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Add rotation support for wallmounted nodes in 'ceiling' or 'floor' mode (#11073)
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25 changed files with 375 additions and 33 deletions
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@ -1008,7 +1008,9 @@ void MapblockMeshGenerator::drawTorchlikeNode()
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switch (wall) {
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case DWM_YP: tileindex = 1; break; // ceiling
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case DWM_YN: tileindex = 0; break; // floor
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default: tileindex = 2; // side (or invalid—should we care?)
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case DWM_S1: tileindex = 1; break; // ceiling, but rotated
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case DWM_S2: tileindex = 0; break; // floor, but rotated
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default: tileindex = 2; // side (or invalid, shouldn't happen)
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}
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useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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@ -1044,6 +1046,17 @@ void MapblockMeshGenerator::drawTorchlikeNode()
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case DWM_ZN:
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vertex.X += -size + BS/2;
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vertex.rotateXZBy(-90);
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break;
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case DWM_S1:
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// same as DWM_YP, but rotated 90°
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vertex.Y += -size + BS/2;
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vertex.rotateXZBy(45);
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break;
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case DWM_S2:
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// same as DWM_YN, but rotated -90°
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vertex.Y += size - BS/2;
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vertex.rotateXZBy(-45);
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break;
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}
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}
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drawQuad(vertices);
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@ -1077,6 +1090,10 @@ void MapblockMeshGenerator::drawSignlikeNode()
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vertex.rotateXZBy( 90); break;
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case DWM_ZN:
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vertex.rotateXZBy(-90); break;
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case DWM_S1:
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vertex.rotateXYBy( 90); vertex.rotateXZBy(90); break;
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case DWM_S2:
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vertex.rotateXYBy(-90); vertex.rotateXZBy(-90); break;
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}
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}
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drawQuad(vertices);
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