rename BlockModel to BlockModelType
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@@ -33,16 +33,16 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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switch (def.model) {
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case BlockModel::none:
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case BlockModelType::NONE:
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// something went wrong...
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break;
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case BlockModel::block:
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case BlockModelType::BLOCK:
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch.blockCube(glm::vec3(size * 0.63f), texfaces,
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glm::vec4(1.0f), !def.rt.emissive);
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batch.flush();
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break;
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case BlockModel::aabb:
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case BlockModelType::AABB:
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{
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glm::vec3 hitbox {};
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for (const auto& box : def.hitboxes) {
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@@ -60,7 +60,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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}
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batch.flush();
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break;
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case BlockModel::custom:{
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case BlockModelType::CUSTOM:{
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glm::vec3 pmul = glm::vec3(size * 0.63f);
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glm::vec3 hitbox = glm::vec3(1.0f);
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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@@ -78,7 +78,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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}
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break;
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}
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case BlockModel::xsprite: {
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case BlockModelType::XSPRITE: {
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
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batch.sprite(
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