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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 07:50:53 +02:00
fix canopy issue
This commit is contained in:
+8
-1
@@ -579,7 +579,14 @@ function BattleScene.render(state, arena, textures, token)
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local cap = BattleScene.capture
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if cap and cap.rig then
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local okRig, c, p, fh = pcall(cap.rig, arena, groundY)
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if okRig and c then cam, pitch, capFrameH = c, p or 0.15, fh end
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-- The pitch is off STRAIGHT DOWN, like Voxel.angle and like the one
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-- BattleCam.rig hands back -- the only thing downstream reads it is the
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-- grass and flower pull below. A seat that declines to say stands in
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-- for a near-LEVEL one rather than a top-down one, which is what every
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-- staged seat actually is: the pull grows toward straight down, and a
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-- default that guessed the wrong end of that would spend tens of world
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-- pixels of bias on a camera standing two cells from its subject.
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if okRig and c then cam, pitch, capFrameH = c, p or math.rad(80), fh end
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end
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if not cam then cam, pitch = BattleCam.rig(arena, groundY) end
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cam.fov = BattleScene.letterboxFov(cam.fov, ph, s)
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+25
-3
@@ -332,9 +332,25 @@ local function captureRig(arena, groundY)
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focus = { ex, groundY + 8, ez },
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fov = SEAT_FOV,
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}
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-- the pitch VoxelScene.pull wants: how far below level the seat looks
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local pitch = math.atan2(SEAT_UP - 8, back + l)
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return cam, math.max(pitch, 0.05), SEAT_FRAME
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-- The pitch VoxelScene.pull wants, and it is the angle off STRAIGHT DOWN
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-- -- the convention Voxel.angle keeps and BattleCam.rig hands back
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-- (atan2(horizontal run, height over the focus)). This used to answer the
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-- DEPRESSION below level instead, which is that angle's complement, and
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-- the two are as far apart as a camera can be: a seat looking nearly
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-- level read as 0.06 radians, which is what the pull formula means by
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-- LOOKING STRAIGHT DOWN, so the grass and the flowers were pulled 46
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-- world pixels camera-ward instead of 6.
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--
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-- 46 is the whole distance this seat stands behind the player. The pull
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-- is a bias along each vertex's own eye ray, harmless while it is short
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-- of the range -- and past it, it drags geometry THROUGH the lens, where
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-- the projection turns inside out and one tuft of grass at the eye smears
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-- across the frame. That was the greenery hanging over the top of a
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-- capture shot, on a route or a city street with grass rows either side.
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-- (Voxel3D's vertex stage now clamps the pull to half the range as well,
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-- so no camera this close can be smeared by a bias again.)
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local pitch = math.atan2(back + l, math.max(1e-3, SEAT_UP - 8))
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return cam, pitch, SEAT_FRAME
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end
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-- The ring in GB space, centred on the CREATURE. The pinned mark is the
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@@ -1063,6 +1079,12 @@ CatchThrow.pickBall = function()
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return owned[1]
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end
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-- The seat, named for the suite: it is a pure function of the arena and the
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-- floor height, so the framing and -- the reason it is reachable at all --
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-- the PITCH convention it hands BattleScene can both be asserted without a
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-- battle, a canvas or a game.
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CatchThrow._rig = captureRig
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-- ------- session lifecycle
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-- The capture table BattleScene consults: one shape, installed by the
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+14
-1
@@ -236,8 +236,21 @@ local SHADER = [[
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// (An earlier CPU version translated along the central view axis,
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// which preserved only the screen centre and made off-centre sprites
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// and grass swim against the ground while the camera scrolled.)
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//
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// NEVER PAST THE EYE, which is the one way this can stop being a pure
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// depth bias: a vertex nearer the lens than `pull` is carried through
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// it and out the other side, where the projection turns inside out and
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// the thing lands wherever the far side of the frame happens to be --
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// a single tuft of grass smeared across the whole picture. Impossible
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// on an orbit rung, where the eye is a screen height away and the pull
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// is tens of pixels; ordinary for a staged fight's seat, which stands
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// a couple of cells from what it is looking at, and for a first-person
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// eye standing in the grass. Half the range is the ceiling: at that
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// distance nothing is losing a depth fight the other half would win.
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if (pull > 0.0) {
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w.xyz += normalize(eye - w.xyz) * pull;
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vec3 toEye = eye - w.xyz;
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float range = length(toEye);
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w.xyz += toEye / max(range, 1e-4) * min(pull, range * 0.5);
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}
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return vp * w;
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}
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