feat: optimized state handling

This commit is contained in:
TrèsAbhi committed 2024-01-13 13:44:27 -06:00
1 parent 033d361cea
commit 230b2df5fd
6 files changed
+145 -186

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+22 -18
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@@ -1,33 +1,33 @@
import { MeshProps } from '@react-three/fiber';
import { MeshStandardMaterial } from 'three';
import CustomShaderMaterial from 'three-custom-shader-material';
import { degToRad } from 'three/src/math/MathUtils';
import { canSplash } from '../../core/blitz/canSplash';
import { isExplosive } from '../../core/blitz/isExplosive';
import { resolveNearPenetration } from '../../core/blitz/resolveNearPenetration';
import { useTankopedia } from '../../stores/tankopedia';
import fragmentShader from './shaders/fragment.glsl';
import vertexShader from './shaders/vertex.glsl';
interface ArmorMeshProps extends MeshProps {
isExplosive: boolean;
canSplash: boolean;
isSpaced: boolean;
isExternalModule?: boolean;
thickness: number;
penetration: number;
caliber: number;
ricochet: number;
normalization: number;
}
export function ArmorMesh({
isExplosive,
canSplash,
isSpaced,
isExternalModule = false,
thickness,
penetration,
caliber,
ricochet,
normalization,
...props
}: ArmorMeshProps) {
const shell = useTankopedia((state) => {
if (!state.areTanksAssigned) return;
return state.antagonist.shell;
});
if (!shell) return null;
return (
<>
{!isSpaced && (
@@ -45,15 +45,19 @@ export function ArmorMesh({
fragmentShader={fragmentShader}
vertexShader={vertexShader}
uniforms={{
isExplosive: { value: isExplosive },
canSplash: { value: canSplash },
isExplosive: { value: isExplosive(shell.type) },
canSplash: { value: canSplash(shell.type) },
isSpaced: { value: isSpaced },
isExternalModule: { value: isExternalModule },
thickness: { value: thickness },
penetration: { value: penetration },
caliber: { value: caliber },
ricochet: { value: ricochet * (Math.PI / 180) },
normalization: { value: normalization * (Math.PI / 180) },
penetration: {
value: resolveNearPenetration(shell.penetration),
},
caliber: { value: shell.caliber },
ricochet: { value: degToRad(shell.ricochet ?? 90) },
normalization: {
value: degToRad(shell.normalization ?? 0),
},
}}
/>
</mesh>