Fix shadow geometry - parallelogram on top of lower voxel

This commit is contained in:
Richard Zink committed 2026-10-06 18:06:23 +02:00
1 parent ac5db93beb
commit e912721303
1 file changed
+10 -10
+10 -10
View File
@@ -202,19 +202,19 @@
var shadowOnFront = h - hFrontNeighbor; var shadowOnFront = h - hFrontNeighbor;
if (shadowOnRight > 0) { if (shadowOnRight > 0) {
var shadowW = Math.min(shadowOnRight * 4, TILE); var shadowW = Math.min(shadowOnRight * 2, TILE);
var tt = shadowW / TILE; var tt = shadowW / TILE;
var target2 = project((wx - TILE) + GAP/2 + (TILE - GAP) * tt, wy + TILE - GAP/2, hLeftNeighbor * HEIGHT_UNIT);
var target3 = project((wx - TILE) + GAP/2 + (TILE - GAP) * tt, wy + GAP/2, hLeftNeighbor * HEIGHT_UNIT);
var origin1 = project(wx + GAP/2, wy + TILE - GAP/2, h * HEIGHT_UNIT); var origin1 = project(wx + GAP/2, wy + TILE - GAP/2, h * HEIGHT_UNIT);
var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT); var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
var p1 = project((wx - TILE) + GAP/2 + shadowW, wy + TILE - GAP/2, hLeftNeighbor * HEIGHT_UNIT);
var p2 = project((wx - TILE) + GAP/2 + shadowW, wy + GAP/2, hLeftNeighbor * HEIGHT_UNIT);
renderList.push({ renderList.push({
type: 'shadow', type: 'shadow',
points: [ points: [
{ x: origin4[0], y: origin4[1] }, { x: origin4[0], y: origin4[1] },
{ x: target2[0], y: target2[1] }, { x: p1[0], y: p1[1] },
{ x: target3[0], y: target3[1] }, { x: p2[0], y: p2[1] },
{ x: origin1[0], y: origin1[1] } { x: origin1[0], y: origin1[1] }
], ],
depth: (wx - TILE) + wy + hLeftNeighbor + 0.999 depth: (wx - TILE) + wy + hLeftNeighbor + 0.999
@@ -222,19 +222,19 @@
} }
if (shadowOnFront > 0) { if (shadowOnFront > 0) {
var shadowW = Math.min(shadowOnFront * 4, TILE); var shadowW = Math.min(shadowOnFront * 2, TILE);
var tt = shadowW / TILE; var tt = shadowW / TILE;
var target1 = project(wx + GAP/2, (wy + TILE) - GAP/2 - (TILE - GAP) * tt, hFrontNeighbor * HEIGHT_UNIT);
var target2 = project(wx + TILE - GAP/2, (wy + TILE) - GAP/2 - (TILE - GAP) * tt, hFrontNeighbor * HEIGHT_UNIT);
var origin3 = project(wx + TILE - GAP/2, wy + GAP/2, h * HEIGHT_UNIT); var origin3 = project(wx + TILE - GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT); var origin4 = project(wx + GAP/2, wy + GAP/2, h * HEIGHT_UNIT);
var p1 = project(wx + GAP/2, (wy + TILE) - GAP/2 - shadowW, hFrontNeighbor * HEIGHT_UNIT);
var p2 = project(wx + TILE - GAP/2, (wy + TILE) - GAP/2 - shadowW, hFrontNeighbor * HEIGHT_UNIT);
renderList.push({ renderList.push({
type: 'shadow', type: 'shadow',
points: [ points: [
{ x: origin4[0], y: origin4[1] }, { x: origin4[0], y: origin4[1] },
{ x: target2[0], y: target2[1] }, { x: p1[0], y: p1[1] },
{ x: target1[0], y: target1[1] }, { x: p2[0], y: p2[1] },
{ x: origin3[0], y: origin3[1] } { x: origin3[0], y: origin3[1] }
], ],
depth: wx + (wy + TILE) + hFrontNeighbor + 0.999 depth: wx + (wy + TILE) + hFrontNeighbor + 0.999