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https://github.com/blitzkit/blitzkit.git
synced 2026-10-21 10:47:04 +02:00
feat: all armor rules... I think?
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8e6d2b9873
commit
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7 files changed
+117
-134
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@@ -8,6 +8,14 @@ const nextConfig = {
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distDir: 'dist/website',
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reactStrictMode: false,
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webpack: (config) => {
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config.module.rules.push({
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test: /\.glsl$/,
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type: 'asset/source',
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});
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return config;
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},
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};
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export default nextConfig;
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@@ -94,15 +94,15 @@ export function TankArmor() {
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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thickness={thickness}
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penetration={100}
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ricochet={antagonist.shell.ricochet * (Math.PI / 180)}
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penetration={225}
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ricochet={antagonist.shell.ricochet}
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caliber={antagonist.shell.caliber}
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normalization={antagonist.shell.normalization}
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/>
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);
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})}
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{/* <group position={turretPosition} rotation={turretRotation}>
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<group position={turretPosition} rotation={turretRotation}>
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{nodes.map((node) => {
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const isCurrentTurret = node.name.startsWith(
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`turret_${turretModelDefinition.model
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@@ -110,6 +110,9 @@ export function TankArmor() {
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.padStart(2, '0')}`,
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);
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const isVisible = isCurrentTurret;
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const armorId = parseInt(node.name.match(/.+_armor_(\d+)/)![1]);
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const thickness =
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turretModelDefinition.armor.thickness[armorId] ?? 0;
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if (!isVisible) return null;
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return (
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@@ -117,6 +120,11 @@ export function TankArmor() {
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key={node.uuid}
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position={turretOrigin}
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geometry={(node as Mesh).geometry}
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thickness={thickness}
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penetration={225}
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ricochet={antagonist.shell.ricochet}
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caliber={antagonist.shell.caliber}
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normalization={antagonist.shell.normalization}
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/>
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);
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})}
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@@ -135,6 +143,9 @@ export function TankArmor() {
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`gun_${gunModelDefinition.model.toString().padStart(2, '0')}`,
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);
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const isVisible = isCurrentGun;
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const armorId = parseInt(node.name.match(/.+_armor_(\d+)/)![1]);
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const thickness =
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gunModelDefinition.armor.thickness[armorId] ?? 0;
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if (!isVisible) return null;
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@@ -143,11 +154,16 @@ export function TankArmor() {
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key={node.uuid}
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position={turretOrigin.clone().add(gunOrigin)}
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geometry={(node as Mesh).geometry}
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thickness={thickness}
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penetration={225}
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ricochet={antagonist.shell.ricochet}
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caliber={antagonist.shell.caliber}
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normalization={antagonist.shell.normalization}
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/>
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);
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})}
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</group>
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</group> */}
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</group>
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</group>
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</HeadsUpDisplay>
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);
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@@ -1,130 +0,0 @@
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// // Vertex shader
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// varying vec3 vNormal; // declare a varying variable to pass the normal vector
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// void main() {
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// vNormal = normal; // assign the normal vector to the varying variable
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// gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); // transform the vertex position
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// }
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// // Fragment shader
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// varying vec3 vNormal; // declare the same varying variable to receive the normal vector
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// void main() {
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// vec3 cameraDir = -viewPosition; // get the camera direction vector by negating the view position
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// float angle = acos(dot(vNormal, cameraDir)); // calculate the angle of the fragment using the dot product and the acos function
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// vec3 color = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), angle / PI); // create a gradient color from red to blue based on the angle
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// gl_FragColor = vec4(color, 1.0); // set the fragment color
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// }
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import { MeshProps } from '@react-three/fiber';
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import { MeshBasicMaterial } from 'three';
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import CustomShaderMaterial from 'three-custom-shader-material';
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interface ArmorMeshProps extends MeshProps {
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thickness: number;
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penetration: number;
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ricochet: number;
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caliber: number;
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normalization: number;
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}
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export function ArmorMesh({
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thickness,
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penetration,
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caliber,
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ricochet,
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normalization,
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...props
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}: ArmorMeshProps) {
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return (
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<>
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<mesh {...props}>
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<meshBasicMaterial colorWrite={false} />
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</mesh>
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<mesh {...props} renderOrder={1}>
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<CustomShaderMaterial
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baseMaterial={MeshBasicMaterial}
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transparent
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silent
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depthWrite={false}
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uniforms={{
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thickness: { value: thickness },
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penetration: { value: penetration },
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ricochet: { value: ricochet },
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caliber: { value: caliber },
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normalization: { value: normalization },
