const std = @import("std"); const main = @import("main"); const blocks = main.blocks; const Block = blocks.Block; const Neighbor = main.chunk.Neighbor; const ModelIndex = main.models.ModelIndex; const rotation = main.rotation; const Degrees = rotation.Degrees; const vec = main.vec; const Mat4f = vec.Mat4f; const Vec3f = vec.Vec3f; const Vec3i = vec.Vec3i; const ZonElement = main.ZonElement; var rotatedModels: std.StringHashMap(ModelIndex) = undefined; pub fn init() void { rotatedModels = .init(main.globalAllocator.allocator); } pub fn deinit() void { rotatedModels.deinit(); } pub fn reset() void { rotatedModels.clearRetainingCapacity(); } pub fn createBlockModel(_: Block, _: *u16, zon: ZonElement) ModelIndex { const modelId = zon.as([]const u8, "cubyz:cube"); if(rotatedModels.get(modelId)) |modelIndex| return modelIndex; const baseModel = main.models.getModelIndex(modelId).model(); // Rotate the model: const modelIndex: ModelIndex = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi/2.0)}); _ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(-std.math.pi/2.0)}); _ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi)}); _ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.identity()}); rotatedModels.put(modelId, modelIndex) catch unreachable; return modelIndex; } pub fn model(block: Block) ModelIndex { return blocks.meshes.modelIndexStart(block).add(@min(block.data, 3)); } pub fn rotateZ(data: u16, angle: Degrees) u16 { comptime var rotationTable: [4][4]u8 = undefined; comptime for(0..4) |i| { rotationTable[0][i] = i; }; comptime for(1..4) |a| { for(0..4) |i| { const neighbor: Neighbor = @enumFromInt(rotationTable[a - 1][i] + 2); rotationTable[a][i] = neighbor.rotateZ().toInt() - 2; } }; if(data >= 4) return 0; return rotationTable[@intFromEnum(angle)][data]; } pub fn generateData(_: *main.game.World, _: Vec3i, _: Vec3f, playerDir: Vec3f, _: Vec3i, _: ?Neighbor, currentData: *Block, _: Block, blockPlacing: bool) bool { if(blockPlacing) { if(@abs(playerDir[0]) > @abs(playerDir[1])) { const dir: Neighbor = if(playerDir[0] < 0) .dirNegX else .dirPosX; currentData.data = dir.toInt() - 2; } else { const dir: Neighbor = if(playerDir[1] < 0) .dirNegY else .dirPosY; currentData.data = dir.toInt() - 2; } return true; } return false; }