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.Collections;
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import java.util.List;
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@@ -35,8 +34,8 @@ import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BlockRendererDispatcher;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.client.renderer.RenderTypeLookup;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.color.BlockColors;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.item.ItemStack;
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@@ -64,420 +63,374 @@ import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadFaceStr
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadReInterpolator;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadTinter;
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/**
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* The FacadeBuilder builds for facades..
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*
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* @author covers1624
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*/
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public class FacadeBuilder
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{
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public class FacadeBuilder {
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public static final double THICK_THICKNESS = 2D / 16D;
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public static final double THIN_THICKNESS = 1D / 16D;
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public static final double THICK_THICKNESS = 2D / 16D;
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public static final double THIN_THICKNESS = 1D / 16D;
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public static final AxisAlignedBB[] THICK_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THICK_THICKNESS, 1.0 ),
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new AxisAlignedBB( 0.0, 1.0 - THICK_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THICK_THICKNESS ),
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new AxisAlignedBB( 0.0, 0.0, 1.0 - THICK_THICKNESS, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, THICK_THICKNESS, 1.0, 1.0 ),
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new AxisAlignedBB( 1.0 - THICK_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
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};
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public static final AxisAlignedBB[] THICK_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB(0.0, 0.0, 0.0, 1.0, THICK_THICKNESS, 1.0),
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new AxisAlignedBB(0.0, 1.0 - THICK_THICKNESS, 0.0, 1.0, 1.0, 1.0),
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new AxisAlignedBB(0.0, 0.0, 0.0, 1.0, 1.0, THICK_THICKNESS),
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new AxisAlignedBB(0.0, 0.0, 1.0 - THICK_THICKNESS, 1.0, 1.0, 1.0),
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new AxisAlignedBB(0.0, 0.0, 0.0, THICK_THICKNESS, 1.0, 1.0),
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new AxisAlignedBB(1.0 - THICK_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0) };
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public static final AxisAlignedBB[] THIN_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THIN_THICKNESS, 1.0 ),
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new AxisAlignedBB( 0.0, 1.0 - THIN_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THIN_THICKNESS ),
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new AxisAlignedBB( 0.0, 0.0, 1.0 - THIN_THICKNESS, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, THIN_THICKNESS, 1.0, 1.0 ),
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new AxisAlignedBB( 1.0 - THIN_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
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};
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public static final AxisAlignedBB[] THIN_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB(0.0, 0.0, 0.0, 1.0, THIN_THICKNESS, 1.0),
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new AxisAlignedBB(0.0, 1.0 - THIN_THICKNESS, 0.0, 1.0, 1.0, 1.0),
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new AxisAlignedBB(0.0, 0.0, 0.0, 1.0, 1.0, THIN_THICKNESS),
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new AxisAlignedBB(0.0, 0.0, 1.0 - THIN_THICKNESS, 1.0, 1.0, 1.0),
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new AxisAlignedBB(0.0, 0.0, 0.0, THIN_THICKNESS, 1.0, 1.0),
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new AxisAlignedBB(1.0 - THIN_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0) };
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private final ThreadLocal<BakedPipeline> pipelines = ThreadLocal.withInitial( () -> BakedPipeline.builder()
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// Clamper is responsible for clamping the vertex to the bounds specified.
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.addElement( "clamper", QuadClamper.FACTORY )
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// Strips faces if they match a mask.
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.addElement( "face_stripper", QuadFaceStripper.FACTORY )
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// Kicks the edge inner corners in, solves Z fighting
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.addElement( "corner_kicker", QuadCornerKicker.FACTORY )
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// Re-Interpolates the UV's for the quad.
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.addElement( "interp", QuadReInterpolator.FACTORY )
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// Tints the quad if we need it to. Disabled by default.
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.addElement( "tinter", QuadTinter.FACTORY, false )
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// Overrides the quad's alpha if we are forcing transparent facades.
