Add image rotation support
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1 changed files with 10 additions and 8 deletions
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@ -29,6 +29,8 @@ namespace Pixi.Images
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private static uint thiccness = 1;
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public static float3 Rotation = float3.zero;
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public static void CreateThiccCommand()
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{
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CommandBuilder.Builder()
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@ -90,9 +92,9 @@ namespace Pixi.Images
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Logging.CommandLog($"Image size: {img.width}x{img.height}");
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float3 position = new Player(PlayerType.Local).Position;
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uint blockCount = 0;
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position.x += 1f;
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position.y += (float)blockSize;
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float zero_y = position.y;
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Quaternion imgRotation = Quaternion.Euler(Rotation);
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position += (float3)(imgRotation * new float3(1f, (float)blockSize, 0f));
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float3 basePosition = position;
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Stopwatch timer = Stopwatch.StartNew();
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// convert the image to blocks
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// this groups same-colored pixels in the same column into a single block to reduce the block count
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@ -107,7 +109,7 @@ namespace Pixi.Images
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visible = false,
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};
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float3 scale = new float3(1, 1, thiccness);
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position.x += (float)(blockSize);
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//position.x += (float)(blockSize);
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for (int y = 0; y < img.height; y++)
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{
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//position.y += (float)blockSize;
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@ -122,8 +124,8 @@ namespace Pixi.Images
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{
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if (qVoxel.visible)
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{
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position.y = zero_y + (float)((y * blockSize + (y - scale.y) * blockSize) / 2);
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Block.PlaceNew(qVoxel.block, position, color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
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position = basePosition + (float3)(imgRotation * (new float3(0,1,0) * (float)((y * blockSize + (y - scale.y) * blockSize) / 2) + new float3(1, 0, 0) * (float)(x * blockSize)));
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Block.PlaceNew(qVoxel.block, position, rotation: Rotation,color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
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blockCount++;
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}
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scale = new float3(1, 1, thiccness);
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@ -138,8 +140,8 @@ namespace Pixi.Images
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}
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if (qVoxel.visible)
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{
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position.y = zero_y + (float)((img.height * blockSize + (img.height - scale.y) * blockSize) / 2);
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Block.PlaceNew(qVoxel.block, position, color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
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position = basePosition + (float3)(imgRotation * (new float3(0, 1, 0) * (float)((img.height * blockSize + (img.height - scale.y) * blockSize) / 2) + new float3(1, 0, 0) * (float)(x * blockSize)));
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Block.PlaceNew(qVoxel.block, position, rotation: Rotation, color: qVoxel.color, darkness: qVoxel.darkness, scale: scale);
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blockCount++;
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}
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//position.y = zero_y;
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