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enabled: import_zod15.z.boolean().default(false),
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/** Dark and matte: it is the ground, not the subject. */
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color: import_zod15.z.string().default("#1a1917").describe("color"),
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/**
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* Where it lies, in the sheet's own space. The contact shadow falls here
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* too, and a simulated sheet stops here — one floor, one height, so paper
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* cannot land through the thing its shadow is on.
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*/
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y: import_zod15.z.number().min(-4).max(0).default(-1.05),
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/** How rough it is, 0 mirror to 1 chalk. Slate, by default. */
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roughness: import_zod15.z.number().min(0).max(1).default(0.92)
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});
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var sceneSchema = import_zod15.z.object({
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lighting: import_zod15.z.enum(lightingNames).default("studio"),
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/** The ground under the sheet — see `floorSchema`. Off unless asked for. */
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floor: floorSchema.prefault({}),
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/** What is behind the sheet. Unset leaves the canvas alone. */
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backdrop: backdropSchema.optional(),
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/**
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@@ -3795,6 +3810,16 @@ var ClothSim = class {
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* cannot do this job: it moves paper, and a uniformly curled sheet in still
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* air has no business going anywhere.
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*/
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+
/**
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* An acceleration on each particle from whatever is in the air around the
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* sheet, xyz — the fire's updraft, so far (`DamageCoupling`). Not the wind:
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* the wind is one thing blowing on the whole sheet, and this is local, a
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* hot column over a burning rim and nothing a hand's width away.
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*
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* An acceleration rather than a force, so it lifts a soaked sheet no
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* differently from a dry one: hot air does not know what paper weighs.
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+
*/
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draught;
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restBend;
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/** For each bend spring, the particle between its ends; -1 for every other kind. */
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constraintMiddle;
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@@ -3881,6 +3906,7 @@ var ClothSim = class {
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this.constraintStiffness = new Float64Array(m).fill(1);
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this.broken = new Uint8Array(m);
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this.restBend = new Float64Array(m);
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this.draught = new Float64Array(this.count * 3);
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this.constraintMiddle = new Int32Array(m).fill(-1);
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for (let k2 = 0; k2 < m; k2++) {
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const a = links[k2 * 3];
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@@ -4219,9 +4245,9 @@ var ClothSim = class {
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this.prev[i3] = x2;
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this.prev[i3 + 1] = y2;
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this.prev[i3 + 2] = z26;
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-
p2[i3] = x2 + vx + ax * im * dt2;
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p2[i3 + 1] = y2 + vy + (ay * im - gravity * 3.2) * dt2;
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-
p2[i3 + 2] = z26 + vz + az * im * dt2;
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p2[i3] = x2 + vx + (ax * im + this.draught[i3]) * dt2;
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p2[i3 + 1] = y2 + vy + (ay * im - gravity * 3.2 + this.draught[i3 + 1]) * dt2;
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p2[i3 + 2] = z26 + vz + (az * im + this.draught[i3 + 2]) * dt2;
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maxTravel = Math.max(maxTravel, vx * vx + vy * vy + vz * vz);
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}
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for (let k2 = 0; k2 < this.grabbed.length; k2++) {
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@@ -4320,40 +4346,40 @@ var ClothSim = class {
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};
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// src/surface/damageContract.ts
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function roomLight(source) {
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const room = source?.firelight?.room;
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if (room === void 0 || !(room >= 0)) return 1;
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return Math.min(1, room);
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}
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var DAMAGE_LOOK_DEFAULTS = {
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-
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4325
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-
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// underneath is wrong, which in this case was a fire nothing could see.
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-
emberWidth: 0.9,
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4328
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-
emberIntensity: 1.45,
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+
emberWidth: 1.25,
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emberIntensity: 1.05,
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emberCoverage: 0.6,
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emberFlicker: 1.65,
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emberGlow: 1.25,
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sparkle: 0.5,
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-
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//
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4335
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-
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-
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lipBrightness: 0.
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-
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-
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-
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-
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4342
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-
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4343
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-
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4344
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-
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4345
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scorchReach: 30,
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4346
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-
scorchDarkness: 1.17,
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fingers: 1.25,
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4348
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-
edgeWave: 8.5,
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4349
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-
edgeBite: 3.6
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4361
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// As wide as the char band (Noor, 2026-09-13): the lip has to be seen. At
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// 0.95 mm it was a hairline tracing the edge.
