uniform_low_slab = {
bounds = Cuboid([ -0.5, -0.5, -0.5 ], [ 0.5, 0.0, 0.5 ]);
vertices = {
- // TODO: fix tex coords
// position normal texture
- { [ -0.5, -0.5, 0.0 ], [ 0, 0, 1 ], [ 0, 1 ], 0 }, // front
- { [ 0.0, -0.5, 0.0 ], [ 0, 0, 1 ], [ 1, 1 ], 0 },
- { [ -0.5, 0.0, 0.0 ], [ 0, 0, 1 ], [ 0, 0 ], 0 },
- { [ 0.0, 0.0, 0.0 ], [ 0, 0, 1 ], [ 1, 0 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [ 0, 0, -1 ], [ 1, 1 ], 0 }, // back
- { [ -0.5, 0.0, -0.5 ], [ 0, 0, -1 ], [ 1, 0 ], 0 },
- { [ 0.0, -0.5, -0.5 ], [ 0, 0, -1 ], [ 0, 1 ], 0 },
- { [ 0.0, 0.0, -0.5 ], [ 0, 0, -1 ], [ 0, 0 ], 0 },
- { [ -0.5, 0.0, -0.5 ], [ 0, 1, 0 ], [ 0, 0 ], 0 }, // top
- { [ -0.5, 0.0, 0.0 ], [ 0, 1, 0 ], [ 0, 1 ], 0 },
- { [ 0.0, 0.0, -0.5 ], [ 0, 1, 0 ], [ 1, 0 ], 0 },
- { [ 0.0, 0.0, 0.0 ], [ 0, 1, 0 ], [ 1, 1 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [ 0, -1, 0 ], [ 1, 0 ], 0 }, // bottom
- { [ 0.0, -0.5, -0.5 ], [ 0, -1, 0 ], [ 0, 0 ], 0 },
- { [ -0.5, -0.5, 0.0 ], [ 0, -1, 0 ], [ 1, 1 ], 0 },
- { [ 0.0, -0.5, 0.0 ], [ 0, -1, 0 ], [ 0, 1 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [-1, 0, 0 ], [ 0, 1 ], 0 }, // left
- { [ -0.5, -0.5, 0.0 ], [-1, 0, 0 ], [ 1, 1 ], 0 },
- { [ -0.5, 0.0, -0.5 ], [-1, 0, 0 ], [ 0, 0 ], 0 },
- { [ -0.5, 0.0, 0.0 ], [-1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.0, -0.5, -0.5 ], [ 1, 0, 0 ], [ 1, 1 ], 0 }, // right
- { [ 0.0, 0.0, -0.5 ], [ 1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.0, -0.5, 0.0 ], [ 1, 0, 0 ], [ 0, 1 ], 0 },
- { [ 0.0, 0.0, 0.0 ], [ 1, 0, 0 ], [ 0, 0 ], 0 },
+ { [ -0.5, -0.5, 0.5 ], [ 0, 0, 1 ], [ 0.0, 1.0 ], 0 }, // front
+ { [ 0.5, -0.5, 0.5 ], [ 0, 0, 1 ], [ 1.0, 1.0 ], 0 },
+ { [ -0.5, 0.0, 0.5 ], [ 0, 0, 1 ], [ 0.0, 0.5 ], 0 },
+ { [ 0.5, 0.0, 0.5 ], [ 0, 0, 1 ], [ 1.0, 0.5 ], 0 },
+ { [ -0.5, -0.5, -0.5 ], [ 0, 0, -1 ], [ 1.0, 1.0 ], 0 }, // back
+ { [ -0.5, 0.0, -0.5 ], [ 0, 0, -1 ], [ 1.0, 0.5 ], 0 },
+ { [ 0.5, -0.5, -0.5 ], [ 0, 0, -1 ], [ 0.0, 1.0 ], 0 },
+ { [ 0.5, 0.0, -0.5 ], [ 0, 0, -1 ], [ 0.0, 0.5 ], 0 },
+ { [ -0.5, 0.0, -0.5 ], [ 0, 1, 0 ], [ 0.0, 0.5 ], 0 }, // top
+ { [ -0.5, 0.0, 0.5 ], [ 0, 1, 0 ], [ 0.0, 1.0 ], 0 },
+ { [ 0.5, 0.0, -0.5 ], [ 0, 1, 0 ], [ 1.0, 0.5 ], 0 },
+ { [ 0.5, 0.0, 0.5 ], [ 0, 1, 0 ], [ 1.0, 1.0 ], 0 },
+ { [ -0.5, -0.5, -0.5 ], [ 0, -1, 0 ], [ 1.0, 0.5 ], 0 }, // bottom
+ { [ 0.5, -0.5, -0.5 ], [ 0, -1, 0 ], [ 0.0, 0.5 ], 0 },
