mixins: fix texture uv flip - ThatGamerBlue
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@@ -92,7 +92,6 @@ public abstract class RSModelDataMixin implements RSModelData
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final short[] texTriangleZ = getTexTriangleZ();
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final byte[] textureCoords = getTextureCoords();
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final byte[] textureRenderTypes = getTextureRenderTypes();
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int faceCount = getTriangleFaceCount();
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this.faceTextureUCoordinates = new float[faceCount][];
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@@ -100,15 +99,10 @@ public abstract class RSModelDataMixin implements RSModelData
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for (int i = 0; i < faceCount; i++)
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{
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int textureCoordinate;
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if (textureCoords == null)
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{
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textureCoordinate = -1;
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}
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else
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{
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textureCoordinate = textureCoords[i];
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}
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int trianglePointX = trianglePointsX[i];
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int trianglePointY = trianglePointsY[i];
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int trianglePointZ = trianglePointsZ[i];
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int textureCoordinate = textureCoords != null && textureCoords[i] != -1 ? textureCoords[i] & 255 : -1;
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short textureIdx;
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textureIdx = faceTextures[i];
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@@ -118,83 +112,67 @@ public abstract class RSModelDataMixin implements RSModelData
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float[] u = new float[3];
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float[] v = new float[3];
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int triangleVertexIdx1;
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int triangleVertexIdx2;
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int triangleVertexIdx3;
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if (textureCoordinate == -1)
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{
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u[0] = 0.0F;
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v[0] = 1.0F;
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u[1] = 1.0F;
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v[1] = 1.0F;
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u[2] = 0.0F;
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v[2] = 0.0F;
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triangleVertexIdx1 = trianglePointX;
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triangleVertexIdx2 = trianglePointY;
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triangleVertexIdx3 = trianglePointZ;
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}
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else
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{
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textureCoordinate &= 0xFF;
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byte textureRenderType = 0;
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if (textureRenderTypes != null)
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{
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textureRenderType = textureRenderTypes[textureCoordinate];
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}
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if (textureRenderType == 0)
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{
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int faceVertexIdx1 = trianglePointsX[i];
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int faceVertexIdx2 = trianglePointsY[i];
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int faceVertexIdx3 = trianglePointsZ[i];
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int triangleVertexIdx1 = texTriangleX[textureCoordinate];
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int triangleVertexIdx2 = texTriangleY[textureCoordinate];
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int triangleVertexIdx3 = texTriangleZ[textureCoordinate];
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float triangleX = (float) vertexPositionsX[triangleVertexIdx1];
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float triangleY = (float) vertexPositionsY[triangleVertexIdx1];
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float triangleZ = (float) vertexPositionsZ[triangleVertexIdx1];
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float f_882_ = (float) vertexPositionsX[triangleVertexIdx2] - triangleX;
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float f_883_ = (float) vertexPositionsY[triangleVertexIdx2] - triangleY;
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float f_884_ = (float) vertexPositionsZ[triangleVertexIdx2] - triangleZ;
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float f_885_ = (float) vertexPositionsX[triangleVertexIdx3] - triangleX;
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float f_886_ = (float) vertexPositionsY[triangleVertexIdx3] - triangleY;
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float f_887_ = (float) vertexPositionsZ[triangleVertexIdx3] - triangleZ;
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float f_888_ = (float) vertexPositionsX[faceVertexIdx1] - triangleX;
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float f_889_ = (float) vertexPositionsY[faceVertexIdx1] - triangleY;
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float f_890_ = (float) vertexPositionsZ[faceVertexIdx1] - triangleZ;
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float f_891_ = (float) vertexPositionsX[faceVertexIdx2] - triangleX;
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float f_892_ = (float) vertexPositionsY[faceVertexIdx2] - triangleY;
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float f_893_ = (float) vertexPositionsZ[faceVertexIdx2] - triangleZ;
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float f_894_ = (float) vertexPositionsX[faceVertexIdx3] - triangleX;
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float f_895_ = (float) vertexPositionsY[faceVertexIdx3] - triangleY;
