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Author SHA1 Message Date
tresabhi 1a2d4aaa9c revert colors 2026-10-18 00:32:25 -05:00
tresabhi d7914bb2fb reduce call count 2026-10-18 00:31:53 -05:00
tresabhi 8cb15d488d code split 2026-10-18 00:10:24 -05:00
tresabhi 5c3ab2e10d actual batching 2026-10-18 00:08:43 -05:00
tresabhi 28c30f210e cool 2026-10-18 00:02:48 -05:00
tresabhi 5c92f9f7ee hull 2026-10-17 23:41:23 -05:00
tresabhi 249b185836 proof of concept 2026-10-17 23:21:47 -05:00
8 changed files with 495 additions and 380 deletions

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+101 -101
View File
@@ -220,190 +220,190 @@
"clear": "Clear",
"tier": "Tier {tier}",
"passive": "{name} (Passive)",
"active": "{name} (Aktywne)",
"active": "{name} (Active)",
"no_tanks_found": {
"body": "Nie znaleziono czołgu.",
"body": "No tanks found.",
"search_again": "",
"clear_filters": "Try clearing filters."
},
"sort": {
"meta.none": "brak",
"survivability.health": "punkty.życia",
"survivability.viewRange": "zasięg widzenia",
"survivability.camouflageStill": "kamuflaż w bezruchu",
"survivability.camouflageMoving": "kamuflaż w trakcie ruchu",
"survivability.camouflageShooting": "kamuflaż podczas strzału",
"survivability.volume": "wartość",
"survivability.length": "długość",
"fire.dpm": "DPM pocisków podstawowych",
"fire.dpmPremium": "DPM pocisków premium",
"fire.reload": "przeładowanie",
"fire.caliber": "kaliber",
"fire.standardPenetration": "Penetracja pocisków standardowych",
"fire.premiumPenetration": "Penetracja pocisków premium",
"meta.none": "none",
"survivability.health": "health",
"survivability.viewRange": "view range",
"survivability.camouflageStill": "camouflage still",
"survivability.camouflageMoving": "camouflage moving",
"survivability.camouflageShooting": "camouflage shooting",
"survivability.volume": "volume",
"survivability.length": "length",
"fire.dpm": "standard DPM",
"fire.dpmPremium": "premium DPM",
"fire.reload": "reload",
"fire.caliber": "caliber",
"fire.standardPenetration": "standard penetration",
"fire.premiumPenetration": "premium penetration",
"fire.tertiaryPenetration": "tertiary penetration",
"fire.damage": "uszkodzenia",
"fire.moduleDamage": "Uszkodzenia modułów",
"fire.shellVelocity": "Prędkość pocisku",
"fire.shellRange": "Zasięg pocisku",
"fire.shellCapacity": "Maksymalna ilość pocisków",
"fire.aimTime": "Czas celowania",
"fire.damage": "damage",
"fire.moduleDamage": "module damage",
"fire.shellVelocity": "shell velocity",
"fire.shellRange": "shell range",
"fire.shellCapacity": "shell capacity",
"fire.aimTime": "aim time",
"fire.dispersionStill": "dispersion still",
"fire.dispersionMoving": "dispersion moving",
"fire.gunDepression": "Depresja działa",
"fire.gunElevation": "Elewacja działa",
"maneuverability.forwardsSpeed": "Maksymalna prędkość do przodu",
"maneuverability.backwardsSpeed": "Maksymalna prędkość do tyłu",
"maneuverability.power": "Moc silnika",
"maneuverability.powerToWeight": "Proporcja mocy do masy",
"maneuverability.weight": "Masa czołgu",
"fire.gunDepression": "gun depression",
"fire.gunElevation": "gun elevation",
"maneuverability.forwardsSpeed": "forwards speed",
"maneuverability.backwardsSpeed": "backwards speed",
"maneuverability.power": "power",
"maneuverability.powerToWeight": "power to weight",
"maneuverability.weight": "weight",
"maneuverability.traverseSpeed": "traverse speed"
},
"sort_dropdown": {
"label": "Filtruj",
"label": "Sort",
"groups": {
"sort": {
"no_sort": "Brak filtrów",
"label": "Filtruj według",
"fire": "Siła ognia",
"maneuverability": "Mobilność ",
"survivability": "Przetrwanie"
"no_sort": "No sort",
"label": "Sort by",
"fire": "Fire",
"maneuverability": "Maneuverability",
"survivability": "Survivability"
},
"direction": {
"label": "Direction",
"ascending": "Rosnąco",
"descending": "Malejąco"
"ascending": "Ascending",
"descending": "Descending"
}
}
}
},
"warnings": {
"test": "Wartości statystyk czołgów w fazie testowej mogą ulec zmianie."