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.addElement( "transparent", QuadAlphaOverride.FACTORY, false, e -> e.setAlphaOverride( 0x4C / 255F ) )
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.build()//
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);
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private final ThreadLocal<Quad> collectors = ThreadLocal.withInitial( Quad::new );
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private final ThreadLocal<BakedPipeline> pipelines = ThreadLocal.withInitial(() -> BakedPipeline.builder()
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// Clamper is responsible for clamping the vertex to the bounds specified.
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.addElement("clamper", QuadClamper.FACTORY)
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// Strips faces if they match a mask.
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.addElement("face_stripper", QuadFaceStripper.FACTORY)
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// Kicks the edge inner corners in, solves Z fighting
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.addElement("corner_kicker", QuadCornerKicker.FACTORY)
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// Re-Interpolates the UV's for the quad.
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.addElement("interp", QuadReInterpolator.FACTORY)
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// Tints the quad if we need it to. Disabled by default.
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.addElement("tinter", QuadTinter.FACTORY, false)
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// Overrides the quad's alpha if we are forcing transparent facades.
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.addElement("transparent", QuadAlphaOverride.FACTORY, false, e -> e.setAlphaOverride(0x4C / 255F)).build()//
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);
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private final ThreadLocal<Quad> collectors = ThreadLocal.withInitial(Quad::new);
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public void buildFacadeQuads( RenderType layer, CableBusRenderState renderState, Random rand, List<BakedQuad> quads, Function<ResourceLocation, IBakedModel> modelLookup )
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{
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BakedPipeline pipeline = this.pipelines.get();
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Quad collectorQuad = this.collectors.get();
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boolean transparent = AEApi.instance().partHelper().getCableRenderMode().transparentFacades;
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Map<Direction, FacadeRenderState> facadeStates = renderState.getFacades();
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List<AxisAlignedBB> partBoxes = renderState.getBoundingBoxes();
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Set<Direction> sidesWithParts = renderState.getAttachments().keySet();
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ILightReader parentWorld = renderState.getWorld();
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BlockPos pos = renderState.getPos();
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BlockColors blockColors = Minecraft.getInstance().getBlockColors();
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boolean thinFacades = isUseThinFacades( partBoxes );
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public void buildFacadeQuads(RenderType layer, CableBusRenderState renderState, Random rand, List<BakedQuad> quads,
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Function<ResourceLocation, IBakedModel> modelLookup) {
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BakedPipeline pipeline = this.pipelines.get();
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Quad collectorQuad = this.collectors.get();
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boolean transparent = AEApi.instance().partHelper().getCableRenderMode().transparentFacades;
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Map<Direction, FacadeRenderState> facadeStates = renderState.getFacades();
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List<AxisAlignedBB> partBoxes = renderState.getBoundingBoxes();
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Set<Direction> sidesWithParts = renderState.getAttachments().keySet();
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ILightReader parentWorld = renderState.getWorld();
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BlockPos pos = renderState.getPos();
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BlockColors blockColors = Minecraft.getInstance().getBlockColors();
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boolean thinFacades = isUseThinFacades(partBoxes);
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for( Entry<Direction, FacadeRenderState> entry : facadeStates.entrySet() )
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{
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Direction side = entry.getKey();
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int sideIndex = side.ordinal();
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FacadeRenderState facadeRenderState = entry.getValue();
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boolean renderStilt = !sidesWithParts.contains( side );
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if( layer == RenderType.getCutout() && renderStilt )
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{
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for( ResourceLocation part : PartCableAnchor.FACADE_MODELS.getModels() )
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{
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IBakedModel partModel = modelLookup.apply( part );
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QuadRotator rotator = new QuadRotator();
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quads.addAll( rotator.rotateQuads( gatherQuads( partModel, null, rand, EmptyModelData.INSTANCE ), side, Direction.UP ) );
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}
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}
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// If we are forcing transparency and this isn't the Translucent layer.
