mirror of
https://github.com/blitzkit/blitzkit.git
synced 2026-10-21 10:47:04 +02:00
fix: don't update armor highlighting on protagonist shell switch
This commit is contained in:
1 parent
d81eddba44
commit
da767213cb
3 files changed
+352
-343
No files matched your search
@@ -16,3 +16,4 @@ servers.csv
|
||||
tsconfig.tsbuildinfo
|
||||
temp/
|
||||
/.yarn
|
||||
/.VSCodeCounter
|
||||
+8
-12
@@ -80,16 +80,6 @@ export function ArmorHighlighting() {
|
||||
turretContainer.current?.position.copy(turretPosition);
|
||||
turretContainer.current?.rotation.copy(turretRotation);
|
||||
}
|
||||
|
||||
handleModelTransform(useTankopediaTemporary.getState().model.pose);
|
||||
modelTransformEvent.on(handleModelTransform);
|
||||
|
||||
return () => {
|
||||
modelTransformEvent.off(handleModelTransform);
|
||||
};
|
||||
});
|
||||
|
||||
useEffect(() => {
|
||||
const unsubscribe = useTankopediaTemporary.subscribe(
|
||||
(state) => state.mode,
|
||||
(mode) => {
|
||||
@@ -97,8 +87,14 @@ export function ArmorHighlighting() {
|
||||
},
|
||||
);
|
||||
|
||||
return unsubscribe;
|
||||
});
|
||||
handleModelTransform(useTankopediaTemporary.getState().model.pose);
|
||||
modelTransformEvent.on(handleModelTransform);
|
||||
|
||||
return () => {
|
||||
modelTransformEvent.off(handleModelTransform);
|
||||
unsubscribe();
|
||||
};
|
||||
}, []);
|
||||
|
||||
const armorGltf = useArmor(protagonist.tank.id);
|
||||
const armorNodes = Object.values(armorGltf.nodes);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { MeshProps, useFrame, useThree } from '@react-three/fiber';
|
||||
import { useEffect, useRef } from 'react';
|
||||
import { memo, useEffect, useRef } from 'react';
|
||||
import {
|
||||
IUniform,
|
||||
Mesh,
|
||||
@@ -39,364 +39,375 @@ export type ArmorMeshUserData = {
|
||||
thickness: number;
|
||||
};
|
||||
|
||||
export function ArmorMesh({
|
||||
thickness,
|
||||
maxThickness,
|
||||
...props
|
||||
}: ArmorMeshProps) {
|
||||
const camera = useThree((state) => state.camera);
|
||||
const initialShell = useDuel.getState().antagonist!.shell;
|
||||
const initialTankopedia = useTankopediaPersistent.getState();
|
||||
const material = useRef<ShaderMaterial>(null);
|
||||
const explosionCapable = isExplosive(initialShell.type);
|
||||
const ricochetCapable = canRicochet(initialShell.type);
|
||||
const cameraNormal = new Vector3();
|
||||
const shellNormal = new Vector3();
|
||||
const surfaceNormal = new Vector3();
|
||||
const mesh = useRef<Mesh>(null);
|
||||
const scene = useThree((state) => state.scene);
|
||||
const hasCalibratedShells = useAwait(hasEquipment(103));
|
||||
const hasEnhancedArmor = useAwait(hasEquipment(110));
|
||||
const wireframe = initialTankopedia.model.visual.wireframe;
|
||||
export const ArmorMesh = memo<ArmorMeshProps>(
|
||||
({ thickness, maxThickness, ...props }) => {
|
||||
const camera = useThree((state) => state.camera);
|
||||
const initialShell = useDuel.getState().antagonist!.shell;
|
||||
const initialTankopedia = useTankopediaPersistent.getState();
|
||||
const material = useRef<ShaderMaterial>(null);
|
||||
const explosionCapable = isExplosive(initialShell.type);
|
||||
const ricochetCapable = canRicochet(initialShell.type);
|
||||
const cameraNormal = new Vector3();
|
||||
const shellNormal = new Vector3();
|
||||
const surfaceNormal = new Vector3();
|
||||
const mesh = useRef<Mesh>(null);
|
||||
const scene = useThree((state) => state.scene);
|
||||
const hasCalibratedShells = useAwait(hasEquipment(103));
|
||||
const hasEnhancedArmor = useAwait(hasEquipment(110));
|
||||
const wireframe = initialTankopedia.model.visual.wireframe;
