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feat: more advanced armor highlighting
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@@ -1,69 +1,58 @@
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import { MeshProps } from '@react-three/fiber';
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import { MeshStandardMaterial } from 'three';
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import CustomShaderMaterial from 'three-custom-shader-material';
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import fragment from './shaders/fragment.glsl';
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import vertex from './shaders/vertex.glsl';
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import fragmentShader from './shaders/fragment.glsl';
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interface ArmorMeshProps extends MeshProps {
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isExplosive: boolean;
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canSplash: boolean;
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isSpaced: boolean;
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isArmor: boolean;
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thickness: number;
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penetration: number;
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caliber: number;
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spaced?: boolean;
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canRicochet: boolean;
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canSplash: boolean;
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ricochet?: number;
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normalization?: number;
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isAffectedBySpaced: boolean;
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ricochet: number;
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normalization: number;
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}
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// shader split: https://github.com/FarazzShaikh/THREE-CustomShaderMaterial/issues/48
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export function ArmorMesh({
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isExplosive,
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canSplash,
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isSpaced,
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isArmor,
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thickness,
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penetration,
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caliber,
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canRicochet,
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ricochet,
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canSplash,
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isAffectedBySpaced,
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normalization,
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spaced = false,
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...props
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}: ArmorMeshProps) {
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return (
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<>
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{!spaced && (
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{!isSpaced && (
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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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<mesh {...props} renderOrder={spaced ? 3 : 1}>
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<mesh {...props} renderOrder={1}>
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<CustomShaderMaterial
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silent
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baseMaterial={MeshStandardMaterial}
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transparent
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silent
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depthWrite={false}
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fragmentShader={fragmentShader}
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uniforms={{
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isExplosive: { value: isExplosive },
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canSplash: { value: canSplash },
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isSpaced: { value: isSpaced },
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isArmor: { value: isArmor },
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thickness: { value: thickness },
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penetration: { value: penetration },
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ricochet: {
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value: ricochet === undefined ? 0 : ricochet * (Math.PI / 180),
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},
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normalization: {
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value:
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normalization === undefined
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? 0
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: normalization * (Math.PI / 180),
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},
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caliber: { value: caliber },
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spaced: { value: spaced ?? false },
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canRicochet: { value: canRicochet },
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canSplash: { value: canSplash },
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isAffectedBySpaced: { value: isAffectedBySpaced },
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ricochet: { value: ricochet * (Math.PI / 180) },
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normalization: { value: normalization * (Math.PI / 180) },
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}}
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vertexShader={vertex}
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fragmentShader={fragment}
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/>
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</mesh>
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</>
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