pick 97420a31d The big reformat of 2020
This commit is contained in:
@@ -18,7 +18,6 @@
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package appeng.client.render.cablebus;
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import java.util.ArrayList;
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import java.util.EnumMap;
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import java.util.EnumSet;
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@@ -34,479 +33,434 @@ import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.Direction;
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import net.minecraftforge.client.model.pipeline.BakedQuadBuilder;
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/**
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* Builds the quads for a cube.
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*/
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public class CubeBuilder
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{
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public class CubeBuilder {
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private final List<BakedQuad> output;
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private final List<BakedQuad> output;
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private final EnumMap<Direction, TextureAtlasSprite> textures = new EnumMap<>( Direction.class );
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private final EnumMap<Direction, TextureAtlasSprite> textures = new EnumMap<>(Direction.class);
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private EnumSet<Direction> drawFaces = EnumSet.allOf( 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 EnumMap<Direction, Vector4f> customUv = new EnumMap<>(Direction.class);
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private byte[] uvRotations = new byte[Direction.values().length];
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private byte[] uvRotations = new byte[Direction.values().length];
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private int color = 0xFFFFFFFF;
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private int color = 0xFFFFFFFF;
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private boolean useStandardUV = false;
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private boolean useStandardUV = false;
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private boolean renderFullBright;
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private boolean renderFullBright;
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public CubeBuilder( List<BakedQuad> output )
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{
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this.output = output;
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}
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public CubeBuilder(List<BakedQuad> output) {
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this.output = output;
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}
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public CubeBuilder()
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{
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this( new ArrayList<>( 6 ) );
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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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{
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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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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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{
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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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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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{
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this.putFace( face, x1, y1, z1, x2, y2, z2 );
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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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{
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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 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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{
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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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TextureAtlasSprite texture = this.textures.get( face );
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TextureAtlasSprite texture = this.textures.get(face);
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BakedQuadBuilder builder = new BakedQuadBuilder( texture );
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builder.setQuadOrientation( face );
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builder.setQuadTint( -1 );
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builder.setApplyDiffuseLighting( true );
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BakedQuadBuilder builder = new BakedQuadBuilder(texture);
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builder.setQuadOrientation(face);
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builder.setQuadTint(-1);
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builder.setApplyDiffuseLighting(true);
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UvVector uv = new UvVector();
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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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{
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uv.u1 = texture.getInterpolatedU( customUv.getX() );
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uv.v1 = texture.getInterpolatedV( customUv.getY() );
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uv.u2 = texture.getInterpolatedU( customUv.getZ() );
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uv.v2 = texture.getInterpolatedV( customUv.getW() );
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}
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else if( this.useStandardUV )
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{
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uv = this.getStandardUv( face, texture, x1, y1, z1, x2, y2, z2 );
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}
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else
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{
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uv = this.getDefaultUv( face, texture, x1, y1, z1, x2, y2, z2 );
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}
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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.getInterpolatedU(customUv.getX());
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uv.v1 = texture.getInterpolatedV(customUv.getY());
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uv.u2 = texture.getInterpolatedU(customUv.getZ());
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uv.v2 = texture.getInterpolatedV(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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{
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case DOWN:
