Rotate facedir-rotated top and bottom textures too, and re-implement nodebox side rotation
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@ -1029,52 +1029,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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break;}
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case NDT_NODEBOX:
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{
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static const v3s16 tile_dirs[6] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(0, 0, 1),
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v3s16(0, 0, -1)
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};
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TileSpec tiles[6];
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for(int i = 0; i < 6; i++)
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{
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tiles[i] = getNodeTileN(n, p, i, data);
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}
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// Facedir rotation for textures
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if(f.node_box.type == NODEBOX_FIXED){
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int facedir = n.getFaceDir(nodedef);
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if(facedir == 1){ // -90
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TileSpec old[6];
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for(int i=0; i<6; i++)
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old[i] = tiles[i];
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// right <- back
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tiles[2] = old[4];
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// back <- left
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tiles[4] = old[3];
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// left <- front
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tiles[3] = old[5];
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// front <- right
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tiles[5] = old[2];
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}
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if(facedir == 2){ // 180
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TileSpec old[6];
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for(int i=0; i<6; i++)
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old[i] = tiles[i];
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// right <-> left
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tiles[2] = old[3];
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tiles[3] = old[2];
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// back <-> front
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tiles[4] = old[5];
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tiles[5] = old[4];
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}
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if(facedir == 3){ // 90
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TileSpec old[6];
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for(int i=0; i<6; i++)
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old[i] = tiles[i];
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// right <- front
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tiles[2] = old[5];
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// back <- right
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tiles[4] = old[2];
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// left <- back
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tiles[3] = old[4];
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// front <- left
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tiles[5] = old[3];
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}
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// Handles facedir rotation for textures
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tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
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}
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u16 l = getInteriorLight(n, 0, data);
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@ -605,7 +605,46 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
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0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
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};
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u8 tileindex = dir_to_tile[facedir*8 + dir_i];
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return getNodeTileN(mn, p, tileindex, data);
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// If not rotated or is side tile, we're done
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if(facedir == 0 || (tileindex != 0 && tileindex != 1))
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return getNodeTileN(mn, p, tileindex, data);
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// This is the top or bottom tile, and it shall be rotated; thus rotate it
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TileSpec spec = getNodeTileN(mn, p, tileindex, data);
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if(tileindex == 0){
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if(facedir == 1){ // -90
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std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
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name += "^[transformR270";
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spec.texture = data->m_gamedef->tsrc()->getTexture(name);
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}
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else if(facedir == 2){ // 180
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spec.texture.pos += spec.texture.size;
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spec.texture.size *= -1;
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}
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else if(facedir == 3){ // 90
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std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
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name += "^[transformR90";
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spec.texture = data->m_gamedef->tsrc()->getTexture(name);
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}
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}
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else if(tileindex == 1){
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if(facedir == 1){ // -90
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std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
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name += "^[transformR90";
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spec.texture = data->m_gamedef->tsrc()->getTexture(name);
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}
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else if(facedir == 2){ // 180
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spec.texture.pos += spec.texture.size;
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spec.texture.size *= -1;
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}
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else if(facedir == 3){ // 90
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std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
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name += "^[transformR270";
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spec.texture = data->m_gamedef->tsrc()->getTexture(name);
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}
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}
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return spec;
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}
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static void getTileInfo(
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