rename BlockModel to BlockModelType
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@@ -50,7 +50,7 @@ static inline UVRegion get_region_for(
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void ModelsGenerator::prepare(Content& content, Assets& assets) {
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for (auto& [name, def] : content.blocks.getDefs()) {
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if (def->model == BlockModel::custom && def->modelName.empty()) {
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if (def->model == BlockModelType::CUSTOM && def->modelName.empty()) {
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assets.store(
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std::make_unique<model::Model>(
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loadCustomBlockModel(
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@@ -74,7 +74,7 @@ void ModelsGenerator::prepare(Content& content, Assets& assets) {
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model::Model ModelsGenerator::fromCustom(
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const Assets& assets,
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const std::vector<BoxModel>& modelBoxes,
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const std::vector<AABB>& modelBoxes,
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const std::vector<std::string>& modelTextures,
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const std::vector<glm::vec3>& points,
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bool lighting
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@@ -131,11 +131,11 @@ model::Model ModelsGenerator::generate(
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if (def.iconType == ItemIconType::BLOCK) {
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auto model = assets.require<model::Model>("block");
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const auto& blockDef = content.blocks.require(def.icon);
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if (blockDef.model == BlockModel::xsprite) {
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if (blockDef.model == BlockModelType::XSPRITE) {
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return create_flat_model(
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"blocks:" + blockDef.textureFaces.at(0), assets
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);
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} else if (blockDef.model == BlockModel::custom) {
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} else if (blockDef.model == BlockModelType::CUSTOM) {
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model = assets.require<model::Model>(blockDef.modelName);
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for (auto& mesh : model.meshes) {
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mesh.scale(glm::vec3(0.2f));
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@@ -145,7 +145,7 @@ model::Model ModelsGenerator::generate(
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for (auto& mesh : model.meshes) {
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mesh.lighting = !blockDef.shadeless;
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switch (blockDef.model) {
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case BlockModel::aabb: {
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case BlockModelType::AABB: {
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glm::vec3 size = blockDef.hitboxes.at(0).size();
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float m = glm::max(size.x, glm::max(size.y, size.z));
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m = glm::min(1.0f, m);
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