mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
Merge branch 'main' into volume-renderer
This commit is contained in:
commit
b8bf249d1b
9 changed files with 59 additions and 51 deletions
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@ -154,19 +154,22 @@ The function returns a table with the results or nil if the ray does not hit any
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The result will use the destination table instead of creating a new one if the optional argument specified.
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## Model
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Block model information.
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## Model and physics
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```lua
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-- returns block model type (block/aabb/custom/...)
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block.get_model(id: int) -> str
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block.get_model(id: int, [optional] variant_index: int = 0) -> str
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-- returns block model name
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block.model_name(id: int) -> str
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block.model_name(id: int, [optional] variant_index: int = 0) -> str
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-- returns array of 6 textures assigned to sides of block
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block.get_textures(id: int) -> string table
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block.get_textures(id: int, [optional] variant_index: int = 0) -> string table
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-- returns array of two vectors (arrays of 3 numbers):
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-- 1. Minimum point of the hitbox
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-- 2. Hitbox size
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block.get_hitbox(id: int, rotation_index: int, [optional] hitbox_index: int = 0) -> {vec3, vec3}
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```
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## Data fields
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@ -157,19 +157,20 @@ block.seek_origin(x: int, y: int, z: int) -> int, int, int
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```lua
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-- возвращает тип модели блока (block/aabb/custom/...)
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block.get_model(id: int) -> string
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block.get_model(id: int, [опционально] variant_index: int = 0) -> string
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-- возвращает имя модели блока
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block.model_name(id: int) -> string
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block.model_name(id: int, [опционально] variant_index: int = 0) -> string
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-- возвращает массив из 6 текстур, назначенных на стороны блока
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block.get_textures(id: int) -> table<string>
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block.get_textures(id: int, [опционально] variant_index: int = 0) -> table<string>
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-- Возвращает массив из двух векторов (массивов из 3 чисел):
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-- 1. Минимальная точка хитбокса
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-- 2. Размер хитбокса
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-- rotation_index - индекс поворота блока
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block.get_hitbox(id: int, rotation_index: int) -> {vec3, vec3}
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-- hitbox_index - индекс хитбокса
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block.get_hitbox(id: int, rotation_index: int, [опционально] hitbox_index: int = 0) -> {vec3, vec3}
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```
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## Данные блоков
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@ -8,7 +8,7 @@ local vector2 =
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vector2.__index = vector2
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-- vec2 cocnrtuct
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-- vec2 construct
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function vector2:new(x, y)
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if type(x) ~= "number" or type(y) ~= "number" then
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error("Invalid input argument. Expected two numbers. [ vec2(number, number) ]")
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@ -303,11 +303,6 @@ function vector2.__eq(a, b)
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end
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-- eq vec
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function vector2.__eq(a, b)
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return a.x == b.x and a.y == b.y
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end
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function vector2.__tostring(vcrt)
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return vcrt:strvec2()
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end
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@ -187,7 +187,7 @@ function vector3:rot(angle, axis, convert2deg)
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self.y = sx * x + cx * y
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end
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elseif axis == nil then
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local cosx, sx, cy, sy = math.cos(angle), math.sin(angle), math.cos(angle), math.sin(angle)
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local cx, sx, cy, sy = math.cos(angle), math.sin(angle), math.cos(angle), math.sin(angle)
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local x, y, z = self.x, self.y, self.z
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self.x = cx * x - sx * y
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self.y = sx * x + cx * y
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@ -57,7 +57,7 @@ std::unique_ptr<Content> ContentBuilder::build() {
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}
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}
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} else {
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def.rt.hitboxes->emplace_back(AABB(glm::vec3(1.0f)));
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def.rt.hitboxes[0] = def.hitboxes;
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}
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blockDefsIndices.push_back(&def);
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@ -383,17 +383,18 @@ void Hud::update(bool visible) {
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}
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/// @brief Show inventory on the screen and turn on inventory mode blocking movement
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void Hud::openInventory() {
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auto& content = frontend.getLevel().content;
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void Hud::openInventory(bool playerInventory) {
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showExchangeSlot();
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inventoryOpen = true;
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auto inventory = player.getInventory();
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auto inventoryDocument = assets.get<UiDocument>("core:inventory");
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inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
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inventoryView->bind(inventory, &content);
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add(HudElement(HudElementMode::INVENTORY, inventoryDocument, inventoryView, false));
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add(HudElement(HudElementMode::INVENTORY, nullptr, exchangeSlot, false));
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if (playerInventory) {
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auto& content = frontend.getLevel().content;
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auto inventory = player.getInventory();
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auto inventoryDocument = assets.get<UiDocument>("core:inventory");
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inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
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inventoryView->bind(inventory, &content);
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add(HudElement(HudElementMode::INVENTORY, inventoryDocument, inventoryView, false));
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}
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}
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std::shared_ptr<Inventory> Hud::openInventory(
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@ -412,11 +413,8 @@ std::shared_ptr<Inventory> Hud::openInventory(
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}
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secondUI = secondInvView;
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if (playerInventory) {
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openInventory();
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} else {
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inventoryOpen = true;
