};
// temporary fix for missing skeleton loader
-player_head_block = {
- bounds = Cuboid([ -0.5, -0.5, -0.5 ], [ 0.5, 0.5, 0.5 ]);
+player_body = {
+ bounds = Cuboid([ -0.25, -0.25, -0.25 ], [ 0.25, 0.25, 0.25 ]);
vertices = {
// position normal texture
- { [ -0.5, -0.5, 0.5 ], [ 0, 0, 1 ], [ 0, 1 ], 0 }, // front
- { [ 0.5, -0.5, 0.5 ], [ 0, 0, 1 ], [ 1, 1 ], 0 },
- { [ -0.5, 0.5, 0.5 ], [ 0, 0, 1 ], [ 0, 0 ], 0 },
- { [ 0.5, 0.5, 0.5 ], [ 0, 0, 1 ], [ 1, 0 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [ 0, 0, -1 ], [ 1, 1 ], 1 }, // back
- { [ -0.5, 0.5, -0.5 ], [ 0, 0, -1 ], [ 1, 0 ], 1 },
- { [ 0.5, -0.5, -0.5 ], [ 0, 0, -1 ], [ 0, 1 ], 1 },
- { [ 0.5, 0.5, -0.5 ], [ 0, 0, -1 ], [ 0, 0 ], 1 },
- { [ -0.5, 0.5, -0.5 ], [ 0, 1, 0 ], [ 0, 0 ], 0 }, // top
- { [ -0.5, 0.5, 0.5 ], [ 0, 1, 0 ], [ 0, 1 ], 0 },
- { [ 0.5, 0.5, -0.5 ], [ 0, 1, 0 ], [ 1, 0 ], 0 },
- { [ 0.5, 0.5, 0.5 ], [ 0, 1, 0 ], [ 1, 1 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [ 0, -1, 0 ], [ 1, 0 ], 0 }, // bottom
- { [ 0.5, -0.5, -0.5 ], [ 0, -1, 0 ], [ 0, 0 ], 0 },
- { [ -0.5, -0.5, 0.5 ], [ 0, -1, 0 ], [ 1, 1 ], 0 },
- { [ 0.5, -0.5, 0.5 ], [ 0, -1, 0 ], [ 0, 1 ], 0 },
- { [ -0.5, -0.5, -0.5 ], [-1, 0, 0 ], [ 0, 1 ], 0 }, // left
- { [ -0.5, -0.5, 0.5 ], [-1, 0, 0 ], [ 1, 1 ], 0 },
- { [ -0.5, 0.5, -0.5 ], [-1, 0, 0 ], [ 0, 0 ], 0 },
- { [ -0.5, 0.5, 0.5 ], [-1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.5, -0.5, -0.5 ], [ 1, 0, 0 ], [ 1, 1 ], 0 }, // right
- { [ 0.5, 0.5, -0.5 ], [ 1, 0, 0 ], [ 1, 0 ], 0 },
- { [ 0.5, -0.5, 0.5 ], [ 1, 0, 0 ], [ 0, 1 ], 0 },
- { [ 0.5, 0.5, 0.5 ], [ 1, 0, 0 ], [ 0, 0 ], 0 },
+ { [ -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 },
+ };
+ indices = {
+ 0, 1, 2, 2, 1, 3, // front
+ 4, 5, 6, 6, 5, 7, // back
+ 8, 9, 10, 10, 9, 11, // top
+ 12, 13, 14, 14, 13, 15, // bottom
+ 16, 17, 18, 18, 17, 19, // left
+ 20, 21, 22, 22, 21, 23, // right
+ };
+};
+player_head = {
+ bounds = Cuboid([ -0.125, -0.125, -0.125 ], [ 0.125, 0.125, 0.125 ]);
+ 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 },
};
indices = {
0, 1, 2, 2, 1, 3, // front