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https://github.com/blitzkit/blitzkit.git
synced 2026-10-21 18:57:03 +02:00
feat: spaced armor thickness
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a11975adec
commit
8f4ea5f2fd
9 files changed
+128
-25
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@@ -132,7 +132,6 @@ export function TankDisplay({ duel }: TankDisplayProps) {
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>
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<TankModel duel={duel} />
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<TankArmor duel={duel} />
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{/* <SpacedArmorDepth duel={duel} /> */}
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</Suspense>
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</Canvas>
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</div>
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+16
@@ -136,6 +136,19 @@ export function ArmorHighlighting({ duel }: ArmorHighlightingProps) {
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tankModelDefinition.trackThickness,
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gunModelDefinition.barrelThickness,
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);
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const maxSpacedArmorThickness = Math.max(
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...armorNodes
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.map((node) => {
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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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return spaced ? thickness : null;
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})
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.filter(Boolean),
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);
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return (
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<group
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@@ -162,6 +175,7 @@ export function ArmorHighlighting({ duel }: ArmorHighlightingProps) {
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return (
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<ArmorMesh
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maxExternalModuleThickness={maxExternalModuleThickness}
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maxSpacedArmorThickness={maxSpacedArmorThickness}
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duel={duel}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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@@ -193,6 +207,7 @@ export function ArmorHighlighting({ duel }: ArmorHighlightingProps) {
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return (
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<ArmorMesh
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maxExternalModuleThickness={maxExternalModuleThickness}
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maxSpacedArmorThickness={maxSpacedArmorThickness}
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duel={duel}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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@@ -224,6 +239,7 @@ export function ArmorHighlighting({ duel }: ArmorHighlightingProps) {
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return (
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<ArmorMesh
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maxExternalModuleThickness={maxExternalModuleThickness}
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maxSpacedArmorThickness={maxSpacedArmorThickness}
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duel={duel}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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+33
-3
@@ -24,6 +24,17 @@ interface SpacedArmorDepthProps {
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duel: Duel;
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}
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/**
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* When rendered, this component provides the depth buffer for the armor which
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* when compared to the depth of the core armor will give you the distance
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* between the first point of contact and the core armor. The color channels
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* hold information about the thickness of the spaced armor (external modules
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* not included).
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* - R: angle of the armor where 0 is 0 and 1 is 90
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* - G: normalized thickness; multiply with max thickness to get nominal thickness
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* - B: no data
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* - A: 1 means is armor; 0 is background
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*/
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export const SpacedArmorDepth = memo<SpacedArmorDepthProps>(({ duel }) => {
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const wrapper = useRef<Group>(null);
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const awaitedModelDefinitions = useModelDefinitions();
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@@ -127,6 +138,19 @@ export const SpacedArmorDepth = memo<SpacedArmorDepthProps>(({ duel }) => {
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tankModelDefinition.turrets[duel.protagonist.turret.id];
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const gunModelDefinition =
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turretModelDefinition.guns[duel.protagonist.gun.id];
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const maxThickness = Math.max(
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...armorNodes
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.map((node) => {
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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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return spaced ? thickness : null;
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})
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.filter(Boolean),
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);
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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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@@ -162,7 +186,9 @@ export const SpacedArmorDepth = memo<SpacedArmorDepthProps>(({ duel }) => {
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return (
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<ArmorMeshSpacedArmorDepth
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exclude
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include={spaced}
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thickness={thickness}
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maxThickness={maxThickness}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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/>
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@@ -205,7 +231,9 @@ export const SpacedArmorDepth = memo<SpacedArmorDepthProps>(({ duel }) => {
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return (
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<ArmorMeshSpacedArmorDepth
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exclude
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include={spaced}
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thickness={thickness}
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maxThickness={maxThickness}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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position={turretOrigin}
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@@ -233,7 +261,9 @@ export const SpacedArmorDepth = memo<SpacedArmorDepthProps>(({ duel }) => {
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return (
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<ArmorMeshSpacedArmorDepth
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exclude
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include={spaced}
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thickness={thickness}
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maxThickness={maxThickness}
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key={node.uuid}
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geometry={(node as Mesh).geometry}
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position={turretOrigin.clone().add(gunOrigin)}
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@@ -18,6 +18,7 @@ interface ArmorMeshProps extends MeshProps {
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isExternalModule?: boolean;
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thickness: number;
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maxExternalModuleThickness: number;
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maxSpacedArmorThickness: number;
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}
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export function ArmorMesh({
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@@ -25,6 +26,7 @@ export function ArmorMesh({
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isExternalModule = false,
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thickness,
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maxExternalModuleThickness,
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maxSpacedArmorThickness,
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duel,
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...props
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}: ArmorMeshProps) {
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@@ -43,6 +45,8 @@ export function ArmorMesh({
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externalModuleMaskRenderTarget.texture;
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material.current.uniforms.spacedArmorDepth.value =
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spacedArmorDepthRenderTarget.depthTexture;
