mirror of
https://github.com/blitzkit/blitzkit.git
synced 2026-10-21 18:57:03 +02:00
feat: core armor
This commit is contained in:
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fabf649608
commit
2689568650
14 files changed
+430
-24
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@@ -4,6 +4,7 @@ import { PerspectiveCamera } from '@react-three/drei';
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import { Canvas } from '@react-three/fiber';
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import { Suspense, use, useEffect, useRef, useState } from 'react';
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import { isMobile } from 'react-device-detect';
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import { Armor } from '../../../../../../components/Armor';
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import { applyPitchYawLimits } from '../../../../../../core/blitz/applyPitchYawLimits';
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import { modelDefinitions } from '../../../../../../core/blitzkrieg/modelDefinitions';
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import { modelTransformEvent } from '../../../../../../core/blitzkrieg/modelTransform';
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@@ -18,10 +19,12 @@ import mutateTankopediaPersistent, {
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} from '../../../../../../stores/tankopedia';
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import { AntagonistBar } from '../AntagonistBar';
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import { Controls } from '../Control';
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import { Lighting } from '../Lighting';
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import { RotationInputs } from '../QuickInputs';
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import { SceneProps } from '../SceneProps';
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import { ModelLoader } from './components/ModelLoader';
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import { Options } from './components/Options';
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import { SpacedArmorScene } from './components/TankArmor/components/Spaced';
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import { TankModel } from './components/TankModel';
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export function TankSandbox() {
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const canvas = useRef<HTMLCanvasElement>(null);
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@@ -189,13 +192,16 @@ export function TankSandbox() {
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>
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<PerspectiveCamera makeDefault fov={25} far={32} />
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<Controls />
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{/* <SceneProps /> */}
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<SceneProps />
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<Suspense fallback={<ModelLoader />}>
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{/* <ShotDisplay />
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*/}
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{/* <SpacedArmorScene /> */}
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<Lighting />
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<TankModel /> */}
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<SpacedArmorScene />
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<TankModel />
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<Armor />
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</Suspense>
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</Canvas>
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</div>
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@@ -0,0 +1,71 @@
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import { useFrame } from '@react-three/fiber';
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import {
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MeshBasicMaterial,
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Object3D,
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ShaderMaterial,
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Vector2,
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WebGLRenderTarget,
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} from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../stores/duel';
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import fragmentShader from './shaders/fragment.glsl';
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import vertexShader from './shaders/vertex.glsl';
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export const spacedArmorRenderTarget = new WebGLRenderTarget();
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interface CoreArmorProps {
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thickness: number;
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node: Object3D;
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}
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const excludeMaterial = new MeshBasicMaterial({
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colorWrite: false,
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});
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export function CoreArmor({ node, thickness }: CoreArmorProps) {
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const { shell } = useDuel.getState().antagonist!;
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const penetration = resolveNearPenetration(shell.penetration);
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const material = new ShaderMaterial({
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fragmentShader,
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vertexShader,
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transparent: true,
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uniforms: {
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thickness: { value: thickness },
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penetration: { value: penetration },
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caliber: { value: shell.caliber },
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ricochet: { value: degToRad(shell.ricochet ?? 90) },
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normalization: { value: degToRad(shell.normalization ?? 0) },
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resolution: { value: new Vector2() },
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spacedArmorBuffer: { value: null },
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spacedArmorDepth: { value: null },
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},
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});
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useFrame(({ gl }) => {
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gl.getSize(material.uniforms.resolution.value).multiplyScalar(
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gl.getPixelRatio(),
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);
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material.uniforms.spacedArmorBuffer.value = spacedArmorRenderTarget.texture;
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material.uniforms.spacedArmorDepth.value =
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spacedArmorRenderTarget.depthTexture;
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});
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return (
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<>
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{jsxTree(node, {
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renderOrder: 0,
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material: excludeMaterial,
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})}
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{jsxTree(node, {
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renderOrder: 1,
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material,
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})}
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</>
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);
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}
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@@ -0,0 +1,46 @@
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varying vec3 vNormal;
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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 caliber;
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uniform float ricochet;
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uniform float normalization;
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uniform vec2 resolution;
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uniform sampler2D spacedArmorBuffer;
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uniform highp sampler2D spacedArmorDepth;
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void main() {
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float penetrationChance = -1.0;
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float splashChance = -1.0;
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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float angle = acos(dot(vNormal, -vViewPosition) / length(vViewPosition));
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vec4 spacedArmorBufferFragment = texture2D(spacedArmorBuffer, screenCoordinates);
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bool isUnderSpacedArmor = spacedArmorBufferFragment.a != 0.0;
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bool threeCalibersRule = caliber > thickness * 3.0;
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if (!threeCalibersRule && !isUnderSpacedArmor && angle >= ricochet) {
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penetrationChance = 0.0;
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} else {
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bool twoCalibersRule = caliber > thickness * 2.0 && thickness > 0.0;
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float finalNormalization = twoCalibersRule ? ((1.4 * normalization * caliber) / (2.0 * thickness)) : normalization;
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float finalThickness = thickness / cos(angle - finalNormalization);
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float remainingPenetration = penetration;
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if (isUnderSpacedArmor) {
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float spacedArmorThickness = spacedArmorBufferFragment.r * penetration;
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remainingPenetration -= spacedArmorThickness + finalThickness;
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} else {
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remainingPenetration -= finalThickness;
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}
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penetrationChance = remainingPenetration < 0.0 ? 0.0 : 1.0;
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}
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vec3 color = vec3(1.0, splashChance * 0.392, 0.0);
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gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5);
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}
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File renamed without changes.