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lipWidth: 3.5,
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charWidth: 3.5,
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4365
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lipBrightness: 0.76,
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charWarmth: 0.32,
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charCracks: 0.45,
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scorchReach: 9,
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scorchDarkness: 0.86,
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fingers: 1.95,
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edgeWave: 13,
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edgeBite: 6
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};
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var DAMAGE_CHANNELS = { char: 0, saturation: 1, heat: 2, presence: 3 };
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4375
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// src/physics/damage.ts
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4354
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-
var { char: CHAR, saturation: SATURATION, presence: PRESENCE } = DAMAGE_CHANNELS;
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var { char: CHAR, saturation: SATURATION, heat: HEAT, presence: PRESENCE } = DAMAGE_CHANNELS;
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var GONE_BELOW = 128;
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var CHAR_SHRINK = 0.12;
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+
var ACROSS_SHRINK = 0.55;
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4381
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+
var UPDRAFT = 1.1;
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4382
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+
var UPDRAFT_OUT = 0.35;
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4357
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var CHAR_CURL = 6;
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var FRONT_GRADIENT = 16 * 16;
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var WET_MASS = 2;
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@@ -4386,9 +4412,12 @@ var DamageCoupling = class {
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/** Union-find over the particles, reused on every read. */
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parent;
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4414
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/**
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4389
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-
* Per
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+
* Per spring, how squarely it lies ACROSS the burn front, 0..1 — and
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4390
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* remembered once it has been.
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4391
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*
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4418
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* It decides two things: how far the spring shrinks ({@link ACROSS_SHRINK})
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4419
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* and, for a bend spring, which way the paper rolls ({@link CHAR_CURL}).
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4420
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*
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4392
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* A burnt edge rolls about an axis along the front, like a scroll; it does
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* not dish into a bowl. Measured with the curl in every bend spring alike: a
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* burnt band settled into a saddle, its corners forward and its middle BACK
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@@ -4401,7 +4430,7 @@ var DamageCoupling = class {
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4401
4430
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* gone by, the char behind it is uniform and says nothing about direction,
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* but the paper stays rolled the way it rolled.
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4403
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*/
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4404
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-
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4433
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+
acrossFront;
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4405
4434
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/** The mesh's index as it was built — what {@link tear} hides triangles from and mends them back to. */
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4406
4435
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original = null;
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4407
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/** Per triangle of that index: torn, and hidden until the history is rewound. */
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@@ -4416,7 +4445,7 @@ var DamageCoupling = class {
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4416
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this.gone = new Uint8Array(sim.count);
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4417
4446
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this.piece = new Int32Array(sim.count);
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4418
4447
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this.parent = new Int32Array(sim.count);
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4419
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-
this.
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4448
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+
this.acrossFront = new Float32Array(sim.constraintCount);
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4420
4449
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}
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4421
4450
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/**
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4422
4451
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* Bring the sim's levers up to date with `source`. Call before stepping.
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@@ -4428,7 +4457,7 @@ var DamageCoupling = class {
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4428
4457
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const next = source ?? null;
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4429
4458
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if (next === this.source && (next === null || next.version === this.version)) return false;
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4430
4459
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if (next !== this.source) {
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4431
|
-
this.
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4460
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+
this.acrossFront.fill(0);
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4432