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this.putVertexTR( builder, face, x2, y1, z1, uv );
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this.putVertexBR( builder, face, x2, y1, z2, uv );
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this.putVertexBL( builder, face, x1, y1, z2, uv );
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this.putVertexTL( builder, face, x1, y1, z1, uv );
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break;
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case UP:
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this.putVertexTL( builder, face, x1, y2, z1, uv );
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this.putVertexBL( builder, face, x1, y2, z2, uv );
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this.putVertexBR( builder, face, x2, y2, z2, uv );
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this.putVertexTR( builder, face, x2, y2, z1, uv );
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break;
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case NORTH:
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this.putVertexBR( builder, face, x2, y2, z1, uv );
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this.putVertexTR( builder, face, x2, y1, z1, uv );
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this.putVertexTL( builder, face, x1, y1, z1, uv );
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this.putVertexBL( builder, face, x1, y2, z1, uv );
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break;
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case SOUTH:
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this.putVertexBL( builder, face, x1, y2, z2, uv );
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this.putVertexTL( builder, face, x1, y1, z2, uv );
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this.putVertexTR( builder, face, x2, y1, z2, uv );
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this.putVertexBR( builder, face, x2, y2, z2, uv );
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break;
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case WEST:
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this.putVertexTL( builder, face, x1, y1, z1, uv );
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this.putVertexTR( builder, face, x1, y1, z2, uv );
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this.putVertexBR( builder, face, x1, y2, z2, uv );
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this.putVertexBL( builder, face, x1, y2, z1, uv );
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break;
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case EAST:
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this.putVertexBR( builder, face, x2, y2, z1, uv );
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this.putVertexBL( builder, face, x2, y2, z2, uv );
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this.putVertexTL( builder, face, x2, y1, z2, uv );
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this.putVertexTR( builder, face, x2, y1, z1, uv );
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break;
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}
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switch (face) {
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case DOWN:
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this.putVertexTR(builder, face, x2, y1, z1, uv);
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this.putVertexBR(builder, face, x2, y1, z2, uv);
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this.putVertexBL(builder, face, x1, y1, z2, uv);
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this.putVertexTL(builder, face, x1, y1, z1, uv);
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break;
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case UP:
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this.putVertexTL(builder, face, x1, y2, z1, uv);
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this.putVertexBL(builder, face, x1, y2, z2, uv);
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this.putVertexBR(builder, face, x2, y2, z2, uv);
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this.putVertexTR(builder, face, x2, y2, z1, uv);
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break;
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case NORTH:
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this.putVertexBR(builder, face, x2, y2, z1, uv);
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this.putVertexTR(builder, face, x2, y1, z1, uv);
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this.putVertexTL(builder, face, x1, y1, z1, uv);
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this.putVertexBL(builder, face, x1, y2, z1, uv);
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break;
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case SOUTH:
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this.putVertexBL(builder, face, x1, y2, z2, uv);
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this.putVertexTL(builder, face, x1, y1, z2, uv);
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this.putVertexTR(builder, face, x2, y1, z2, uv);
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this.putVertexBR(builder, face, x2, y2, z2, uv);
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break;
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case WEST:
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this.putVertexTL(builder, face, x1, y1, z1, uv);
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this.putVertexTR(builder, face, x1, y1, z2, uv);
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this.putVertexBR(builder, face, x1, y2, z2, uv);
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this.putVertexBL(builder, face, x1, y2, z1, uv);
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break;
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case EAST:
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this.putVertexBR(builder, face, x2, y2, z1, uv);
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this.putVertexBL(builder, face, x2, y2, z2, uv);
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this.putVertexTL(builder, face, x2, y1, z2, uv);
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this.putVertexTR(builder, face, x2, y1, z1, uv);
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break;
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}
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this.output.add( builder.build() );
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}
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this.output.add(builder.build());
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}
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private UvVector getDefaultUv( Direction face, TextureAtlasSprite texture, float x1, float y1, float z1, float x2, float y2, float z2 )
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{
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private UvVector getDefaultUv(Direction face, TextureAtlasSprite 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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UvVector uv = new UvVector();
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switch( face )
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{
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case DOWN:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( z1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( z2 * 16 );
