feat: togglable spaced armor

This commit is contained in:
TrèsAbhi committed 2024-03-17 22:11:56 -05:00
1 parent b15e73e3a8
commit 191d6133b2
5 files changed
+36 -4

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@@ -48,6 +48,7 @@ export function CoreArmorSceneComponent({
explosionRadius: { value: null },
greenPenetration: { value: null },
opaque: { value: null },
useSpacedArmor: { value: null },
resolution: { value: new Vector2() },
spacedArmorBuffer: { value: null },
@@ -75,6 +76,7 @@ export function CoreArmorSceneComponent({
) {
material.uniforms.greenPenetration.value = visual.greenPenetration;
material.uniforms.opaque.value = visual.opaque || visual.wireframe;
material.uniforms.useSpacedArmor.value = visual.showSpacedArmor;
material.wireframe = visual.wireframe;
}
async function handleProtagonistEquipmentChange(
@@ -14,6 +14,7 @@ uniform float damage;
uniform float explosionRadius;
uniform bool greenPenetration;
uniform bool opaque;
uniform bool useSpacedArmor;
uniform highp sampler2D spacedArmorBuffer;
uniform highp sampler2D spacedArmorDepth;
@@ -49,7 +50,7 @@ void main() {
float coreArmorDistance = depthToDistance(gl_FragCoord.z);
float distanceFromSpacedArmor = coreArmorDistance - spacedArmorDistance;
if (isUnderSpacedArmor) {
if (useSpacedArmor && isUnderSpacedArmor) {
float spacedArmorThickness = spacedArmorBufferFragment.r * penetration;
remainingPenetration -= spacedArmorThickness;
@@ -18,6 +18,7 @@ import { useDuel } from '../../../../stores/duel';
import {
Shot,
ShotLayerBase,
useTankopediaPersistent,
useTankopediaTemporary,
} from '../../../../stores/tankopedia';
import { ArmorType } from '../SpacedArmorScene';
@@ -115,12 +116,20 @@ export function SpacedArmorSceneComponent({
pushLogs(shellNormal, filterIntersections(event.intersections), 0);
function filterIntersections(intersectionsRaw: Intersection[]) {
const intersectionsAll = intersectionsRaw.filter(
const showSpacedArmor =
useTankopediaPersistent.getState().model.visual.showSpacedArmor;
const intersectionsTyped = intersectionsRaw.filter(
({ object }) => object.userData.type !== undefined,
) as ArmorMeshIntersection[];
const intersectionsWithDuplicates = intersectionsAll.slice(
const intersectionsFiltered = intersectionsTyped.filter(
({ object }) =>
showSpacedArmor
? true
: object.userData.type === ArmorType.Core,
);
const intersectionsWithDuplicates = intersectionsFiltered.slice(
0,
intersectionsAll.findIndex(
intersectionsFiltered.findIndex(
({ object }) => object.userData.type === ArmorType.Core,
) + 1,
);