fix dts rendering finally

This commit is contained in:
RandomityGuy 2023-05-09 13:56:46 +05:30
parent a39d3137fc
commit e657aa41df

View file

@ -178,8 +178,8 @@ class DtsObject extends GameObject {
continue; continue;
if (!isInstanced) { if (!isInstanced) {
var vertices = mesh.vertices.map(v -> new Vector(v.x, v.y, v.z)); var vertices = mesh.vertices.map(v -> new Vector(-v.x, v.y, v.z));
var vertexNormals = mesh.normals.map(v -> new Vector(v.x, v.y, v.z)); var vertexNormals = mesh.normals.map(v -> new Vector(-v.x, v.y, v.z));
var geometry = this.generateMaterialGeometry(mesh, vertices, vertexNormals); var geometry = this.generateMaterialGeometry(mesh, vertices, vertexNormals);
for (k in 0...geometry.length) { for (k in 0...geometry.length) {
@ -249,8 +249,8 @@ class DtsObject extends GameObject {
var skinObj = new Object(); var skinObj = new Object();
if (!isInstanced) { if (!isInstanced) {
var vertices = mesh.vertices.map(v -> new Vector(v.x, v.y, v.z)); var vertices = mesh.vertices.map(v -> new Vector(-v.x, v.y, v.z));
var vertexNormals = mesh.normals.map(v -> new Vector(v.x, v.y, v.z)); var vertexNormals = mesh.normals.map(v -> new Vector(-v.x, v.y, v.z));
var geometry = this.generateMaterialGeometry(mesh, vertices, vertexNormals); var geometry = this.generateMaterialGeometry(mesh, vertices, vertexNormals);
for (k in 0...geometry.length) { for (k in 0...geometry.length) {
if (geometry[k].vertices.length == 0) if (geometry[k].vertices.length == 0)
@ -329,7 +329,7 @@ class DtsObject extends GameObject {
rootObject.addChild(this.skinMeshData.geometry); rootObject.addChild(this.skinMeshData.geometry);
} }
rootObject.scaleX = -1; // rootObject.scaleX = -1;
if (this.level != null && this.isBoundingBoxCollideable) { if (this.level != null && this.isBoundingBoxCollideable) {
var boundthing = new Bounds(); var boundthing = new Bounds();
@ -615,7 +615,7 @@ class DtsObject extends GameObject {
i3 = temp; i3 = temp;
} }
for (index in [i3, i2, i1]) { for (index in [i1, i2, i3]) {
var vertex = vertices[index]; var vertex = vertices[index];
geometrydata.vertices.push(new Vector(vertex.x, vertex.y, vertex.z)); geometrydata.vertices.push(new Vector(vertex.x, vertex.y, vertex.z));