4461
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if (next && this.holed) {
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4433
4462
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this.rewind();
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4434
4463
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this.gone.fill(0);
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@@ -4573,8 +4602,10 @@ var DamageCoupling = class {
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4573
4602
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}
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4574
4603
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}
|
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4575
4604
|
read(pixels) {
|
|
4576
|
-
const { sim, gone, particleTexel,
|
|
4605
|
+
const { sim, gone, particleTexel, acrossFront, size } = this;
|
|
4577
4606
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const {
|
|
4607
|
+
draught,
|
|
4608
|
+
cols,
|
|
4578
4609
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invMass,
|
|
4579
4610
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restLength,
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4580
4611
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naturalLength,
|
|
@@ -4594,6 +4625,12 @@ var DamageCoupling = class {
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4594
4625
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if (isGone) holed = true;
|
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4595
4626
|
gone[i] = isGone ? 1 : 0;
|
|
4596
4627
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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;
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|
4630
|
+
const i3 = i * 3;
|
|
4631
|
+
draught[i3] = 0;
|
|
4632
|
+
draught[i3 + 1] = UPDRAFT * lift;
|
|
4633
|
+
draught[i3 + 2] = UPDRAFT * UPDRAFT_OUT * lift;
|
|
4597
4634
|
}
|
|
4598
4635
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if (rewound) this.rewind();
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4599
4636
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this.holed = holed;
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@@ -4614,20 +4651,25 @@ var DamageCoupling = class {
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|
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4614
4651
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samples = 3;
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4615
4652
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}
|
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4616
4653
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const char = charSum / (samples * 255);
|
|
4617
|
-
|
|
4654
|
+
const t = particleTexel[m >= 0 ? m : a];
|
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4655
|
+
const x2 = t % size;
|
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4656
|
+
const y2 = t / size | 0;
|
|
4657
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+
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;
|
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4662
|
+
const dr = (b2 / cols | 0) - (a / cols | 0);
|
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4663
|
+
const along = dc * gx - dr * gy;
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4664
|
+
const span = dc * dc + dr * dr || 1;
|
|
4665
|
+
const across2 = along * along / (span * steep);
|
|
4666
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+
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));
|
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4618
4670
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if (constraintKind[k2] === 2) {
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4619
|
-
const t = particleTexel[m];
|
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4620
|
-
const x2 = t % size;
|
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4621
|
-
const y2 = t / size | 0;
|
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4622
|
-
const gx = pixels[(y2 * size + Math.min(size - 1, x2 + 2)) * 4 + CHAR] - pixels[(y2 * size + Math.max(0, x2 - 2)) * 4 + CHAR];
|
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4623
|
-
const gy = pixels[(Math.min(size - 1, y2 + 2) * size + x2) * 4 + CHAR] - pixels[(Math.max(0, y2 - 2) * size + x2) * 4 + CHAR];
|
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4624
|
-
const steep = gx * gx + gy * gy;
|
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4625
|
-
if (steep > FRONT_GRADIENT) {
|
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4626
|
-
const across = (b2 - a === 2 ? gx * gx : gy * gy) / steep;
|
|
4627
|
-
if (across > curlWeight[k2]) curlWeight[k2] = across;
|
|
4628
|
-
}
|
|
4629
4671
|
const span = naturalLength[k2];
|
|
4630
|
-
restBend[k2] = CHAR_CURL * char *
|
|
4672
|
+
restBend[k2] = CHAR_CURL * char * across * span * span / 8;
|
|
4631
4673
|
}
|
|
4632
4674
|
}
|
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4633
4675
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this.findPieces();
|
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@@ -4712,19 +4754,20 @@ var DamageCoupling = class {
|
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|
4712
4754
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*/
|
|
4713
4755
|
rewind() {
|
|
4714
4756
|
this.sim.restore();
|
|
4715
|
-
this.
|
|
4757
|
+
this.acrossFront.fill(0);
|
|
4716
4758
|
this.torn.fill(0);
|
|
4717
4759
|
this.mend = true;
|
|
4718
4760
|
}
|
|
4719
4761
|
reset() {
|
|
4720
4762
|
const { sim } = this;
|
|
4721
4763
|
if (this.holed) this.rewind();
|
|
4764
|
+
sim.draught.fill(0);
|
|
4722
4765
|
sim.invMass.fill(1);
|
|
4723
4766
|
sim.restBend.fill(0);
|
|
4724
4767
|
sim.broken.fill(0);
|
|
4725
4768
|
sim.restLength.set(sim.naturalLength);
|
|
4726
4769
|
this.gone.fill(0);
|
|
4727
|
-
this.
|
|
4770
|
+
this.acrossFront.fill(0);
|
|
4728
4771
|
this.followers = [];
|
|
4729
4772
|
this.holed = false;
|
|
4730
4773
|
this.version = -1;
|
|
@@ -6098,6 +6141,82 @@ function p({
|
|
|
6098
6141
|
}
|
|
6099
6142
|
var j2 = r.forwardRef(p);
|
|
6100
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
|
+
|
|
6101
6220
|
// src/surface/compose.ts
|
|
6102
6221
|
var THREE5 = __toESM(require("three"), 1);
|
|
6103
6222
|
|
|
@@ -6727,7 +6846,7 @@ var DAMAGE_CHUNK = (
|
|
|
6727
6846
|
`
|
|
6728
6847
|
uniform sampler2D uDamage;
|
|
6729
6848
|
uniform float uDamageDetail;
|
|
6730
|
-
// (edgeWave mm, edgeBite mm, sparkle,
|
|
6849
|
+
// (edgeWave mm, edgeBite mm, sparkle, charWidth mm) \u2014 see DamageLook.
|
|
6731
6850
|
uniform vec4 uLook3;
|
|
6732
6851
|
|
|
6733
6852
|
// The damage grid's texels sit ON the sheet \u2014 texel x at u = x / (N - 1), its
|
|
@@ -6864,6 +6983,8 @@ var DAMAGE_SHADE_CHUNK = (
|
|
|
6864
6983
|
/* glsl */
|
|
6865
6984
|
`
|
|
6866
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;
|
|
6867
6988
|
// The look, packed \u2014 see DamageLook for what each number means.
|
|
6868
6989
|
uniform vec4 uLook0; // emberWidth mm, emberIntensity, emberCoverage, emberFlicker
|
|
6869
6990
|
uniform vec4 uLook1; // emberGlow, lipWidth mm, lipBrightness, charWarmth
|
|
@@ -6873,6 +6994,10 @@ vec3 plDamageLight;
|
|
|
6873
6994
|
|
|
6874
6995
|
// World units per millimetre: a default sheet is one unit across, and A4 is 210 mm.
