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ModelRenderer - Add offset to render transform & camera
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@@ -153,7 +153,7 @@ namespace PckStudio.Rendering
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public override void ResetCamera(Vector3 offset)
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{
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Vector3 center = (_maxBounds.Start + _maxBounds.End) / 2f;
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Camera.FocalPoint = Vector3.TransformPosition(center + offset, Matrix4.CreateScale(-1f, 1f, 1f));
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Camera.FocalPoint = Vector3.TransformPosition(center - Vector3.UnitY * 24f + offset, Matrix4.CreateScale(-1f, 1f, 1f));
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Camera.Distance = _maxBounds.Volume.Length;
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Camera.Yaw = 45f;
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Camera.Pitch = 25f;
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@@ -220,7 +220,7 @@ namespace PckStudio.Rendering
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_modelRenderTexture.Bind(slot: 0);
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Vector3 scaleVector = new Vector3(1f, -1f, -1f);
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Matrix4 renderTransform = Matrix4.CreateScale(scaleVector);
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Matrix4 renderTransform = Matrix4.CreateScale(scaleVector) * Matrix4.CreateTranslation(Vector3.UnitY * 24f);
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foreach (GenericMesh<TextureVertex> item in _rootCollection)
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{
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@@ -234,7 +234,9 @@ namespace PckStudio.Rendering
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highlightMatrix *= Matrix4.CreateRotationX(MathHelper.DegreesToRadians(_highlightingInfo.Rotation.X));
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highlightMatrix *= Matrix4.CreateRotationY(MathHelper.DegreesToRadians(_highlightingInfo.Rotation.Y));
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highlightMatrix *= Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(_highlightingInfo.Rotation.Z));
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highlightMatrix = Matrix4.CreateTranslation(_highlightingInfo.Pivot) * highlightMatrix.Pivoted(_highlightingInfo.Pivot * -1) * renderTransform;
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highlightMatrix = Matrix4.CreateTranslation(_highlightingInfo.Pivot) * highlightMatrix.Pivoted(_highlightingInfo.Pivot * -1);
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highlightMatrix *= renderTransform;
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DrawBoundingBox(highlightMatrix, _highlightingInfo.BoundingBox, Color.HotPink);
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}
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