"test": "Tanks in testing are subject to change and may not represent the final product."
}
},
"home": {
"discord": {
"join_short": "Dołącz do elity!",
"join_long": "Dołącz do topowej elity!",
"join_short": "Join cool people!",
"join_long": "Join super duper cool people!",
"action": "Discord"
},
"hero": {
"credit": "Według {name} ♥️"
"credit": "By {name} ❤️"
},
"hot_tanks": {
"title": "Popularne czołgi",
"subtitle": "Ostatnie {days} dni"
"title": "Popular tanks",
"subtitle": "Last {days} days"
},
"other_projects": {
"title": "Inne epickie projekty"
"title": "Other cool projects"
},
"help_translate": "Proszę pomóż przetłumaczyć {name} na {language}!",
"seo_description": "Narzędzia do wszystkiego World of Tanks Blitz"
"help_translate": "Please help translate {name} to {language}!",
"seo_description": "Tools for everything World of Tanks Blitz"
},
"docs": {
"patches": {
"name": "Zapisy zmian BlitzKit",
"seo_description": "Zapisy zmian BlitzKit: Discord bot i strona internetowa"
"name": "BlitzKit Changelogs",
"seo_description": "Changelogs for BlitzKit Discord bot and website"
}
},
"tools": {
"playlist": {
"reset": "Resetuj",
"shuffle": "Wymieszaj",
"remove": "Usuń czołgi, którymi grałem",
"tracking": "BlitzKit zapisuje twoje bitwy",
"reset": "Reset",
"shuffle": "Shuffle",
"remove": "Remove played",
"tracking": "BlitzKit is tracking your battles",
"sort": {
"button": "Filtruj według",
"last_played": "Ostatnio używane czołgi",
"least_played": "Najmniej używane czołgi"
"button": "Sort by",
"last_played": "Last played",
"least_played": "Least played"
},
"table": {
"index": "#",
"never": "Nigdy",
"tank": "Czołg",
"last_played": "Ostatnio używane czołgi",
"battles": "Wszystkie bitwy na koncie",
"never": "Never",
"tank": "Tank",
"last_played": "Last played",
"battles": "Career battles",
"unrecorded": "--",
"wins": "Zwycięstwa"
},
"large_warning": {
"title": "To jest mnóstwo czołgów!",
"description": "Czy na pewno chcesz stworzyć playlistę złożoną z {count} czołgów? To {time} godzin gry przy 50% zwycięstw!",
"cancel": "Anuluj",
"proceed": "Zatwierdź"
"title": "That's a lot of tanks!",
"description": "Are you sure you want to create a playlist of {count} tanks? That's {time} hours of gameplay at 50% winrate!",
"cancel": "Cancel",
"proceed": "Proceed"
},
"generate": "Wygeneruj playlistę",
"name": "Playlista",
"description": "Generator playlisty czołgów",
"seo_description": "Nie wiesz, którym czołgiem grać w World of Tanks Blitz? Użyj funkcji playlisty BlitzKit, i ułóż własną listę czołgów do gry!",
"button": "Wygeneruj",
"pool_size": "{count} możliwe czołgi"
"generate": "Generate playlist",
"name": "Playlist",
"description": "Tank playlist generator",
"seo_description": "Don't know what to play in World of Tanks Blitz? Use BlitzKit Playlist to get suggestions!",
"button": "Generate",
"pool_size": "{count} possible tanks"
},
"mixer": {
"name": "Mikser",
"name": "Mixer",
"button": "Mix and match",
"description": "Mix tank modules",
"seo_description": "Mix and match hulls, turrets, and guns of tanks in World of Tanks Blitz",
"screenshot": "Zrzut ekranu",
"randomize": "Wymieszaj"
"screenshot": "Screenshot",
"randomize": "Randomize"
},
"guess": {