|
||||
|
||||
useEffect(() => {
|
||||
async function updateQuickEquipments() {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const nearPenetration = resolveNearPenetration(shell.penetration);
|
||||
const hasCalibratedShells = await hasEquipment(103);
|
||||
const hasEnhancedArmor = await hasEquipment(110);
|
||||
useEffect(() => {
|
||||
async function updateQuickEquipments() {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const nearPenetration = resolveNearPenetration(shell.penetration);
|
||||
const hasCalibratedShells = await hasEquipment(103);
|
||||
const hasEnhancedArmor = await hasEquipment(110);
|
||||
|
||||
if (material.current) {
|
||||
material.current.uniforms.thickness.value =
|
||||
thickness * (hasEnhancedArmor ? 1.04 : 1);
|
||||
material.current.uniforms.penetration.value =
|
||||
nearPenetration *
|
||||
(hasCalibratedShells ? (isExplosive(shell.type) ? 1.1 : 1.05) : 1);
|
||||
}
|
||||
}
|
||||
|
||||
function updateShellProperties() {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
if (material.current) {
|
||||
material.current.uniforms.canRicochet.value = canRicochet(shell.type);
|
||||
material.current.uniforms.isExplosive.value = isExplosive(shell.type);
|
||||
material.current.uniforms.canSplash.value = canSplash(shell.type);
|
||||
material.current.uniforms.caliber.value = shell.caliber;
|
||||
material.current.uniforms.ricochetAngle.value = degToRad(
|
||||
shell.ricochet ?? 90,
|
||||
);
|
||||
material.current.uniforms.damage.value = shell.damage.armor;
|
||||
material.current.uniforms.explosionRadius.value =
|
||||
shell.explosionRadius ?? 0;
|
||||
}
|
||||
|
||||
updateQuickEquipments();
|
||||
}
|
||||
|
||||
const unsubscribes = [
|
||||
useTankopediaTemporary.subscribe(
|
||||
(state) => state.equipmentMatrix,
|
||||
updateQuickEquipments,
|
||||
),
|
||||
useDuel.subscribe(
|
||||
(state) => state.antagonist!.shell,
|
||||
updateShellProperties,
|
||||
),
|
||||
useTankopediaPersistent.subscribe(
|
||||
(state) => state.model.visual.greenPenetration,
|
||||
(greenPenetration) => {
|
||||
if (material.current) {
|
||||
material.current.uniforms.greenPenetration.value = greenPenetration;
|
||||
}
|
||||
},
|
||||
),
|
||||
useTankopediaPersistent.subscribe(
|
||||
(state) => state.model.visual.wireframe,
|
||||
(wireframe) => {
|
||||
if (material.current) {
|
||||
material.current.wireframe = wireframe;
|
||||
material.current.uniforms.wireframe.value = wireframe;
|
||||
}
|
||||
},
|
||||
),
|
||||
];
|
||||
|
||||
return () => {
|
||||
unsubscribes.forEach((unsubscribe) => unsubscribe());
|
||||
};
|
||||
});
|
||||
|
||||
useFrame(({ gl, camera }) => {
|
||||
if (material.current) {
|
||||
gl.getSize(material.current.uniforms.resolution.value);
|
||||
|
||||
(
|
||||
material.current.uniforms.resolution as IUniform<Vector2>
|
||||
).value.multiplyScalar(gl.getPixelRatio());
|
||||
|
||||
material.current.uniforms.externalModuleMask.value =
|
||||
externalModuleMaskRenderTarget.texture;
|
||||
material.current.uniforms.spacedArmorDepth.value =
|
||||
spacedArmorDepthRenderTarget.depthTexture;
|
||||
material.current.uniforms.spacedArmorMask.value =
|
||||
spacedArmorDepthRenderTarget.texture;
|
||||
material.current.uniforms.projectionMatrixInverse.value =
|
||||
camera.projectionMatrixInverse;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<>
|
||||
<mesh {...props} renderOrder={0}>
|
||||
<meshBasicMaterial colorWrite={false} />
|
||||
</mesh>
|
||||
|
||||
<mesh
|
||||
{...props}
|
||||
renderOrder={1}
|
||||
userData={
|
||||
{
|
||||
type: 'coreArmor',
|
||||
thickness,
|
