fix incorrect matrix in some rotations

This commit is contained in:
MihailRis 2024-12-29 22:05:34 +03:00
parent ab5a62c3aa
commit e278f5992d

View File

@ -18,8 +18,17 @@ do -- setup visuals
local textures = block.get_textures(id)
for i,t in ipairs(textures) do
rig:set_texture("$"..tostring(i-1), "blocks:"..textures[i])
rig:set_matrix(0, mat4.look_at({0,0,0}, {block.get_Z(id, rotation)}, {block.get_Y(id, rotation)}))
end
local axisX = {block.get_X(id, rotation)}
local axisY = {block.get_Y(id, rotation)}
local axisZ = {block.get_Z(id, rotation)}
local matrix = {
axisX[1], axisX[2], axisX[3], 0,
axisY[1], axisY[2], axisY[3], 0,
axisZ[1], axisZ[2], axisZ[3], 0,
0, 0, 0, 1
}
rig:set_matrix(0, matrix)
end
function on_grounded()