Improved cloak physics
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+29
-31
@@ -262,8 +262,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
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float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
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float buStart = backU1 + (backU2 - backU1) * (1.0f - ((float) x / H_PARTS));
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float buEnd = backU1 + (backU2 - backU1) * (1.0f - ((float) (x + 1) / H_PARTS));
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float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
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float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
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for (int i = 0; i < PARTS; i++) {
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@@ -292,35 +292,13 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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// BACK
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renderCapeQuad(vertexConsumer, entry,
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innerBL, innerBR, innerTR, innerTL,
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buStart, bvStart, buEnd, bvEnd,
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buEnd, bvStart, buStart, bvEnd,
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light, overlay, 0, 0, -1, false);
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}
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}
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// =============================
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// 4. LEFT SIDE (x = 0)
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// =============================
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for (int i = 0; i < PARTS; i++) {
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Vec3d innerTop = inner[0][i];
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Vec3d innerBot = inner[0][i + 1];
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Vec3d outerTop = outer[0][i];
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Vec3d outerBot = outer[0][i + 1];
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float vStart = leftV1 + leftPartV * (PARTS - i);
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float vEnd = leftV1 + leftPartV * (PARTS - (i + 1));
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// FLIPPED: swap v + swap vertical vertex order
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renderCapeQuad(vertexConsumer, entry,
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innerTop, outerTop, outerBot, innerBot, // flipped vertically
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leftU1, vEnd, // swapped V
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leftU2, vStart,
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light, overlay, 1, 0, 0, false);
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}
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// =============================
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// 5. RIGHT SIDE (x = H_PARTS)
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// 4. LEFT SIDE (x = H_PARTS)
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// =============================
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for (int i = 0; i < PARTS; i++) {
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@@ -330,15 +308,35 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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Vec3d outerTop = outer[H_PARTS][i];
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Vec3d outerBot = outer[H_PARTS][i + 1];
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float vStart = rightV1 + rightPartV * (PARTS - i);
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float vEnd = rightV1 + rightPartV * (PARTS - (i + 1));
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float vStart = leftV1 + leftPartV * i;
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float vEnd = leftV1 + leftPartV * (i + 1);
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// FLIPPED: swap v + swap vertical vertex order
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renderCapeQuad(vertexConsumer, entry,
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outerTop, innerTop, innerBot, outerBot, // flipped vertically
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innerTop, outerTop, outerBot, innerBot,
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leftU1, vEnd,
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leftU2, vStart,
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light, overlay, -1, 0, 0, false);
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}
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// =============================
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// 5. RIGHT SIDE (x = 0)
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// =============================
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for (int i = 0; i < PARTS; i++) {
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Vec3d innerTop = inner[0][i];
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Vec3d innerBot = inner[0][i + 1];
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Vec3d outerTop = outer[0][i];
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Vec3d outerBot = outer[0][i + 1];
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float vStart = rightV1 + rightPartV * i;
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float vEnd = rightV1 + rightPartV * (i + 1);
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renderCapeQuad(vertexConsumer, entry,
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outerTop, innerTop, innerBot, outerBot,
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rightU1, vEnd,
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rightU2, vStart,
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light, overlay, -1, 0, 0, false);
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light, overlay, 1, 0, 0, false);
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}
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// =============================
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