feat: use armor model

This commit is contained in:
TrèsAbhi committed 2025-09-02 22:16:48 -05:00
1 parent 3846cbab4a
commit 69f3a95379
4 files changed
+93 -36

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+1
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@@ -167,6 +167,7 @@
"searchtanks",
"SHAREDEXP",
"SKLLD",
"smoothstep",
"Smri",
"Specularity",
"SSAO",
+3 -1
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@@ -77,7 +77,9 @@ export class Varuna<Type, Arguments = void> {
}
private assertInitialized() {
if (!this.initialized) throw new Error("State used before initialization");
if (!this.initialized) {
throw new Error("Varuna store used before initialization");
}
}
get state() {
@@ -1,11 +1,12 @@
import { useRef } from "react";
import { Group, ShaderMaterial, UniformsLib, UniformsUtils } from "three";
import { correctZYTuple } from "../../../../../../../core/blitz/correctZYTuple";
import { jsxTree } from "../../../../../../../core/blitzkit/jsxTree";
import { useArmor } from "../../../../../../../hooks/useArmor";
import { useModel } from "../../../../../../../hooks/useModel";
import { useTankModelDefinition } from "../../../../../../../hooks/useTankModelDefinition";
import { useTankTransform } from "../../../../../../../hooks/useTankTransform";
import { Duel } from "../../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../../stores/tankopedia";
import { ModelTankWrapper } from "../../../../../../Armor/components/ModelTankWrapper";
import fragmentShader from "./shaders/fragment.glsl?raw";
import vertexShader from "./shaders/vertex.glsl?raw";
@@ -21,29 +22,48 @@ const skeletonMaterial = new ShaderMaterial({
});
export function TransitionSkeleton() {
const protagonist = Duel.use((draft) => draft.protagonist);
const tank = Duel.use((state) => state.protagonist.tank);
const gun = Duel.use((state) => state.protagonist.gun);
const track = Duel.use((state) => state.protagonist.track);
const turret = Duel.use((state) => state.protagonist.turret);
const hullContainer = useRef<Group>(null);
const turretContainer = useRef<Group>(null);
const gunContainer = useRef<Group>(null);
const { gltf: armorGltf } = useArmor(tank.id);
const { gltf: modelGltf } = useModel(tank.id);
const modelNodes = Object.values(modelGltf.nodes);
const armorNodes = Object.values(armorGltf.nodes);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition =
tankModelDefinition.turrets[protagonist.turret.id];
const gunModelDefinition = turretModelDefinition.guns[protagonist.gun.id];
const { gltf } = useModel(protagonist.tank.id);
const nodes = Object.values(gltf.nodes);
const revealed = Tankopedia.use((state) => state.revealed);
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition = turretModelDefinition.guns[gun.id];
const trackModelDefinition = tankModelDefinition.tracks[track.id];
const wrapper = useRef<Group>(null);
const hullOrigin = correctZYTuple(trackModelDefinition.origin);
const turretOrigin = correctZYTuple(tankModelDefinition.turret_origin);
const gunOrigin = correctZYTuple(turretModelDefinition.gun_origin);
useTankTransform(track, turret, turretContainer, gunContainer);
return (
<ModelTankWrapper ref={hullContainer} visible={revealed}>
{nodes.map((node) => {
const isHull = node.name === "hull";
<ModelTankWrapper ref={wrapper}>
<group position={hullOrigin}>
{armorNodes.map((node) => {
const isHull = node.name.startsWith("hull_");
const isVisible = isHull;
if (!isVisible) return null;
return jsxTree(node, {
mesh(_, props, key) {
return <mesh {...props} key={key} material={skeletonMaterial} />;
},
});
})}
</group>
{modelNodes.map((node) => {
const isWheel = node.name.startsWith("chassis_wheel_");
const isTrack = node.name.startsWith("chassis_track_");
const isVisible = isHull || isWheel || isTrack;
const isVisible = isWheel || isTrack;
if (!isVisible) return null;
@@ -55,32 +75,66 @@ export function TransitionSkeleton() {
})}
<group ref={turretContainer}>
{nodes.map((node) => {
const isCurrentTurret =
node.name ===
`turret_${turretModelDefinition.model_id.toString().padStart(2, "0")}`;
{armorNodes.map((node) => {
const isCurrentTurret = node.name.startsWith(
`turret_${turretModelDefinition.model_id.toString().padStart(2, "0")}`
);
const isVisible = isCurrentTurret;
if (!isVisible) {
return null;
}
if (!isVisible) return null;
return jsxTree(node, {
mesh(_, props, key) {
return <mesh {...props} key={key} material={skeletonMaterial} />;
},
});
return (
<group key={node.uuid} position={hullOrigin}>
<group position={turretOrigin}>
{jsxTree(node, {
mesh(_, props, key) {
return (
<mesh {...props} key={key} material={skeletonMaterial} />
);
},
})}
</group>
</group>
);
})}
<group ref={gunContainer}>
{nodes.map((node) => {
const isCurrentMantlet =
node.name ===
`gun_${gunModelDefinition.model_id
.toString()
.padStart(2, "0")}_mask`;
const isCurrentGun =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`;
const isVisible = isCurrentGun || isCurrentMantlet;
{armorNodes.map((node) => {
const isCurrentGun = node.name.startsWith(
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`
);
const isVisible = isCurrentGun;
if (!isVisible) return null;
return (
<group key={node.uuid} position={hullOrigin}>
<group position={turretOrigin.clone().add(gunOrigin)}>
{jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
material={skeletonMaterial}
/>
);
},
})}
</group>
</group>
);
})}
{modelNodes.map((node) => {
const gunString = `gun_${gunModelDefinition.model_id
.toString()
.padStart(2, "0")}`;
const isCurrentGun = gunModelDefinition.mask
? node.name.startsWith(gunString)
: node.name === gunString;
const isVisible = isCurrentGun;
if (!isVisible) return null;
@@ -7,5 +7,5 @@ precision mediump float;
void main() {
float fogFactor = smoothstep(fogNear, fogFar, vFogDepth);
gl_FragColor = vec4(0.5, 0.5, 0.5, fogFactor);
gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, 1.0 - fogFactor);
gl_FragColor.rgb = mix(fogColor, gl_FragColor.rgb, fogFactor);
}