Top and bottom edges now rotate accordingly.

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
origin
sigonasr2, Sig, Sigo 3 years ago
parent 80873eec27
commit 90d55de494
  1. 56
      src/sig/Block.java

@ -28,16 +28,25 @@ public class Block {
}
private void updateFacingDirection(FacingDirection targetDirection) {
while (facingDir!=targetDirection) {
Texture t1 = block.triangles.get(0).tex;
Texture t2 = block.triangles.get(1).tex;
block.triangles.get(0).tex=block.triangles.get(2).tex;
block.triangles.get(1).tex=block.triangles.get(3).tex;
block.triangles.get(2).tex=block.triangles.get(4).tex;
block.triangles.get(3).tex=block.triangles.get(5).tex;
block.triangles.get(4).tex=block.triangles.get(6).tex;
block.triangles.get(5).tex=block.triangles.get(7).tex;
block.triangles.get(6).tex=t1;
block.triangles.get(7).tex=t2;
Texture t1 = block.triangles.get(Texture.SOUTH).tex;
Texture t2 = block.triangles.get(Texture.SOUTH+1).tex;
block.triangles.get(Texture.SOUTH).tex=block.triangles.get(Texture.EAST).tex;
block.triangles.get(Texture.SOUTH+1).tex=block.triangles.get(Texture.EAST+1).tex;
block.triangles.get(Texture.EAST).tex=block.triangles.get(Texture.NORTH).tex;
block.triangles.get(Texture.EAST+1).tex=block.triangles.get(Texture.NORTH+1).tex;
block.triangles.get(Texture.NORTH).tex=block.triangles.get(Texture.WEST).tex;
block.triangles.get(Texture.NORTH+1).tex=block.triangles.get(Texture.WEST+1).tex;
block.triangles.get(Texture.WEST).tex=t1;
block.triangles.get(Texture.WEST+1).tex=t2;
for (int i=8;i<=11;i++) {
Triangle t = block.triangles.get(i);
Vector2[] tt = new Vector2[]{t.T,t.U,t.V};
for (Vector2 vec : tt) {
VertexOrder newOrder = VertexOrder.getOrder((int)vec.u,(int)vec.v).clockwise();
vec.u=newOrder.u;
vec.v=newOrder.v;
}
}
facingDir=facingDir.clockwise();
}
}
@ -78,3 +87,30 @@ public class Block {
return "Block [pos=" + pos + ", neighbors=" + neighbors + "]";
}
}
enum VertexOrder{
UPPERLEFT(0,1),
LOWERLEFT(0,0),
LOWERRIGHT(1,0),
UPPERRIGHT(1,1);
static VertexOrder[] orderList = new VertexOrder[]{UPPERLEFT,LOWERLEFT,LOWERRIGHT,UPPERRIGHT};
int u,v;
VertexOrder(int u,int v) {
this.u=u;
this.v=v;
}
static VertexOrder getOrder(int u,int v) {
for (VertexOrder vo : VertexOrder.values()) {
if (vo.u==u&&vo.v==v) {
return vo;
}
}
return null;
}
VertexOrder clockwise() {
return orderList[(this.ordinal()+1)%orderList.length];
}
VertexOrder counterClockwise() {
return orderList[Math.floorMod((this.ordinal()-1),orderList.length)];
}
}
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