fix: missing external modules

This commit is contained in:
TrèsAbhi committed 2024-01-24 14:57:37 -06:00
1 parent 3486dde8c1
commit b03589f6f0
2 files changed
+9 -7

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@@ -160,12 +160,12 @@ export const ExternalModuleMask = memo(() => {
const isHull = node.name.startsWith('hull_'); const isHull = node.name.startsWith('hull_');
const isVisible = isHull; const isVisible = isHull;
const armorId = nameToArmorId(node.name); const armorId = nameToArmorId(node.name);
const { thickness } = resolveArmor( const { thickness, spaced } = resolveArmor(
tankModelDefinition.armor, tankModelDefinition.armor,
armorId, armorId,
); );
if (!isVisible || thickness === undefined) return null; if (!isVisible || thickness === undefined || spaced) return null;
return ( return (
<ArmorMeshExternalModuleMask <ArmorMeshExternalModuleMask
@@ -202,12 +202,12 @@ export const ExternalModuleMask = memo(() => {
); );
const isVisible = isCurrentTurret; const isVisible = isCurrentTurret;
const armorId = nameToArmorId(node.name); const armorId = nameToArmorId(node.name);
const { thickness } = resolveArmor( const { thickness, spaced } = resolveArmor(
turretModelDefinition.armor, turretModelDefinition.armor,
armorId, armorId,
); );
if (!isVisible || thickness === undefined) return null; if (!isVisible || thickness === undefined || spaced) return null;
return ( return (
<ArmorMeshExternalModuleMask <ArmorMeshExternalModuleMask
@@ -227,12 +227,12 @@ export const ExternalModuleMask = memo(() => {
); );
const isVisible = isCurrentGun; const isVisible = isCurrentGun;
const armorId = nameToArmorId(node.name); const armorId = nameToArmorId(node.name);
const { thickness } = resolveArmor( const { thickness, spaced } = resolveArmor(
gunModelDefinition.armor, gunModelDefinition.armor,
armorId, armorId,
); );
if (!isVisible || thickness === undefined) return null; if (!isVisible || thickness === undefined || spaced) return null;
return ( return (
<ArmorMeshExternalModuleMask <ArmorMeshExternalModuleMask
@@ -113,5 +113,7 @@ void main() {
gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5); gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5);
} }
// gl_FragColor = externalModuleMaskColor; // if (isUnderExternalModule) {
// gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
// }
} }