Diagonal liquid animation
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@ -653,48 +653,36 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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[3][0]] +
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f32 dz = (corner_levels[side_corners[3][0]] +
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corner_levels[side_corners[3][1]]) -
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(corner_levels[side_corners[2][0]] +
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corner_levels[side_corners[2][1]]);
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// Positive if liquid moves towards +X
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int dx = (corner_levels[side_corners[1][0]] +
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f32 dx = (corner_levels[side_corners[1][0]] +
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corner_levels[side_corners[1][1]]) -
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(corner_levels[side_corners[0][0]] +
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corner_levels[side_corners[0][1]]);
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// -X
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if(-dx >= abs(dz))
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f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
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v2f tcoord_center(0.5, 0.5);
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v2f tcoord_translate(
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blockpos_nodes.Z + z,
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blockpos_nodes.X + x);
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tcoord_translate.rotateBy(tcoord_angle);
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tcoord_translate.X -= floor(tcoord_translate.X);
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tcoord_translate.Y -= floor(tcoord_translate.Y);
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for(s32 i=0; i<4; i++)
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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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vertices[i].TCoords.rotateBy(
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tcoord_angle,
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tcoord_center);
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vertices[i].TCoords += tcoord_translate;
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}
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v2f t = vertices[0].TCoords;
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vertices[0].TCoords = vertices[2].TCoords;
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vertices[2].TCoords = t;
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(tile_liquid, vertices, 4, indices, 6);
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