SkinRenderer - Fix Default arm rotation and pivot points

This commit is contained in:
miku-666
2024-05-12 17:54:13 +02:00
parent 87df17b4cd
commit 8a0656cfcd
2 changed files with 8 additions and 6 deletions

View File

@@ -14,10 +14,10 @@ namespace PckStudio.Internal
{
["HEAD"] = new PositioningInfo(),
["BODY"] = new PositioningInfo(),
["ARM0"] = new PositioningInfo(new(-5f, -2f, 0f), new( 4f, 2f, 0f)),
["ARM1"] = new PositioningInfo(new( 5f, -2f, 0f), new(-4f, 2f, 0f)),
["LEG0"] = new PositioningInfo(new(-2f, -12f, 0f), new(-2f, 12f, 0f)),
["LEG1"] = new PositioningInfo(new( 2f, -12f, 0f), new( 2f, 12f, 0f)),
["ARM0"] = new PositioningInfo(new(-5f, -2f, 0f), new( 6f, 2f, 0f)),
["ARM1"] = new PositioningInfo(new( 5f, -2f, 0f), new(-6f, 2f, 0f)),
["LEG0"] = new PositioningInfo(new(-2f, -12f, 0f), new( 2f, 12f, 0f)),
["LEG1"] = new PositioningInfo(new( 2f, -12f, 0f), new(-2f, 12f, 0f)),
};
internal record struct PositioningInfo(Vector3 Translation, Vector3 Pivot);

View File

@@ -228,8 +228,10 @@ namespace PckStudio.Rendering
private bool showWireFrame = false;
private bool autoInflateOverlayParts;
private Matrix4 RightArmMatrix { get; set; } = Matrix4.CreateFromAxisAngle(Vector3.UnitZ, 25f);
private Matrix4 LeftArmMatrix { get; set; } = Matrix4.CreateFromAxisAngle(Vector3.UnitZ, -25f);
private float defaultArmRotation => 5f;
private Matrix4 RightArmMatrix => Matrix4.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(-defaultArmRotation));
private Matrix4 LeftArmMatrix => Matrix4.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(defaultArmRotation));
private static Vector3[] cubeVertices = new Vector3[]
{