Implemented Glass Blocks (#51)
* Implemented connected texture glass blocks (different approach from 1.7).
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.client.render.model;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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import java.util.Random;
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import java.util.stream.IntStream;
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import javax.annotation.Nullable;
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import com.google.common.base.Function;
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import com.google.common.base.Strings;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.renderer.block.model.BakedQuad;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
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import net.minecraft.client.renderer.block.model.ItemOverrideList;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3d;
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import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import appeng.decorative.solid.GlassState;
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import appeng.decorative.solid.QuartzGlassBlock;
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public class GlassBakedModel implements IBakedModel
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{
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private static final byte[][][] OFFSETS = generateOffsets();
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// Alternating textures based on position
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static final ResourceLocation TEXTURE_A = new ResourceLocation( "appliedenergistics2:blocks/glass/BlockQuartzGlassA" );
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static final ResourceLocation TEXTURE_B = new ResourceLocation( "appliedenergistics2:blocks/glass/BlockQuartzGlassB" );
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static final ResourceLocation TEXTURE_C = new ResourceLocation( "appliedenergistics2:blocks/glass/BlockQuartzGlassC" );
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static final ResourceLocation TEXTURE_D = new ResourceLocation( "appliedenergistics2:blocks/glass/BlockQuartzGlassD" );
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// Frame texture
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static final ResourceLocation[] TEXTURES_FRAME = generateTexturesFrame();
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// Generates the required textures for the frame
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private static ResourceLocation[] generateTexturesFrame()
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{
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return IntStream.range( 1, 16 )
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.mapToObj( Integer::toBinaryString )
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.map( s -> Strings.padStart( s, 4, '0' ) )
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.map( s -> new ResourceLocation( "appliedenergistics2:blocks/glass/BlockQuartzGlassFrame" + s ) )
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.toArray( ResourceLocation[]::new );
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}
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private final TextureAtlasSprite[] glassTextures;
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private final TextureAtlasSprite[] frameTextures;
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private final VertexFormat vertexFormat;
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public GlassBakedModel( VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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{
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this.glassTextures = new TextureAtlasSprite[] {
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bakedTextureGetter.apply( TEXTURE_A ),
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bakedTextureGetter.apply( TEXTURE_B ),
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bakedTextureGetter.apply( TEXTURE_C ),
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bakedTextureGetter.apply( TEXTURE_D )
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};
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this.vertexFormat = format;
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// The first frame texture would be empty, so we simply leave it set to null here
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this.frameTextures = new TextureAtlasSprite[16];
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for( int i = 0; i < TEXTURES_FRAME.length; i++ )
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{
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this.frameTextures[1 + i] = bakedTextureGetter.apply( TEXTURES_FRAME[i] );
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}
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}
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@Override
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public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
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{
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if( !( state instanceof IExtendedBlockState ) || side == null )
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{
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return Collections.emptyList();
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}
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IExtendedBlockState extState = (IExtendedBlockState) state;
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GlassState glassState = extState.getValue( QuartzGlassBlock.GLASS_STATE );
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final int cx = Math.abs( glassState.getX() % 10 );
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final int cy = Math.abs( glassState.getY() % 10 );
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final int cz = Math.abs( glassState.getZ() % 10 );
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int u = OFFSETS[cx][cy][cz] % 4;
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int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4;
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int texIdx = Math.abs( ( OFFSETS[cx][cy][cz] + ( glassState.getX() + glassState.getY() + glassState.getZ() ) ) % 4 );
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if( texIdx < 2 )
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{
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u /= 2;
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v /= 2;
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}
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TextureAtlasSprite glassTexture = glassTextures[texIdx];
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// Render the glass side
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List<BakedQuad> quads = new ArrayList<>( 5 ); // At most 5
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List<Vec3d> corners = RenderHelper.getFaceCorners( side );
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quads.add( createQuad( side, corners, glassTexture, u, v ) );
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/*
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This needs some explanation:
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The bit-field contains 4-bits, one for each direction that a frame may be drawn.
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Converted to a number, the bit-field is then used as an index into the list of
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frame textures, which have been created in such a way that their filenames
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indicate, in which directions they contain borders.
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i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
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Converted to a number, this bitmask is 5. So the texture at index 5 is used.
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That texture had "0101" in its filename to indicate this.
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*/
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int edgeBitmask = makeBitmask( glassState, side );
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TextureAtlasSprite sideSprite = frameTextures[edgeBitmask];
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if( sideSprite != null )
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{
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quads.add( createQuad( side, corners, sideSprite, 0, 0 ) );
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}
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return quads;
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}
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/**
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* Creates the bitmask that indicates, in which directions (in terms of u,v space) a border should be drawn.
