From 4aed95019c50701910ec400fa7365685fe7717f7 Mon Sep 17 00:00:00 2001 From: iAmAsval Date: Fri, 19 Nov 2021 21:38:34 +0100 Subject: [PATCH] MIRROR_MESH --- FModel/ViewModels/ModelViewerViewModel.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/FModel/ViewModels/ModelViewerViewModel.cs b/FModel/ViewModels/ModelViewerViewModel.cs index 7f29263b..2bde742d 100644 --- a/FModel/ViewModels/ModelViewerViewModel.cs +++ b/FModel/ViewModels/ModelViewerViewModel.cs @@ -265,8 +265,8 @@ namespace FModel.ViewModels { var id = section.FirstIndex + j * 3 + t; var vert = verts[indices[id]]; - var p = new Vector3(vert.Position.X, vert.Position.Z, -vert.Position.Y); // up direction is Y - var n = new Vector3(vert.Normal.X, vert.Normal.Z, -vert.Normal.Y); + var p = new Vector3(vert.Position.X, vert.Position.Z, vert.Position.Y); // up direction is Y + var n = new Vector3(vert.Normal.X, vert.Normal.Z, vert.Normal.Y); n.Normalize(); var uv = new Vector2(vert.UV.U, vert.UV.V); builder.AddNode(p, n, uv); @@ -386,17 +386,17 @@ namespace FModel.ViewModels var meanZ = (box.Max.Z + box.Min.Z) / 2; var lineBuilder = new LineBuilder(); - lineBuilder.AddLine(new Vector3(box.Min.X, meanZ, -meanY), new Vector3(box.Max.X, meanZ, -meanY)); + lineBuilder.AddLine(new Vector3(box.Min.X, meanZ, meanY), new Vector3(box.Max.X, meanZ, meanY)); ret.XAxis = lineBuilder.ToLineGeometry3D(); lineBuilder = new LineBuilder(); - lineBuilder.AddLine(new Vector3(meanX, box.Min.Z, -meanY), new Vector3(meanX, box.Max.Z, -meanY)); + lineBuilder.AddLine(new Vector3(meanX, box.Min.Z, meanY), new Vector3(meanX, box.Max.Z, meanY)); ret.YAxis = lineBuilder.ToLineGeometry3D(); lineBuilder = new LineBuilder(); - lineBuilder.AddLine(new Vector3(meanX, meanZ, -box.Min.Y), new Vector3(meanX, meanZ, -box.Max.Y)); + lineBuilder.AddLine(new Vector3(meanX, meanZ, box.Min.Y), new Vector3(meanX, meanZ, box.Max.Y)); ret.ZAxis = lineBuilder.ToLineGeometry3D(); - ret.Position = new Point3D(box.Max.X + meanX * 2, meanZ, -box.Min.Y - meanY * 2); - ret.LookDirection = new Vector3D(-ret.Position.X + meanX, 0, -ret.Position.Z - meanY); + ret.Position = new Point3D(box.Max.X + meanX * 2, meanZ, box.Min.Y + meanY * 2); + ret.LookDirection = new Vector3D(-ret.Position.X + meanX, 0, -ret.Position.Z + meanY); return ret; }