Moving to source sets
This commit is contained in:
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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.cablebus;
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import java.util.*;
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import java.util.stream.Collectors;
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import com.google.common.base.Preconditions;
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import net.fabricmc.api.EnvType;
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import net.fabricmc.api.Environment;
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import net.fabricmc.fabric.api.renderer.v1.mesh.MeshBuilder;
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import net.fabricmc.fabric.api.renderer.v1.mesh.QuadEmitter;
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import net.fabricmc.fabric.api.renderer.v1.model.ModelHelper;
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import net.fabricmc.fabric.impl.client.indigo.renderer.IndigoRenderer;
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import net.minecraft.client.render.*;
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import net.minecraft.client.util.math.Vector4f;
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import net.minecraft.client.render.model.BakedQuad;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.util.math.Direction;
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/**
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* Builds the quads for a cube.
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*/
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@Environment(EnvType.CLIENT)
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public class CubeBuilder {
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private final List<BakedQuad> output;
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private final EnumMap<Direction, Sprite> textures = new EnumMap<>(Direction.class);
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private EnumSet<Direction> drawFaces = EnumSet.allOf(Direction.class);
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private final EnumMap<Direction, Vector4f> customUv = new EnumMap<>(Direction.class);
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private final byte[] uvRotations = new byte[Direction.values().length];
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private int color = 0xFFFFFFFF;
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private boolean useStandardUV = false;
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private boolean renderFullBright;
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private final MeshBuilder meshBuilder;
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private final QuadEmitter emitter;
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private int vertexIndex = 0;
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public CubeBuilder(List<BakedQuad> output) {
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this.output = output;
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meshBuilder = IndigoRenderer.INSTANCE.meshBuilder();
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emitter = meshBuilder.getEmitter();
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emitter.emit();
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meshBuilder.build();
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ModelHelper.toQuadLists(meshBuilder.build());
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}
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public CubeBuilder() {
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this(new ArrayList<>(6));
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}
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public void addCube(float x1, float y1, float z1, float x2, float y2, float z2) {
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x1 /= 16.0f;
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y1 /= 16.0f;
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z1 /= 16.0f;
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x2 /= 16.0f;
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y2 /= 16.0f;
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z2 /= 16.0f;
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for (Direction face : this.drawFaces) {
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this.putFace(face, x1, y1, z1, x2, y2, z2);
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}
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}
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public void addQuad(Direction face, float x1, float y1, float z1, float x2, float y2, float z2) {
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this.putFace(face, x1, y1, z1, x2, y2, z2);
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}
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private static final class UvVector {
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float u1;
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float u2;
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float v1;
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float v2;
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}
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private void putFace(Direction face, float x1, float y1, float z1, float x2, float y2, float z2) {
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Sprite texture = this.textures.get(face);
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QuadEmitter emitter = this.emitter;
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emitter.colorIndex(-1)
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.nominalFace(face);
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UvVector uv = new UvVector();
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// The user might have set specific UV coordinates for this face
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Vector4f customUv = this.customUv.get(face);
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if (customUv != null) {
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uv.u1 = texture.getFrameU(customUv.getX());
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uv.v1 = texture.getFrameV(customUv.getY());
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uv.u2 = texture.getFrameU(customUv.getZ());
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uv.v2 = texture.getFrameV(customUv.getW());
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} else if (this.useStandardUV) {
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uv = this.getStandardUv(face, texture, x1, y1, z1, x2, y2, z2);
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} else {
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uv = this.getDefaultUv(face, texture, x1, y1, z1, x2, y2, z2);
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}
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switch (face) {
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case DOWN:
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this.putVertexTR(face, x2, y1, z1, uv);
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this.putVertexBR(face, x2, y1, z2, uv);
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this.putVertexBL(face, x1, y1, z2, uv);
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this.putVertexTL(face, x1, y1, z1, uv);
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break;
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case UP:
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this.putVertexTL(face, x1, y2, z1, uv);
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this.putVertexBL(face, x1, y2, z2, uv);
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this.putVertexBR(face, x2, y2, z2, uv);
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this.putVertexTR(face, x2, y2, z1, uv);
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break;
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case NORTH:
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this.putVertexBR(face, x2, y2, z1, uv);
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this.putVertexTR(face, x2, y1, z1, uv);
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this.putVertexTL(face, x1, y1, z1, uv);
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this.putVertexBL(face, x1, y2, z1, uv);
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break;
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case SOUTH:
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this.putVertexBL(face, x1, y2, z2, uv);
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this.putVertexTL(face, x1, y1, z2, uv);
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this.putVertexTR(face, x2, y1, z2, uv);
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this.putVertexBR(face, x2, y2, z2, uv);
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break;
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case WEST:
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this.putVertexTL(face, x1, y1, z1, uv);