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*/
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private static int makeBitmask( GlassState state, EnumFacing side )
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{
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switch( side )
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{
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case DOWN:
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return makeBitmask( state, EnumFacing.SOUTH, EnumFacing.EAST, EnumFacing.NORTH, EnumFacing.WEST );
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case UP:
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return makeBitmask( state, EnumFacing.SOUTH, EnumFacing.WEST, EnumFacing.NORTH, EnumFacing.EAST );
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case NORTH:
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return makeBitmask( state, EnumFacing.UP, EnumFacing.WEST, EnumFacing.DOWN, EnumFacing.EAST );
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case SOUTH:
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return makeBitmask( state, EnumFacing.UP, EnumFacing.EAST, EnumFacing.DOWN, EnumFacing.WEST );
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case WEST:
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return makeBitmask( state, EnumFacing.UP, EnumFacing.SOUTH, EnumFacing.DOWN, EnumFacing.NORTH );
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case EAST:
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return makeBitmask( state, EnumFacing.UP, EnumFacing.NORTH, EnumFacing.DOWN, EnumFacing.SOUTH );
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default:
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throw new IllegalArgumentException( "Unsupported side!" );
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}
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}
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private static int makeBitmask( GlassState state, EnumFacing up, EnumFacing right, EnumFacing down, EnumFacing left )
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{
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int bitmask = 0;
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if( !state.isFlushWith( up ) )
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{
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bitmask |= 1;
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}
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if( !state.isFlushWith( right ) )
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{
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bitmask |= 2;
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}
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if( !state.isFlushWith( down ) )
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{
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bitmask |= 4;
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}
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if( !state.isFlushWith( left ) )
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{
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bitmask |= 8;
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}
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return bitmask;
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}
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private BakedQuad createQuad( EnumFacing side, List<Vec3d> corners, TextureAtlasSprite sprite, float uOffset, float vOffset )
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{
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return createQuad( side, corners.get( 0 ), corners.get( 1 ), corners.get( 2 ), corners.get( 3 ), sprite, uOffset, vOffset );
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}
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private BakedQuad createQuad( EnumFacing side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, TextureAtlasSprite sprite, float uOffset, float vOffset )
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{
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Vec3d normal = new Vec3d( side.getDirectionVec() );
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// Apply the u,v shift.
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// This mirrors the logic from OffsetIcon from 1.7
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float u1 = MathHelper.clamp_float( 0 - uOffset, 0, 16 );
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float u2 = MathHelper.clamp_float( 16 - uOffset, 0, 16 );
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float v1 = MathHelper.clamp_float( 0 - vOffset, 0, 16 );
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float v2 = MathHelper.clamp_float( 16 - vOffset, 0, 16 );
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UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder( vertexFormat );
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builder.setTexture( sprite );
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putVertex( builder, normal, c1.xCoord, c1.yCoord, c1.zCoord, sprite, u1, v1 );
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putVertex( builder, normal, c2.xCoord, c2.yCoord, c2.zCoord, sprite, u1, v2 );
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putVertex( builder, normal, c3.xCoord, c3.yCoord, c3.zCoord, sprite, u2, v2 );
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putVertex( builder, normal, c4.xCoord, c4.yCoord, c4.zCoord, sprite, u2, v1 );
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return builder.build();
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}
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/*
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This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually has to be precisely the order
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in which the vertex elements had been declared in the vertex format.
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*/
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private void putVertex( UnpackedBakedQuad.Builder builder, Vec3d normal, double x, double y, double z, TextureAtlasSprite sprite, float u, float v )
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{
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for( int e = 0; e < vertexFormat.getElementCount(); e++ )
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{
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switch( vertexFormat.getElement( e ).getUsage() )
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{
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case POSITION:
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builder.put( e, (float) x, (float) y, (float) z, 1.0f );
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break;
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case COLOR:
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builder.put( e, 1.0f, 1.0f, 1.0f, 1.0f );
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break;
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case UV:
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if( vertexFormat.getElement( e ).getIndex() == 0 )
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{
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u = sprite.getInterpolatedU( u );
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v = sprite.getInterpolatedV( v );
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builder.put( e, u, v, 0f, 1f );
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break;
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}
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case NORMAL:
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builder.put( e, (float) normal.xCoord, (float) normal.yCoord, (float) normal.zCoord, 0f );
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break;
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default:
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builder.put( e );
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break;
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}
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}
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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return ItemOverrideList.NONE;
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}
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@Override
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public boolean isAmbientOcclusion()
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{
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return false;
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}
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@Override
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public boolean isGui3d()
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{
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return false;
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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return false;
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}
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@Override
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public TextureAtlasSprite getParticleTexture()
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{
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return frameTextures[frameTextures.length - 1];
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}
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@Override
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public ItemCameraTransforms getItemCameraTransforms()
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{
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return ItemCameraTransforms.DEFAULT;
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}
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private static byte[][][] generateOffsets()
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{
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final Random r = new Random( 924 );
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final byte[][][] offset = new byte[10][10][10];
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for( int x = 0; x < 10; x++ )
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{
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for( int y = 0; y < 10; y++ )
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{
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r.nextBytes( offset[x][y] );
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}
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}
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return offset;
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}
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}
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