"name": "Zgadnij",
"name": "Guess",
"button": "What could it be?",
"description": "Silhouette mini-game",
"seo_description": "Play a tank guessing game with a silhouette in World of Tanks Blitz",
"search": {
"placeholder": "Wpisz odpowiedź",
"skip": "Pomiń",
"guess": "Zgaduję",
"next": "Następny",
"placeholder": "Type to guess...",
"skip": "Skip",
"guess": "Guess",
"next": "Next",
"no_results": "Brak wyników"
},
"stats": "{correct} / {total} correct, {streak} streak",
"help": {
"title": "Odsłonić część czołgu?",
"title": "Partially reveal tank?",
"description": "Reveals the tank without showing the name. This round will be considered incorrect and break your streak!",
"cancel": "Anuluj",
"reveal": "Pokaż"
"cancel": "Cancel",
"reveal": "Reveal"
},
"clear": "Wyczyść",
"select_all": "Zaznacz wszystko ",
"tier": "Poziom czołgu {tier}"
"clear": "Clear",
"select_all": "Select all",
"tier": "Tier {tier}"
},
"tankopedia": {
"search": "Wyszukaj statystykę...",
"search": "Search a stat...",
"name": "Tankopedia",
"button": "Znajdź czołg",
"description": "Encyklopedia czołgów w WoTb",
"button": "Find tanks",
"description": "Blitz tank encyclopedia",
"seo_description": "Statistics, armor, and more for all tanks in World of Tanks Blitz",
"tank_seo_title": "{name} - Tier {tier} {nationality} {class} | {website} Tankopedia | World of Tanks Blitz (WoTB)",
"tank_seo_description": "{name} armor, statistics, equipment, provisions, and more. {dpm} DPM, {alpha}hp alpha, {penetration}mm penetration, {speed}kph top speed, {health}hp health.",
"visualizers": {
"reload": {
"skip": "Pomiń"
"skip": "Skip"
},
"assault": {
"title": "Assault shells"
},
"rotator": {
"hull": "Kadłub",
"turret": "Wieża",
"hard": "Utwardzony",
"hull": "Hull",
"turret": "Turret",
"hard": "Hard",
"medium": "Średni",
"soft": "Miękki",
"effective": "Rzeczywisty"
"soft": "Soft",
"effective": "Effective"
},
"ricochet": {
"angle": "Kąt",
"angle": "Angle",
"normalization": "Normalization",
"effective_angle": "Rzeczywisty kąt nachylenia pancerza",
"armor": "Pancerz",
"no_ricochet": "Pociski odłamkowe nie rykoszetują."
"effective_angle": "Effective angle",
"armor": "Armor",
"no_ricochet": "Explosive shells don't ricochet"
},
"view_range": {
"camo": "Kamuflaż",
"ghost_factory": "Fabryka duchów",
"dead_rail": "Martwy tor"
"camo": "Camo",
"ghost_factory": "Ghost Factory",
"dead_rail": "Dead Rail"
},
"flexibility": {
"yaw": "Yaw",
@@ -656,10 +656,10 @@
"loader": "Loader"
},
"maneuverability": {
"title": "Mobilność "
"title": "Maneuverability"
},
"survivability": {
"title": "Przetrwanie"
"title": "Survivability"
}
},
"compare": {
+5 -5
View File
@@ -41,7 +41,7 @@
"development": "Development",
"opentest": "TesteAberto",
"preview": "Preview",
"production": "Produção"
"production": "Production"
},
"locales": {
"en": "Inglês",
@@ -187,11 +187,11 @@
},
"website": {
"redirect": {
"title": "301: movido permanentemente",
"title": "301: moved permanently",
"body": "This page has moved. Redirecting..."
},
"settings": {
"title": "Configurações",
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Modo de desenvolvimento",
"auto_load_models": "Auto-load models",
@@ -207,9 +207,9 @@
"copied": "Copiado!"