||||
} satisfies ArmorMeshUserData
|
||||
}
|
||||
ref={mesh}
|
||||
onClick={async (event) => {
|
||||
// if (useTankopediaTemporary.getState().mode !== 'armor') return;
|
||||
|
||||
shellNormal.copy(
|
||||
cameraNormal.copy(camera.position).sub(event.point).normalize(),
|
||||
);
|
||||
surfaceNormal
|
||||
.copy(event.normal!)
|
||||
.applyQuaternion(event.object.getWorldQuaternion(new Quaternion()));
|
||||
const angle = Math.acos(surfaceNormal.dot(shellNormal));
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const hasCalibratedShells = await hasEquipment(103);
|
||||
const resolvedPenetration =
|
||||
resolveNearPenetration(shell.penetration) *
|
||||
if (material.current) {
|
||||
material.current.uniforms.thickness.value =
|
||||
thickness * (hasEnhancedArmor ? 1.04 : 1);
|
||||
material.current.uniforms.penetration.value =
|
||||
nearPenetration *
|
||||
(hasCalibratedShells ? (isExplosive(shell.type) ? 1.1 : 1.05) : 1);
|
||||
const indexedObjects = new Set<ArmorMeshUserData['type']>();
|
||||
const intersections = event.intersections
|
||||
.filter(({ object }) => Boolean(object.userData.type))
|
||||
.map((event) => {
|
||||
const typedEvent = event as typeof event & {
|
||||
object: (typeof event)['object'] & {
|
||||
userData: ArmorMeshUserData;
|
||||
};
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return typedEvent;
|
||||
})
|
||||
.filter(({ object }) => {
|
||||
if (indexedObjects.has(object.userData.type)) return false;
|
||||
indexedObjects.add(object.userData.type);
|
||||
return true;
|
||||
});
|
||||
const intersectionsTillFirstCoreArmor = intersections.slice(
|
||||
0,
|
||||
intersections.findIndex(
|
||||
({ object }) => object.userData.type === 'coreArmor',
|
||||
) + 1,
|
||||
function updateShellProperties() {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
|
||||
if (material.current) {
|
||||
material.current.uniforms.canRicochet.value = canRicochet(shell.type);
|
||||
material.current.uniforms.isExplosive.value = isExplosive(shell.type);
|
||||
material.current.uniforms.canSplash.value = canSplash(shell.type);
|
||||
material.current.uniforms.caliber.value = shell.caliber;
|
||||
material.current.uniforms.ricochetAngle.value = degToRad(
|
||||
shell.ricochet ?? 90,
|
||||
);
|
||||
const coreArmorMesh = intersectionsTillFirstCoreArmor.at(-1)!.object;
|
||||
const hasEnhancedArmor = await hasEquipment(110);
|
||||
const thicknessCoefficient = hasEnhancedArmor ? 1.04 : 1;
|
||||
material.current.uniforms.damage.value = shell.damage.armor;
|
||||
material.current.uniforms.explosionRadius.value =
|
||||
shell.explosionRadius ?? 0;
|
||||
}
|
||||
|
||||
if (mesh.current !== (coreArmorMesh as unknown as Mesh)) return;
|
||||
updateQuickEquipments();
|
||||
}
|
||||
|
||||
let hasRicochet = false;
|
||||
const armorPiercingLayersRaw = intersectionsTillFirstCoreArmor
|
||||
.map((event, index) => {
|
||||
if (hasRicochet) return null;
|
||||
|
||||
switch (event.object.userData.type) {
|
||||
case 'externalModule': {
|
||||
return {
|
||||
nominal:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
angled:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
type: 'external',
|
||||
distance: event.distance,
|
||||
ricochet: false,
|
||||
} satisfies ArmorPiercingLayer;
|
||||
}
|
||||
|
||||
case 'spacedArmor':
|
||||
case 'coreArmor': {
|
||||
const threeCalibersRule =
|
||||
shell.caliber >
|
||||
3 *
|
||||
(event.object.userData.thickness * thicknessCoefficient);
|
||||
|
||||
if (
|
||||
index === 0 &&
|
||||
canRicochet(shell.type) &&
|
||||
!threeCalibersRule &&
|
||||
angle >= degToRad(shell.ricochet!)