+ { [ -0.5, -0.5, 0.5 ], [ 0, -1, 0 ], [ 1.0, 1.0 ], 0 },
+ { [ 0.5, -0.5, 0.5 ], [ 0, -1, 0 ], [ 0.0, 1.0 ], 0 },
+ { [ -0.5, -0.5, -0.5 ], [-1, 0, 0 ], [ 0.0, 1.0 ], 0 }, // left
+ { [ -0.5, -0.5, 0.5 ], [-1, 0, 0 ], [ 1.0, 1.0 ], 0 },
+ { [ -0.5, 0.0, -0.5 ], [-1, 0, 0 ], [ 0.0, 0.5 ], 0 },
+ { [ -0.5, 0.0, 0.5 ], [-1, 0, 0 ], [ 1.0, 0.5 ], 0 },
+ { [ 0.5, -0.5, -0.5 ], [ 1, 0, 0 ], [ 1.0, 1.0 ], 0 }, // right
+ { [ 0.5, 0.0, -0.5 ], [ 1, 0, 0 ], [ 1.0, 0.5 ], 0 },
+ { [ 0.5, -0.5, 0.5 ], [ 1, 0, 0 ], [ 0.0, 1.0 ], 0 },
+ { [ 0.5, 0.0, 0.5 ], [ 1, 0, 0 ], [ 0.0, 0.5 ], 0 },
};
indices = {
0, 1, 2, 2, 1, 3, // front
// temporary fix for missing skeleton loader
player_body = {
- bounds = Cuboid([ -0.25, -0.25, -0.25 ], [ 0.25, 0.25, 0.25 ]);
+ bounds = Cuboid([ -0.25, -0.25, -0.125 ], [ 0.25, 0.25, 0.125 ]);
vertices = {
// position normal texture
- { [ -0.25, -0.25, 0.25 ], [ 0, 0, 1 ], [ 0, 1 ], 0 }, // front
- { [ 0.25, -0.25, 0.25 ], [ 0, 0, 1 ], [ 1, 1 ], 0 },
- { [ -0.25, 0.25, 0.25 ], [ 0, 0, 1 ], [ 0, 0 ], 0 },
- { [ 0.25, 0.25, 0.25 ], [ 0, 0, 1 ], [ 1, 0 ], 0 },
- { [ -0.25, -0.25, -0.25 ], [ 0, 0, -1 ], [ 1, 1 ], 0 }, // back
- { [ -0.25, 0.25, -0.25 ], [ 0, 0, -1 ], [ 1, 0 ], 0 },
- { [ 0.25, -0.25, -0.25 ], [ 0, 0, -1 ], [ 0, 1 ], 0 },
- { [ 0.25, 0.25, -0.25 ], [ 0, 0, -1 ], [ 0, 0 ], 0 },
- { [ -0.25, 0.25, -0.25 ], [ 0, 1, 0 ], [ 0, 0 ], 0 }, // top
- { [ -0.25, 0.25, 0.25 ], [ 0, 1, 0 ], [ 0, 1 ], 0 },
- { [ 0.25, 0.25, -0.25 ], [ 0, 1, 0 ], [ 1, 0 ], 0 },
- { [ 0.25, 0.25, 0.25 ], [ 0, 1, 0 ], [ 1, 1 ], 0 },
- { [ -0.25, -0.25, -0.25 ], [ 0, -1, 0 ], [ 1, 0 ], 0 }, // bottom
- { [ 0.25, -0.25, -0.25 ], [ 0, -1, 0 ], [ 0, 0 ], 0 },
- { [ -0.25, -0.25, 0.25 ], [ 0, -1, 0 ], [ 1, 1 ], 0 },
- { [ 0.25, -0.25, 0.25 ], [ 0, -1, 0 ], [ 0, 1 ], 0 },
- { [ -0.25, -0.25, -0.25 ], [-1, 0, 0 ], [ 0, 1 ], 0 }, // left
- { [ -0.25, -0.25, 0.25 ], [-1, 0, 0 ], [ 1, 1 ], 0 },
- { [ -0.25, 0.25, -0.25 ], [-1, 0, 0 ], [ 0, 0 ], 0 },
- { [ -0.25, 0.25, 0.25 ], [-1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.25, -0.25, -0.25 ], [ 1, 0, 0 ], [ 1, 1 ], 0 }, // right
- { [ 0.25, 0.25, -0.25 ], [ 1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.25, -0.25, 0.25 ], [ 1, 0, 0 ], [ 0, 1 ], 0 },
- { [ 0.25, 0.25, 0.25 ], [ 1, 0, 0 ], [ 0, 0 ], 0 },
+ { [ -0.25, -0.25, 0.125 ], [ 0, 0, 1 ], [ 0.0, 1.0 ], 0 }, // front
