feat: some armor rules

This commit is contained in:
TrèsAbhi committed 2024-01-10 14:25:48 -06:00
1 parent 6239a72bce
commit 8e6d2b9873
7 files changed
+205 -13

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@@ -22,8 +22,12 @@ export function TankArmor() {
if (!state.areTanksAssigned) return;
return state.protagonist;
});
const antagonist = useTankopedia((state) => {
if (!state.areTanksAssigned) return;
return state.antagonist;
});
if (!protagonist) return null;
if (!protagonist || !antagonist) return null;
const gltf = useLoader(
GLTFLoader,
@@ -80,15 +84,25 @@ export function TankArmor() {
<group rotation={[-Math.PI / 2, 0, model.hullYaw]}>
{nodes.map((node) => {
const isHull = node.name.startsWith('hull_');
const armorId = parseInt(node.name.match(/.+_armor_(\d+)/)![1]);
const isVisible = isHull;
const thickness = tankModelDefinition.armor.thickness[armorId] ?? 0;
if (!isVisible) return null;
return (
<ArmorMesh key={node.uuid} geometry={(node as Mesh).geometry} />
<ArmorMesh
key={node.uuid}
geometry={(node as Mesh).geometry}
thickness={thickness}
penetration={100}
ricochet={antagonist.shell.ricochet * (Math.PI / 180)}
caliber={antagonist.shell.caliber}
normalization={antagonist.shell.normalization}
/>
);
})}
<group position={turretPosition} rotation={turretRotation}>
{/* <group position={turretPosition} rotation={turretRotation}>
{nodes.map((node) => {
const isCurrentTurret = node.name.startsWith(
`turret_${turretModelDefinition.model
@@ -133,7 +147,7 @@ export function TankArmor() {
);
})}
</group>
</group>
</group> */}
</group>
</HeadsUpDisplay>
);
@@ -132,6 +132,8 @@ export function VersusBar() {
tank.turrets.at(-1)!;
draft.antagonist.gun =
draft.antagonist.turret.guns.at(-1)!;
draft.antagonist.shell =
draft.antagonist.gun.shells[0];
});
setVersusTankSearchResults([]);
versusTankSearchInput.current!.value = '';
@@ -176,6 +178,8 @@ export function VersusBar() {
draft.antagonist.turret = turret;
draft.antagonist.gun =
turret.guns.at(-1)!;
draft.antagonist.shell =
draft.antagonist.gun.shells[0];
});
}}
selected={antagonist.turret.id === turret.id}
@@ -210,6 +214,7 @@ export function VersusBar() {
mutateTankopedia((draft) => {
if (!draft.areTanksAssigned) return;
draft.antagonist.gun = gun;
draft.antagonist.shell = gun.shells[0];
});
}}
selected={antagonist.gun.id === gun.id}
+4 -1
View File
@@ -33,7 +33,10 @@ export default function Page({ params }: { params: { id: string } }) {
draft.protagonist.tank = awaitedTankDefinitions[id];
draft.protagonist.turret = draft.protagonist.tank.turrets.at(-1)!;
draft.protagonist.gun = draft.protagonist.turret.guns.at(-1)!;
draft.antagonist = draft.protagonist;
draft.antagonist = {
...draft.protagonist,
shell: draft.protagonist.gun.shells[0],
};
});
return () => {
+113 -6
View File
@@ -1,8 +1,39 @@
// // Vertex shader
// varying vec3 vNormal; // declare a varying variable to pass the normal vector
// void main() {
// vNormal = normal; // assign the normal vector to the varying variable
// gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); // transform the vertex position
// }
// // Fragment shader
// varying vec3 vNormal; // declare the same varying variable to receive the normal vector
// void main() {
// vec3 cameraDir = -viewPosition; // get the camera direction vector by negating the view position
// float angle = acos(dot(vNormal, cameraDir)); // calculate the angle of the fragment using the dot product and the acos function
// 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
// gl_FragColor = vec4(color, 1.0); // set the fragment color
// }
import { MeshProps } from '@react-three/fiber';
import { MeshBasicMaterial } from 'three';
import CustomShaderMaterial from 'three-custom-shader-material';
interface ArmorMeshProps extends MeshProps {}
interface ArmorMeshProps extends MeshProps {
thickness: number;
penetration: number;
ricochet: number;
caliber: number;
normalization: number;
}
export function ArmorMesh(props: ArmorMeshProps) {
export function ArmorMesh({
thickness,
penetration,
caliber,
ricochet,
normalization,
...props
}: ArmorMeshProps) {
return (
<>
<mesh {...props}>
@@ -10,13 +41,89 @@ export function ArmorMesh(props: ArmorMeshProps) {
</mesh>
<mesh {...props} renderOrder={1}>
<meshBasicMaterial
<CustomShaderMaterial
baseMaterial={MeshBasicMaterial}
transparent
// opacity={Math.random() / 2}
opacity={0.25}
silent
depthWrite={false}
uniforms={{
thickness: { value: thickness },
penetration: { value: penetration },
ricochet: { value: ricochet },
caliber: { value: caliber },
normalization: { value: normalization },
}}
vertexShader={`
varying vec3 vNormal;
varying vec3 vViewPosition;
void main() {
vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
vViewPosition = vViewPosition4.xyz;
vNormal = normalMatrix * normal;
}
`}
fragmentShader={`
varying vec3 vViewPosition;
uniform float thickness;
uniform float penetration;
uniform float ricochet;
uniform float caliber;
uniform float normalization;
void main() {
vec3 normalizedNormal = normalize(vNormal);
vec3 normalizedViewPosition = normalize(vViewPosition);
float angle = acos(dot(normalizedNormal, -normalizedViewPosition));
float sinAngle = sin(angle);
float penetrationChance = 0.0;
float effectiveArmor = thickness * sinAngle;
bool twoCaliberRule = caliber > 2.0 * thickness;
bool threeCaliberRule = caliber > 3.0 * thickness;
float finalNormalization = normalization;
if (twoCaliberRule) {
finalNormalization = (normalization * 1.4 * caliber) / (2.0 * thickness);
}
if (
angle >= ricochet
&& !threeCaliberRule
) {
penetrationChance = 1.0;
}
csm_FragColor *= vec4(1.0, 0.0, 0.0, penetrationChance * 0.5);
}
`}
/>
{/* <meshBasicMaterial
transparent
opacity={0.5}
color="red"
depthWrite={false}
/>
/> */}
{/* <shaderMaterial
transparent
depthWrite={false}
args={[
{
vertexShader: `
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
}
`,
},
]}
/> */}
</mesh>
</>
);
+2
View File
@@ -3,6 +3,7 @@ import { create } from 'zustand';
import { TankType, TreeTypeString } from '../components/Tanks';
import {
GunDefinition,
ShellDefinition,
TankDefinition,
Tier,
TurretDefinition,
@@ -45,6 +46,7 @@ type Tankopedia = {
tank: TankDefinition;
turret: TurretDefinition;
gun: GunDefinition;
shell: ShellDefinition;
};
}
| { areTanksAssigned: false }