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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+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>
</>
);