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}}
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vertexShader={`
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varying vec3 vNormal;
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varying vec3 vViewPosition;
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void main() {
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vViewPosition = vViewPosition4.xyz;
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vNormal = normalMatrix * normal;
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}
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`}
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fragmentShader={`
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varying vec3 vViewPosition;
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uniform float thickness;
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uniform float penetration;
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uniform float ricochet;
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uniform float caliber;
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uniform float normalization;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vViewPosition);
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float angle = acos(dot(normalizedNormal, -normalizedViewPosition));
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float sinAngle = sin(angle);
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float penetrationChance = 0.0;
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float effectiveArmor = thickness * sinAngle;
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bool twoCaliberRule = caliber > 2.0 * thickness;
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bool threeCaliberRule = caliber > 3.0 * thickness;
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float finalNormalization = normalization;
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if (twoCaliberRule) {
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finalNormalization = (normalization * 1.4 * caliber) / (2.0 * thickness);
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}
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if (
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angle >= ricochet
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&& !threeCaliberRule
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) {
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penetrationChance = 1.0;
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}
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csm_FragColor *= vec4(1.0, 0.0, 0.0, penetrationChance * 0.5);
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}
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`}
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/>
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{/* <meshBasicMaterial
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transparent
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opacity={0.5}
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color="red"
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depthWrite={false}
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/> */}
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{/* <shaderMaterial
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transparent
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depthWrite={false}
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args={[
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{
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vertexShader: `
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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void main() {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
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}
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`,
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},
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]}
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/> */}
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</mesh>
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</>
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);
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}
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@@ -0,0 +1,48 @@
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import { MeshProps } from '@react-three/fiber';
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import { MeshBasicMaterial } from 'three';
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import CustomShaderMaterial from 'three-custom-shader-material';
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import fragment from './shaders/fragment.glsl';
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import vertex from './shaders/vertex.glsl';
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interface ArmorMeshProps extends MeshProps {
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thickness: number;
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penetration: number;
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ricochet: number;
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caliber: number;
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normalization: number;
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}
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export function ArmorMesh({
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thickness,
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penetration,
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caliber,
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ricochet,
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normalization,
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...props
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}: ArmorMeshProps) {
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return (
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<>
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<mesh {...props}>
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<meshBasicMaterial colorWrite={false} />
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</mesh>
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<mesh {...props} renderOrder={1}>
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<CustomShaderMaterial
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baseMaterial={MeshBasicMaterial}
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transparent
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silent
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depthWrite={false}
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uniforms={{
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thickness: { value: thickness },
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penetration: { value: penetration },
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ricochet: { value: ricochet * (Math.PI / 180) },
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caliber: { value: caliber },
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normalization: { value: normalization * (Math.PI / 180) },
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}}
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vertexShader={vertex}
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fragmentShader={fragment}
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/>
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</mesh>
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</>
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);
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}
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@@ -0,0 +1,29 @@
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varying vec3 vViewPosition;
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uniform float thickness;
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uniform float penetration;
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uniform float ricochet;
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uniform float caliber;
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uniform float normalization;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vViewPosition);
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float cosAngle = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(cosAngle);
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float penetrationChance = 0.0;
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bool twoCaliberRule = caliber > 2.0 * thickness;
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bool threeCaliberRule = caliber > 3.0 * thickness;
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float finalNormalization = twoCaliberRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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float effectiveArmor = thickness / cos(angle - finalNormalization);
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if(angle < ricochet) {
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// no auto-ricochet, resume checks
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if(effectiveArmor <= penetration || threeCaliberRule) {
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penetrationChance = 1.0;
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}
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}
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csm_FragColor *= vec4(1.0, 0.0, 0.0, (1.0 - penetrationChance) * 0.5);
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}
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@@ -0,0 +1,8 @@
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varying vec3 vNormal;
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varying vec3 vViewPosition;
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void main() {
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vViewPosition = vViewPosition4.xyz;
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vNormal = normalMatrix * normal;
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}
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Vendored
+4
@@ -0,0 +1,4 @@
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declare module '*.glsl' {
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const value: string;
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export default value;
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}
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