Extract and use runtime water foam contact limit calculation in multiple methods
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@@ -752,7 +752,7 @@ export class RuntimeHost {
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center: brush.center,
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rotationDegrees: brush.rotationDegrees,
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size: brush.size
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}, contactBounds, brush.volume.water.foamContactLimit);
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}, contactBounds, this.getRuntimeWaterFoamContactLimit(brush));
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}
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collectRuntimePlayerWaterContactPatches(brush) {
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const playerBounds = this.createPlayerWaterContactBounds();
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@@ -763,10 +763,13 @@ export class RuntimeHost {
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center: brush.center,
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rotationDegrees: brush.rotationDegrees,
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size: brush.size
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}, [playerBounds], brush.volume.water.foamContactLimit);
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}, [playerBounds], this.getRuntimeWaterFoamContactLimit(brush));
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}
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getRuntimeWaterFoamContactLimit(brush) {
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return brush.volume.mode === "water" ? brush.volume.water.foamContactLimit : 0;
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}
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mergeRuntimeWaterContactPatches(brush, staticContactPatches, dynamicContactPatches) {
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return [...dynamicContactPatches, ...staticContactPatches].slice(0, brush.volume.water.foamContactLimit);
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return [...dynamicContactPatches, ...staticContactPatches].slice(0, this.getRuntimeWaterFoamContactLimit(brush));
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}
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updateRuntimeWaterContactUniforms() {
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for (const binding of this.runtimeWaterContactUniforms) {
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