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}
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openInventory(playerInventory);
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if (inv == nullptr) {
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inv = level.inventories->createVirtual(secondInvView->getSlotsCount());
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}
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@ -444,11 +442,9 @@ void Hud::openInventory(
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throw std::runtime_error("block UI root element must be 'inventory'");
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}
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secondUI = blockUI;
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if (playerInventory) {
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openInventory();
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} else {
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inventoryOpen = true;
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}
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openInventory(playerInventory);
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if (blockinv == nullptr) {
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blockinv = level.inventories->createVirtual(blockUI->getSlotsCount());
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}
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@ -477,6 +473,7 @@ void Hud::showExchangeSlot() {
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exchangeSlot->setInteractive(false);
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exchangeSlot->setZIndex(1);
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gui.store(SlotView::EXCHANGE_SLOT_NAME, exchangeSlot);
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add(HudElement(HudElementMode::INVENTORY, nullptr, exchangeSlot, false));
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}
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void Hud::showOverlay(
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@ -486,12 +483,9 @@ void Hud::showOverlay(
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closeInventory();
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}
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secondUI = doc->getRoot();
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if (playerInventory) {
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openInventory();
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} else {
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showExchangeSlot();
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inventoryOpen = true;
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}
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openInventory(playerInventory);
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add(HudElement(HudElementMode::INVENTORY, doc, secondUI, false), args);
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}
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@ -156,7 +156,7 @@ public:
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void setPause(bool pause);
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/// @brief Show player inventory in inventory-mode
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void openInventory();
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void openInventory(bool playerInventory = true);
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/// @brief Show inventory in inventory-mode
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/// @param doc ui layout
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@ -25,7 +25,8 @@ void CheckBox::draw(const DrawContext& pctx, const Assets&) {
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batch->rect(pos.x, pos.y, size.x, size.y);
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}
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void CheckBox::mouseRelease(int, int) {
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void CheckBox::mouseRelease(int x, int y) {
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UINode::mouseRelease(x, y);
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checked = !checked;
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if (consumer) {
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consumer(checked);
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@ -349,11 +349,23 @@ static int l_caption(lua::State* L) {
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return 0;
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}
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static lua::Integer get_variant_index(lua::State* L, const Block* const block, int argumentIndex) {
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const auto variantIndex = lua::gettop(L) >= argumentIndex ? lua::tointeger(L, argumentIndex) : 0;
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const size_t variantsSize = block->variants->variants.size();
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if (variantIndex < 0 || variantIndex >= variantsSize) {
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throw std::out_of_range(
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"variant index out of bounds [0, " + std::to_string(variantsSize - 1) + "]");
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}
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return variantIndex;
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}
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static int l_get_textures(lua::State* L) {
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if (auto def = get_block_def(L)) {
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const auto& textureFaces = (def->variants ? def->variants->variants[get_variant_index(L, def, 2)].textureFaces :
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def->defaults.textureFaces);
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lua::createtable(L, 6, 0);
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for (size_t i = 0; i < 6; i++) {
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lua::pushstring(L, def->defaults.textureFaces[i]); // TODO: variant argument
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lua::pushstring(L, textureFaces[i]);
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lua::rawseti(L, i + 1);
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}
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return 1;
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@ -364,8 +376,8 @@ static int l_get_textures(lua::State* L) {
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static int l_model_name(lua::State* L) {
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if (auto def = get_block_def(L)) {
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// TODO: variant argument
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const auto& modelName = def->defaults.model.name;
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const auto& modelName = (def->variants ? def->variants->variants[get_variant_index(L, def, 2)].model.name :
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def->defaults.model.name);
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if (modelName.empty()) {
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return lua::pushlstring(L, def->name + ".model");
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}
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@ -376,8 +388,9 @@ static int l_model_name(lua::State* L) {
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static int l_get_model(lua::State* L) {
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if (auto def = get_block_def(L)) {
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// TODO: variant argument
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return lua::pushlstring(L, BlockModelTypeMeta.getName(def->defaults.model.type));
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const BlockModelType modelType = (def->variants ? def->variants->variants[get_variant_index(L, def, 2)].model.type :
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def->defaults.model.type);
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return lua::pushlstring(L, BlockModelTypeMeta.getName(modelType));
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}
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return 0;
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}
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@ -385,12 +398,13 @@ static int l_get_model(lua::State* L) {
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static int l_get_hitbox(lua::State* L) {
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if (auto def = get_block_def(L)) {
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size_t rotation = lua::tointeger(L, 2);
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const size_t hitboxIndex = static_cast<size_t>(lua::gettop(L) >= 3 ? lua::tointeger(L, 3) : 0);
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if (def->rotatable) {
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rotation %= def->rotations.MAX_COUNT;
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} else {
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rotation = 0;
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}
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auto& hitbox = def->rt.hitboxes[rotation].at(0);
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auto& hitbox = def->rt.hitboxes[rotation].at(hitboxIndex);
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lua::createtable(L, 2, 0);
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lua::pushvec3(L, hitbox.min());
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