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this.putVertexTR(face, x1, y1, z2, uv);
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this.putVertexBR(face, x1, y2, z2, uv);
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this.putVertexBL(face, x1, y2, z1, uv);
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break;
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case EAST:
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this.putVertexBR(face, x2, y2, z1, uv);
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this.putVertexBL(face, x2, y2, z2, uv);
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this.putVertexTL(face, x2, y1, z2, uv);
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this.putVertexTR(face, x2, y1, z1, uv);
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break;
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}
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if (renderFullBright) {
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// Force Brightness to 15, this is for full bright mode
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// this vertex element will only be present in that case
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int lightmap = LightmapTextureManager.pack(15, 15);
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emitter.lightmap(lightmap, lightmap, lightmap, lightmap);
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}
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// FIXME: this is unnecessarily inefficient
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emitter.emit();
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List<BakedQuad>[] quads = ModelHelper.toQuadLists(meshBuilder.build());
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this.output.addAll(Arrays.stream(quads).flatMap(Collection::stream).collect(Collectors.toList()));
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}
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private UvVector getDefaultUv(Direction face, Sprite texture, float x1, float y1, float z1, float x2,
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float y2, float z2) {
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UvVector uv = new UvVector();
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switch (face) {
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case DOWN:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(z1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(z2 * 16);
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break;
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case UP:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(z1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(z2 * 16);
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break;
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case NORTH:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case SOUTH:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case WEST:
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uv.u1 = texture.getFrameU(z1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(z2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case EAST:
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uv.u1 = texture.getFrameU(z2 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(z1 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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}
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return uv;
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}
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private UvVector getStandardUv(Direction face, Sprite texture, float x1, float y1, float z1, float x2,
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float y2, float z2) {
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UvVector uv = new UvVector();
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switch (face) {
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case DOWN:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(16 - z1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(16 - z2 * 16);
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break;
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case UP:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(z1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(z2 * 16);
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break;
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case NORTH:
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uv.u1 = texture.getFrameU(16 - x1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(16 - x2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case SOUTH:
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uv.u1 = texture.getFrameU(x1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(x2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case WEST:
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uv.u1 = texture.getFrameU(z1 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(z2 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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case EAST:
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uv.u1 = texture.getFrameU(16 - z2 * 16);
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uv.v1 = texture.getFrameV(16 - y1 * 16);
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uv.u2 = texture.getFrameU(16 - z1 * 16);
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uv.v2 = texture.getFrameV(16 - y2 * 16);
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break;
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}
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return uv;
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}
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// uv.u1, uv.v1
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private void putVertexTL(Direction face, float x, float y, float z, UvVector uv) {
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float u, v;
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switch (this.uvRotations[face.ordinal()]) {
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default:
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case 0:
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u = uv.u1;
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v = uv.v1;
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break;
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case 1: // 90° clockwise
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u = uv.u1;
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v = uv.v2;
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break;
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case 2: // 180° clockwise
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u = uv.u2;
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v = uv.v2;
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break;
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case 3: // 270° clockwise
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u = uv.u2;
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v = uv.v1;
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break;
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}
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this.putVertex(face, x, y, z, u, v);
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}
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// uv.u2, uv.v1
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private void putVertexTR(Direction face, float x, float y, float z, UvVector uv) {
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float u, v;
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switch (this.uvRotations[face.ordinal()]) {
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default:
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case 0:
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u = uv.u2;
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v = uv.v1;
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break;
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case 1: // 90° clockwise
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u = uv.u1;
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v = uv.v1;
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break;
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case 2: // 180° clockwise
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u = uv.u1;
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v = uv.v2;
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break;
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case 3: // 270° clockwise
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u = uv.u2;
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v = uv.v2;
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break;
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}
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this.putVertex(face, x, y, z, u, v);
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}
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// uv.u2, uv.v2