+ { [ 0.25, -0.25, 0.125 ], [ 0, 0, 1 ], [ 1.0, 1.0 ], 0 },
+ { [ -0.25, 0.25, 0.125 ], [ 0, 0, 1 ], [ 0.0, 0.0 ], 0 },
+ { [ 0.25, 0.25, 0.125 ], [ 0, 0, 1 ], [ 1.0, 0.0 ], 0 },
+ { [ -0.25, -0.25, -0.125 ], [ 0, 0, -1 ], [ 1.0, 1.0 ], 0 }, // back
+ { [ -0.25, 0.25, -0.125 ], [ 0, 0, -1 ], [ 1.0, 0.0 ], 0 },
+ { [ 0.25, -0.25, -0.125 ], [ 0, 0, -1 ], [ 0.0, 1.0 ], 0 },
+ { [ 0.25, 0.25, -0.125 ], [ 0, 0, -1 ], [ 0.0, 0.0 ], 0 },
+ { [ -0.25, 0.25, -0.125 ], [ 0, 1, 0 ], [ 0.0, 0.0 ], 0 }, // top
+ { [ -0.25, 0.25, 0.125 ], [ 0, 1, 0 ], [ 0.0, 0.5 ], 0 },
+ { [ 0.25, 0.25, -0.125 ], [ 0, 1, 0 ], [ 1.0, 0.0 ], 0 },
+ { [ 0.25, 0.25, 0.125 ], [ 0, 1, 0 ], [ 1.0, 0.5 ], 0 },
+ { [ -0.25, -0.25, -0.125 ], [ 0, -1, 0 ], [ 0.5, 0.0 ], 0 }, // bottom
+ { [ 0.25, -0.25, -0.125 ], [ 0, -1, 0 ], [ 0.0, 0.0 ], 0 },
+ { [ -0.25, -0.25, 0.125 ], [ 0, -1, 0 ], [ 0.5, 0.5 ], 0 },
+ { [ 0.25, -0.25, 0.125 ], [ 0, -1, 0 ], [ 0.0, 0.5 ], 0 },
+ { [ -0.25, -0.25, -0.125 ], [-1, 0, 0 ], [ 0.0, 1.0 ], 0 }, // left
+ { [ -0.25, -0.25, 0.125 ], [-1, 0, 0 ], [ 0.5, 1.0 ], 0 },
+ { [ -0.25, 0.25, -0.125 ], [-1, 0, 0 ], [ 0.0, 0.0 ], 0 },
+ { [ -0.25, 0.25, 0.125 ], [-1, 0, 0 ], [ 0.5, 0.0 ], 0 },
+ { [ 0.25, -0.25, -0.125 ], [ 1, 0, 0 ], [ 0.5, 1.0 ], 0 }, // right
+ { [ 0.25, 0.25, -0.125 ], [ 1, 0, 0 ], [ 0.5, 0.0 ], 0 },
+ { [ 0.25, -0.25, 0.125 ], [ 1, 0, 0 ], [ 0.0, 1.0 ], 0 },
+ { [ 0.25, 0.25, 0.125 ], [ 1, 0, 0 ], [ 0.0, 0.0 ], 0 },
};
indices = {
0, 1, 2, 2, 1, 3, // front
};
};
player_head = {
- bounds = Cuboid([ -0.125, -0.125, -0.125 ], [ 0.125, 0.125, 0.125 ]);
+ bounds = Cuboid([ -0.15, -0.15, -0.15 ], [ 0.15, 0.15, 0.15 ]);
vertices = {
// position normal texture
- { [ -0.125, -0.125, 0.125 ], [ 0, 0, 1 ], [ 0, 1 ], 0 }, // front
- { [ 0.125, -0.125, 0.125 ], [ 0, 0, 1 ], [ 1, 1 ], 0 },
- { [ -0.125, 0.125, 0.125 ], [ 0, 0, 1 ], [ 0, 0 ], 0 },
- { [ 0.125, 0.125, 0.125 ], [ 0, 0, 1 ], [ 1, 0 ], 0 },
- { [ -0.125, -0.125, -0.125 ], [ 0, 0, -1 ], [ 1, 1 ], 1 }, // back
- { [ -0.125, 0.125, -0.125 ], [ 0, 0, -1 ], [ 1, 0 ], 1 },
- { [ 0.125, -0.125, -0.125 ], [ 0, 0, -1 ], [ 0, 1 ], 1 },
- { [ 0.125, 0.125, -0.125 ], [ 0, 0, -1 ], [ 0, 0 ], 1 },
- { [ -0.125, 0.125, -0.125 ], [ 0, 1, 0 ], [ 0, 0 ], 0 }, // top
- { [ -0.125, 0.125, 0.125 ], [ 0, 1, 0 ], [ 0, 1 ], 0 },
- { [ 0.125, 0.125, -0.125 ], [ 0, 1, 0 ], [ 1, 0 ], 0 },