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if( transparent && layer != RenderType.getTranslucent() )
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{
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continue;
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}
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for (Entry<Direction, FacadeRenderState> entry : facadeStates.entrySet()) {
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Direction side = entry.getKey();
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int sideIndex = side.ordinal();
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FacadeRenderState facadeRenderState = entry.getValue();
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boolean renderStilt = !sidesWithParts.contains(side);
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if (layer == RenderType.getCutout() && renderStilt) {
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for (ResourceLocation part : PartCableAnchor.FACADE_MODELS.getModels()) {
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IBakedModel partModel = modelLookup.apply(part);
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QuadRotator rotator = new QuadRotator();
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quads.addAll(rotator.rotateQuads(gatherQuads(partModel, null, rand, EmptyModelData.INSTANCE), side,
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Direction.UP));
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}
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}
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// If we are forcing transparency and this isn't the Translucent layer.
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if (transparent && layer != RenderType.getTranslucent()) {
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continue;
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}
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BlockState blockState = facadeRenderState.getSourceBlock();
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// If we aren't forcing transparency let the block decide if it should render.
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if( !transparent && layer != null )
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{
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if( !RenderTypeLookup.canRenderInLayer( blockState, layer ) )
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{
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continue;
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}
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}
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BlockState blockState = facadeRenderState.getSourceBlock();
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// If we aren't forcing transparency let the block decide if it should render.
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if (!transparent && layer != null) {
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if (!RenderTypeLookup.canRenderInLayer(blockState, layer)) {
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continue;
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}
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}
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AxisAlignedBB fullBounds = thinFacades ? THIN_FACADE_BOXES[sideIndex] : THICK_FACADE_BOXES[sideIndex];
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AxisAlignedBB facadeBox = fullBounds;
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// If we are a transparent facade, we need to modify out BB.
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if( facadeRenderState.isTransparent() )
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{
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double offset = thinFacades ? THIN_THICKNESS : THICK_THICKNESS;
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AEAxisAlignedBB tmpBB = null;
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for( Direction face : Direction.values() )
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{
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// Only faces that aren't on our axis
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if( face.getAxis() != side.getAxis() )
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{
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FacadeRenderState otherState = facadeStates.get( face );
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if( otherState != null && !otherState.isTransparent() )
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{
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if( tmpBB == null )
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{
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tmpBB = AEAxisAlignedBB.fromBounds( facadeBox );
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}
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switch( face )
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{
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case DOWN:
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tmpBB.minY += offset;
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break;
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case UP:
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tmpBB.maxY -= offset;
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break;
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case NORTH:
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tmpBB.minZ += offset;
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break;
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case SOUTH:
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tmpBB.maxZ -= offset;
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break;
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case WEST:
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tmpBB.minX += offset;
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break;
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case EAST:
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tmpBB.maxX -= offset;
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break;
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default:
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throw new RuntimeException( "Switch falloff. " + String.valueOf( face ) );
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}
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}
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}
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}
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if( tmpBB != null )
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{
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facadeBox = tmpBB.getBoundingBox();
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}
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}
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AxisAlignedBB fullBounds = thinFacades ? THIN_FACADE_BOXES[sideIndex] : THICK_FACADE_BOXES[sideIndex];
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AxisAlignedBB facadeBox = fullBounds;
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// If we are a transparent facade, we need to modify out BB.
