mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 00:45:24 +00:00
Cape now rendered in the correct spot in SkinEditor
This commit is contained in:
@@ -353,7 +353,7 @@ namespace PckStudio.Rendering
|
||||
|
||||
private void InitializeCapeData()
|
||||
{
|
||||
cape ??= new CubeMesh(new Cube(new(-5, 0, -3), new(10, 16, 1), new(0, 0), 0f, false, false));
|
||||
cape ??= new CubeMesh(new Cube(new(5, 0, 3), new(10, 16, 1), new(0, 0), 0f, false, false));
|
||||
}
|
||||
|
||||
private void InitializeArmorData()
|
||||
@@ -925,17 +925,23 @@ namespace PckStudio.Rendering
|
||||
{
|
||||
cubeShader.SetUniform2("TexSize", new Vector2(64, 32));
|
||||
capeTexture.Bind();
|
||||
// Defines minimum Angle(in Degrees) of the cape
|
||||
float capeMinimumRotationAngle = 7.5f;
|
||||
// Controls how much of an angle is applied
|
||||
float capeRotationFactor = 0.4f;
|
||||
// Low value = slow movement
|
||||
float capeRotationSpeed = 0.02f;
|
||||
float capeRotation = ((float)MathHelper.RadiansToDegrees(Math.Sin(Math.Abs(animationCurrentRotationAngle) * capeRotationSpeed) * capeRotationFactor)) + capeMinimumRotationAngle;
|
||||
Matrix4 partMatrix =
|
||||
Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f)) *
|
||||
Matrix4.CreateRotationX(MathHelper.DegreesToRadians(capeRotation));
|
||||
RenderPart(cubeShader, cape, partMatrix, renderTransform);
|
||||
|
||||
// disabled this for now becuase it looks odd and for some reason the cape isn't rotating fully - May
|
||||
|
||||
//// Defines minimum Angle(in Degrees) of the cape
|
||||
//float capeMinimumRotationAngle = 7.5f;
|
||||
//// Controls how much of an angle is applied
|
||||
//float capeRotationFactor = 0.4f;
|
||||
//// Low value = slow movement
|
||||
//float capeRotationSpeed = 0.02f;
|
||||
//float capeRotation = ((float)MathHelper.RadiansToDegrees(Math.Sin(Math.Abs(animationCurrentRotationAngle) * capeRotationSpeed) * capeRotationFactor)) + capeMinimumRotationAngle;
|
||||
//Matrix4 partMatrix =
|
||||
// Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f)) *
|
||||
// Matrix4.CreateRotationX(MathHelper.DegreesToRadians(capeRotation));
|
||||
|
||||
Matrix4 capeMatrix = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f));
|
||||
|
||||
RenderPart(cubeShader, cape, capeMatrix, renderTransform);
|
||||
}
|
||||
|
||||
// Armor rendering
|
||||
|
||||
Reference in New Issue
Block a user