forked from Mirrorlandia_minetest/minetest
Optimize and unify mesh processing (#7851)
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "debug.h"
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#include "log.h"
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#include "irrMap.h"
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#include <cmath>
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#include <iostream>
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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@ -202,6 +203,20 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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setMeshBufferColor(mesh->getMeshBuffer(j), color);
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}
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template <typename F>
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static void applyToMesh(scene::IMesh *mesh, const F &fn)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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char *vertices = reinterpret_cast<char *>(buf->getVertices());
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for (u32 i = 0; i < vertex_count; i++)
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fn(reinterpret_cast<video::S3DVertex *>(vertices + i * stride));
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}
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}
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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@ -222,28 +237,20 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorY,
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const video::SColor &colorZ)
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{
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if (mesh == NULL)
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if (!mesh)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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f32 x = fabs(vertex->Normal.X);
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f32 y = fabs(vertex->Normal.Y);
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f32 z = fabs(vertex->Normal.Z);
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if (x >= y && x >= z)
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vertex->Color = colorX;
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else if (y >= z)
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vertex->Color = colorY;
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else
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vertex->Color = colorZ;
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}
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}
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auto colorizator = [=] (video::S3DVertex *vertex) {
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f32 x = fabs(vertex->Normal.X);
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f32 y = fabs(vertex->Normal.Y);
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f32 z = fabs(vertex->Normal.Z);
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if (x >= y && x >= z)
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vertex->Color = colorX;
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else if (y >= z)
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vertex->Color = colorY;
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else
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vertex->Color = colorZ;
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};
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applyToMesh(mesh, colorizator);
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}
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void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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@ -251,132 +258,58 @@ void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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{
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if (!mesh)
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return;
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auto colorizator = [normal, color] (video::S3DVertex *vertex) {
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if (vertex->Normal == normal)
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vertex->Color = color;
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};
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applyToMesh(mesh, colorizator);
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}
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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if (normal == vertex->Normal) {
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vertex->Color = color;
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}
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}
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}
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template <float v3f::*U, float v3f::*V>
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static void rotateMesh(scene::IMesh *mesh, float degrees)
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{
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degrees *= M_PI / 180.0f;
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float c = std::cos(degrees);
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float s = std::sin(degrees);
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auto rotator = [c, s] (video::S3DVertex *vertex) {
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float u = vertex->Pos.*U;
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float v = vertex->Pos.*V;
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vertex->Pos.*U = c * u - s * v;
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vertex->Pos.*V = s * u + c * v;
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};
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applyToMesh(mesh, rotator);
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}
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void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
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}
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rotateMesh<&v3f::X, &v3f::Y>(mesh, degrees);
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}
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void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
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}
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rotateMesh<&v3f::X, &v3f::Z>(mesh, degrees);
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}
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void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
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{
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
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}
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rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
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}
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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{
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int axisdir = facedir >> 2;
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facedir &= 0x03;
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u16 mc = mesh->getMeshBufferCount();
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for (u16 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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switch (axisdir) {
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case 0:
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if (facedir == 1)
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vertex->Pos.rotateXZBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateXZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXZBy(90);
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break;
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case 1: // z+
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vertex->Pos.rotateYZBy(90);
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if (facedir == 1)
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vertex->Pos.rotateXYBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateXYBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXYBy(-90);
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break;
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case 2: //z-
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vertex->Pos.rotateYZBy(-90);
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if (facedir == 1)
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vertex->Pos.rotateXYBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateXYBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXYBy(90);
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break;
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case 3: //x+
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vertex->Pos.rotateXYBy(-90);
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if (facedir == 1)
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vertex->Pos.rotateYZBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateYZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateYZBy(-90);
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break;
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case 4: //x-
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vertex->Pos.rotateXYBy(90);
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if (facedir == 1)
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vertex->Pos.rotateYZBy(-90);
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else if (facedir == 2)
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vertex->Pos.rotateYZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateYZBy(90);
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break;
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case 5:
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vertex->Pos.rotateXYBy(-180);
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if (facedir == 1)
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vertex->Pos.rotateXZBy(90);
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else if (facedir == 2)
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vertex->Pos.rotateXZBy(180);
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else if (facedir == 3)
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vertex->Pos.rotateXZBy(-90);
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break;
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default:
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break;
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}
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}
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switch (facedir) {
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case 1: rotateMeshXZby(mesh, -90); break;
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case 2: rotateMeshXZby(mesh, 180); break;
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case 3: rotateMeshXZby(mesh, 90); break;
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}
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switch (axisdir) {
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case 1: rotateMeshYZby(mesh, 90); break; // z+
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case 2: rotateMeshYZby(mesh, -90); break; // z-
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case 3: rotateMeshXYby(mesh, -90); break; // x+
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case 4: rotateMeshXYby(mesh, 90); break; // x-
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case 5: rotateMeshXYby(mesh, -180); break;
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}
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}
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@ -410,8 +343,8 @@ scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
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video::S3DVertex2TCoords *v =
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(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferTangents *cloned_buffer =
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new scene::SMeshBufferTangents();
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scene::SMeshBufferLightMap *cloned_buffer =
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new scene::SMeshBufferLightMap();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return cloned_buffer;
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