- { [ 0.125, 0.125, 0.125 ], [ 0, 1, 0 ], [ 1, 1 ], 0 },
- { [ -0.125, -0.125, -0.125 ], [ 0, -1, 0 ], [ 1, 0 ], 0 }, // bottom
- { [ 0.125, -0.125, -0.125 ], [ 0, -1, 0 ], [ 0, 0 ], 0 },
- { [ -0.125, -0.125, 0.125 ], [ 0, -1, 0 ], [ 1, 1 ], 0 },
- { [ 0.125, -0.125, 0.125 ], [ 0, -1, 0 ], [ 0, 1 ], 0 },
- { [ -0.125, -0.125, -0.125 ], [-1, 0, 0 ], [ 0, 1 ], 0 }, // left
- { [ -0.125, -0.125, 0.125 ], [-1, 0, 0 ], [ 1, 1 ], 0 },
- { [ -0.125, 0.125, -0.125 ], [-1, 0, 0 ], [ 0, 0 ], 0 },
- { [ -0.125, 0.125, 0.125 ], [-1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.125, -0.125, -0.125 ], [ 1, 0, 0 ], [ 1, 1 ], 0 }, // right
- { [ 0.125, 0.125, -0.125 ], [ 1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.125, -0.125, 0.125 ], [ 1, 0, 0 ], [ 0, 1 ], 0 },
- { [ 0.125, 0.125, 0.125 ], [ 1, 0, 0 ], [ 0, 0 ], 0 },
+ { [ -0.15, -0.15, 0.15 ], [ 0, 0, 1 ], [ 0, 1 ], 0 }, // front
+ { [ 0.15, -0.15, 0.15 ], [ 0, 0, 1 ], [ 1, 1 ], 0 },
+ { [ -0.15, 0.15, 0.15 ], [ 0, 0, 1 ], [ 0, 0 ], 0 },
+ { [ 0.15, 0.15, 0.15 ], [ 0, 0, 1 ], [ 1, 0 ], 0 },
+ { [ -0.15, -0.15, -0.15 ], [ 0, 0, -1 ], [ 1, 1 ], 1 }, // back
+ { [ -0.15, 0.15, -0.15 ], [ 0, 0, -1 ], [ 1, 0 ], 1 },
+ { [ 0.15, -0.15, -0.15 ], [ 0, 0, -1 ], [ 0, 1 ], 1 },
+ { [ 0.15, 0.15, -0.15 ], [ 0, 0, -1 ], [ 0, 0 ], 1 },
+ { [ -0.15, 0.15, -0.15 ], [ 0, 1, 0 ], [ 0, 0 ], 0 }, // top
+ { [ -0.15, 0.15, 0.15 ], [ 0, 1, 0 ], [ 0, 1 ], 0 },
+ { [ 0.15, 0.15, -0.15 ], [ 0, 1, 0 ], [ 1, 0 ], 0 },
+ { [ 0.15, 0.15, 0.15 ], [ 0, 1, 0 ], [ 1, 1 ], 0 },
+ { [ -0.15, -0.15, -0.15 ], [ 0, -1, 0 ], [ 1, 0 ], 0 }, // bottom
+ { [ 0.15, -0.15, -0.15 ], [ 0, -1, 0 ], [ 0, 0 ], 0 },
+ { [ -0.15, -0.15, 0.15 ], [ 0, -1, 0 ], [ 1, 1 ], 0 },
+ { [ 0.15, -0.15, 0.15 ], [ 0, -1, 0 ], [ 0, 1 ], 0 },
+ { [ -0.15, -0.15, -0.15 ], [-1, 0, 0 ], [ 0, 1 ], 0 }, // left
+ { [ -0.15, -0.15, 0.15 ], [-1, 0, 0 ], [ 1, 1 ], 0 },
+ { [ -0.15, 0.15, -0.15 ], [-1, 0, 0 ], [ 0, 0 ], 0 },
+ { [ -0.15, 0.15, 0.15 ], [-1, 0, 0 ], [ 1, 0 ], 0 },
+ { [ 0.15, -0.15, -0.15 ], [ 1, 0, 0 ], [ 1, 1 ], 0 }, // right
+ { [ 0.15, 0.15, -0.15 ], [ 1, 0, 0 ], [ 1, 0 ], 0 },
+ { [ 0.15, -0.15, 0.15 ], [ 1, 0, 0 ], [ 0, 1 ], 0 },
+ { [ 0.15, 0.15, 0.15 ], [ 1, 0, 0 ], [ 0, 0 ], 0 },
};
indices = {
0, 1, 2, 2, 1, 3, // front
16, 17, 18, 18, 17, 19, // left
20, 21, 22, 22, 21, 23, // right
};
- fill = [ true, true, true, true, true, true ];
};