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float f_896_ = (float) vertexPositionsZ[faceVertexIdx3] - triangleZ;
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float f_897_ = f_883_ * f_887_ - f_884_ * f_886_;
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float f_898_ = f_884_ * f_885_ - f_882_ * f_887_;
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float f_899_ = f_882_ * f_886_ - f_883_ * f_885_;
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float f_900_ = f_886_ * f_899_ - f_887_ * f_898_;
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float f_901_ = f_887_ * f_897_ - f_885_ * f_899_;
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float f_902_ = f_885_ * f_898_ - f_886_ * f_897_;
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float f_903_ = 1.0F / (f_900_ * f_882_ + f_901_ * f_883_ + f_902_ * f_884_);
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u[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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u[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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u[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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f_900_ = f_883_ * f_899_ - f_884_ * f_898_;
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f_901_ = f_884_ * f_897_ - f_882_ * f_899_;
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f_902_ = f_882_ * f_898_ - f_883_ * f_897_;
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f_903_ = 1.0F / (f_900_ * f_885_ + f_901_ * f_886_ + f_902_ * f_887_);
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v[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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v[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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v[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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}
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triangleVertexIdx1 = texTriangleX[textureCoordinate];
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triangleVertexIdx2 = texTriangleY[textureCoordinate];
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triangleVertexIdx3 = texTriangleZ[textureCoordinate];
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}
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float triangleX = (float) vertexPositionsX[triangleVertexIdx1];
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float triangleY = (float) vertexPositionsY[triangleVertexIdx1];
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float triangleZ = (float) vertexPositionsZ[triangleVertexIdx1];
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float f_882_ = (float) vertexPositionsX[triangleVertexIdx2] - triangleX;
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float f_883_ = (float) vertexPositionsY[triangleVertexIdx2] - triangleY;
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float f_884_ = (float) vertexPositionsZ[triangleVertexIdx2] - triangleZ;
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float f_885_ = (float) vertexPositionsX[triangleVertexIdx3] - triangleX;
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float f_886_ = (float) vertexPositionsY[triangleVertexIdx3] - triangleY;
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float f_887_ = (float) vertexPositionsZ[triangleVertexIdx3] - triangleZ;
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float f_888_ = (float) vertexPositionsX[trianglePointX] - triangleX;
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float f_889_ = (float) vertexPositionsY[trianglePointX] - triangleY;
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float f_890_ = (float) vertexPositionsZ[trianglePointX] - triangleZ;
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float f_891_ = (float) vertexPositionsX[trianglePointY] - triangleX;
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float f_892_ = (float) vertexPositionsY[trianglePointY] - triangleY;
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float f_893_ = (float) vertexPositionsZ[trianglePointY] - triangleZ;
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float f_894_ = (float) vertexPositionsX[trianglePointZ] - triangleX;
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float f_895_ = (float) vertexPositionsY[trianglePointZ] - triangleY;
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float f_896_ = (float) vertexPositionsZ[trianglePointZ] - triangleZ;
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float f_897_ = f_883_ * f_887_ - f_884_ * f_886_;
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float f_898_ = f_884_ * f_885_ - f_882_ * f_887_;
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float f_899_ = f_882_ * f_886_ - f_883_ * f_885_;
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float f_900_ = f_886_ * f_899_ - f_887_ * f_898_;
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float f_901_ = f_887_ * f_897_ - f_885_ * f_899_;
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float f_902_ = f_885_ * f_898_ - f_886_ * f_897_;
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float f_903_ = 1.0F / (f_900_ * f_882_ + f_901_ * f_883_ + f_902_ * f_884_);
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u[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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u[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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u[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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f_900_ = f_883_ * f_899_ - f_884_ * f_898_;
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f_901_ = f_884_ * f_897_ - f_882_ * f_899_;
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f_902_ = f_882_ * f_898_ - f_883_ * f_897_;
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f_903_ = 1.0F / (f_900_ * f_885_ + f_901_ * f_886_ + f_902_ * f_887_);
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v[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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v[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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v[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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this.faceTextureUCoordinates[i] = u;
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this.faceTextureVCoordinates[i] = v;
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}
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}
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}
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}
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}
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