Fixes glass pane/iron bar connection/adjacent rendering
This commit is contained in:
@@ -271,3 +271,157 @@ const mc_block_t block_class_nether_roof[] = {
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block_soul_soil,
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block_nether_gold_ore};
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const size_t block_class_nether_roof_len = COUNT_OF(block_class_nether_roof);
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const mc_block_t block_connects_to_glass_pane[] = {
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block_stone,
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block_grass,
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block_dirt,
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block_cobblestone,
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block_planks,
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block_bedrock,
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block_sand,
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block_gravel,
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block_gold_ore,
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block_iron_ore,
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block_coal_ore,
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block_log,
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block_sponge,
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block_glass,
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block_lapis_ore,
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block_lapis_block,
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block_dispenser,
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block_sandstone,
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block_noteblock,
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block_sticky_piston,
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block_piston,
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block_wool,
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block_gold_block,
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block_iron_block,
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block_double_stone_slab,
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block_brick_block,
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block_tnt,
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block_bookshelf,
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block_mossy_cobblestone,
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block_obsidian,
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block_mob_spawner,
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block_diamond_ore,
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block_diamond_block,
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block_crafting_table,
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block_furnace,
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block_lit_furnace,
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block_redstone_ore,
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block_lit_redstone_ore,
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block_ice,
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block_snow,
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block_clay,
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block_jukebox,
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block_netherrack,
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block_soul_sand,
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block_glowstone,
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block_stained_glass,
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block_stonebrick,
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block_brown_mushroom_block,
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block_red_mushroom_block,
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block_iron_bars,
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block_glass_pane,
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block_mycelium,
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block_nether_brick,
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block_cauldron,
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block_end_stone,
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block_redstone_lamp,
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block_lit_redstone_lamp,
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block_double_wooden_slab,
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block_emerald_ore,
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block_emerald_block,
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block_beacon,
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block_mushroom_stem,
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block_redstone_block,
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block_quartz_ore,
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block_hopper,
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block_quartz_block,
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block_dropper,
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block_stained_hardened_clay,
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block_stained_glass_pane,
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block_prismarine,
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block_sea_lantern,
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block_hay_block,
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block_hardened_clay,
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block_coal_block,
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block_packed_ice,
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block_red_sandstone,
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block_double_stone_slab2,
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block_chorus_flower,
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block_purpur_block,
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block_purpur_pillar,
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block_purpur_double_slab,
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block_end_bricks,
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block_frosted_ice,
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block_magma,
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block_nether_wart_block,
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block_red_nether_brick,
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block_bone_block,
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block_observer,
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block_white_glazed_terracotta,
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block_orange_glazed_terracotta,
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block_magenta_glazed_terracotta,
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block_light_blue_glazed_terracotta,
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block_yellow_glazed_terracotta,
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block_lime_glazed_terracotta,
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block_pink_glazed_terracotta,
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block_gray_glazed_terracotta,
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block_light_gray_glazed_terracotta,
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block_cyan_glazed_terracotta,
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block_purple_glazed_terracotta,
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block_blue_glazed_terracotta,
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block_brown_glazed_terracotta,
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block_green_glazed_terracotta,
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block_red_glazed_terracotta,
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block_black_glazed_terracotta,
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block_concrete,
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block_concrete_powder,
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block_ancient_debris,
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block_basalt,
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block_polished_basalt,
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block_blackstone,
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block_netherite_block,
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block_warped_wart_block,
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block_shroomlight,
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block_soul_soil,
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block_nether_gold_ore,
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block_andesite_wall,
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block_brick_wall,
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block_cobblestone_wall,
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block_diorite_wall,
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block_end_stone_brick_wall,
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block_granite_wall,
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block_mossy_cobblestone_wall,
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block_mossy_stone_brick_wall,
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block_nether_brick_wall,
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block_prismarine_wall,
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block_red_nether_brick_wall,
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block_red_sandstone_wall,
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block_sandstone_wall,
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block_stone_brick_wall,
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block_fletching_table,
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block_cartography_table,
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block_smithing_table,
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block_blast_furnace,
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block_smoker,
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block_loom,
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block_composter,
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block_beehive,
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block_bee_nest,
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block_honeycomb_block
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};
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const size_t block_connects_to_glass_pane_len = COUNT_OF(block_connects_to_glass_pane);
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const mc_block_t block_class_trapdoor[] = {
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block_trapdoor,
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block_iron_trapdoor,
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block_spruce_trapdoor,
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block_birch_trapdoor,
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block_jungle_trapdoor,
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block_acacia_trapdoor,
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block_dark_oak_trapdoor
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};
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const size_t block_class_trapdoor_len = COUNT_OF(block_class_trapdoor);
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@@ -51,4 +51,10 @@ extern const size_t block_class_alt_height_len;
