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synced 2025-09-14 18:05:51 -04:00
rendering: fix rotations wrong way
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@ -51,16 +51,14 @@ class TintColorCalculator(val world: World) {
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for (z in blendStart.z until blendEnd.z) {
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for (y in blendStart.y until blendEnd.y) {
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for (x in blendStart.x until blendEnd.x) {
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val blendBlockPosition = Vec3i(x, y, z)
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getTint(world.getBiome(blendBlockPosition), blockState, blendBlockPosition)?.let {
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totalRed += it.red
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totalGreen += it.green
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totalBlue += it.blue
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for (x in blendStart.x until blendEnd.x) {
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val blendBlockPosition = Vec3i(x, blockPosition.y, z)
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getTint(world.getBiome(blendBlockPosition), blockState, blendBlockPosition)?.let {
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totalRed += it.red
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totalGreen += it.green
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totalBlue += it.blue
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count++
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}
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count++
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}
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}
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}
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@ -133,18 +133,18 @@ class ElementRenderer(
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if (rotation == VecUtil.EMPTY_VEC3) {
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return direction
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}
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var rotatedDirectionVector = direction.floatDirectionVector.rotate(rotation.x, Axes.X)
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var rotatedDirectionVector = direction.floatDirectionVector.rotate(-rotation.x, Axes.X)
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rotatedDirectionVector = rotatedDirectionVector.rotate(rotation.y, Axes.Y)
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return Directions.byDirection(rotatedDirectionVector.rotate(rotation.z, Axes.Z))
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return Directions.byDirection(rotatedDirectionVector.rotate(-rotation.z, Axes.Z))
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}
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fun rotatePositionsAxes(positions: Array<Vec3>, angles: Vec3, rescale: Boolean) {
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if (angles == VecUtil.EMPTY_VEC3) {
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return
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}
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BlockModelElement.rotatePositions(positions, Axes.X, angles.x, VecUtil.EMPTY_VEC3, rescale)
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BlockModelElement.rotatePositions(positions, Axes.X, -angles.x, VecUtil.EMPTY_VEC3, rescale)
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BlockModelElement.rotatePositions(positions, Axes.Y, angles.y, VecUtil.EMPTY_VEC3, rescale)
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BlockModelElement.rotatePositions(positions, Axes.Z, angles.z, VecUtil.EMPTY_VEC3, rescale)
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BlockModelElement.rotatePositions(positions, Axes.Z, -angles.z, VecUtil.EMPTY_VEC3, rescale)
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}
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val POSITION_1 = Vec3(-0.5f, -0.5f, -0.5f)
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