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material.current.uniforms.spacedArmorMask.value =
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spacedArmorDepthRenderTarget.texture;
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material.current.uniforms.projectionMatrixInverse.value =
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camera.projectionMatrixInverse;
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}
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@@ -69,10 +73,12 @@ export function ArmorMesh({
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resolution: { value: null },
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externalModuleMask: { value: null },
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spacedArmorDepth: { value: null },
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spacedArmorMask: { value: null },
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projectionMatrixInverse: { value: null },
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zNear: { value: camera.near },
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zFar: { value: camera.far },
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maxExternalModuleThickness: { value: maxExternalModuleThickness },
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maxSpacedArmorThickness: { value: maxSpacedArmorThickness },
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isSpaced: { value: isSpaced },
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isExplosive: { value: isExplosive(shell.type) },
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canSplash: { value: canSplash(shell.type) },
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@@ -10,9 +10,11 @@ uniform float ricochet;
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uniform float normalization;
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uniform sampler2D externalModuleMask;
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uniform sampler2D spacedArmorDepth;
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uniform sampler2D spacedArmorMask;
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uniform vec2 resolution;
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varying mat4 vProjectionMatrix;
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uniform float maxExternalModuleThickness;
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uniform float maxSpacedArmorThickness;
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float depthToDistance(float depth) {
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mat4 projectionMatrixInverse = inverse(vProjectionMatrix);
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@@ -26,12 +28,14 @@ float depthToDistance(float depth) {
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void main() {
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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float spacedArmorDepthValue = texture2D(spacedArmorDepth, screenCoordinates).r;
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float spacedArmorDepth = texture2D(spacedArmorDepth, screenCoordinates).r;
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float currentDistance = depthToDistance(gl_FragCoord.z);
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float spacedArmorDistance = depthToDistance(spacedArmorDepthValue);
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float spacedArmorDistance = depthToDistance(spacedArmorDepth);
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float distanceFromSpacedArmor = currentDistance - spacedArmorDistance;
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates);
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vec4 spacedArmorMaskColor = texture2D(spacedArmorMask, screenCoordinates);
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bool isUnderExternalModule = externalModuleMaskColor.r == 1.0;
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bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0;
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float dotProduct = dot(normalizedNormal, -normalizedViewPosition);
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@@ -53,6 +57,14 @@ void main() {
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piercedPenetration -= externalModuleThickness;
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}
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if (isUnderSpacedArmor) {
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float spacedArmorAngle = spacedArmorMaskColor.r * PI;
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float normalizedSpacedArmorThickness = spacedArmorMaskColor.g;
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float spacedArmorNominalThickness = normalizedSpacedArmorThickness * maxSpacedArmorThickness;
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float spacedArmorThickness = spacedArmorNominalThickness / cos(spacedArmorAngle);
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piercedPenetration -= spacedArmorThickness;
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}
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if (isExplosive) {
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// 50% loss of remaining penetration per meter
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piercedPenetration -= 0.5 * piercedPenetration * distanceFromSpacedArmor;
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@@ -1,19 +0,0 @@
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import { MeshProps } from '@react-three/fiber';
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import { WebGLRenderTarget } from 'three';
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export const spacedArmorDepthRenderTarget = new WebGLRenderTarget();
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interface ArmorMeshSpacedArmorDepthProps extends MeshProps {
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exclude?: boolean;
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}
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export function ArmorMeshSpacedArmorDepth({
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exclude = false,
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...props
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}: ArmorMeshSpacedArmorDepthProps) {
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return (
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<mesh {...props}>
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<meshBasicMaterial colorWrite={false} />
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</mesh>
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);
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}
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@@ -0,0 +1,41 @@
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import { MeshProps } from '@react-three/fiber';
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import { MeshStandardMaterial, WebGLRenderTarget } from 'three';
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import ThreeCustomShaderMaterial from 'three-custom-shader-material';
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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 spacedArmorDepthRenderTarget = new WebGLRenderTarget();
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type ArmorMeshSpacedArmorDepthProps = MeshProps &
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(
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include?: false;
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}
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| {
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include: true;
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thickness: number;
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maxThickness: number;
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}
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);
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export function ArmorMeshSpacedArmorDepth(
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props: ArmorMeshSpacedArmorDepthProps,
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) {
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return (
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<mesh {...props}>
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{!props.include && <meshBasicMaterial colorWrite={false} />}
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{props.include && (
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<ThreeCustomShaderMaterial
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silent
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baseMaterial={MeshStandardMaterial}
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fragmentShader={fragmentShader}
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vertexShader={vertexShader}
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uniforms={{
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thickness: { value: props.thickness },
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maxThickness: { value: props.maxThickness },
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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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@@ -0,0 +1,12 @@
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varying vec3 vCSMViewPosition;
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uniform float thickness;
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uniform float maxThickness;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float dotProduct = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(dotProduct);
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csm_FragColor = vec4(angle / PI, thickness / maxThickness, 0.0, 1.0);
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}
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@@ -0,0 +1,6 @@
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varying vec3 vCSMViewPosition;
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void main() {
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vCSMViewPosition = vViewPosition4.xyz;
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}
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