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break;
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case UP:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( z1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( z2 * 16 );
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break;
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case NORTH:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case SOUTH:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case WEST:
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uv.u1 = texture.getInterpolatedU( z1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( z2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case EAST:
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uv.u1 = texture.getInterpolatedU( z2 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( z1 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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}
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switch (face) {
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case DOWN:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(z1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(z2 * 16);
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break;
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case UP:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(z1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(z2 * 16);
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break;
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case NORTH:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
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break;
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case SOUTH:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
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break;
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case WEST:
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uv.u1 = texture.getInterpolatedU(z1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(z2 * 16);
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uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
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break;
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case EAST:
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uv.u1 = texture.getInterpolatedU(z2 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(z1 * 16);
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uv.v2 = texture.getInterpolatedV(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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return uv;
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}
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private UvVector getStandardUv( Direction face, TextureAtlasSprite texture, float x1, float y1, float z1, float x2, float y2, float z2 )
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{
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UvVector uv = new UvVector();
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switch( face )
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{
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case DOWN:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - z1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - z2 * 16 );
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break;
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case UP:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( z1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( z2 * 16 );
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break;
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case NORTH:
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uv.u1 = texture.getInterpolatedU( 16 - x1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( 16 - x2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case SOUTH:
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uv.u1 = texture.getInterpolatedU( x1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( x2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case WEST:
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uv.u1 = texture.getInterpolatedU( z1 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( z2 * 16 );
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uv.v2 = texture.getInterpolatedV( 16 - y2 * 16 );
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break;
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case EAST:
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uv.u1 = texture.getInterpolatedU( 16 - z2 * 16 );
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uv.v1 = texture.getInterpolatedV( 16 - y1 * 16 );
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uv.u2 = texture.getInterpolatedU( 16 - z1 * 16 );
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uv.v2 = texture.getInterpolatedV( 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, TextureAtlasSprite 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.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - z1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(16 - z2 * 16);
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break;
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case UP:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(z1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
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uv.v2 = texture.getInterpolatedV(z2 * 16);
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break;
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case NORTH:
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uv.u1 = texture.getInterpolatedU(16 - x1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(16 - x2 * 16);
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uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
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break;
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case SOUTH:
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uv.u1 = texture.getInterpolatedU(x1 * 16);
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uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
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uv.u2 = texture.getInterpolatedU(x2 * 16);
|
||||
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
|
||||
break;
|
||||
case WEST:
|
||||
uv.u1 = texture.getInterpolatedU(z1 * 16);
|
||||
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
|
||||
uv.u2 = texture.getInterpolatedU(z2 * 16);
|
||||
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
|
||||
break;
|
||||
case EAST:
|
||||
uv.u1 = texture.getInterpolatedU(16 - z2 * 16);
|
||||
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
|
||||
uv.u2 = texture.getInterpolatedU(16 - z1 * 16);
|
||||
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
|
||||
break;
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
// uv.u1, uv.v1
|
||||
private void putVertexTL( BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv )
|
||||
{
|
||||
float u, v;
|
||||
// uv.u1, uv.v1
|
||||
private void putVertexTL(BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv) {
|
||||
float u, v;
|
||||
|
||||
switch( this.uvRotations[face.ordinal()] )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
}
|
||||
switch (this.uvRotations[face.ordinal()]) {