|
||||
) {
|
||||
hasRicochet = true;
|
||||
}
|
||||
|
||||
const twoCalibersRule =
|
||||
shell.caliber >
|
||||
2 *
|
||||
(event.object.userData.thickness * thicknessCoefficient);
|
||||
const normalization =
|
||||
twoCalibersRule && event.object.userData.thickness > 0
|
||||
? ((shell.normalization ?? 0) * 1.4 * shell.caliber) /
|
||||
(2 *
|
||||
event.object.userData.thickness *
|
||||
thicknessCoefficient)
|
||||
: shell.normalization ?? 0;
|
||||
const angled =
|
||||
(event.object.userData.thickness * thicknessCoefficient) /
|
||||
Math.cos(angle - degToRad(normalization));
|
||||
|
||||
return {
|
||||
ricochet: hasRicochet,
|
||||
nominal:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
angled,
|
||||
type:
|
||||
event.object.userData.type === 'coreArmor'
|
||||
? 'core'
|
||||
: 'spaced',
|
||||
distance: event.distance,
|
||||
} satisfies ArmorPiercingLayer;
|
||||
}
|
||||
}
|
||||
})
|
||||
.filter(Boolean);
|
||||
const gaps = armorPiercingLayersRaw.map((layerA, aIndex) => {
|
||||
if (aIndex === armorPiercingLayersRaw.length - 1) return null;
|
||||
const layerB = armorPiercingLayersRaw[aIndex + 1];
|
||||
|
||||
return {
|
||||
type: 'gap',
|
||||
gap: Math.abs(layerB.distance - layerA.distance),
|
||||
} satisfies ArmorPiercingLayer;
|
||||
});
|
||||
const armorPiercingLayers: ArmorPiercingLayer[] = [];
|
||||
|
||||
armorPiercingLayersRaw.forEach((layer, index) => {
|
||||
const gap = gaps[index];
|
||||
|
||||
armorPiercingLayers.push(layer);
|
||||
if (gap) armorPiercingLayers.push(gap);
|
||||
});
|
||||
|
||||
let remainingPenetration = resolvedPenetration;
|
||||
const explosiveCapable = isExplosive(shell.type);
|
||||
|
||||
armorPiercingLayers.forEach((layer) => {
|
||||
if (layer.type !== 'gap') {
|
||||
if (layer.ricochet) {
|
||||
remainingPenetration *= 0.75;
|
||||
} else {
|
||||
remainingPenetration -= layer.angled;
|
||||
}
|
||||
} else if (explosiveCapable) {
|
||||
// there is a 50% penetration loss per meter for HE based shells
|
||||
remainingPenetration -= 0.5 * remainingPenetration * layer.gap;
|
||||
const unsubscribes = [
|
||||
useTankopediaTemporary.subscribe(
|
||||
(state) => state.equipmentMatrix,
|
||||
updateQuickEquipments,
|
||||
),
|
||||
useDuel.subscribe(
|
||||
(state) => state.antagonist!.shell,
|
||||
updateShellProperties,
|
||||
),
|
||||
useTankopediaPersistent.subscribe(
|
||||
(state) => state.model.visual.greenPenetration,
|
||||
(greenPenetration) => {
|
||||
if (material.current) {
|
||||
material.current.uniforms.greenPenetration.value =
|
||||
greenPenetration;
|
||||
}
|
||||
},
|
||||