},
"tank_search": {
"select_dialog_title": "Procura por tanque",
"select_dialog_title": "Search for tanks",
"swap_dialog_title": "Swap tank",
"clear_filters": "Limpar filtros",
"clear_filters": "Clear filters",
"login": "Login to use this",
"search_bar_hint": "Procurar tanques...",
"recent": "Visto recentemente",
@@ -1,9 +1,9 @@
import { useModel } from "../hooks/useModel";
import { Guess, GuessState } from "../stores/guess";
import { SmartCanvas } from "./SmartCanvas";
import { TankModel } from "./TankModel";
import { Controls } from "./Tankopedia/HeroSection/components/TankSandbox/components/Control";
import { Lighting } from "./Tankopedia/HeroSection/components/TankSandbox/components/Lighting";
import { TankModel } from "./Tankopedia/HeroSection/components/TankSandbox/components/TankModel";
const BRIGHTNESS = 2 ** -5.5;
const CONTRAST = 2 ** 2;
@@ -0,0 +1,297 @@
import {
invalidate,
useThree,
type ObjectMap,
type ThreeEvent,
} from "@react-three/fiber";
import { useRef } from "react";
import type { Texture } from "three";
import { Group, Mesh, MeshStandardMaterial, Vector2 } from "three";
import { applyPitchYawLimits } from "../core/blitz/applyPitchYawLimits";
import { hasEquipment } from "../core/blitzkit/hasEquipment";
import { modelTransformEvent } from "../core/blitzkit/modelTransform";
import { controlsEnabledEvent } from "../core/controlsEnabled";
import { useBatched } from "../hooks/useBatched";
import { useModel } from "../hooks/useModel";
import { useTankModelDefinition } from "../hooks/useTankModelDefinition";
import { useTankTransform } from "../hooks/useTankTransform";
import { Duel } from "../stores/duel";
import { Tankopedia } from "../stores/tankopedia";
import { TankopediaDisplay } from "../stores/tankopediaPersistent/constants";
import { ModelTankWrapper } from "./Armor/components/ModelTankWrapper";
interface SectionProps {
map: ObjectMap;
}
function Tracks({ map }: SectionProps) {
const Batched = useBatched(map, true);
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const textures = useRef(new Set<Texture | null>());
function handlePointerMove(event: PointerEvent) {
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
const deltaX = delta.current.x / window.innerWidth;
const deltaY = delta.current.y / window.innerHeight;
const offset = deltaX + deltaY;
for (const texture of textures.current) {
if (!texture) continue;
texture.offset.y += offset;
}
invalidate();
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
function handlePointerDown(event: ThreeEvent<PointerEvent>) {
if (Tankopedia.state.display !== TankopediaDisplay.Model) {
return;
}
const material = (event.object as Mesh).material as MeshStandardMaterial;
textures.current = new Set([
material.map,
material.aoMap,
material.normalMap,
material.roughnessMap,
material.metalnessMap,
]);
position.current.set(event.clientX, event.clientY);
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={handlePointerDown}
slicer={(node) => {
return node.name.startsWith("chassis_track_");
}}
/>
);
}
function Hull({ map }: SectionProps) {
const Batched = useBatched(map, true);
function handlePointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
}
return (
<Batched
onPointerDown={handlePointerDown}
slicer={(node) => {
const isHull = node.name === "hull";
const isWheel = node.name.startsWith("chassis_wheel_");
return isHull || isWheel;
}}
/>
);
}
function Turret({ map }: SectionProps) {
const turret = Duel.use((state) => state.protagonist.turret);
const gun = Duel.use((state) => state.protagonist.gun);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition = turretModelDefinition.guns[gun.id];
const Batched = useBatched(map, true);
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const canvas = useThree((state) => state.gl.domElement);
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
position.current.set(event.clientX, event.clientY);
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
const [pitch, yaw] = applyPitchYawLimits(
modelTransformEvent.last!.pitch,
modelTransformEvent.last!.yaw +
delta.current.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={onPointerDown}
slicer={(node) => {
const isCurrentTurret =
node.name ===
`turret_${turretModelDefinition.model_id
.toString()
.padStart(2, "0")}`;
return isCurrentTurret;
}}
/>
);
}
function Gun({ map }: SectionProps) {
const Batched = useBatched(map, true);
const turret = Duel.use((state) => state.protagonist.turret);
