// geometry.js import {mat4Identity, mat4RotateX, mat4RotateY, mat4Translate} from './math.js'; const FACES = { down: {n: [0, -1, 0], c: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]]}, up: {n: [0, 1, 0], c: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]]}, north: {n: [0, 0, -1], c: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]]}, south: {n: [0, 0, 1], c: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]]}, west: {n: [-1, 0, 0], c: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]]}, east: {n: [1, 0, 0], c: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]]} }; // Calculates missing UVs by projecting the element bounds onto the face plane function calculateDefaultUV(faceName, from, to) { switch (faceName) { case 'up': return [from[0], from[2], to[0], to[2]]; case 'down': return [from[0], 16 - to[2], to[0], 16 - from[2]]; case 'north': return [16 - to[0], 16 - to[1], 16 - from[0], 16 - from[1]]; case 'south': return [from[0], 16 - to[1], to[0], 16 - from[1]]; case 'west': return [from[2], 16 - to[1], to[2], 16 - from[1]]; case 'east': return [16 - to[2], 16 - to[1], 16 - from[2], 16 - from[1]]; default: return [0, 0, 16, 16]; } } export function resolveTexture(model, ref) { if (!ref) return null; if (ref[0] !== '#') return ref; let key = ref.slice(1); let val = model.textures?.[key]; while (typeof val === 'string' && val[0] === '#') { key = val.slice(1); val = model.textures?.[key]; } if (val && typeof val === 'object' && val.sprite) val = val.sprite; return val || null; } // Takes the blockstate variant object to apply y/x rotations and uvlock export function buildGeometry(model, atlas, variant = {}) { const pos = [], norm = [], uv = [], tint = [], shade = [], idx = []; let vOffset = 0; // 1. Pre-calculate the blockstate rotation matrix (around block center) const blockMatrix = mat4Identity(new Float32Array(16)); mat4Translate(blockMatrix, blockMatrix, [0.5, 0.5, 0.5]); if (variant.x) mat4RotateX(blockMatrix, blockMatrix, -variant.x * Math.PI / 180); if (variant.y) mat4RotateY(blockMatrix, blockMatrix, -variant.y * Math.PI / 180); mat4Translate(blockMatrix, blockMatrix, [-0.5, -0.5, -0.5]); for (const el of model.elements || []) { const [fx, fy, fz] = el.from.map(x => x / 16); const [tx, ty, tz] = el.to.map(x => x / 16); const size = [tx - fx, ty - fy, tz - fz]; // Element-level shading flag. Used to make repeater torches/redstone dust emissive. const elementShade = el.shade === false ? 0.0 : 1.0; for (const [name, face] of Object.entries(el.faces || {})) { const tmpl = FACES[name]; const texPath = resolveTexture(model, face.texture); const a = texPath ? atlas.map.get(texPath) : null; if (!a) continue; // DYNAMIC UV PROJECTION (remains the same) const rawUV = face.uv || calculateDefaultUV(name, el.from, el.to); let u1 = rawUV[0] / 16, v1 = rawUV[1] / 16; let u2 = rawUV[2] / 16, v2 = rawUV[3] / 16; let texRot = face.rotation || 0; // uvlock compensation if (variant.uvlock && (name === 'up' || name === 'down') && variant.y) { texRot = (texRot - variant.y + 360) % 360; } const au1 = a.u + u1 * a.du, au2 = a.u + u2 * a.du; const av1 = a.v + v1 * a.dv, av2 = a.v + v2 * a.dv; // CORRECTED UV ARRAY MAPPING // Corner Order: 0:Bottom-Left, 1:Bottom-Right, 2:Top-Right, 3:Top-Left let faceUVs; if (texRot === 90) { // Shift UVs clockwise by 1 corner faceUVs = [au2, av2, au2, av1, au1, av1, au1, av2]; } else if (texRot === 180) { // Shift UVs by 2 corners faceUVs = [au2, av1, au1, av1, au1, av2, au2, av2]; } else if (texRot === 270) { // Shift UVs by 3 corners faceUVs = [au1, av1, au1, av2, au2, av2, au2, av1]; } else { // 0 degrees: av2 (bottom) goes to corners 0 and 1. av1 (top) goes to corners 2 and 3. faceUVs = [au1, av2, au2, av2, au2, av1, au1, av1]; } const tintable = face.tintindex !== undefined ? 1.0 : 0.0; for (let i = 0; i < 4; i++) { const [cx, cy, cz] = tmpl.c[i]; let vx = fx + cx * size[0]; let vy = fy + cy * size[1]; let vz = fz + cz * size[2]; // Apply Blockstate Rotation let wx = blockMatrix[0] * vx + blockMatrix[4] * vy + blockMatrix[8] * vz + blockMatrix[12]; let wy = blockMatrix[1] * vx + blockMatrix[5] * vy + blockMatrix[9] * vz + blockMatrix[13]; let wz = blockMatrix[2] * vx + blockMatrix[6] * vy + blockMatrix[10] * vz + blockMatrix[14]; pos.push(wx, wy, wz); // Note: Normal rotation should technically use the inverse-transpose of the matrix, // but since we only have pure rotations, direct multiplication works fine here. let nx = blockMatrix[0] * tmpl.n[0] + blockMatrix[4] * tmpl.n[1] + blockMatrix[8] * tmpl.n[2]; let ny = blockMatrix[1] * tmpl.n[0] + blockMatrix[5] * tmpl.n[1] + blockMatrix[9] * tmpl.n[2]; let nz = blockMatrix[2] * tmpl.n[0] + blockMatrix[6] * tmpl.n[1] + blockMatrix[10] * tmpl.n[2]; norm.push(nx, ny, nz); tint.push(tintable); shade.push(elementShade); } uv.push(...faceUVs); idx.push(vOffset, vOffset + 1, vOffset + 2, vOffset, vOffset + 2, vOffset + 3); vOffset += 4; } } return { positions: new Float32Array(pos), normals: new Float32Array(norm), uvs: new Float32Array(uv), tints: new Float32Array(tint), shades: new Float32Array(shade), indices: new Uint16Array(idx) }; }