|
|
6875
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)};
|
|
6876
7001
|
|
|
6877
7002
|
vec3 plLinear(vec3 srgb) {
|
|
6878
7003
|
return pow(srgb, vec3(2.2));
|
|
@@ -6929,7 +7054,12 @@ vec3 plScorchTint(float t) {
|
|
|
6929
7054
|
vec3 c3 = plLinear(vec3(0.541, 0.310, 0.141)); // #8A4F24
|
|
6930
7055
|
vec3 c4 = plLinear(vec3(0.471, 0.275, 0.149)); // #784626
|
|
6931
7056
|
vec3 c5 = plLinear(vec3(0.380, 0.216, 0.133)); // #613722
|
|
6932
|
-
|
|
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
|
|
6933
7063
|
float s = clamp(t, 0.0, 1.0) * 6.0;
|
|
6934
7064
|
// Each stop is blended with a SMOOTH step, not a linear one.
|
|
6935
7065
|
//
|
|
@@ -6980,32 +7110,6 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
6980
7110
|
vec2 perWorld = (vec2(textureSize(uDamage, 0)) - 1.0) / uSheetSize;
|
|
6981
7111
|
vec2 gradP = vec2(e.a - w.a, n.a - s.a) * 0.5 * perWorld;
|
|
6982
7112
|
vec2 gradC = vec2(e.r - w.r, n.r - s.r) * 0.5 * perWorld;
|
|
6983
|
-
// Millimetres from the cut, on the paper side \u2014 measured against the field
|
|
6984
|
-
// the cut is DRAWN from (softened, frayed, warped), through its own screen
|
|
6985
|
-
// derivatives. It used to divide by the slope of the raw texels, and since
|
|
6986
|
-
// paper burns through within a texel that slope is a cliff while the drawn
|
|
6987
|
-
// edge is spread over millimetres: a point well into the char computed as a
|
|
6988
|
-
// hair from the cut, and the ember line drew there \u2014 found by the gate.
|
|
6989
|
-
// The slope, though, is the SMOOTH presence's. The fray's fibre noise
|
|
6990
|
-
// changes pixel to pixel, and its slope is a cliff everywhere it touches:
|
|
6991
|
-
// divided by that, a point deep in the char came out a hair from the cut
|
|
6992
|
-
// and the ember glow drew there \u2014 the gate's stray pixels. The fray still
|
|
6993
|
-
// moves where the edge is; it just cannot fake how steep it is.
|
|
6994
|
-
float smoothA = plDamageSmooth;
|
|
6995
|
-
vec2 cutSlope = vec2(dFdx(smoothA), dFdy(smoothA));
|
|
6996
|
-
float pxFromCut = (d.a - 0.5) / max(length(cutSlope), 1e-4);
|
|
6997
|
-
// Millimetres per pixel ALONG the way to the cut, not across the screen's
|
|
6998
|
-
// x: a sheet leaning away is foreshortened vertically, so above and below a
|
|
6999
|
-
// hole a pixel covers more paper than beside it, and a scale taken from x
|
|
7000
|
-
// alone drew the ember zone too many pixels deep on the top and bottom rims.
|
|
7001
|
-
vec2 toCutPx = cutSlope / max(length(cutSlope), 1e-6);
|
|
7002
|
-
float mmPerPx = length(dFdx(-vViewPosition) * toCutPx.x + dFdy(-vViewPosition) * toCutPx.y) / PL_MM;
|
|
7003
|
-
float mm = pxFromCut * mmPerPx;
|
|
7004
|
-
// About a pixel of antialiasing, never more: where the warp makes the
|
|
7005
|
-
// estimate jump between neighbours, fwidth(mm) is millimetres wide, and the
|
|
7006
|
-
// ember's soft tail \u2014 faint, but multiplied by its light \u2014 drew stray glow
|
|
7007
|
-
// well out into the char.
|
|
7008
|
-
float aa = min(fwidth(mm), 1.5 * mmPerPx);
|
|
7009
7113
|
// Scorch reaches ahead of the char, and further UP than anywhere else:
|
|
7010
7114
|
// the char a centimetre below this point, and the char a few millimetres
|
|
7011
7115
|
// around it, each lent to the scorch at a discount (\xA74.2, \xA74.5).