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private void putVertexBR(Direction face, float x, float y, float z, UvVector uv) {
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float u;
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float v;
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switch (this.uvRotations[face.ordinal()]) {
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default:
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case 0:
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u = uv.u2;
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v = uv.v2;
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break;
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case 1: // 90° clockwise
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u = uv.u2;
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v = uv.v1;
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break;
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case 2: // 180° clockwise
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u = uv.u1;
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v = uv.v1;
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break;
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case 3: // 270° clockwise
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u = uv.u1;
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v = uv.v2;
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break;
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}
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this.putVertex(face, x, y, z, u, v);
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}
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// uv.u1, uv.v2
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private void putVertexBL(Direction face, float x, float y, float z, UvVector uv) {
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float u;
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float v;
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switch (this.uvRotations[face.ordinal()]) {
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default:
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case 0:
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u = uv.u1;
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v = uv.v2;
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break;
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case 1: // 90° clockwise
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u = uv.u2;
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v = uv.v2;
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break;
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case 2: // 180° clockwise
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u = uv.u2;
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v = uv.v1;
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break;
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case 3: // 270° clockwise
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u = uv.u1;
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v = uv.v1;
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break;
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}
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this.putVertex(face, x, y, z, u, v);
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}
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private void putVertex(Direction face, float x, float y, float z, float u, float v) {
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emitter.pos(vertexIndex, x, y, z);
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emitter.pos(vertexIndex, face.getOffsetX(), face.getOffsetY(), face.getOffsetZ());
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// Color format is RGBA
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emitter.spriteColor(vertexIndex, this.color);
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emitter.sprite(vertexIndex, 0, u, v);
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vertexIndex++;
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}
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public void setTexture(Sprite texture) {
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for (Direction face : Direction.values()) {
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this.textures.put(face, texture);
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}
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}
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public void setTextures(Sprite up, Sprite down, Sprite north,
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Sprite south, Sprite east, Sprite west) {
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this.textures.put(Direction.UP, up);
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this.textures.put(Direction.DOWN, down);
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this.textures.put(Direction.NORTH, north);
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this.textures.put(Direction.SOUTH, south);
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this.textures.put(Direction.EAST, east);
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this.textures.put(Direction.WEST, west);
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}
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public void setTexture(Direction facing, Sprite sprite) {
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this.textures.put(facing, sprite);
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}
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public void setDrawFaces(EnumSet<Direction> drawFaces) {
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this.drawFaces = drawFaces;
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}
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public void setColor(int color) {
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this.color = color;
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}
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/**
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* Sets the vertex color for future vertices to the given RGB value, and forces
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* the alpha component to 255.
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*/
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public void setColorRGB(int color) {
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this.setColor(color | 0xFF000000);
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}
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public void setColorRGB(float r, float g, float b) {
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this.setColorRGB((int) (r * 255) << 16 | (int) (g * 255) << 8 | (int) (b * 255));
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}
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public void setRenderFullBright(boolean renderFullBright) {
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this.renderFullBright = renderFullBright;
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}
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public void setCustomUv(Direction facing, float u1, float v1, float u2, float v2) {
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this.customUv.put(facing, new Vector4f(u1, v1, u2, v2));
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}
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public void setUvRotation(Direction facing, int rotation) {
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if (rotation == 2) {
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rotation = 3;
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} else if (rotation == 3) {
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rotation = 2;
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}
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Preconditions.checkArgument(rotation >= 0 && rotation <= 3, "rotation");
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this.uvRotations[facing.ordinal()] = (byte) rotation;
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}
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/**
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* CubeBuilder uses UV optimized for cables by default. This switches to
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* standard UV coordinates.
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*/
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||||
public void useStandardUV() {
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this.useStandardUV = true;
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||||
}
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||||
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||||
public List<BakedQuad> getOutput() {
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return this.output;
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}
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||||
}
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Reference in New Issue
Block a user