Fix shadow geometry - parallelogram on top of lower voxel
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commit
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1 file changed
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-10
+10
-10
@@ -202,19 +202,19 @@
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var shadowOnFront = h - hFrontNeighbor;
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if (shadowOnRight > 0) {
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var shadowW = Math.min(shadowOnRight * 4, TILE);
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var shadowW = Math.min(shadowOnRight * 2, TILE);
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var tt = shadowW / TILE;
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var target2 = project((wx - TILE) + GAP/2 + (TILE - GAP) * tt, wy + TILE - GAP/2, hLeftNeighbor * HEIGHT_UNIT);
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var target3 = project((wx - TILE) + GAP/2 + (TILE - GAP) * tt, wy + GAP/2, hLeftNeighbor * HEIGHT_UNIT);
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var origin1 = project(wx + GAP/2, wy + TILE - GAP/2, h * HEIGHT_UNIT);
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var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
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var p1 = project((wx - TILE) + GAP/2 + shadowW, wy + TILE - GAP/2, hLeftNeighbor * HEIGHT_UNIT);
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var p2 = project((wx - TILE) + GAP/2 + shadowW, wy + GAP/2, hLeftNeighbor * HEIGHT_UNIT);
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renderList.push({
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type: 'shadow',
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points: [
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{ x: origin4[0], y: origin4[1] },
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{ x: target2[0], y: target2[1] },
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{ x: target3[0], y: target3[1] },
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{ x: p1[0], y: p1[1] },
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{ x: p2[0], y: p2[1] },
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{ x: origin1[0], y: origin1[1] }
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],
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depth: (wx - TILE) + wy + hLeftNeighbor + 0.999
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@@ -222,19 +222,19 @@
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}
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if (shadowOnFront > 0) {
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var shadowW = Math.min(shadowOnFront * 4, TILE);
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var shadowW = Math.min(shadowOnFront * 2, TILE);
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var tt = shadowW / TILE;
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var target1 = project(wx + GAP/2, (wy + TILE) - GAP/2 - (TILE - GAP) * tt, hFrontNeighbor * HEIGHT_UNIT);
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var target2 = project(wx + TILE - GAP/2, (wy + TILE) - GAP/2 - (TILE - GAP) * tt, hFrontNeighbor * HEIGHT_UNIT);
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var origin3 = project(wx + TILE - GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
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var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
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var p1 = project(wx + GAP/2, (wy + TILE) - GAP/2 - shadowW, hFrontNeighbor * HEIGHT_UNIT);
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var p2 = project(wx + TILE - GAP/2, (wy + TILE) - GAP/2 - shadowW, hFrontNeighbor * HEIGHT_UNIT);
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renderList.push({
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type: 'shadow',
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points: [
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{ x: origin4[0], y: origin4[1] },
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{ x: target2[0], y: target2[1] },
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{ x: target1[0], y: target1[1] },
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{ x: p1[0], y: p1[1] },
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{ x: p2[0], y: p2[1] },
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{ x: origin3[0], y: origin3[1] }
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],
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depth: wx + (wy + TILE) + hFrontNeighbor + 0.999
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