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if (facadeRenderState.isTransparent()) {
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double offset = thinFacades ? THIN_THICKNESS : THICK_THICKNESS;
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AEAxisAlignedBB tmpBB = null;
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for (Direction face : Direction.values()) {
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// Only faces that aren't on our axis
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if (face.getAxis() != side.getAxis()) {
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FacadeRenderState otherState = facadeStates.get(face);
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if (otherState != null && !otherState.isTransparent()) {
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if (tmpBB == null) {
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tmpBB = AEAxisAlignedBB.fromBounds(facadeBox);
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}
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switch (face) {
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case DOWN:
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tmpBB.minY += offset;
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break;
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case UP:
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tmpBB.maxY -= offset;
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break;
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case NORTH:
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tmpBB.minZ += offset;
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break;
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case SOUTH:
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tmpBB.maxZ -= offset;
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break;
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case WEST:
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tmpBB.minX += offset;
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break;
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case EAST:
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tmpBB.maxX -= offset;
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break;
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default:
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throw new RuntimeException("Switch falloff. " + String.valueOf(face));
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}
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}
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}
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}
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if (tmpBB != null) {
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facadeBox = tmpBB.getBoundingBox();
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}
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}
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AEAxisAlignedBB cutOutBox = getCutOutBox( facadeBox, partBoxes );
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List<AxisAlignedBB> holeStrips = getBoxes( facadeBox, cutOutBox, side.getAxis() );
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ILightReader facadeAccess = new FacadeBlockAccess( parentWorld, pos, side, blockState );
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AEAxisAlignedBB cutOutBox = getCutOutBox(facadeBox, partBoxes);
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List<AxisAlignedBB> holeStrips = getBoxes(facadeBox, cutOutBox, side.getAxis());
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ILightReader facadeAccess = new FacadeBlockAccess(parentWorld, pos, side, blockState);
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BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher();
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IBakedModel model = dispatcher.getModelForState( blockState );
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IModelData modelData = model.getModelData( facadeAccess, pos, blockState, EmptyModelData.INSTANCE );
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BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher();
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IBakedModel model = dispatcher.getModelForState(blockState);
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IModelData modelData = model.getModelData(facadeAccess, pos, blockState, EmptyModelData.INSTANCE);
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List<BakedQuad> modelQuads = new ArrayList<>();
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// If we are forcing transparent facades, fake the render layer, and grab all quads.
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if( transparent || layer == null )
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{
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for( RenderType forcedLayer : RenderType.getBlockRenderTypes() )
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{
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// Check if the block renders on the layer we want to force.
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if( RenderTypeLookup.canRenderInLayer( blockState, forcedLayer ) )
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{
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// Force the layer and gather quads.
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ForgeHooksClient.setRenderLayer( forcedLayer );
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modelQuads.addAll( gatherQuads( model, blockState, rand, modelData) );
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}
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}
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List<BakedQuad> modelQuads = new ArrayList<>();
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// If we are forcing transparent facades, fake the render layer, and grab all
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// quads.
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if (transparent || layer == null) {
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for (RenderType forcedLayer : RenderType.getBlockRenderTypes()) {
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// Check if the block renders on the layer we want to force.
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if (RenderTypeLookup.canRenderInLayer(blockState, forcedLayer)) {
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// Force the layer and gather quads.
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ForgeHooksClient.setRenderLayer(forcedLayer);
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modelQuads.addAll(gatherQuads(model, blockState, rand, modelData));
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}
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}
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// Reset.
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ForgeHooksClient.setRenderLayer( layer );
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}
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else
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{
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modelQuads.addAll( gatherQuads( model, blockState, rand, modelData ) );
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}
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// Reset.
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ForgeHooksClient.setRenderLayer(layer);
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} else {
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modelQuads.addAll(gatherQuads(model, blockState, rand, modelData));
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}
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// No quads.. Cool, next!
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if( modelQuads.isEmpty() )
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{
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continue;
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}
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// No quads.. Cool, next!
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if (modelQuads.isEmpty()) {
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continue;
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}
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// Grab out pipeline elements.
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QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
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QuadFaceStripper edgeStripper = pipeline.getElement( "face_stripper", QuadFaceStripper.class );
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QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
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QuadCornerKicker kicker = pipeline.getElement( "corner_kicker", QuadCornerKicker.class );
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// Grab out pipeline elements.
