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Optimize trigonometry out of MapblockMeshGenerator::drawLiquidTop
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@ -770,15 +770,28 @@ void MapblockMeshGenerator::drawLiquidTop()
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// Positive if liquid moves towards +X
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f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
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(corner_levels[0][1] + corner_levels[1][1]);
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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(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
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tcoord_translate.rotateBy(tcoord_angle);
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v2f dir = v2f(dx, dz).normalize();
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if (dir == v2f{0.0f, 0.0f}) // if corners are symmetrical
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dir = v2f{1.0f, 0.0f};
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// Rotate tcoord_translate around the origin. The X axis turns to dir.
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tcoord_translate.set(
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dir.X * tcoord_translate.X - dir.Y * tcoord_translate.Y,
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dir.Y * tcoord_translate.X + dir.X * tcoord_translate.Y);
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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 (video::S3DVertex &vertex : vertices) {
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vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
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// Rotate vertex.TCoords around tcoord_center. The X axis turns to dir.
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vertex.TCoords -= tcoord_center;
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vertex.TCoords.set(
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dir.X * vertex.TCoords.X - dir.Y * vertex.TCoords.Y,
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dir.Y * vertex.TCoords.X + dir.X * vertex.TCoords.Y);
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vertex.TCoords += tcoord_center;
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vertex.TCoords += tcoord_translate;
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}
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