const gun = Duel.use((state) => state.protagonist.gun);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition = turretModelDefinition.guns[gun.id];
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const pitch = useRef(0);
const yaw = useRef(0);
const canvas = useThree((state) => state.gl.domElement);
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
[pitch.current, yaw.current] = applyPitchYawLimits(
pitch.current - delta.current.y * (Math.PI / boundingRect.height),
yaw.current + delta.current.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch: pitch.current, yaw: yaw.current });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
position.current.set(event.clientX, event.clientY);
pitch.current = modelTransformEvent.last!.pitch;
yaw.current = modelTransformEvent.last!.yaw;
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={onPointerDown}
slicer={(node) => {
const isCurrentMantlet =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}_mask`;
const isCurrentGun =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`;
return isCurrentGun || isCurrentMantlet;
}}
/>
);
}
export function TankModel() {
const protagonist = Duel.use((draft) => draft.protagonist);
const track = Duel.use((state) => state.protagonist.track);
const turret = Duel.use((state) => state.protagonist.turret);
const hullContainer = useRef<Group>(null);
const turretContainer = useRef<Group>(null!);
const gunContainer = useRef<Group>(null!);
const { gltf } = useModel(protagonist.tank.id);
useTankTransform(track, turret, turretContainer, gunContainer);
return (
<ModelTankWrapper ref={hullContainer}>
<Tracks map={gltf} />
<Hull map={gltf} />
<group ref={turretContainer}>
<Turret map={gltf} />
<group ref={gunContainer}>
<Gun map={gltf} />
</group>
</group>
</ModelTankWrapper>
);
}
@@ -125,7 +125,7 @@ export function Lighting({ hasPbr }: Props) {
position={position}
intensity={intensity}
penumbra={1}
castShadow={highGraphics}
castShadow={highGraphics && index === 0}
decay={1}
color="#ffffff"
angle={0}
@@ -1,271 +0,0 @@
import { invalidate, useThree, type ThreeEvent } from "@react-three/fiber";
import { useRef } from "react";
import { Group, Mesh, MeshStandardMaterial, Vector2 } from "three";
import { applyPitchYawLimits } from "../../../../../../core/blitz/applyPitchYawLimits";
import { hasEquipment } from "../../../../../../core/blitzkit/hasEquipment";
import { jsxTree } from "../../../../../../core/blitzkit/jsxTree";
import { modelTransformEvent } from "../../../../../../core/blitzkit/modelTransform";
import { controlsEnabledEvent } from "../../../../../../core/controlsEnabled";
import { useModel } from "../../../../../../hooks/useModel";
import { useTankModelDefinition } from "../../../../../../hooks/useTankModelDefinition";
import { useTankTransform } from "../../../../../../hooks/useTankTransform";
import { Duel } from "../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../stores/tankopedia";
import { TankopediaDisplay } from "../../../../../../stores/tankopediaPersistent/constants";
import { ModelTankWrapper } from "../../../../../Armor/components/ModelTankWrapper";
export function TankModel() {
const protagonist = Duel.use((draft) => draft.protagonist);
const track = Duel.use((state) => state.protagonist.track);
const turret = Duel.use((state) => state.protagonist.turret);
const canvas = useThree((state) => state.gl.domElement);
const hullContainer = useRef<Group>(null);
const turretContainer = useRef<Group>(null!);
const gunContainer = useRef<Group>(null!);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition =
tankModelDefinition.turrets[protagonist.turret.id];
const gunModelDefinition = turretModelDefinition.guns[protagonist.gun.id];
const { gltf } = useModel(protagonist.tank.id);
const nodes = Object.values(gltf.nodes);
useTankTransform(track, turret, turretContainer, gunContainer);
return (
<ModelTankWrapper ref={hullContainer}>
{nodes.map((node) => {
const isHull = node.name === "hull";
const isWheel = node.name.startsWith("chassis_wheel_");
const isTrack = node.name.startsWith("chassis_track_");
const isVisible = isHull || isWheel || isTrack;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
function translateTexture(offset: number) {
const mesh = node.children[0] as Mesh;
const material = mesh?.material as MeshStandardMaterial;
if (!material) return;
invalidate();
const textures = new Set([
material.map,
material.aoMap,
material.normalMap,