|
|
@@ -7019,38 +7123,61 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
7019
7123
|
charWide += texture2D(uDamage, uv + vec2(cos(a), sin(a)) * 7.0 * mmUv).r;
|
|
7020
7124
|
}
|
|
7021
7125
|
charWide /= 8.0;
|
|
7022
|
-
//
|
|
7023
|
-
//
|
|
7024
|
-
//
|
|
7025
|
-
//
|
|
7026
|
-
//
|
|
7027
|
-
//
|
|
7028
|
-
|
|
7029
|
-
//
|
|
7030
|
-
//
|
|
7031
|
-
//
|
|
7032
|
-
//
|
|
7033
|
-
//
|
|
7034
|
-
//
|
|
7035
|
-
//
|
|
7036
|
-
//
|
|
7037
|
-
vec2
|
|
7038
|
-
|
|
7039
|
-
float
|
|
7040
|
-
|
|
7041
|
-
|
|
7042
|
-
//
|
|
7043
|
-
float
|
|
7044
|
-
|
|
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);
|
|
7045
7158
|
|
|
7046
7159
|
// An untouched texel is left exactly as it was \u2014 the identity the whole
|
|
7047
7160
|
// seam is built on. Nothing here has happened to this paper.
|
|
7048
|
-
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) {
|
|
7049
7162
|
return;
|
|
7050
7163
|
}
|
|
7051
7164
|
|
|
7052
7165
|
vec2 p = plLocal();
|
|
7053
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
|
+
|
|
7054
7181
|
// Wet paper is darker and smoother: water fills the gaps between fibres
|
|
7055
7182
|
// that scatter light, which is both effects from one cause.
|
|
7056
7183
|
color.rgb *= 1.0 - 0.38 * d.g;
|
|
@@ -7102,27 +7229,64 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
7102
7229
|
// being finer than a level it can only ever move a value into the
|
|
7103
7230
|
// neighbouring one.
|
|
7104
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);
|
|
7105
7239
|
// A steep leading edge \u2014 paper to straw in a sliver \u2014 then the long ramp.
|
|
7106
|
-
|
|
7107
|
-
|
|
7108
|
-
|
|
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);
|
|
7109
7259
|
|
|
7110
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
|
|
7111
7261
|
// A wide, smooth hand-over from scorch to char \u2014 the gradient is the point.
|
|
7112
|
-
|
|
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);
|
|
7113
7272
|
vec2 cells = plVoronoi(p / (3.6 * PL_MM));
|
|
7114
7273
|
// Sparse: a real crack network is broken, not a tiled floor \u2014 most cell
|
|
7115
7274
|
// borders never split.
|
|
7116
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)));
|
|
7117
7276
|
float plate = plHash(floor(p / (3.6 * PL_MM)) + 3.7);
|
|
7118
|
-
//
|
|
7119
|
-
//
|
|
7120
|
-
//
|
|
7121
|
-
//
|
|
7122
|
-
|
|
7123
|
-
|
|
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);
|
|
7124
7286
|
vec3 cracks = plLinear(vec3(0.039, 0.024, 0.016)); // #0A0604
|
|
7125
|
-
|
|
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);
|
|
7126
7290
|
// Mottled at the plate scale and finer, and darker than the sampled body
|
|
7127
7291
|
// under a bright key \u2014 the reference's char reads near black in the frame.
|
|
7128
7292
|
charColor *= (0.75 + 0.35 * plate) * (0.8 + 0.4 * plNoise(p * 260.0));
|
|
@@ -7134,42 +7298,42 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
7134
7298
|
plHeight += charZone * ((plNoise(p * 380.0) - 0.5) * 0.00008 + (plate - 0.5) * 0.00018 - crack * 0.00016);
|
|
7135
7299
|
|
|
7136
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
|
|
7137
|
-
//
|
|
7138
|
-
//
|
|
7139
|
-
//
|
|
7140
|
-
//
|
|
7141
|
-
//
|
|
7142
|
-
//
|
|
7143
|
-
//
|
|
7144
|
-
//
|
|
7145
|
-
|
|
7146
|
-
|
|
7147
|
-
float
|
|
7148
|
-
//
|
|
7149
|
-
//
|
|
7150
|
-
|
|
7151
|
-
// middle of it, which read as a neon tube round the hole \u2014 the single most
|
|
7152
|
-
// synthetic thing at wide view.
|
|
7153
|
-
float lipAlong = dot(p, tangentP) / (3.2 * PL_MM);
|
|
7154
|
-
float lipBreak = smoothstep(0.34, 0.56, plFbm(vec2(lipAlong, 0.9)));
|
|
7155
|
-
float lip = (1.0 - smoothstep(lipWidth - aa, lipWidth + aa, mm)) * step(d.a, 0.999) * cutNear * lipBreak;
|
|
7156
|
-
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;
|
|
7157
7315
|
color.rgb = mix(color.rgb, ash, lip);
|
|
7158
7316
|
roughness = mix(roughness, 0.99, lip);
|
|
7159
|
-
//
|
|
7160
|
-
//
|
|
7161
|
-
//
|
|
7162
|
-
//
|
|
7163
|
-
// of
|
|
7164
|
-
//
|
|
7165
|
-
|
|
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;
|
|
7166
7330
|
|
|
7167
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
|
|
7168
7332
|
// Beads along the cut: position along the edge, crawling on the burn's
|
|
7169
7333
|
// clock, with a flicker of their own. Only where it is hot \u2014 and as the
|
|
7170
7334
|
// heat goes the threshold rises, so the line breaks into fewer, dimmer
|
|
7171
7335
|
// beads and they go out one by one.
