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feat: quartile
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@@ -375,7 +375,7 @@ export function SpacedArmorSceneComponent({
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);
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if (staticMode) {
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const x = clamp(thickness / thicknessRange.max, 0, 1);
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const x = clamp(thickness / thicknessRange.quartile, 0, 1);
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const y = Math.sqrt(x);
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const r = -((1 - y) ** 2) + 1;
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const g = -(y ** 2) + 1;
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@@ -20,7 +20,8 @@ interface StaticArmorSceneProps {
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}
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export interface ThicknessRange {
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max: number;
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// max: number;
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quartile: number;
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}
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export const StaticArmorScene = memo<StaticArmorSceneProps>(
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@@ -61,27 +62,17 @@ export const StaticArmorScene = memo<StaticArmorSceneProps>(
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.filter(Boolean)
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.map(({ model, id }) => {
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const tankThicknesses = Object.values(model.armor.thickness);
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const trackThicknesses = Object.values(model.tracks)
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.map((track) => track.thickness)
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.flat();
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const turretThicknesses = Object.values(model.turrets)
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.map((turret) => {
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const turretThicknesses = Object.values(turret.armor.thickness);
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const gunThicknesses = Object.values(turret.guns)
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.map((gun) => {
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return Object.values(gun.armor.thickness);
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})
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.map((gun) => Object.values(gun.armor.thickness))
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.flat();
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return [...turretThicknesses, ...gunThicknesses];
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})
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.flat();
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const totalThicknesses = [
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...tankThicknesses,
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...trackThicknesses,
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...turretThicknesses,
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];
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const totalThicknesses = [...tankThicknesses, ...turretThicknesses];
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if (id === tank.id) thisTankThicknesses = totalThicknesses;
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@@ -89,12 +80,22 @@ export const StaticArmorScene = memo<StaticArmorSceneProps>(
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})
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.flat();
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// const maxOfAll = Math.max(...thicknesses) * 0.75;
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// const max = Math.max(...thisTankThicknesses, maxOfAll);
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const sortedThicknesses = thicknesses.sort((a, b) => a - b);
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const quartileIndex = (1 - 2 ** -6) * (sortedThicknesses.length + 1) - 1;
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let quartile: number;
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const max = Math.max(...thicknesses);
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if (Number.isInteger(quartileIndex)) {
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quartile = sortedThicknesses[quartileIndex];
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} else {
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quartile =
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(sortedThicknesses[Math.floor(quartileIndex)] +
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sortedThicknesses[Math.ceil(quartileIndex)]) /
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2;
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}
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return { max } satisfies ThicknessRange;
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console.log('quartile', quartile);
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return { quartile } satisfies ThicknessRange;
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}, [tank.tier]);
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useTankTransform(protagonist, turretContainer, gunContainer);
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