azurelib-neo-26.3-4.1.7.jar
Curse Maven Snippet
What's new
v4.1.7
Additions
- Added Blockbench polygon mesh rendering. Meshes inside a bone render and animate with it, like cubes. Requires AzureLib Animator 2.4.0.
- Added skinned meshes with smooth deformation. Meshes inside a Blockbench armature bend with the armature's bones using linear blend skinning (up to four weights per vertex), matching the Blockbench preview. Armature bones export as regular bones, so animations, procedural poses, IK, sockets and hitboxes work on them.
- Bedrock
poly_meshgeometry from other tools now loads and renders, including mixed triangle and quad polygons and thetri_list/quad_listshorthands. - Bone hitboxes that fit their bone's geometry now include rigid meshes.
Fixes
- Fixed
poly_meshgeometry failing to load. Positions, normals and UVs were read as flat arrays, and polygons with different corner counts overflowed the polygon array.
Changes
- N/A
Developer Notes
PolyMeshnow readspositions,normalsanduvsasdouble[][], andPolysUnion.union()is nowint[][][]with one entry per polygon corner ([position, normal, uv]).Bonehas a newskinnedMeshescomponent, read from the bone'sazurelib:skinned_mesheslist.- Added
AzBakedModelFactory#constructMeshand#constructSkinnedMesh. They have default implementations, so custom factories only need to call them fromconstructBone. AzBonehasgetMeshes(),getSkinnedMeshes()andgetSkinBindings(). Skin bindings are resolved perAzBakedModelinstance, so deep-copied models skin against their own bones.- Meshes render from
AzModelRenderer#renderCubesOfBone, through the new overridablerenderMeshandrenderSkinnedMesh. Renderers that callrenderCubesOfBoneget mesh support automatically, and quad filters and per-bone texture overrides apply to meshes too.
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