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
}
|
||||
|
||||
this.putVertex( builder, face, x, y, z, u, v );
|
||||
}
|
||||
this.putVertex(builder, face, x, y, z, u, v);
|
||||
}
|
||||
|
||||
// uv.u2, uv.v1
|
||||
private void putVertexTR( BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv )
|
||||
{
|
||||
float u, v;
|
||||
// uv.u2, uv.v1
|
||||
private void putVertexTR(BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv) {
|
||||
float u, v;
|
||||
|
||||
switch( this.uvRotations[face.ordinal()] )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
}
|
||||
this.putVertex( builder, face, x, y, z, u, v );
|
||||
}
|
||||
switch (this.uvRotations[face.ordinal()]) {
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
}
|
||||
this.putVertex(builder, face, x, y, z, u, v);
|
||||
}
|
||||
|
||||
// uv.u2, uv.v2
|
||||
private void putVertexBR( BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv )
|
||||
{
|
||||
// uv.u2, uv.v2
|
||||
private void putVertexBR(BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv) {
|
||||
|
||||
float u;
|
||||
float v;
|
||||
float u;
|
||||
float v;
|
||||
|
||||
switch( this.uvRotations[face.ordinal()] )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
}
|
||||
switch (this.uvRotations[face.ordinal()]) {
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
}
|
||||
|
||||
this.putVertex( builder, face, x, y, z, u, v );
|
||||
}
|
||||
this.putVertex(builder, face, x, y, z, u, v);
|
||||
}
|
||||
|
||||
// uv.u1, uv.v2
|
||||
private void putVertexBL( BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv )
|
||||
{
|
||||
// uv.u1, uv.v2
|
||||
private void putVertexBL(BakedQuadBuilder builder, Direction face, float x, float y, float z, UvVector uv) {
|
||||
|
||||
float u;
|
||||
float v;
|
||||
float u;
|
||||
float v;
|
||||
|
||||
switch( this.uvRotations[face.ordinal()] )
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
}
|
||||
switch (this.uvRotations[face.ordinal()]) {
|
||||
default:
|
||||
case 0:
|
||||
u = uv.u1;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 1: // 90° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v2;
|
||||
break;
|
||||
case 2: // 180° clockwise
|
||||
u = uv.u2;
|
||||
v = uv.v1;
|
||||
break;
|
||||
case 3: // 270° clockwise
|
||||
u = uv.u1;
|
||||
v = uv.v1;
|
||||
break;
|
||||
}
|
||||
|
||||
this.putVertex( builder, face, x, y, z, u, v );
|
||||
}
|
||||
this.putVertex(builder, face, x, y, z, u, v);
|
||||
}
|
||||
|
||||
private void putVertex( BakedQuadBuilder builder, Direction face, float x, float y, float z, float u, float v )
|
||||
{
|
||||
VertexFormat format = builder.getVertexFormat();
|
||||
private void putVertex(BakedQuadBuilder builder, Direction face, float x, float y, float z, float u, float v) {
|
||||
VertexFormat format = builder.getVertexFormat();
|
||||
|
||||
List<VertexFormatElement> elements = format.getElements();
|
||||
for( int i = 0; i < elements.size(); i++ )
|
||||
{
|
||||
VertexFormatElement e = elements.get( i );
|
||||
switch( e.getUsage() )
|
||||
{
|
||||
case POSITION:
|
||||
builder.put( i, x, y, z );
|
||||
break;
|
||||
case NORMAL:
|
||||
builder.put( i, face.getXOffset(), face.getYOffset(), face.getZOffset() );
|
||||
break;
|
||||
case COLOR:
|
||||
// Color format is RGBA
|
||||
float r = ( this.color >> 16 & 0xFF ) / 255f;
|
||||
float g = ( this.color >> 8 & 0xFF ) / 255f;
|
||||
float b = ( this.color & 0xFF ) / 255f;
|
||||
float a = ( this.color >> 24 & 0xFF ) / 255f;
|
||||
builder.put( i, r, g, b, a );
|
||||
break;
|
||||
case UV:
|
||||
if( e.getIndex() == 0 )
|
||||
{
|
||||
builder.put( i, u, v );
|
||||
break;
|
||||
}
|
||||
else if( e.getIndex() == 2 && renderFullBright )
|
||||
{
|
||||
// Force Brightness to 15, this is for full bright mode
|
||||
// this vertex element will only be present in that case
|
||||
final float lightMapU = (float) ( 15 * 0x20 ) / 0xFFFF;
|
||||
final float lightMapV = (float) ( 15 * 0x20 ) / 0xFFFF;
|
||||
builder.put( i, lightMapU, lightMapV );
|
||||
break;
|
||||
}
|
||||
default:
|
||||
builder.put( i );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
List<VertexFormatElement> elements = format.getElements();
|
||||
for (int i = 0; i < elements.size(); i++) {
|
||||
VertexFormatElement e = elements.get(i);
|
||||
switch (e.getUsage()) {
|
||||
case POSITION:
|
||||
builder.put(i, x, y, z);
|
||||
break;
|
||||
case NORMAL:
|
||||
builder.put(i, face.getXOffset(), face.getYOffset(), face.getZOffset());
|
||||
break;
|
||||
case COLOR:
|
||||
// Color format is RGBA
|
||||
float r = (this.color >> 16 & 0xFF) / 255f;
|
||||
float g = (this.color >> 8 & 0xFF) / 255f;
|
||||
float b = (this.color & 0xFF) / 255f;
|
||||
float a = (this.color >> 24 & 0xFF) / 255f;
|
||||
builder.put(i, r, g, b, a);
|
||||
break;
|
||||
case UV:
|
||||
if (e.getIndex() == 0) {
|
||||
builder.put(i, u, v);
|
||||
break;
|
||||
} else if (e.getIndex() == 2 && renderFullBright) {
|
||||
// Force Brightness to 15, this is for full bright mode
|
||||
// this vertex element will only be present in that case
|
||||
final float lightMapU = (float) (15 * 0x20) / 0xFFFF;
|
||||
final float lightMapV = (float) (15 * 0x20) / 0xFFFF;
|
||||
builder.put(i, lightMapU, lightMapV);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
builder.put(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void setTexture( TextureAtlasSprite texture )
|
||||
{
|
||||
for( Direction face : Direction.values() )
|
||||
{
|
||||
this.textures.put( face, texture );
|
||||
}
|
||||
}
|
||||
public void setTexture(TextureAtlasSprite texture) {
|
||||
for (Direction face : Direction.values()) {
|
||||
this.textures.put(face, texture);
|
||||
}
|
||||
}
|
||||
|
||||
public void setTextures( TextureAtlasSprite up, TextureAtlasSprite down, TextureAtlasSprite north, TextureAtlasSprite south, TextureAtlasSprite east, TextureAtlasSprite west )
|
||||
{
|
||||
this.textures.put( Direction.UP, up );
|
||||
this.textures.put( Direction.DOWN, down );
|
||||
this.textures.put( Direction.NORTH, north );
|
||||
this.textures.put( Direction.SOUTH, south );
|
||||
this.textures.put( Direction.EAST, east );
|
||||
this.textures.put( Direction.WEST, west );
|
||||
}
|
||||
public void setTextures(TextureAtlasSprite up, TextureAtlasSprite down, TextureAtlasSprite north,
|
||||
TextureAtlasSprite south, TextureAtlasSprite east, TextureAtlasSprite west) {
|
||||
this.textures.put(Direction.UP, up);
|
||||
this.textures.put(Direction.DOWN, down);
|
||||
this.textures.put(Direction.NORTH, north);
|
||||
this.textures.put(Direction.SOUTH, south);
|
||||
this.textures.put(Direction.EAST, east);
|
||||
this.textures.put(Direction.WEST, west);
|
||||
}
|
||||
|
||||
public void setTexture( Direction facing, TextureAtlasSprite sprite )
|
||||
{
|
||||
this.textures.put( facing, sprite );
|
||||
}
|
||||
public void setTexture(Direction facing, TextureAtlasSprite sprite) {
|
||||
this.textures.put(facing, sprite);
|
||||
}
|
||||
|
||||
public void setDrawFaces( EnumSet<Direction> drawFaces )
|
||||
{
|
||||
this.drawFaces = drawFaces;
|
||||
}
|
||||
public void setDrawFaces(EnumSet<Direction> drawFaces) {
|
||||
this.drawFaces = drawFaces;
|
||||
}
|
||||
|
||||
public void setColor( int color )
|
||||
{
|
||||
this.color = color;
|
||||
}
|
||||
public void setColor(int color) {
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the vertex color for future vertices to the given RGB value, and forces the alpha component to 255.