|
|
7172
|
-
float s1 = dot(p,
|
|
7336
|
+
float s1 = dot(p, tangentR) / (2.4 * PL_MM) - uDamageTime * 0.55 * uLook0.w;
|
|
7173
7337
|
float bead = plNoise(vec2(s1, 0.37)) * 0.7 + plNoise(vec2(s1 * 2.3, 5.1)) * 0.3;
|
|
7174
7338
|
float flicker = 0.62 + 0.38 * plNoise(vec2(floor(s1) * 7.13, uDamageTime * 9.0 * uLook0.w));
|
|
7175
7339
|
// Down to a smoulder's last flicker: a spent edge keeps a little heat in
|
|
@@ -7184,7 +7348,8 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
7184
7348
|
float lit = smoothstep(mix(0.82, 0.45, hot) - shift, mix(0.9, 0.58, hot) - shift, bead);
|
|
7185
7349
|
// Each bead tapers at its ends \u2014 a bead, not a dash cut from a strip.
|
|
7186
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);
|
|
7187
|
-
|
|
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;
|
|
7188
7353
|
// Mostly orange: a bead is red at its ends and yellow-white only at its
|
|
7189
7354
|
// hottest core, which is what Ember_line.png shows. Mapped low and pushed
|
|
7190
7355
|
// high by a power, so white is the exception rather than the line.
|
|
@@ -7204,13 +7369,15 @@ void plDamage(inout vec4 color, inout float roughness) {
|
|
|
7204
7369
|
// edge is hot, and inside the zone the beads are held to \u2014 the lip plus
|
|
7205
7370
|
// the widest bead, measured from the cut \u2014 so the glow never reaches out
|
|
7206
7371
|
// over paper the gate says heat must not light.
|
|
7207
|
-
float zoneEnd =
|
|
7208
|
-
float seam = smoothstep(
|
|
7372
|
+
float zoneEnd = lipEdge + uLook0.x;
|
|
7373
|
+
float seam = smoothstep(lipEdge - aa, lipEdge + aa, xCut) * (1.0 - smoothstep(zoneEnd - 0.6, zoneEnd, xCut)) * cutZone;
|
|
7209
7374
|
float patch_ = smoothstep(0.35, 0.72, plFbm(p / (4.0 * PL_MM) + vec2(uDamageTime * 0.15 * uLook0.w, 0.0)));
|
|
7210
7375
|
plDamageLight += vec3(0.55, 0.06, 0.01) * seam * patch_ * hot * uLook1.x;
|
|
7211
7376
|
float speck = step(0.985, plHash(floor(p / (0.35 * PL_MM)) + floor(uDamageTime * 8.0 * uLook0.w)));
|
|
7212
7377
|
plDamageLight += plEmberRamp(0.9) * 1.6 * speck * seam * hot * uLook3.z;
|
|
7213
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));
|
|
7214
7381
|
plDamageCut(color, d);
|
|
7215
7382
|
}
|
|
7216
7383
|
`
|
|
@@ -7321,6 +7488,7 @@ function composeSurface(surface, stock, thickness, maps = { hasFrontMap: false,
|
|
|
7321
7488
|
chunks.push(DAMAGE_CHUNK, DAMAGE_SHADE_CHUNK);
|
|
7322
7489
|
calls.push("plDamage(csm_DiffuseColor, csm_Roughness);");
|
|
7323
7490
|
uniforms.uDamage = { value: null };
|
|
7491
|
+
uniforms.uDamageEdge = { value: null };
|
|
7324
7492
|
uniforms.uDamageDetail = { value: 1 };
|
|
7325
7493
|
uniforms.uDamageTime = { value: 0 };
|
|
7326
7494
|
const look = DAMAGE_LOOK_DEFAULTS;
|
|
@@ -7333,7 +7501,7 @@ function composeSurface(surface, stock, thickness, maps = { hasFrontMap: false,
|
|
|
7333
7501
|
uniforms.uLook2 = {
|
|
7334
7502
|
value: new THREE5.Vector4(look.charCracks, look.scorchReach, look.scorchDarkness, look.fingers)
|
|
7335
7503
|
};
|
|
7336
|
-
uniforms.uLook3 = { value: new THREE5.Vector4(look.edgeWave, look.edgeBite, look.sparkle,
|
|
7504
|
+
uniforms.uLook3 = { value: new THREE5.Vector4(look.edgeWave, look.edgeBite, look.sparkle, look.charWidth) };
|
|
7337
7505
|
}
|
|
7338
7506
|
const cutting = [];
|
|
7339
7507
