fix blockstate y-rotation direction and rotate top/bottom UVs without uvlock

Blockstate "y" rotations turned the geometry counter-clockwise while the
faces were re-assigned clockwise (vanilla). Every east/west variant of an
asymmetric block ended up mirrored on the wrong side of its cell: shelf
mushrooms and ladders floated away from their support, stairs faced
backwards. Rotate clockwise like vanilla, adjust element-rotation axes,
and turn up/down face textures with the model unless uvlock is set.

Edge-case test plugin: shelf mushroom (side + top view) and rotated-block
scenes.
This commit is contained in:
MineTec committed 2026-11-04 13:20:40 +01:00
1 parent 32afe08f03
commit a99acad80c
2 files changed
+55 -5

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@@ -86,6 +86,12 @@ public final class ModelBaker {
from = r[0];
to = r[1];
faces = rotateFacesY(faces);
// Without uvlock the top/bottom textures turn with the model (vanilla); side faces already
// keep their orientation through the face re-assignment. With uvlock they stay world-aligned.
if (!variant.uvlock()) {
faces[Direction.UP.ordinal()] = turned(faces[Direction.UP.ordinal()], 90);
faces[Direction.DOWN.ordinal()] = turned(faces[Direction.DOWN.ordinal()], 90);
}
if (rotAxis >= 0) {
rotOrigin = rotatePointY(rotOrigin);
AxisRotation na = rotateAxisY(rotAxis);
@@ -162,10 +168,16 @@ public final class ModelBaker {
};
}
/** The face with its texture lookup rotated by a further {@code deg} (90° steps). */
private static Face turned(Face f, int deg) {
if (f == null) return null;
return new Face(f.texture, f.u1, f.v1, f.u2, f.v2, (f.rotation + deg) % 360, f.tintIndex);
}
// --- 90-degree box rotations around the block center (0.5, 0.5, 0.5) ---
private double[][] rotateBoxY(double[] from, double[] to) {
// (x,z) -> (z, 1-x): 90 deg clockwise viewed from above.
// 90 deg clockwise viewed from above (vanilla), see rotatePointY.
double[] c1 = rotatePointY(from);
double[] c2 = rotatePointY(to);
return minMax(c1, c2);
@@ -178,8 +190,10 @@ public final class ModelBaker {
}
private double[] rotatePointY(double[] p) {
// Vanilla blockstate "y": clockwise seen from above (north -> east, south -> west), i.e. a rotation
// by -90° about +Y: (dx, dz) -> (-dz, dx). Must match Direction.rotateY used for the faces.
double x = p[0] - 0.5, z = p[2] - 0.5;
return new double[] {0.5 + z, p[1], 0.5 - x};
return new double[] {0.5 - z, p[1], 0.5 + x};
}
private double[] rotatePointX(double[] p) {
@@ -214,10 +228,10 @@ public final class ModelBaker {
private record AxisRotation(int axis, boolean flip) {}
private AxisRotation rotateAxisY(int axis) {
// Y rotation maps x<->z; the y axis is unchanged.
// Clockwise Y rotation maps +x -> +z and +z -> -x; the y axis is unchanged.
return switch (axis) {
case 0 -> new AxisRotation(2, true); // x -> z
case 2 -> new AxisRotation(0, false); // z -> x
case 0 -> new AxisRotation(2, false); // x -> z
case 2 -> new AxisRotation(0, true); // z -> -x
default -> new AxisRotation(axis, false);
};
}