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extern const mc_block_t block_class_nether_roof[];
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extern const size_t block_class_nether_roof_len;
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extern const mc_block_t block_class_trapdoor[];
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extern const size_t block_class_trapdoor_len;
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extern const mc_block_t block_connects_to_glass_pane[];
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extern const size_t block_connects_to_glass_pane_len;
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#endif
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@@ -317,13 +317,73 @@ generate_pseudo_data(RenderState* state, uint16_t ancilData) {
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return final_data;
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} else if (block_class_is_subset(state->block, (mc_block_t[]){block_iron_bars, block_glass_pane, block_stained_glass_pane}, 3)) {
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/* iron bars and glass panes:
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* they seem to stick to almost everything but air,
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* not sure yet! Still a TODO! */
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/* return check adjacent blocks with air, bit inverted */
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uint8_t pdata = 0;
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PyObject* texrot;
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int32_t northdir;
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struct {
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int32_t x;
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int32_t y;
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int32_t z;
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uint8_t direction; /*!< direction bit if glass pane should connect */
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} blocks[] = { {x + 1, y, z, 1 << 3},
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{x, y, z + 1, 1 << 2},
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{x - 1, y, z, 1 << 1},
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{x, y, z - 1, 1 << 0} };
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texrot = PyObject_GetAttrString(state->textures, "rotation");
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northdir = PyLong_AsLong(texrot) & 0x3;
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for (size_t i = 0; i < sizeof(blocks)/sizeof(blocks[0]); ++i) {
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mc_block_t block = get_data(state, BLOCKS, blocks[i].x, blocks[i].y, blocks[i].z);
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if (block_class_is_subset(block, block_connects_to_glass_pane, block_connects_to_glass_pane_len)) {
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pdata |= blocks[i].direction;
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} else if (block_class_is_subset(block, block_class_stair, block_class_stair_len)) {
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uint8_t stair_direction[4][4] = {
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{ 1, 3, 0, 2 }, // 'northdirection': 'upper-left'
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{ 2, 1, 3, 0 }, // 'northdirection': 'upper-right'
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{ 0, 2, 1, 3 }, // 'northdirection': 'lower-right'
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{ 3, 0, 2, 1 } // 'northdirection': 'lower-left'
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};
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mc_block_t block_data = get_data(state, DATA, blocks[i].x, blocks[i].y, blocks[i].z);
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if ((block_data & 0xf) == stair_direction[northdir][i]) {
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pdata |= blocks[i].direction;
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}
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} else if (block_class_is_subset(block, block_class_trapdoor, block_class_trapdoor_len)) {
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uint8_t trapdoor_direction[4][4] = {
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{ 3, 1, 2, 0 }, // 'northdirection': 'upper-left'
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{ 0, 3, 1, 2 }, // 'northdirection': 'upper-right'
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{ 2, 0, 3, 1 }, // 'northdirection': 'lower-right'
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{ 1, 2, 0, 3 } // 'northdirection': 'lower-left'
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};
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mc_block_t block_data = get_data(state, DATA, blocks[i].x, blocks[i].y, blocks[i].z);
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// only connects to "open" trapdoors
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if ((block_data & 0x4) == 0x4 && (block_data & 0x3) == trapdoor_direction[northdir][i]) {
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pdata |= blocks[i].direction;
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}
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} else if (block == block_snow_layer) {
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// glass pane only connect to full high snow layers
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mc_block_t skylight_data = get_data(state, SKYLIGHT, blocks[i].x, blocks[i].y, blocks[i].z);
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if (skylight_data == 0) {
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pdata |= blocks[i].direction;
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}
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}
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}
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// shift up 4 bits because the lower 4 bits encode color
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data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
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return (data << 4) | (ancilData & 0xf);
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return (pdata << 4) | (ancilData & 0xf);
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} else if (block_class_is_subset(state->block, (mc_block_t[]){block_portal, block_nether_brick_fence}, 2)) {
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/* portal and nether brick fences */
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@@ -377,7 +377,13 @@ enum mc_block_id {
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block_honey_block = 11504,
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block_sweet_berry_bush = 11505,
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block_campfire = 11506,
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block_bell = 11507
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block_bell = 11507,
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block_spruce_trapdoor = 11332,
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block_birch_trapdoor = 11333,
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block_jungle_trapdoor = 11334,
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block_acacia_trapdoor = 11335,
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block_dark_oak_trapdoor = 11336
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};
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typedef uint16_t mc_block_t;
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@@ -4157,11 +4157,15 @@ def panes(self, blockid, data):
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t = self.load_image_texture("assets/minecraft/textures/block/glass.png")
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left = t.copy()
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right = t.copy()
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center = t.copy()
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# generate the four small pieces of the glass pane
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ImageDraw.Draw(right).rectangle((0,0,7,15),outline=(0,0,0,0),fill=(0,0,0,0))
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ImageDraw.Draw(left).rectangle((8,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
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ImageDraw.Draw(center).rectangle((0,0,6,15),outline=(0,0,0,0),fill=(0,0,0,0))
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ImageDraw.Draw(center).rectangle((9,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
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up_center = self.transform_image_side(center)
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up_left = self.transform_image_side(left)
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up_right = self.transform_image_side(right).transpose(Image.FLIP_TOP_BOTTOM)
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dw_right = self.transform_image_side(right)
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@@ -4172,20 +4176,23 @@ def panes(self, blockid, data):
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# +x axis points top right direction
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# +y axis points bottom right direction
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# First compose things in the back of the image,
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# First compose things in the back of the image,
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# then things in the front.
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# the lower 4 bits encode color, the upper 4 encode adjencies
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data = data >> 4
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if (data & 0b0001) == 1 or data == 0:
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alpha_over(img,up_left, (6,3),up_left) # top left
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if (data & 0b1000) == 8 or data == 0:
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alpha_over(img,up_right, (6,3),up_right) # top right
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if (data & 0b0010) == 2 or data == 0:
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alpha_over(img,dw_left, (6,3),dw_left) # bottom left
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if (data & 0b0100) == 4 or data == 0:
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alpha_over(img,dw_right, (6,3),dw_right) # bottom right
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if data == 0:
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alpha_over(img,up_center,(6,3),up_center) # center
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else:
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if (data & 0b0001) == 1:
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alpha_over(img,up_left, (6,3),up_left) # top left
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if (data & 0b1000) == 8:
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alpha_over(img,up_right, (6,3),up_right) # top right
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if (data & 0b0010) == 2:
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alpha_over(img,dw_left, (6,3),dw_left) # bottom left
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if (data & 0b0100) == 4:
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alpha_over(img,dw_right, (6,3),dw_right) # bottom right
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return img
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