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Node texture animation
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f0678979b1
commit
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16 changed files with 421 additions and 82 deletions
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@ -471,7 +471,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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pa_liquid.x0(), pa_liquid.y0()),
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};
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// This fixes a strange bug
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// To get backface culling right, the vertices need to go
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// clockwise around the front of the face. And we happened to
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// calculate corner levels in exact reverse order.
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s32 corner_resolve[4] = {3,2,1,0};
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for(s32 i=0; i<4; i++)
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@ -482,6 +484,52 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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vertices[i].Pos.Y += corner_levels[j];
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vertices[i].Pos += intToFloat(p, BS);
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}
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// Default downwards-flowing texture animation goes from
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// -Z towards +Z, thus the direction is +Z.
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// Rotate texture to make animation go in flow direction
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// Positive if liquid moves towards +Z
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int dz = (corner_levels[side_corners[2][0]] +
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corner_levels[side_corners[2][1]] <
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corner_levels[side_corners[3][0]] +
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corner_levels[side_corners[3][1]]);
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// Positive if liquid moves towards +X
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int dx = (corner_levels[side_corners[0][0]] +
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corner_levels[side_corners[0][1]] <
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corner_levels[side_corners[1][0]] +
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corner_levels[side_corners[1][1]]);
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// -X
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if(-dx >= abs(dz))
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{
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v2f t = vertices[0].TCoords;
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vertices[0].TCoords = vertices[1].TCoords;
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vertices[1].TCoords = vertices[2].TCoords;
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vertices[2].TCoords = vertices[3].TCoords;
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vertices[3].TCoords = t;
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}
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// +X
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if(dx >= abs(dz))
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{
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v2f t = vertices[0].TCoords;
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vertices[0].TCoords = vertices[3].TCoords;
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vertices[3].TCoords = vertices[2].TCoords;
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vertices[2].TCoords = vertices[1].TCoords;
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vertices[1].TCoords = t;
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}
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// -Z
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if(-dz >= abs(dx))
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{
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v2f t = vertices[0].TCoords;
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vertices[0].TCoords = vertices[3].TCoords;
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vertices[3].TCoords = vertices[2].TCoords;
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vertices[2].TCoords = vertices[1].TCoords;
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vertices[1].TCoords = t;
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t = vertices[0].TCoords;
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vertices[0].TCoords = vertices[3].TCoords;
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vertices[3].TCoords = vertices[2].TCoords;
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vertices[2].TCoords = vertices[1].TCoords;
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vertices[1].TCoords = t;
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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