Add underwater fog functionality
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37
src/runtime-three/underwater-fog.js
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37
src/runtime-three/underwater-fog.js
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import { Euler, Quaternion, Vector3 } from "three";
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const MIN_UNDERWATER_FOG_DENSITY = 0.018;
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const MAX_UNDERWATER_FOG_DENSITY = 0.055;
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function clampNumber(value, min, max) {
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return Math.max(min, Math.min(max, value));
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}
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function isPointInsideWaterVolume(point, volume) {
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const offset = new Vector3(point.x - volume.center.x, point.y - volume.center.y, point.z - volume.center.z);
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const inverseRotation = new Quaternion()
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.setFromEuler(new Euler((volume.rotationDegrees.x * Math.PI) / 180, (volume.rotationDegrees.y * Math.PI) / 180, (volume.rotationDegrees.z * Math.PI) / 180, "XYZ"))
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.invert();
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offset.applyQuaternion(inverseRotation);
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return (Math.abs(offset.x) <= volume.size.x * 0.5 &&
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Math.abs(offset.y) <= volume.size.y * 0.5 &&
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Math.abs(offset.z) <= volume.size.z * 0.5);
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}
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function resolveUnderwaterFogDensity(volume) {
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return clampNumber(MIN_UNDERWATER_FOG_DENSITY + volume.surfaceOpacity * 0.016 + Math.max(volume.waveStrength, 0) * 0.01, MIN_UNDERWATER_FOG_DENSITY, MAX_UNDERWATER_FOG_DENSITY);
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}
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export function resolveUnderwaterFogState(runtimeScene, telemetry) {
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if (runtimeScene === null || telemetry === null || telemetry.cameraSubmerged !== true) {
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return null;
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}
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const containingVolume = runtimeScene.volumes.water.find((volume) => isPointInsideWaterVolume(telemetry.eyePosition, volume));
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if (containingVolume === undefined) {
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return null;
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}
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return {
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colorHex: containingVolume.colorHex,
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density: resolveUnderwaterFogDensity(containingVolume)
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};
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}
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66
src/runtime-three/underwater-fog.ts
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66
src/runtime-three/underwater-fog.ts
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import { Euler, Quaternion, Vector3 } from "three";
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import type { FirstPersonTelemetry } from "./navigation-controller";
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import type { RuntimeSceneDefinition, RuntimeWaterVolume } from "./runtime-scene-build";
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export interface UnderwaterFogState {
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colorHex: string;
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density: number;
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}
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const MIN_UNDERWATER_FOG_DENSITY = 0.018;
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const MAX_UNDERWATER_FOG_DENSITY = 0.055;
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function clampNumber(value: number, min: number, max: number) {
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return Math.max(min, Math.min(max, value));
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}
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function isPointInsideWaterVolume(point: { x: number; y: number; z: number }, volume: RuntimeWaterVolume) {
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const offset = new Vector3(point.x - volume.center.x, point.y - volume.center.y, point.z - volume.center.z);
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const inverseRotation = new Quaternion()
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.setFromEuler(
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new Euler(
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(volume.rotationDegrees.x * Math.PI) / 180,
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(volume.rotationDegrees.y * Math.PI) / 180,
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(volume.rotationDegrees.z * Math.PI) / 180,
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"XYZ"
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)
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)
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.invert();
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offset.applyQuaternion(inverseRotation);
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return (
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Math.abs(offset.x) <= volume.size.x * 0.5 &&
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Math.abs(offset.y) <= volume.size.y * 0.5 &&
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Math.abs(offset.z) <= volume.size.z * 0.5
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);
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}
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function resolveUnderwaterFogDensity(volume: RuntimeWaterVolume) {
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return clampNumber(
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MIN_UNDERWATER_FOG_DENSITY + volume.surfaceOpacity * 0.016 + Math.max(volume.waveStrength, 0) * 0.01,
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MIN_UNDERWATER_FOG_DENSITY,
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MAX_UNDERWATER_FOG_DENSITY
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);
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}
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export function resolveUnderwaterFogState(
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runtimeScene: Pick<RuntimeSceneDefinition, "volumes"> | null,
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telemetry: Pick<FirstPersonTelemetry, "cameraSubmerged" | "eyePosition"> | null
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): UnderwaterFogState | null {
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if (runtimeScene === null || telemetry === null || telemetry.cameraSubmerged !== true) {
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return null;
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}
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const containingVolume = runtimeScene.volumes.water.find((volume) => isPointInsideWaterVolume(telemetry.eyePosition, volume));
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if (containingVolume === undefined) {
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return null;
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}
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return {
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colorHex: containingVolume.colorHex,
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density: resolveUnderwaterFogDensity(containingVolume)
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};
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}
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