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https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-26 18:26:51 +00:00
SkinRenderer - Rename function parameters
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@@ -269,12 +269,12 @@ namespace PckStudio.Rendering
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{ "HELMET" , new CubeBatchMesh("HELMET") },
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{ "BODYARMOR", new CubeBatchMesh("BODYARMOR") },
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{ "BELT" , new CubeBatchMesh("BELT") },
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{ "ARMARMOR0", new CubeBatchMesh("ARMARMOR0") },
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{ "ARMARMOR1", new CubeBatchMesh("ARMARMOR1") },
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{ "BOOT0" , new CubeBatchMesh("BOOT0") },
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{ "BOOT1" , new CubeBatchMesh("BOOT1") },
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@@ -527,7 +527,7 @@ namespace PckStudio.Rendering
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new LineVertex(rightLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
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new LineVertex(rightLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
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new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
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new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Bottom), lineColor),
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new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
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];
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@@ -581,8 +581,8 @@ namespace PckStudio.Rendering
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if (e.Cancel)
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return;
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skinTexture.LoadImageData(e.NewTexture);
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GLErrorCheck();
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skinTexture.LoadImageData(e.NewTexture);
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GLErrorCheck();
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}
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@@ -843,7 +843,7 @@ namespace PckStudio.Rendering
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GL.DepthMask(true);
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GL.DepthFunc(DepthFunction.Less);
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}
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ShaderProgram lineShader = _shaders.GetShader("LineShader");
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// Render (custom) skin
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@@ -905,7 +905,7 @@ namespace PckStudio.Rendering
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// TODO: only apply Translation to the base arm
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bool slimModel = ANIM.GetFlag(SkinAnimFlag.SLIM_MODEL);
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rightArm.Translation = rightArmOverlay.Translation = new Vector3(slimModel ? -4f : -5f, -2f, 0f);
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RenderBodyPart(skinShader, Matrix4.Identity, transform, "HEAD", "HEADWEAR");
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RenderBodyPart(skinShader, Matrix4.Identity, transform, "BODY", "JACKET");
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RenderBodyPart(skinShader, RightArmMatrix * armRightMatrix, transform, "ARM0", "SLEEVE0");
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@@ -978,11 +978,11 @@ namespace PckStudio.Rendering
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Camera.Rotate(deltaX, deltaY);
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goto default;
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case MouseButtons.Right:
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Camera.Pan(deltaX, deltaY);
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Camera.Pan(deltaX, deltaY);
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goto default;
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default:
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Cursor.Position = new Point((int)Math.Round(Screen.PrimaryScreen.Bounds.Width / 2d), (int)Math.Round(Screen.PrimaryScreen.Bounds.Height / 2d));
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CurrentMouseLocation = Cursor.Position;
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Cursor.Position = new Point((int)Math.Round(Screen.PrimaryScreen.Bounds.Width / 2d), (int)Math.Round(Screen.PrimaryScreen.Bounds.Height / 2d));
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CurrentMouseLocation = Cursor.Position;
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break;
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}
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}
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@@ -1012,16 +1012,16 @@ namespace PckStudio.Rendering
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base.OnMouseDown(e);
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if (e.Button == MouseButtons.Right || e.Button == MouseButtons.Left)
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{
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IsMouseHidden = true;
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IsMouseHidden = true;
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CurrentMouseLocation = PreviousMouseLocation = Cursor.Position;
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}
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}
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}
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private void RenderBodyPart(ShaderProgram shader, Matrix4 partMatrix, Matrix4 globalMatrix, params string[] additionalData)
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private void RenderBodyPart(ShaderProgram shader, Matrix4 partsMatrix, Matrix4 globalMatrix, params string[] partNames)
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{
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foreach (var data in additionalData)
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foreach (var partName in partNames)
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{
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RenderPart(shader, data, partMatrix, globalMatrix);
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RenderPart(shader, partName, partsMatrix, globalMatrix);
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}
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}
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