Files
blitzkit/packages/website/src/components/PrimaryArmorSceneComponent/index.tsx
T

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TypeScript

import {
canSplash,
isExplosive,
resolvePenetrationCoefficient,
} from "@blitzkit/core";
import { invalidate, useFrame } from "@react-three/fiber";
import type { QuicklimeEvent } from "quicklime";
import { useEffect, useRef } from "react";
import {
MeshBasicMaterial,
NormalBlending,
Object3D,
ShaderMaterial,
SubtractiveBlending,
UniformsLib,
UniformsUtils,
Vector2,
} from "three";
import { degToRad } from "three/src/math/MathUtils.js";
import { jsxTree } from "../../core/blitzkit/jsxTree";
import { DuelModule, getDuel } from "../../hooks/useDuel";
import { hasEquipment } from "../../hooks/useEquipment";
import { Tankopedia } from "../../stores/tankopedia";
import { TankopediaPersistent } from "../../stores/tankopediaPersistent";
import { transitionEvent } from "../Lighting";
import { spacedArmorRenderTarget } from "../PrimaryArmorRenderTarget";
import fragmentShader from "./shaders/fragment.glsl?raw";
import vertexShader from "./shaders/vertex.glsl?raw";
interface PrimaryArmorSceneComponentProps {
thickness: number;
node: Object3D;
}
const excludeMaterial = new MeshBasicMaterial({
colorWrite: false,
});
const date = new Date();
const isHalloween = date.getMonth() === 9 && date.getDate() === 31;
export function PrimaryArmorSceneComponent({
node,
thickness,
}: PrimaryArmorSceneComponentProps) {
const material = useRef(
new ShaderMaterial({
fragmentShader,
vertexShader,
fog: true,
transparent: true,
blending: isHalloween ? SubtractiveBlending : NormalBlending,
uniforms: UniformsUtils.merge([
UniformsLib.common,
UniformsLib.fog,
{
thickness: { value: null },
penetration: { value: null },
caliber: { value: null },
ricochet: { value: null },
normalization: { value: null },
isExplosive: { value: null },
canSplash: { value: null },
damage: { value: null },
explosionRadius: { value: null },
greenPenetration: { value: null },
advancedHighlighting: { value: null },
opaque: { value: null },
inverseProjectionMatrix: { value: null },
resolution: { value: new Vector2() },
spacedArmorBuffer: { value: null },
spacedArmorDepth: { value: null },
opacity: { value: 0 },
},
]),
}),
);
useEffect(() => {
function handleShellChange() {
const shell =
Tankopedia.state.customShell ?? getDuel("antagonist", DuelModule.Shell);
material.current.uniforms.caliber.value = shell.caliber;
material.current.uniforms.ricochet.value = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
material.current.uniforms.normalization.value = degToRad(
shell.normalization ?? 0,
);
material.current.uniforms.isExplosive.value = isExplosive(shell.type);
material.current.uniforms.canSplash.value = canSplash(shell.type);
material.current.uniforms.damage.value = shell.armor_damage;
material.current.uniforms.explosionRadius.value = shell.explosion_radius;
handleProtagonistEquipmentChange(true);
handleAntagonistEquipmentChange(true);
invalidate();
}
function handleGreenPenetrationChange(greenPenetration: boolean) {
material.current.uniforms.greenPenetration.value = greenPenetration;
}
function handleAdvancedHighlightingChange(advancedHighlighting: boolean) {
material.current.uniforms.advancedHighlighting.value =
advancedHighlighting;
invalidate();
}
function handleOpaqueChange(opaque: boolean) {
material.current.uniforms.opaque.value = opaque;
}
function handleWireframeChange(wireframe: boolean) {
material.current.wireframe = wireframe;
}
function handleProtagonistEquipmentChange(noInvalidate = false) {
const equipment = Tankopedia.state.protagonist.equipment;
const protagonist = getDuel("protagonist", DuelModule.Tank);
const hasEnhancedArmor = hasEquipment(
110,
protagonist.equipment_preset,
equipment,
);
const equalizer =
(Tankopedia.state.equalize
? protagonist.equalizer?.armor
: undefined) ?? 1;
material.current.uniforms.thickness.value =
thickness * (hasEnhancedArmor ? 1.04 : 1) * equalizer;
if (!noInvalidate) invalidate();
}
function handleAntagonistEquipmentChange(noInvalidate = false) {
const antagonist = getDuel("antagonist", DuelModule.Tank);
const equipment = Tankopedia.state.antagonist.equipment;
const tankopediaEphemeral = Tankopedia.state;
const shell =
tankopediaEphemeral.customShell ??
getDuel("antagonist", DuelModule.Shell);
const penetration = shell.penetration!.near;
const hasCalibratedShells = hasEquipment(
103,
antagonist.equipment_preset,
equipment,
);
material.current.uniforms.penetration.value =
penetration *
resolvePenetrationCoefficient(
hasCalibratedShells,
Tankopedia.state.equalize,
shell.type,
antagonist.equalizer,
);
if (!noInvalidate) invalidate();
}
function handleTransitionEvent(event: QuicklimeEvent<number>) {
material.current.uniforms.opacity.value = event.data;
}
handleShellChange();
handleGreenPenetrationChange(TankopediaPersistent.state.greenPenetration);
handleAdvancedHighlightingChange(
TankopediaPersistent.state.advancedHighlighting,
);
handleOpaqueChange(TankopediaPersistent.state.opaque);
handleWireframeChange(TankopediaPersistent.state.wireframe);
handleProtagonistEquipmentChange();
handleAntagonistEquipmentChange();
transitionEvent.on(handleTransitionEvent);
const unsubscribes = [
Tankopedia.on((state) => state.antagonist.shell, handleShellChange),
Tankopedia.on((state) => state.customShell, handleShellChange),
TankopediaPersistent.on(
(state) => state.greenPenetration,
handleGreenPenetrationChange,
),
TankopediaPersistent.on(
(state) => state.advancedHighlighting,
handleAdvancedHighlightingChange,
),
TankopediaPersistent.on((state) => state.opaque, handleOpaqueChange),
Tankopedia.on(
(state) => state.protagonist.equipment,
() => handleProtagonistEquipmentChange(),
),
Tankopedia.on(
(state) => state.antagonist.equipment,
() => handleAntagonistEquipmentChange(),
),
Tankopedia.on(
(state) => state.equalize,
() => {
handleProtagonistEquipmentChange();
handleAntagonistEquipmentChange();
},
),
() => transitionEvent.off(handleTransitionEvent),
];
return () => {
unsubscribes.forEach((unsubscribe) => unsubscribe());
};
}, []);
useFrame(({ gl, camera }) => {
gl.getSize(material.current.uniforms.resolution.value).multiplyScalar(
gl.getPixelRatio(),
);
material.current.uniforms.spacedArmorBuffer.value =
spacedArmorRenderTarget.texture;
material.current.uniforms.spacedArmorDepth.value =
spacedArmorRenderTarget.depthTexture;
material.current.uniforms.inverseProjectionMatrix.value =
camera.projectionMatrixInverse;
});
return (
<>
{jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={`${key}-exclude`}
renderOrder={0}
material={excludeMaterial}
/>
);
},
})}
{jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={`${key}-include`}
renderOrder={1}
material={material.current}
/>
);
},
})}
</>
);
}