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Shadily clean up NDT_RAILLIKE to surely differ from the few leftover non-LGPLv2 parts from the standpoint of copyright law.
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@ -868,7 +868,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(n_plus_z_plus_y.getContent() == thiscontent)
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is_rail_z_plus_y[1] = true;
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bool is_rail_x_all[] = {false, false};
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bool is_rail_z_all[] = {false, false};
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is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
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@ -876,30 +875,68 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
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is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
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bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
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int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
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// reasonable default, flat straight unrotated rail
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bool is_straight = true;
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int adjacencies = 0;
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int angle = 0;
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u8 tileindex = 0;
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if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) //is straight because sloped
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// check for sloped rail
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if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
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{
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adjacencies = 5; //5 means sloped
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is_straight = true;
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is_straight = true; // sloped is always straight
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}
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else
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{
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// is really straight, rails on both sides
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is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
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adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
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}
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// Assign textures
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u8 tileindex = 0; // straight
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if(adjacencies < 2)
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tileindex = 0; // straight
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else if(adjacencies == 2)
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{
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if(is_straight)
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tileindex = 0; // straight
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else
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switch (adjacencies) {
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case 1:
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if(is_rail_x_all[0] || is_rail_x_all[1])
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angle = 90;
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break;
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case 2:
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if(!is_straight)
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tileindex = 1; // curved
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}
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else if(adjacencies == 3)
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if(is_rail_x_all[0] && is_rail_x_all[1])
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angle = 90;
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if(is_rail_z_all[0] && is_rail_z_all[1]){
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if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
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}
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else if(is_rail_x_all[0] && is_rail_z_all[0])
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angle = 270;
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else if(is_rail_x_all[0] && is_rail_z_all[1])
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angle = 180;
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else if(is_rail_x_all[1] && is_rail_z_all[1])
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angle = 90;
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break;
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case 3:
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// here is where the potential to 'switch' a junction is, but not implemented at present
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tileindex = 2; // t-junction
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else if(adjacencies == 4)
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if(!is_rail_x_all[1])
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angle=180;
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if(!is_rail_z_all[0])
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angle=90;
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if(!is_rail_z_all[1])
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angle=270;
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break;
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case 4:
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tileindex = 3; // crossing
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break;
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case 5: //sloped
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if(is_rail_z_plus_y[0])
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angle = 180;
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if(is_rail_x_plus_y[0])
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angle = 90;
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if(is_rail_x_plus_y[1])
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angle = -90;
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break;
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default:
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}
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TileSpec tile = getNodeTileN(n, p, tileindex, data);
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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@ -928,61 +965,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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ap.x0(), ap.y0()),
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};
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// Rotate textures
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int angle = 0;
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if(adjacencies == 1)
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{
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if(is_rail_x_all[0] || is_rail_x_all[1])
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angle = 90;
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}
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if(adjacencies == 2)
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{
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if(is_rail_x_all[0] && is_rail_x_all[1])
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{
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angle = 90;
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}
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if(is_rail_z_all[0] && is_rail_z_all[1])
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{
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if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
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}
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else if(is_rail_x_all[0] && is_rail_z_all[0])
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angle = 270;
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else if(is_rail_x_all[0] && is_rail_z_all[1])
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angle = 180;
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else if(is_rail_x_all[1] && is_rail_z_all[1])
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angle = 90;
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}
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if(adjacencies == 3)
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{
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if(!is_rail_x_all[0])
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angle=0;
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if(!is_rail_x_all[1])
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angle=180;
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if(!is_rail_z_all[0])
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angle=90;
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if(!is_rail_z_all[1])
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angle=270;
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}
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//adjacencies 4: Crossing
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if(adjacencies == 5) //sloped
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{
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if(is_rail_z_plus_y[0])
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angle = 180;
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if(is_rail_x_plus_y[0])
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angle = 90;
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if(is_rail_x_plus_y[1])
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angle = -90;
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}
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if(angle != 0) {
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(angle);
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}
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for(s32 i=0; i<4; i++)
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{
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if(angle != 0)
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vertices[i].Pos.rotateXZBy(angle);
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vertices[i].Pos += intToFloat(p, BS);
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}
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