|
||||
*/
|
||||
public void setColorRGB( int color )
|
||||
{
|
||||
this.setColor( color | 0xFF000000 );
|
||||
}
|
||||
/**
|
||||
* Sets the vertex color for future vertices to the given RGB value, and forces
|
||||
* the alpha component to 255.
|
||||
*/
|
||||
public void setColorRGB(int color) {
|
||||
this.setColor(color | 0xFF000000);
|
||||
}
|
||||
|
||||
public void setColorRGB( float r, float g, float b )
|
||||
{
|
||||
this.setColorRGB( (int) ( r * 255 ) << 16 | (int) ( g * 255 ) << 8 | (int) ( b * 255 ) );
|
||||
}
|
||||
public void setColorRGB(float r, float g, float b) {
|
||||
this.setColorRGB((int) (r * 255) << 16 | (int) (g * 255) << 8 | (int) (b * 255));
|
||||
}
|
||||
|
||||
public void setRenderFullBright( boolean renderFullBright )
|
||||
{
|
||||
this.renderFullBright = renderFullBright;
|
||||
}
|
||||
public void setRenderFullBright(boolean renderFullBright) {
|
||||
this.renderFullBright = renderFullBright;
|
||||
}
|
||||
|
||||
public void setCustomUv( Direction facing, float u1, float v1, float u2, float v2 )
|
||||
{
|
||||
this.customUv.put( facing, new Vector4f( u1, v1, u2, v2 ) );
|
||||
}
|
||||
public void setCustomUv(Direction facing, float u1, float v1, float u2, float v2) {
|
||||
this.customUv.put(facing, new Vector4f(u1, v1, u2, v2));
|
||||
}
|
||||
|
||||
public void setUvRotation( Direction facing, int rotation )
|
||||
{
|
||||
if( rotation == 2 )
|
||||
{
|
||||
rotation = 3;
|
||||
}
|
||||
else if( rotation == 3 )
|
||||
{
|
||||
rotation = 2;
|
||||
}
|
||||
Preconditions.checkArgument( rotation >= 0 && rotation <= 3, "rotation" );
|
||||
this.uvRotations[facing.ordinal()] = (byte) rotation;
|
||||
}
|
||||
public void setUvRotation(Direction facing, int rotation) {
|
||||
if (rotation == 2) {
|
||||
rotation = 3;
|
||||
} else if (rotation == 3) {
|
||||
rotation = 2;
|
||||
}
|
||||
Preconditions.checkArgument(rotation >= 0 && rotation <= 3, "rotation");
|
||||
this.uvRotations[facing.ordinal()] = (byte) rotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* CubeBuilder uses UV optimized for cables by default.
|
||||
* This switches to standard UV coordinates.
|
||||
*/
|
||||
public void useStandardUV()
|
||||
{
|
||||
this.useStandardUV = true;
|
||||
}
|
||||
/**
|
||||
* CubeBuilder uses UV optimized for cables by default. This switches to
|
||||
* standard UV coordinates.
|
||||
*/
|
||||
public void useStandardUV() {
|
||||
this.useStandardUV = true;
|
||||
}
|
||||
|
||||
public List<BakedQuad> getOutput()
|
||||
{
|
||||
return this.output;
|
||||
}
|
||||
public List<BakedQuad> getOutput() {
|
||||
return this.output;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user