),
|
||||
useTankopediaPersistent.subscribe(
|
||||
(state) => state.model.visual.wireframe,
|
||||
(wireframe) => {
|
||||
if (material.current) {
|
||||
material.current.wireframe = wireframe;
|
||||
material.current.uniforms.wireframe.value = wireframe;
|
||||
}
|
||||
},
|
||||
),
|
||||
];
|
||||
|
||||
remainingPenetration = Math.max(0, remainingPenetration);
|
||||
});
|
||||
return () => {
|
||||
unsubscribes.forEach((unsubscribe) => unsubscribe());
|
||||
};
|
||||
}, []);
|
||||
|
||||
const hasPenetrated = remainingPenetration > 0;
|
||||
let ricochet: Shot['ricochet'] = undefined;
|
||||
useFrame(({ gl, camera }) => {
|
||||
if (material.current) {
|
||||
gl.getSize(material.current.uniforms.resolution.value);
|
||||
|
||||
if (hasRicochet) {
|
||||
const raycaster = new Raycaster();
|
||||
const bounceNormal = shellNormal
|
||||
.clone()
|
||||
.multiplyScalar(-1)
|
||||
.sub(
|
||||
surfaceNormal
|
||||
.clone()
|
||||
.multiplyScalar(
|
||||
2 *
|
||||
surfaceNormal.dot(shellNormal.clone().multiplyScalar(-1)),
|
||||
),
|
||||
);
|
||||
raycaster.set(event.point, bounceNormal);
|
||||
const intersections = raycaster
|
||||
.intersectObjects(scene.children, true)
|
||||
.filter(
|
||||
(intersection) =>
|
||||
typeof intersection.object.userData?.type === 'string',
|
||||
);
|
||||
const indexOfCoreArmor = intersections.findIndex(
|
||||
({ object }) => object.userData.type === 'coreArmor',
|
||||
(
|
||||
material.current.uniforms.resolution as IUniform<Vector2>
|
||||
).value.multiplyScalar(gl.getPixelRatio());
|
||||
|
||||
material.current.uniforms.externalModuleMask.value =
|
||||
externalModuleMaskRenderTarget.texture;
|
||||
material.current.uniforms.spacedArmorDepth.value =
|
||||
spacedArmorDepthRenderTarget.depthTexture;
|
||||
material.current.uniforms.spacedArmorMask.value =
|
||||
spacedArmorDepthRenderTarget.texture;
|
||||
material.current.uniforms.projectionMatrixInverse.value =
|
||||
camera.projectionMatrixInverse;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<>
|
||||
<mesh {...props} renderOrder={0}>
|
||||
<meshBasicMaterial colorWrite={false} />
|
||||
</mesh>
|
||||
|
||||
<mesh
|
||||
{...props}
|
||||
renderOrder={1}
|
||||
userData={
|
||||
{
|
||||
type: 'coreArmor',
|
||||
thickness,
|
||||
} satisfies ArmorMeshUserData
|
||||
}
|
||||
ref={mesh}
|
||||
onClick={async (event) => {
|
||||
// if (useTankopediaTemporary.getState().mode !== 'armor') return;
|
||||
|
||||
shellNormal.copy(
|
||||
cameraNormal.copy(camera.position).sub(event.point).normalize(),
|
||||
);
|
||||
surfaceNormal
|
||||
.copy(event.normal!)
|
||||
.applyQuaternion(
|
||||
event.object.getWorldQuaternion(new Quaternion()),
|
||||
);
|
||||
const angle = Math.acos(surfaceNormal.dot(shellNormal));
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const hasCalibratedShells = await hasEquipment(103);
|
||||
const resolvedPenetration =
|
||||
resolveNearPenetration(shell.penetration) *
|
||||
(hasCalibratedShells
|
||||
? isExplosive(shell.type)
|
||||
? 1.1
|
||||
: 1.05
|
||||
: 1);
|
||||
const indexedObjects = new Set<ArmorMeshUserData['type']>();
|
||||
const intersections = event.intersections
|
||||
.filter(({ object }) => Boolean(object.userData.type))
|
||||
.map((event) => {
|
||||
const typedEvent = event as typeof event & {
|
||||
object: (typeof event)['object'] & {
|
||||
userData: ArmorMeshUserData;
|
||||
};
|
||||
};
|
||||
|
||||
return typedEvent;
|
||||
})
|
||||
.filter(({ object }) => {
|
||||
if (indexedObjects.has(object.userData.type)) return false;
|
||||
indexedObjects.add(object.userData.type);
|
||||
return true;
|
||||
});
|
||||
const intersectionsTillFirstCoreArmor = intersections.slice(
|
||||
0,
|
||||
indexOfCoreArmor + 1,
|
||||
intersections.findIndex(
|
||||
({ object }) => object.userData.type === 'coreArmor',
|
||||
) + 1,
|
||||
);
|
||||
const coreArmorMesh =
|
||||
intersectionsTillFirstCoreArmor.at(-1)!.object;
|
||||
const hasEnhancedArmor = await hasEquipment(110);
|
||||
const thicknessCoefficient = hasEnhancedArmor ? 1.04 : 1;
|
||||
|
||||
if (intersectionsTillFirstCoreArmor.length > 0) {
|
||||
intersectionsTillFirstCoreArmor.forEach((intersection) => {
|
||||
switch (intersection.object.userData.type) {
|
||||
if (mesh.current !== (coreArmorMesh as unknown as Mesh)) return;
|
||||
|
||||
let hasRicochet = false;
|
||||
const armorPiercingLayersRaw = intersectionsTillFirstCoreArmor
|
||||
.map((event, index) => {
|
||||
if (hasRicochet) return null;
|
||||
|
||||
switch (event.object.userData.type) {
|
||||
case 'externalModule': {
|
||||
remainingPenetration -=
|
||||
intersection.object.userData.thickness;
|
||||
break;
|
||||
return {
|
||||
nominal:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
angled:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
type: 'external',
|
||||
distance: event.distance,
|
||||
ricochet: false,
|
||||
} satisfies ArmorPiercingLayer;
|
||||
}
|
||||
|
||||
case 'spacedArmor':
|
||||
case 'coreArmor': {
|
||||
const angle = bounceNormal.angleTo(
|
||||
intersection.object.position.clone().sub(event.point),
|
||||
);
|
||||
const threeCalibersRule =
|
||||
shell.caliber >
|
||||
3 *
|
||||
(event.object.userData.thickness *
|
||||
thicknessCoefficient);
|
||||
|
||||
if (
|
||||
index === 0 &&
|
||||
canRicochet(shell.type) &&
|
||||
!threeCalibersRule &&
|
||||
angle >= degToRad(shell.ricochet!)
