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CubeGroupMesh - Made 'Translation' and 'Pivot' properties getter only properties
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@@ -39,8 +39,8 @@ namespace PckStudio.Rendering
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}
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}
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public Vector3 Translation { get; set; } = Vector3.Zero;
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public Vector3 Pivot { get; set; } = Vector3.Zero;
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public Vector3 Translation { get; }
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public Vector3 Pivot { get; }
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public Vector3 Offset { get; set; } = Vector3.Zero;
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private bool _flipZMapping = false;
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@@ -50,10 +50,11 @@ namespace PckStudio.Rendering
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cubes = new List<CubeMesh>(5);
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}
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internal CubeGroupMesh(string name, bool flipZMapping)
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internal CubeGroupMesh(string name, Vector3 translation, Vector3 pivot)
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: this(name)
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{
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FlipZMapping = flipZMapping;
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Translation = translation;
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Pivot = pivot;
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}
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public static VertexBufferLayout GetLayout()
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@@ -324,35 +324,27 @@ namespace PckStudio.Rendering
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private void InitializeSkinData()
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{
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head ??= new CubeGroupMesh("Head", flipZMapping: true);
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head ??= new CubeGroupMesh("Head") { FlipZMapping = true };
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head.AddCube(new(-4, -8, -4), new(8, 8, 8), new(0, 0));
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head.AddCube(new(-4, -8, -4), new(8, 8, 8), new(32, 0), OverlayScale);
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head.AddCube(new(-4, -8, -4), new(8, 8, 8), new(32, 0), OverlayScale * 2);
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body ??= new CubeGroupMesh("Body");
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body.AddCube(new(-4, 0, -2), new(8, 12, 4), new(16, 16));
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body.AddCube(new(-4, 0, -2), new(8, 12, 4), new(16, 32), OverlayScale);
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rightArm ??= new CubeGroupMesh("Right Arm");
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rightArm.Pivot = new Vector3(4f, 2f, 0f);
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rightArm.Translation = new Vector3(-5f, -2f, 0f);
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rightArm ??= new CubeGroupMesh("Right Arm", new Vector3(-5f, -2f, 0f), new Vector3(4f, 2f, 0f));
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rightArm.AddCube(new(-3, -2, -2), new(4, 12, 4), new(40, 16));
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rightArm.AddCube(new(-3, -2, -2), new(4, 12, 4), new(40, 32), OverlayScale);
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leftArm ??= new CubeGroupMesh("Left Arm");
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leftArm.Pivot = new Vector3(-4f, 2f, 0f);
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leftArm.Translation = new Vector3(5f, -2f, 0f);
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leftArm ??= new CubeGroupMesh("Left Arm", new Vector3(5f, -2f, 0f), new Vector3(-4f, 2f, 0f));
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leftArm.AddCube(new(-1, -2, -2), new(4, 12, 4), new(32, 48));
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leftArm.AddCube(new(-1, -2, -2), new(4, 12, 4), new(48, 48), inflate: OverlayScale);
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rightLeg ??= new CubeGroupMesh("Right Leg");
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rightLeg.Pivot = new Vector3(-2f, 12f, 0f);
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rightLeg.Translation = new Vector3(-2f, -12f, 0f);
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rightLeg ??= new CubeGroupMesh("Right Leg", new Vector3(-2f, -12f, 0f), new Vector3(-2f, 12f, 0f));
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rightLeg.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 16));
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rightLeg.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 32), OverlayScale);
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leftLeg ??= new CubeGroupMesh("Left Leg");
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leftLeg.Pivot = new Vector3(2f, 12f, 0f);
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leftLeg.Translation = new Vector3(2f, -12f, 0f);
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leftLeg ??= new CubeGroupMesh("Left Leg", new Vector3(2f, -12f, 0f), new Vector3(2f, 12f, 0f));
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leftLeg.AddCube(new(-2, 0, -2), new(4, 12, 4), new(16, 48));
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leftLeg.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 48), OverlayScale);
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}
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@@ -367,43 +359,31 @@ namespace PckStudio.Rendering
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{
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const float armorInflation = 0.75f;
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var helmet = new CubeGroupMesh("HELMET");
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var helmet = new CubeGroupMesh("HELMET");
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helmet.AddCube(new(-4, -8, -4), new(8, 8, 8), new(0, 0), inflate: armorInflation);
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var chest = new CubeGroupMesh("CHEST");
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chest.AddCube(new(-4, 0, -2), new(8, 12, 4), new(16, 16), inflate: armorInflation + 0.01f);
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var shoulder0 = new CubeGroupMesh("SHOULDER0");
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shoulder0.Pivot = new Vector3(4f, 2f, 0f);
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shoulder0.Translation = new Vector3(-5f, -2f, 0f);
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var shoulder0 = new CubeGroupMesh("SHOULDER0", rightArm.Translation, rightArm.Pivot);
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shoulder0.AddCube(new(-3, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation);
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var shoulder1 = new CubeGroupMesh("SHOULDER1");
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shoulder1.Pivot = new Vector3(-4f, 2f, 0f);
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shoulder1.Translation = new Vector3(5f, -2f, 0f);
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var shoulder1 = new CubeGroupMesh("SHOULDER1", leftArm.Translation, leftArm.Pivot);
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shoulder1.AddCube(new(-1, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation, mirrorTexture: true);
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var waist = new CubeGroupMesh("WAIST");
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waist.AddCube(new(-4, 0, -2), new(8, 12, 4), new(16, 48), inflate: armorInflation);
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var pants0 = new CubeGroupMesh("PANTS0");
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pants0.Pivot = new Vector3(0f, 12f, 0f);
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pants0.Translation = new Vector3(-2f, -12f, 0f);
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var pants0 = new CubeGroupMesh("PANTS0", rightLeg.Translation, rightLeg.Pivot);
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pants0.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation);
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var pants1 = new CubeGroupMesh("PANTS1");
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pants1.Pivot = new Vector3(0f, 12f, 0f);
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pants1.Translation = new Vector3(2f, -12f, 0f);
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var pants1 = new CubeGroupMesh("PANTS1", leftLeg.Translation, leftLeg.Pivot);
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pants1.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation, mirrorTexture: true);
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var boot0 = new CubeGroupMesh("BOOT0");
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boot0.Pivot = new Vector3(0f, 12f, 0f);
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boot0.Translation = new Vector3(-2f, -12f, 0f);
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var boot0 = new CubeGroupMesh("BOOT0", rightLeg.Translation, rightLeg.Pivot);
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boot0.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f);
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var boot1 = new CubeGroupMesh("BOOT1");
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boot1.Pivot = new Vector3(0f, 12f, 0f);
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boot1.Translation = new Vector3(2f, -12f, 0f);
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var boot1 = new CubeGroupMesh("BOOT1", leftLeg.Translation, leftLeg.Pivot);
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boot1.AddCube(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f, mirrorTexture: true);
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offsetSpecificMeshStorage = new Dictionary<string, CubeGroupMesh>
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