Add tank catalog with USDZ models and tank selection
Introduce TankDefinition/TankCatalog loaded from Tanks.json, bundle the Drachengas USDZ tank models, add tank selection and preview views, and update the AR experience, editor and project views to use the catalog. Includes tests for catalog loading and model selection. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@ -7,6 +7,7 @@
|
||||
|
||||
import RealityKit
|
||||
import Metal
|
||||
import UIKit
|
||||
|
||||
/// Kapselt das Höhen-Fade-CustomMaterial für den unterirdischen Tank:
|
||||
/// verblasst die Opacity anhand der Welt-Höhe (Kopf opak, vergrabener Teil transparent).
|
||||
@ -22,7 +23,9 @@ enum TankDepthFadeMaterial {
|
||||
return CustomMaterial.SurfaceShader(named: "tankDepthFadeSurface", in: library)
|
||||
}()
|
||||
|
||||
/// Ersetzt die Materialien der Entity (rekursiv) durch das Fade-CustomMaterial.
|
||||
/// Ersetzt die Originalmaterialien rekursiv durch CustomMaterial-Versionen,
|
||||
/// wobei Texturen und Farben des USDZ erhalten bleiben. Schatten werden für
|
||||
/// transparente Model-Entities separat deaktiviert.
|
||||
static func apply(to entity: Entity) {
|
||||
guard let shader else { return }
|
||||
forEachModelEntity(entity) { modelEntity in
|
||||
@ -36,16 +39,26 @@ enum TankDepthFadeMaterial {
|
||||
return custom
|
||||
}
|
||||
modelEntity.model = component
|
||||
modelEntity.components.set(GroundingShadowComponent(castsShadow: false))
|
||||
modelEntity.components.set(DynamicLightShadowComponent(castsShadow: false))
|
||||
}
|
||||
}
|
||||
|
||||
/// Aktualisiert die Boden-Höhe (Welt-Y) in bereits angewandten Fade-Materialien.
|
||||
static func updateGroundY(_ groundY: Float, on entity: Entity) {
|
||||
static func updateGroundY(
|
||||
_ groundY: Float,
|
||||
belowAlpha: Float = 0.3,
|
||||
on entity: Entity
|
||||
) {
|
||||
forEachModelEntity(entity) { modelEntity in
|
||||
guard var component = modelEntity.model else { return }
|
||||
component.materials = component.materials.map { material in
|
||||
guard var custom = material as? CustomMaterial else { return material }
|
||||
custom.custom.value = SIMD4<Float>(groundY, band, belowAlpha, 0)
|
||||
var customValue = custom.custom.value
|
||||
customValue.x = groundY
|
||||
customValue.y = band
|
||||
customValue.z = belowAlpha
|
||||
custom.custom.value = customValue
|
||||
return custom
|
||||
}
|
||||
modelEntity.model = component
|
||||
|
||||
Reference in New Issue
Block a user