@@ -0,0 +1,226 @@
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import { memo, useEffect, useRef } from 'react';
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import { Euler, Group, Vector3 } from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { I_HAT, J_HAT, K_HAT } from '../../../constants/axis';
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import {
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ModelTransformEventData,
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modelTransformEvent,
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} from '../../../core/blitzkrieg/modelTransform';
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import { nameToArmorId } from '../../../core/blitzkrieg/nameToArmorId';
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import { resolveArmor } from '../../../core/blitzkrieg/resolveThickness';
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import { useArmor } from '../../../hooks/useArmor';
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import { useModel } from '../../../hooks/useModel';
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import { useModelDefinitions } from '../../../hooks/useModelDefinitions';
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import { useDuel } from '../../../stores/duel';
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import { useTankopediaPersistent } from '../../../stores/tankopedia';
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import { CoreArmor } from './CoreArmor';
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interface CoreArmorSceneProps {
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ornamental?: boolean;
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}
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export const CoreArmorScene = memo<CoreArmorSceneProps>(
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({ ornamental = false }) => {
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const protagonist = useDuel((state) => state.protagonist!);
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const wrapper = useRef<Group>(null);
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const modelDefinitions = useModelDefinitions();
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const turretContainer = useRef<Group>(null);
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const gunContainer = useRef<Group>(null);
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const initialTankopediaState = useTankopediaPersistent.getState();
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useEffect(() => {
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if (!modelDefinitions) return;
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const hullOrigin = new Vector3(
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trackModelDefinition.origin[0],
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trackModelDefinition.origin[1],
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-trackModelDefinition.origin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const turretOrigin = new Vector3(
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tankModelDefinition.turretOrigin[0],
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tankModelDefinition.turretOrigin[1],
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-tankModelDefinition.turretOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const gunOrigin = new Vector3(
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turretModelDefinition.gunOrigin[0],
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turretModelDefinition.gunOrigin[1],
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-turretModelDefinition.gunOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const turretPosition = new Vector3();
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const turretRotation = new Euler();
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const gunPosition = new Vector3();
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const gunRotation = new Euler();
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function handleModelTransform({ yaw, pitch }: ModelTransformEventData) {
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gunPosition
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.set(0, 0, 0)
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.sub(hullOrigin)
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.sub(turretOrigin)
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.sub(gunOrigin)
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.applyAxisAngle(I_HAT, pitch)
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.add(gunOrigin)
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.add(turretOrigin)
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.add(hullOrigin);
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gunRotation.set(pitch, 0, 0);
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gunContainer.current?.position.copy(gunPosition);
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gunContainer.current?.rotation.copy(gunRotation);
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if (yaw === undefined) return;
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turretPosition
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.set(0, 0, 0)
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.sub(hullOrigin)
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.sub(turretOrigin)
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.applyAxisAngle(new Vector3(0, 0, 1), yaw);
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turretRotation.set(0, 0, yaw);
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if (tankModelDefinition.turretRotation) {
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const initialPitch = -degToRad(
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tankModelDefinition.turretRotation.pitch,
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);
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const initialYaw = -degToRad(tankModelDefinition.turretRotation.yaw);
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const initialRoll = -degToRad(
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tankModelDefinition.turretRotation.roll,
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);
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turretPosition
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.applyAxisAngle(I_HAT, initialPitch)
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.applyAxisAngle(J_HAT, initialRoll)
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.applyAxisAngle(K_HAT, initialYaw);
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turretRotation.x += initialPitch;
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turretRotation.y += initialRoll;
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turretRotation.z += initialYaw;
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}
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turretPosition.add(turretOrigin).add(hullOrigin);
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turretContainer.current?.position.copy(turretPosition);
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turretContainer.current?.rotation.copy(turretRotation);
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}
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handleModelTransform(protagonist);
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modelTransformEvent.on(handleModelTransform);
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return () => {
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modelTransformEvent.off(handleModelTransform);
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};
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});
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useEffect(() => {
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const unsubscribe = useTankopediaPersistent.subscribe(
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(state) => state.mode,
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(mode) => {
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if (wrapper.current) wrapper.current.visible = mode === 'armor';
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},
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);
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return unsubscribe;
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});
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const armorGltf = useArmor(protagonist.tank.id);
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const { gltf: modelGltf } = useModel(protagonist.tank.id);
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const armorNodes = Object.values(armorGltf.nodes);
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const tankModelDefinition = modelDefinitions[protagonist.tank.id];
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const trackModelDefinition =