|
||||
) {
|
||||
hasRicochet = true;
|
||||
}
|
||||
|
||||
const twoCalibersRule =
|
||||
shell.caliber >
|
||||
2 *
|
||||
(intersection.object.userData.thickness *
|
||||
(event.object.userData.thickness *
|
||||
thicknessCoefficient);
|
||||
const normalization = twoCalibersRule
|
||||
? ((shell.normalization ?? 0) * 1.4 * shell.caliber) /
|
||||
(2 *
|
||||
intersection.object.userData.thickness *
|
||||
thicknessCoefficient)
|
||||
: shell.normalization ?? 0;
|
||||
const normalization =
|
||||
twoCalibersRule && event.object.userData.thickness > 0
|
||||
? ((shell.normalization ?? 0) * 1.4 * shell.caliber) /
|
||||
(2 *
|
||||
event.object.userData.thickness *
|
||||
thicknessCoefficient)
|
||||
: shell.normalization ?? 0;
|
||||
const angled =
|
||||
(intersection.object.userData.thickness *
|
||||
thicknessCoefficient) /
|
||||
(event.object.userData.thickness * thicknessCoefficient) /
|
||||
Math.cos(angle - degToRad(normalization));
|
||||
|
||||
remainingPenetration -= angled;
|
||||
return {
|
||||
ricochet: hasRicochet,
|
||||
nominal:
|
||||
event.object.userData.thickness * thicknessCoefficient,
|
||||
angled,
|
||||
type:
|
||||
event.object.userData.type === 'coreArmor'
|
||||
? 'core'
|
||||
: 'spaced',
|
||||
distance: event.distance,
|
||||
} satisfies ArmorPiercingLayer;
|
||||
}
|
||||
}
|
||||
});
|
||||
})
|
||||
.filter(Boolean);
|
||||
const gaps = armorPiercingLayersRaw.map((layerA, aIndex) => {
|
||||
if (aIndex === armorPiercingLayersRaw.length - 1) return null;
|
||||
const layerB = armorPiercingLayersRaw[aIndex + 1];
|
||||
|
||||
ricochet = {
|
||||
point: intersectionsTillFirstCoreArmor.at(-1)!.point.toArray(),
|
||||
distance: intersectionsTillFirstCoreArmor.at(-1)!.distance,
|
||||
penetration: remainingPenetration > 0,
|
||||
};
|
||||
return {
|
||||
type: 'gap',
|
||||
gap: Math.abs(layerB.distance - layerA.distance),
|
||||
} satisfies ArmorPiercingLayer;
|
||||
});
|
||||
const armorPiercingLayers: ArmorPiercingLayer[] = [];
|
||||
|
||||
armorPiercingLayersRaw.forEach((layer, index) => {
|
||||
const gap = gaps[index];
|
||||
|
||||
armorPiercingLayers.push(layer);
|
||||
if (gap) armorPiercingLayers.push(gap);
|
||||
});
|
||||
|
||||
let remainingPenetration = resolvedPenetration;
|
||||
const explosiveCapable = isExplosive(shell.type);
|
||||
|
||||
armorPiercingLayers.forEach((layer) => {
|
||||
if (layer.type !== 'gap') {
|
||||
if (layer.ricochet) {
|
||||
remainingPenetration *= 0.75;
|
||||
} else {
|
||||
remainingPenetration -= layer.angled;
|
||||
}
|
||||
} else if (explosiveCapable) {
|
||||
// there is a 50% penetration loss per meter for HE based shells
|
||||
remainingPenetration -= 0.5 * remainingPenetration * layer.gap;
|
||||
}
|
||||
|
||||
remainingPenetration = Math.max(0, remainingPenetration);
|
||||
});
|
||||
|
||||
const hasPenetrated = remainingPenetration > 0;
|
||||
let ricochet: Shot['ricochet'] = undefined;
|
||||
|
||||
if (hasRicochet) {
|
||||
const raycaster = new Raycaster();
|
||||
const bounceNormal = shellNormal
|
||||
.clone()
|
||||
.multiplyScalar(-1)
|
||||
.sub(
|
||||
surfaceNormal
|
||||
.clone()
|
||||
.multiplyScalar(
|
||||
2 *
|
||||