|
const cuts = [];
|
|
@@ -7437,35 +7605,65 @@ function useLightRig(own) {
|
|
|
7437
7605
|
var THREE6 = __toESM(require("three"), 1);
|
|
7438
7606
|
var import_fiber = require("@react-three/fiber");
|
|
7439
7607
|
var import_react4 = require("react");
|
|
7440
|
-
|
|
7441
|
-
|
|
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)(() => {
|
|
7442
7612
|
if (!source) return null;
|
|
7443
|
-
const
|
|
7613
|
+
const damage = new THREE6.DataTexture(
|
|
7444
7614
|
source.pixels,
|
|
7445
7615
|
source.size,
|
|
7446
7616
|
source.size,
|
|
7447
7617
|
THREE6.RGBAFormat,
|
|
7448
7618
|
THREE6.UnsignedByteType
|
|
7449
7619
|
);
|
|
7450
|
-
|
|
7451
|
-
|
|
7452
|
-
|
|
7453
|
-
|
|
7454
|
-
|
|
7455
|
-
|
|
7456
|
-
|
|
7457
|
-
t
|
|
7458
|
-
|
|
7459
|
-
|
|
7460
|
-
|
|
7461
|
-
|
|
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
|
+
);
|
|
7462
7649
|
(0, import_fiber.useFrame)(() => {
|
|
7463
|
-
if (!source || !
|
|
7464
|
-
if (
|
|
7465
|
-
|
|
7466
|
-
|
|
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);
|
|
7467
7655
|
});
|
|
7468
|
-
return
|
|
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;
|
|
7469
7667
|
}
|
|
7470
7668
|
|
|
7471
7669
|
// src/surface/PaperMaterial.tsx
|
|
@@ -7482,7 +7680,7 @@ function PaperMaterial({
|
|
|
7482
7680
|
damage
|
|
7483
7681
|
}) {
|
|
7484
7682
|
const rig = useLightRig(lighting);
|
|
7485
|
-
const
|
|
7683
|
+
const damageTextures = useDamageTexture(damage, sheet2);
|
|
7486
7684
|
const composed = composeSurface(
|
|
7487
7685
|
surface,
|
|
7488
7686
|
stock,
|
|
@@ -7490,7 +7688,7 @@ function PaperMaterial({
|
|
|
7490
7688
|
{
|
|
7491
7689
|
hasFrontMap: Boolean(texture),
|
|
7492
7690
|
hasBackMap: Boolean(backTexture),
|
|
7493
|
-
hasDamage: Boolean(
|
|
7691
|
+
hasDamage: Boolean(damageTextures)
|
|
7494
7692
|
},
|
|
7495
7693
|
sheet2,
|
|
7496
7694
|
rig,
|
|
@@ -7499,7 +7697,7 @@ function PaperMaterial({
|
|
|
7499
7697
|
const bound = (0, import_react5.useMemo)(() => composed.uniforms, [composed.structureKey]);
|
|
7500
7698
|
(0, import_react5.useEffect)(() => {
|
|
7501
7699
|
for (const [key, uniform] of Object.entries(composed.uniforms)) {
|
|
7502
|
-
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")) {
|
|
7503
7701
|
continue;
|
|
7504
7702
|
}
|
|
7505
7703
|
if (bound[key].value instanceof THREE7.Color && uniform.value instanceof THREE7.Color) {
|
|
@@ -7513,8 +7711,9 @@ function PaperMaterial({
|
|
|
7513
7711
|
(0, import_react5.useEffect)(() => {
|
|
7514
7712
|
if (bound.uFrontMap) bound.uFrontMap.value = texture;
|
|
7515
7713
|
if (bound.uBackMap) bound.uBackMap.value = backTexture ?? null;
|
|
7516
|
-
if (bound.uDamage) bound.uDamage.value =
|
|
7517
|
-
|
|
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]);
|
|
7518
7717
|
(0, import_fiber2.useFrame)((state) => {
|
|
7519
7718
|
if (!bound.uDamageDetail) return;
|
|
7520
7719
|
if (bound.uDamageTime) {
|
|
@@ -7547,7 +7746,7 @@ function PaperMaterial({
|
|
|
7547
7746
|
v2(look.edgeWave, d.edgeWave),
|
|
7548
7747
|
v2(look.edgeBite, d.edgeBite),
|
|
7549
7748
|
v2(look.sparkle, d.sparkle),
|
|
7550
|
-
|
|
7749
|
+
v2(look.charWidth, d.charWidth)
|
|
7551
7750
|
);
|
|
7552
7751
|
}
|
|
7553
7752
|
const detail = damage?.detail ?? 1;
|
|
@@ -8783,7 +8982,8 @@ function PaperLighting({
