[WIP] Cactus, netherrack, round logs work
+ lots more cleanup + Optifine x-ray fix
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@@ -73,8 +73,8 @@ fun fullCubeTextured(
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.bake(true)
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}
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fun crossModelsRaw(num: Int, size: Double, hOffset: Double, vOffset: Double): Array<List<Quad>> {
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return Array(num) { idx ->
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fun crossModelsRaw(num: Int, size: Double, hOffset: Double, vOffset: Double): List<List<Quad>> {
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return (0 until num).map { idx ->
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listOf(
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Quad.verticalRectangle(x1 = -0.5, z1 = 0.5, x2 = 0.5, z2 = -0.5, yBottom = -0.5 * 1.41, yTop = 0.5 * 1.41),
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Quad.verticalRectangle(x1 = -0.5, z1 = 0.5, x2 = 0.5, z2 = -0.5, yBottom = -0.5 * 1.41, yTop = 0.5 * 1.41)
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@@ -93,7 +93,7 @@ fun crossModelSingle(base: List<Quad>, sprite: TextureAtlasSprite, tintIndex: In
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.bake(false)
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fun crossModelsTextured(
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leafBase: Array<List<Quad>>,
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leafBase: Iterable<List<Quad>>,
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tintIndex: Int,
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scrambleUV: Boolean,
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spriteGetter: (Int) -> ResourceLocation
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@@ -101,8 +101,8 @@ fun crossModelsTextured(
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crossModelSingle(leaf, Atlas.BLOCKS[spriteGetter(idx)], tintIndex, scrambleUV)
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}.toTypedArray()
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fun List<Quad>.withOpposites() = flatMap { listOf(it, it.flipped) }
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fun List<List<Quad>>.buildTufts(applyDiffuseLighting: Boolean = false) =
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fun Iterable<Quad>.withOpposites() = flatMap { listOf(it, it.flipped) }
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fun Iterable<List<Quad>>.buildTufts(applyDiffuseLighting: Boolean = false) =
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map { it.withOpposites().bake(applyDiffuseLighting) }.toTypedArray()
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fun List<List<Quad>>.transform(trans: Quad.(Int)-> Quad) = mapIndexed { idx, qList -> qList.map { it.trans(idx) } }
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fun Iterable<List<Quad>>.transform(trans: Quad.(Int)-> Quad) = mapIndexed { idx, qList -> qList.map { it.trans(idx) } }
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