surfaceNormal.dot(
|
||||
shellNormal.clone().multiplyScalar(-1),
|
||||
),
|
||||
),
|
||||
);
|
||||
raycaster.set(event.point, bounceNormal);
|
||||
const intersections = raycaster
|
||||
.intersectObjects(scene.children, true)
|
||||
.filter(
|
||||
(intersection) =>
|
||||
typeof intersection.object.userData?.type === 'string',
|
||||
);
|
||||
const indexOfCoreArmor = intersections.findIndex(
|
||||
({ object }) => object.userData.type === 'coreArmor',
|
||||
);
|
||||
const intersectionsTillFirstCoreArmor = intersections.slice(
|
||||
0,
|
||||
indexOfCoreArmor + 1,
|
||||
);
|
||||
|
||||
if (intersectionsTillFirstCoreArmor.length > 0) {
|
||||
intersectionsTillFirstCoreArmor.forEach((intersection) => {
|
||||
switch (intersection.object.userData.type) {
|
||||
case 'externalModule': {
|
||||
remainingPenetration -=
|
||||
intersection.object.userData.thickness;
|
||||
break;
|
||||
}
|
||||
|
||||
case 'spacedArmor':
|
||||
case 'coreArmor': {
|
||||
const angle = bounceNormal.angleTo(
|
||||
intersection.object.position.clone().sub(event.point),
|
||||
);
|
||||
const twoCalibersRule =
|
||||
shell.caliber >
|
||||
2 *
|
||||
(intersection.object.userData.thickness *
|
||||
thicknessCoefficient);
|
||||
const normalization = twoCalibersRule
|
||||
? ((shell.normalization ?? 0) * 1.4 * shell.caliber) /
|
||||
(2 *
|
||||
intersection.object.userData.thickness *
|
||||
thicknessCoefficient)
|
||||
: shell.normalization ?? 0;
|
||||
const angled =
|
||||
(intersection.object.userData.thickness *
|
||||
thicknessCoefficient) /
|
||||
Math.cos(angle - degToRad(normalization));
|
||||
|
||||
remainingPenetration -= angled;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
ricochet = {
|
||||
point: intersectionsTillFirstCoreArmor
|
||||
.at(-1)!
|
||||
.point.toArray(),
|
||||
distance: intersectionsTillFirstCoreArmor.at(-1)!.distance,
|
||||
penetration: remainingPenetration > 0,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mutateTankopediaTemporary((draft) => {
|
||||
draft.shot = {
|
||||
type: hasRicochet
|
||||
? 'ricochet'
|
||||
: hasPenetrated
|
||||
? 'penetration'
|
||||
: 'block',
|
||||
point: event.point.toArray(),
|
||||
thicknesses: armorPiercingLayers,
|
||||
shellNormal: shellNormal.toArray(),
|
||||
surfaceNormal: surfaceNormal.toArray(),
|
||||
angle,
|
||||
ricochet,
|
||||
};
|
||||
});
|
||||
}}
|
||||
>
|
||||
{true && (
|
||||
mutateTankopediaTemporary((draft) => {
|
||||
draft.shot = {
|
||||
type: hasRicochet
|
||||
? 'ricochet'
|
||||
: hasPenetrated
|
||||
? 'penetration'
|
||||
: 'block',
|
||||
point: event.point.toArray(),
|
||||
thicknesses: armorPiercingLayers,
|
||||
shellNormal: shellNormal.toArray(),
|
||||
surfaceNormal: surfaceNormal.toArray(),
|
||||
angle,
|
||||
ricochet,
|
||||
};
|
||||
});
|
||||
}}
|
||||
>
|
||||
<shaderMaterial
|
||||
wireframe={wireframe}
|
||||
ref={material}
|
||||
@@ -437,8 +448,9 @@ export function ArmorMesh({
|
||||
wireframe: { value: wireframe },
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
</mesh>
|
||||
</>
|
||||
);
|
||||
}
|
||||
</mesh>
|
||||
</>
|
||||
);
|
||||
},
|
||||
() => true,
|
||||
);
|
||||
Reference in new issue
Block a user