|
|
|
8783
8982
|
reducedMotion,
|
|
8784
8983
|
shadowMapSize,
|
|
8785
8984
|
contactShadow = true,
|
|
8786
|
-
environment = true
|
|
8985
|
+
environment = true,
|
|
8986
|
+
damage
|
|
8787
8987
|
}) {
|
|
8788
8988
|
const p2 = (0, import_react9.useMemo)(() => rig ?? resolveLighting(preset, light), [rig, preset, light]);
|
|
8789
8989
|
const mapSize = shadowMapSize ?? p2.shadow.mapSize;
|
|
@@ -8817,6 +9017,20 @@ function PaperLighting({
|
|
|
8817
9017
|
driftRef.current += delta * p2.gobo.drift;
|
|
8818
9018
|
goboMap.offset.set(driftRef.current, driftRef.current * 0.6);
|
|
8819
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
|
+
});
|
|
8820
9034
|
return /* @__PURE__ */ (0, import_jsx_runtime6.jsxs)(import_jsx_runtime6.Fragment, { children: [
|
|
8821
9035
|
p2.studio > 0 && (environment ? /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(StudioLight, { rig: p2 }) : (
|
|
8822
9036
|
// The studio light degrades rather than disappearing. A hemisphere
|
|
@@ -8827,19 +9041,21 @@ function PaperLighting({
|
|
|
8827
9041
|
/* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
|
|
8828
9042
|
"hemisphereLight",
|
|
8829
9043
|
{
|
|
9044
|
+
ref: hemisphereRef,
|
|
8830
9045
|
color: p2.sky.horizon,
|
|
8831
9046
|
groundColor: p2.sky.ground,
|
|
8832
9047
|
intensity: p2.studio * HEMISPHERE_STAND_IN
|
|
8833
9048
|
}
|
|
8834
9049
|
)
|
|
8835
9050
|
)),
|
|
8836
|
-
/* @__PURE__ */ (0, import_jsx_runtime6.jsx)("ambientLight", { intensity: p2.ambient }),
|
|
9051
|
+
/* @__PURE__ */ (0, import_jsx_runtime6.jsx)("ambientLight", { ref: ambientRef, intensity: p2.ambient }),
|
|
8837
9052
|
p2.gobo && goboMap ? /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
|
|
8838
9053
|
"spotLight",
|
|
8839
9054
|
{
|
|
9055
|
+
ref: keyRef,
|
|
8840
9056
|
position: p2.key.position,
|
|
8841
9057
|
color: p2.key.color,
|
|
8842
|
-
intensity:
|
|
9058
|
+
intensity: keyIntensity,
|
|
8843
9059
|
angle: p2.gobo.angle,
|
|
8844
9060
|
penumbra: 0.5,
|
|
8845
9061
|
decay: 0,
|
|
@@ -8852,9 +9068,10 @@ function PaperLighting({
|
|
|
8852
9068
|
) : /* @__PURE__ */ (0, import_jsx_runtime6.jsx)(
|
|
8853
9069
|
"directionalLight",
|
|
8854
9070
|
{
|
|
9071
|
+
ref: keyRef,
|
|
8855
9072
|
position: p2.key.position,
|
|
8856
9073
|
color: p2.key.color,
|
|
8857
|
-
intensity:
|
|
9074
|
+
intensity: keyIntensity,
|
|
8858
9075
|
castShadow,
|
|
8859
9076
|
"shadow-mapSize": [mapSize || 1, mapSize || 1],
|
|
8860
9077
|
"shadow-radius": p2.shadow.radius,
|
|
@@ -8968,11 +9185,24 @@ var Paper = (0, import_react12.forwardRef)(function Paper2({ children, className
|
|
|
8968
9185
|
{
|
|
8969
9186
|
preset: config.scene.lighting,
|
|
8970
9187
|
light: config.scene.light,
|
|
8971
|
-
floor: -1.05,
|
|
9188
|
+
floor: config.scene.floor.enabled ? config.scene.floor.y : -1.05,
|
|
8972
9189
|
scale: 8,
|
|
8973
|
-
reducedMotion: meshProps.reducedMotion
|
|
9190
|
+
reducedMotion: meshProps.reducedMotion,
|
|
9191
|
+
damage: meshProps.damage
|
|
8974
9192
|
}
|
|
8975
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
|
+
] }),
|
|
8976
9206
|
/* @__PURE__ */ (0, import_jsx_runtime7.jsx)(PaperMesh, { ref, ...meshProps }),
|
|
8977
9207
|
children,
|
|
8978
9208
|
/* @__PURE__ */ (0, import_jsx_runtime7.jsx)(ReleaseContextOnUnmount, {})
|