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@@ -13,7 +13,7 @@ import com.mojang.blaze3d.vertex.Tesselator;
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import com.mojang.blaze3d.vertex.VertexConsumer;
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import com.mojang.blaze3d.vertex.VertexFormat;
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import com.mojang.blaze3d.vertex.VertexFormat.Mode;
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import com.mojang.math.Vector3f;
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import com.mojang.math.Axis;
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import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
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import java.util.HashMap;
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import java.util.Locale;
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@@ -283,9 +283,9 @@ public class ShapesRenderer
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matrices.translate(v1.x - cx, v1.y - cy, v1.z - cz);
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ShapeDirection.rotatePoseStackByShapeDirection(matrices, shape.facing, camera1, isitem ? v1 : v1.add(0.5, 0.5, 0.5));
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if (shape.tilt != 0.0f) matrices.mulPose(Vector3f.ZP.rotationDegrees(-shape.tilt));
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if (shape.lean != 0.0f) matrices.mulPose(Vector3f.XP.rotationDegrees(-shape.lean));
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if (shape.turn != 0.0f) matrices.mulPose(Vector3f.YP.rotationDegrees( shape.turn));
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if (shape.tilt != 0.0f) matrices.mulPose(Axis.ZP.rotationDegrees(-shape.tilt));
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if (shape.lean != 0.0f) matrices.mulPose(Axis.XP.rotationDegrees(-shape.lean));
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if (shape.turn != 0.0f) matrices.mulPose(Axis.YP.rotationDegrees( shape.turn));
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matrices.scale(shape.scaleX, shape.scaleY, shape.scaleZ);
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if (!isitem)
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@@ -295,7 +295,7 @@ public class ShapesRenderer
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}
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else {
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// items seems to be flipped by default
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matrices.mulPose(Vector3f.YP.rotationDegrees(180));
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matrices.mulPose(Axis.YP.rotationDegrees(180));
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}
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RenderSystem.depthMask(true);
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@@ -447,9 +447,9 @@ public class ShapesRenderer
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matrices.scale(shape.size* 0.0025f, -shape.size*0.0025f, shape.size*0.0025f);
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//RenderSystem.scalef(shape.size* 0.0025f, -shape.size*0.0025f, shape.size*0.0025f);
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if (shape.tilt!=0.0f) matrices.mulPose(Vector3f.ZP.rotationDegrees(shape.tilt));
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if (shape.lean!=0.0f) matrices.mulPose(Vector3f.XP.rotationDegrees(shape.lean));
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if (shape.turn!=0.0f) matrices.mulPose(Vector3f.YP.rotationDegrees(shape.turn));
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if (shape.tilt!=0.0f) matrices.mulPose(Axis.ZP.rotationDegrees(shape.tilt));
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if (shape.lean!=0.0f) matrices.mulPose(Axis.XP.rotationDegrees(shape.lean));
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if (shape.turn!=0.0f) matrices.mulPose(Axis.YP.rotationDegrees(shape.turn));
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matrices.translate(-10*shape.indent, -10*shape.height-9, (-10*renderEpsilon)-10*shape.raise);
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//if (visibleThroughWalls) RenderSystem.disableDepthTest();
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matrices.scale(-1, 1, 1);
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@@ -1,7 +1,7 @@
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package carpet.script.utils.shapes;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.math.Vector3f;
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import com.mojang.math.Axis;
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import net.minecraft.client.Camera;
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import net.minecraft.world.phys.Vec3;
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@@ -34,11 +34,11 @@ public enum ShapeDirection {
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public static void rotatePoseStackByShapeDirection(PoseStack poseStack, ShapeDirection shapeDirection, Camera camera, Vec3 objectPos) {
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switch (shapeDirection) {
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case NORTH -> {}
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case SOUTH -> poseStack.mulPose(Vector3f.YP.rotationDegrees(180));
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case EAST -> poseStack.mulPose(Vector3f.YP.rotationDegrees(270));
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case WEST -> poseStack.mulPose(Vector3f.YP.rotationDegrees(90));
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case UP -> poseStack.mulPose(Vector3f.XP.rotationDegrees(90));
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case DOWN -> poseStack.mulPose(Vector3f.XP.rotationDegrees(-90));
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case SOUTH -> poseStack.mulPose(Axis.YP.rotationDegrees(180));
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case EAST -> poseStack.mulPose(Axis.YP.rotationDegrees(270));
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case WEST -> poseStack.mulPose(Axis.YP.rotationDegrees(90));
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case UP -> poseStack.mulPose(Axis.XP.rotationDegrees(90));
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case DOWN -> poseStack.mulPose(Axis.XP.rotationDegrees(-90));
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case CAMERA -> poseStack.mulPose(camera.rotation());
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case PLAYER -> {
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final Vec3 vector = objectPos.subtract(camera.getPosition());
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@@ -52,8 +52,8 @@ public enum ShapeDirection {
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// that should work somehow but it doesn't for some reason
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//matrices.mulPose(new Quaternion( -rotY, rotX, 0, false));
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poseStack.mulPose(Vector3f.YP.rotation(rotX));
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poseStack.mulPose(Vector3f.XP.rotation(-rotY));
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poseStack.mulPose(Axis.YP.rotation(rotX));
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poseStack.mulPose(Axis.XP.rotation(-rotY));
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}
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}
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}
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