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tankModelDefinition.tracks[protagonist.track.id];
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const turretModelDefinition =
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tankModelDefinition.turrets[protagonist.turret.id];
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const gunModelDefinition = turretModelDefinition.guns[protagonist.gun.id];
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const hullOrigin = new Vector3(
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trackModelDefinition.origin[0],
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trackModelDefinition.origin[1],
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-trackModelDefinition.origin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const turretOrigin = new Vector3(
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tankModelDefinition.turretOrigin[0],
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tankModelDefinition.turretOrigin[1],
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-tankModelDefinition.turretOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const gunOrigin = new Vector3(
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turretModelDefinition.gunOrigin[0],
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turretModelDefinition.gunOrigin[1],
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-turretModelDefinition.gunOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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return (
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<group
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ref={wrapper}
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rotation={[-Math.PI / 2, 0, 0]}
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visible={initialTankopediaState.mode === 'armor'}
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>
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<group position={hullOrigin}>
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{armorNodes.map((node) => {
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const isHull = node.name.startsWith('hull_');
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const isVisible = isHull;
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const armorId = nameToArmorId(node.name);
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const { spaced, thickness } = resolveArmor(
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tankModelDefinition.armor,
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armorId,
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);
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if (!isVisible || spaced || thickness === undefined) return null;
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return (
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<CoreArmor key={node.uuid} thickness={thickness} node={node} />
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);
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})}
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</group>
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<group ref={turretContainer}>
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<group position={hullOrigin}>
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{armorNodes.map((node) => {
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const isCurrentTurret = node.name.startsWith(
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`turret_${turretModelDefinition.model.toString().padStart(2, '0')}`,
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);
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const isVisible = isCurrentTurret;
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const armorId = nameToArmorId(node.name);
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const { spaced, thickness } = resolveArmor(
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turretModelDefinition.armor,
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armorId,
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);
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if (!isVisible || spaced || thickness === undefined) return null;
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return (
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<group key={node.uuid} position={turretOrigin}>
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<CoreArmor
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key={node.uuid}
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thickness={thickness}
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node={node}
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/>
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</group>
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);
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})}
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</group>
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<group ref={gunContainer}>
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<group position={hullOrigin}>
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{armorNodes.map((node) => {
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const isCurrentGun = node.name.startsWith(
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`gun_${gunModelDefinition.model.toString().padStart(2, '0')}`,
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);
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const isVisible = isCurrentGun;
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const armorId = nameToArmorId(node.name);
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const { spaced, thickness } = resolveArmor(
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gunModelDefinition.armor,
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armorId,
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);
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if (!isVisible || spaced || thickness === undefined)
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return null;
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return (
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<group
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key={node.uuid}
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position={turretOrigin.clone().add(gunOrigin)}
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>
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<CoreArmor thickness={thickness} node={node} />
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</group>
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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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);
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},
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);
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+2
-2
@@ -7,8 +7,8 @@ import {
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import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../../../stores/duel';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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import fragmentShader from './shaders/fragment.glsl';
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import vertexShader from './shaders/vertex.glsl';
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interface SpacedArmorSubExternalProps {
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node: Object3D;
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File renamed without changes.
File renamed without changes.
+2
-4
@@ -3,8 +3,8 @@ import { degToRad } from 'three/src/math/MathUtils';
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import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../../../stores/duel';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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import fragmentShader from './shaders/fragment.glsl';
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import vertexShader from './shaders/vertex.glsl';
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interface SpacedArmorSubSpacedProps {
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node: Object3D;
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@@ -18,8 +18,6 @@ export function SpacedArmorSubSpaced({
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const { shell } = useDuel.getState().antagonist!;
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const penetration = resolveNearPenetration(shell.penetration);
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console.log(shell.ricochet);
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return jsxTree(node, {
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renderOrder: 2,
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material: new ShaderMaterial({
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File renamed without changes.