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QuadClamper clamper = pipeline.getElement("clamper", QuadClamper.class);
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QuadFaceStripper edgeStripper = pipeline.getElement("face_stripper", QuadFaceStripper.class);
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QuadTinter tinter = pipeline.getElement("tinter", QuadTinter.class);
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QuadCornerKicker kicker = pipeline.getElement("corner_kicker", QuadCornerKicker.class);
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// Set global element states.
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// Set global element states.
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// calculate the side mask.
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int facadeMask = 0;
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for( Entry<Direction, FacadeRenderState> ent : facadeStates.entrySet() )
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{
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Direction s = ent.getKey();
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if( s.getAxis() != side.getAxis() )
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{
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FacadeRenderState otherState = ent.getValue();
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if( !otherState.isTransparent() )
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{
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facadeMask |= 1 << s.ordinal();
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}
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}
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}
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// Setup the edge stripper.
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edgeStripper.setBounds( fullBounds );
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edgeStripper.setMask( facadeMask );
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// calculate the side mask.
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int facadeMask = 0;
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for (Entry<Direction, FacadeRenderState> ent : facadeStates.entrySet()) {
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Direction s = ent.getKey();
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if (s.getAxis() != side.getAxis()) {
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FacadeRenderState otherState = ent.getValue();
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if (!otherState.isTransparent()) {
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facadeMask |= 1 << s.ordinal();
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}
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}
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}
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// Setup the edge stripper.
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edgeStripper.setBounds(fullBounds);
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edgeStripper.setMask(facadeMask);
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// Setup the kicker.
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kicker.setSide( sideIndex );
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kicker.setFacadeMask( facadeMask );
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kicker.setBox( fullBounds );
|
||||
kicker.setThickness( thinFacades ? THIN_THICKNESS : THICK_THICKNESS );
|
||||
// Setup the kicker.
|
||||
kicker.setSide(sideIndex);
|
||||
kicker.setFacadeMask(facadeMask);
|
||||
kicker.setBox(fullBounds);
|
||||
kicker.setThickness(thinFacades ? THIN_THICKNESS : THICK_THICKNESS);
|
||||
|
||||
for( BakedQuad quad : modelQuads )
|
||||
{
|
||||
// lookup the format in CachedFormat.
|
||||
CachedFormat format = CachedFormat.lookup( DefaultVertexFormats.BLOCK );
|
||||
// If this quad has a tint index, setup the tinter.
|
||||
if( quad.hasTintIndex() )
|
||||
{
|
||||
tinter.setTint( blockColors.getColor( blockState, facadeAccess, pos, quad.getTintIndex() ) );
|
||||
}
|
||||
for( AxisAlignedBB box : holeStrips )
|
||||
{
|
||||
// setup the clamper for this box
|
||||
clamper.setClampBounds( box );
|
||||
// Reset the pipeline, clears all enabled/disabled states.
|
||||
pipeline.reset( format );
|
||||
// Reset out collector.
|
||||
collectorQuad.reset( format );
|
||||
// Enable / disable the optional elements
|
||||
pipeline.setElementState( "tinter", quad.hasTintIndex() );
|
||||
pipeline.setElementState( "transparent", transparent );
|
||||
// Prepare the pipeline for a quad.
|
||||
pipeline.prepare( collectorQuad );
|
||||
for (BakedQuad quad : modelQuads) {
|
||||
// lookup the format in CachedFormat.
|
||||
CachedFormat format = CachedFormat.lookup(DefaultVertexFormats.BLOCK);
|
||||
// If this quad has a tint index, setup the tinter.
|
||||
if (quad.hasTintIndex()) {
|
||||
tinter.setTint(blockColors.getColor(blockState, facadeAccess, pos, quad.getTintIndex()));
|
||||
}
|
||||
for (AxisAlignedBB box : holeStrips) {
|
||||
// setup the clamper for this box
|
||||
clamper.setClampBounds(box);
|
||||
// