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Added a block on player head

It appears if there is input in the helmet field.
This commit is contained in:
Lars Martens 2015-07-07 11:59:47 +02:00
parent e706235c33
commit b1c44f3822

View file

@ -10,6 +10,9 @@ var rotY = 0, rotX = 0;
var matWood = new THREE.MeshLambertMaterial({ color: 0x826841 }); var matWood = new THREE.MeshLambertMaterial({ color: 0x826841 });
//var matWood = new THREE.MeshLambertMaterial({ color: 0x826841, transparent: true, opacity: 0.5 }); //For testing the mesh alignment //var matWood = new THREE.MeshLambertMaterial({ color: 0x826841, transparent: true, opacity: 0.5 }); //For testing the mesh alignment
var matStone = new THREE.MeshLambertMaterial({ color: 0xadadad }); var matStone = new THREE.MeshLambertMaterial({ color: 0xadadad });
var matTransparentStone = new THREE.MeshLambertMaterial({ color: 0xadadad });
matTransparentStone.opacity = 0.8;
matTransparentStone.transparent = true;
var viewCenter = new THREE.Vector3(0,0,0); var viewCenter = new THREE.Vector3(0,0,0);
// Meshes // Meshes
// The ones marked with //* are not real meshes, but contain a child (or more) which gets rendered. // The ones marked with //* are not real meshes, but contain a child (or more) which gets rendered.
@ -17,6 +20,7 @@ var viewCenter = new THREE.Vector3(0,0,0);
var mBasePlate; var mBasePlate;
var mBody; //* var mBody; //*
var mHead; //* var mHead; //*
var mSkull;
var mLegLeft; //* var mLegLeft; //*
var mLegRight; //* var mLegRight; //*
var mArmLeft; //* var mArmLeft; //*
@ -38,7 +42,7 @@ var equipSword;
var equipShoes; var equipShoes;
var equipLeggings; var equipLeggings;
var equipChestplate; var equipChestplate;
var equipHelmet; var equipHelmet = "";
var equipCustomHeadMode; var equipCustomHeadMode;
var equipColorShoes; var equipColorShoes;
var equipColorLeggings; var equipColorLeggings;
@ -226,14 +230,15 @@ function setup(){
mmNeck.position.set(0,3.5/16,0); mmNeck.position.set(0,3.5/16,0);
/* /*
We do not want the head, as it obstructs a whole lot of the view. We can implement this, We do not want the head, as it obstructs a whole lot of the view. We can implement this,
once we've got an editor option to toggle it on and off. once we've got an editor option to toggle it on and off.*/
var mmSkull = new THREE.Mesh( mSkull = new THREE.Mesh(
new THREE.BoxGeometry(10/16, 10/16, 10/16), new THREE.BoxGeometry(10/16, 10/16, 10/16),
matWood); matTransparentStone);
mmSkull.position.set(0,5/16,0);*/ mSkull.position.set(0,5/16,0);
mHead = new THREE.Object3D(); mHead = new THREE.Object3D();
mHead.position.set(0,22/16,0); //Pivot Point mHead.position.set(0,22/16,0); //Pivot Point
mHead.add(mmNeck); mHead.add(mmNeck);
mHead.add(mSkull);
armorstand.add(mHead); armorstand.add(mHead);
@ -363,6 +368,7 @@ function updateUI(){
//Set Visibility //Set Visibility
mArmRight.visible = mArmLeft.visible = showArms; mArmRight.visible = mArmLeft.visible = showArms;
mBasePlate.visible = !noBasePlate; mBasePlate.visible = !noBasePlate;
mSkull.visible = equipHelmet != "";
} }
function generateCode(){ function generateCode(){