+11
@@ -0,0 +1,11 @@
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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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gl_Position = projectionMatrix * vViewPosition4;
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}
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@@ -1,13 +1,10 @@
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import { MeshBasicMaterial, Object3D } from 'three';
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import { ArmorType } from '../../../../app/tools/tankopedia/[id]/components/Model/components/TankArmor/components/Spaced';
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import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../stores/duel';
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import { ArmorType } from '../SpacedArmorScene';
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import { SpacedArmorSubExternal } from './components/SpacedArmorSubExternal';
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import { SpacedArmorSubSpaced } from './components/SpacedArmorSubSpaced';
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// import fragmentShader from './shaders/fragment.glsl';
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// import vertexShader from './shaders/vertex.glsl';
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interface SpacedArmorProps {
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node: Object3D;
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ornamental?: boolean;
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+10
-10
@@ -1,19 +1,19 @@
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import { memo, useEffect, useRef } from 'react';
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import { Euler, Group, Vector3 } from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { SpacedArmor } from '../../../../../../../../../components/Armor/components/SpacedArmor';
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import { I_HAT, J_HAT, K_HAT } from '../../../../../../../../../constants/axis';
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import { I_HAT, J_HAT, K_HAT } from '../../../constants/axis';
|
||||
import {
|
||||
ModelTransformEventData,
|
||||
modelTransformEvent,
|
||||
} from '../../../../../../../../../core/blitzkrieg/modelTransform';
|
||||
import { nameToArmorId } from '../../../../../../../../../core/blitzkrieg/nameToArmorId';
|
||||
import { resolveArmor } from '../../../../../../../../../core/blitzkrieg/resolveThickness';
|
||||
import { useArmor } from '../../../../../../../../../hooks/useArmor';
|
||||
import { useModel } from '../../../../../../../../../hooks/useModel';
|
||||
import { useModelDefinitions } from '../../../../../../../../../hooks/useModelDefinitions';
|
||||
import { useDuel } from '../../../../../../../../../stores/duel';
|
||||
import { useTankopediaPersistent } from '../../../../../../../../../stores/tankopedia';
|
||||
} from '../../../core/blitzkrieg/modelTransform';
|
||||
import { nameToArmorId } from '../../../core/blitzkrieg/nameToArmorId';
|
||||
import { resolveArmor } from '../../../core/blitzkrieg/resolveThickness';
|
||||
import { useArmor } from '../../../hooks/useArmor';
|
||||
import { useModel } from '../../../hooks/useModel';
|
||||
import { useModelDefinitions } from '../../../hooks/useModelDefinitions';
|
||||
import { useDuel } from '../../../stores/duel';
|
||||
import { useTankopediaPersistent } from '../../../stores/tankopedia';
|
||||
import { SpacedArmor } from './SpacedArmor';
|
||||
|
||||
export enum ArmorType {
|
||||
Core,
|
||||
@@ -0,0 +1,51 @@
|
||||
import { createPortal, useFrame } from '@react-three/fiber';
|
||||
import { DepthTexture, Scene, Vector2 } from 'three';
|
||||
import { spacedArmorRenderTarget } from './components/CoreArmor';
|
||||
import { CoreArmorScene } from './components/CoreArmorScene';
|
||||
import { SpacedArmorScene } from './components/SpacedArmorScene';
|
||||
|
||||
export function Armor() {
|
||||
const spacedArmorScene = new Scene();
|
||||
const coreArmorScene = new Scene();
|
||||
const spacedArmorPortal = createPortal(
|
||||
<SpacedArmorScene />,
|
||||
spacedArmorScene,
|
||||
);
|
||||
const coreArmorPortal = createPortal(<CoreArmorScene />, coreArmorScene);
|
||||
|
||||
const renderSize = new Vector2();
|
||||
const newRenderSize = new Vector2();
|
||||
|
||||
useFrame(({ gl, camera, scene }) => {
|
||||
gl.autoClear = true;
|
||||
|
||||
gl.getSize(newRenderSize).multiplyScalar(gl.getPixelRatio());
|
||||
|
||||
if (!newRenderSize.equals(renderSize)) {
|
||||
renderSize.copy(newRenderSize);
|
||||
spacedArmorRenderTarget.depthTexture = new DepthTexture(
|
||||
renderSize.x,
|
||||
renderSize.y,
|
||||
);
|
||||
}
|
||||
|
||||
spacedArmorRenderTarget.setSize(renderSize.x, renderSize.y);
|
||||
gl.setRenderTarget(spacedArmorRenderTarget);
|
||||
gl.render(spacedArmorScene, camera);
|
||||
|
||||
gl.autoClear = false;
|
||||
|
||||
gl.setRenderTarget(null);
|
||||
gl.render(scene, camera);
|
||||
|
||||
gl.clearDepth();
|
||||
gl.render(coreArmorScene, camera);
|
||||
}, 1);
|
||||
|
||||
return (
|
||||
<>
|
||||
{spacedArmorPortal}
|
||||
{coreArmorPortal}
|
||||
</>
|
||||
);
|
||||
}
|
||||
Reference in new issue
Block a user