material.roughnessMap,
material.metalnessMap,
]);
for (const texture of textures) {
if (texture) texture.offset.y += offset;
}
}
function onPointerDown(event: ThreeEvent<PointerEvent>) {
if (isTrack && Tankopedia.state.display === TankopediaDisplay.Model) {
position.set(event.clientX, event.clientY);
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
} else {
event.stopPropagation();
}
}
function handlePointerMove(event: PointerEvent) {
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
const deltaX = delta.x / window.innerWidth;
const deltaY = delta.y / window.innerHeight;
translateTexture(deltaX + deltaY);
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
<group ref={turretContainer}>
{nodes.map((node) => {
const isTurret = node.name.startsWith("turret_");
const isCurrentTurret =
node.name ===
`turret_${turretModelDefinition.model_id
.toString()
.padStart(2, "0")}`;
const isVisible = isCurrentTurret;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
if (!isTurret) return;
position.set(event.clientX, event.clientY);
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
const [pitch, yaw] = applyPitchYawLimits(
modelTransformEvent.last!.pitch,
modelTransformEvent.last!.yaw +
delta.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
<group ref={gunContainer}>
{nodes.map((node) => {
const isCurrentMantlet =
node.name ===
`gun_${gunModelDefinition.model_id
.toString()
.padStart(2, "0")}_mask`;
const isCurrentGun =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`;
const isVisible = isCurrentGun || isCurrentMantlet;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
let pitch = 0;
let yaw = 0;
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
position.set(event.clientX, event.clientY);
pitch = modelTransformEvent.last!.pitch;
yaw = modelTransformEvent.last!.yaw;
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
[pitch, yaw] = applyPitchYawLimits(
pitch - delta.y * (Math.PI / boundingRect.height),
yaw + delta.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
</group>
</group>
</ModelTankWrapper>
);
}
@@ -23,12 +23,12 @@ import {
type ThicknessRange,
} from "../../../../Armor/components/StaticArmor";
import { SmartCanvas } from "../../../../SmartCanvas";
import { TankModel } from "../../../../TankModel";
import { AutoClear } from "./components/AutoClear";
import { Controls } from "./components/Control";
import { InitialAligner } from "./components/InitialAligner";
import { Lighting } from "./components/Lighting";
import { SceneProps } from "./components/SceneProps";
import { TankModel } from "./components/TankModel";
interface TankSandboxProps {
thicknessRange: ThicknessRange;
+89
View File
@@ -0,0 +1,89 @@
import type { ObjectMap } from "@react-three/fiber";
import type { ComponentProps } from "react";
import {
BatchedMesh,
Group,
Mesh,
MeshStandardMaterial,
type Object3D,
} from "three";
interface BatchedProps extends ComponentProps<"group"> {
slicer: (node: Object3D) => boolean;
mutator?: (mesh: Mesh) => void;
}
export function useBatched(map: ObjectMap, shadows = false) {
return function Batched({ slicer, mutator, ...props }: BatchedProps) {
const groups = new Map<
MeshStandardMaterial,
{ clonedMaterial: MeshStandardMaterial; meshes: Mesh[] }
>();
for (const node of Object.values(map.nodes)) {
if (!slicer(node)) continue;
node.traverse((object) => {
if (!(object instanceof Mesh)) return;
const originalMaterial = object.material;
if (!(originalMaterial instanceof MeshStandardMaterial)) return;
let group = groups.get(originalMaterial);
if (!group) {
group = {
clonedMaterial: originalMaterial.clone(),
meshes: [],
};
groups.set(originalMaterial, group);
}
group.meshes.push(object);
});
}
const wrapper = new Group();
for (const { clonedMaterial: material, meshes } of groups.values()) {
let vertices = 0;
let indices = 0;
for (const mesh of meshes) {
vertices += mesh.geometry.attributes.position.count;
indices += mesh.geometry.index!.count;
}
const batched = new BatchedMesh(
meshes.length,
vertices,
indices,
material,
);
for (const mesh of meshes) {
const geometryId = batched.addGeometry(mesh.geometry);
const instanceId = batched.addInstance(geometryId);
mesh.updateWorldMatrix(true, false);
batched.setMatrixAt(instanceId, mesh.matrixWorld);
if (shadows) {
batched.castShadow = true;
batched.receiveShadow = true;
}
mutator?.(mesh);
}
wrapper.add(batched);
}
return (
<group {...props}>
<primitive object={wrapper} />
</group>
);
};
}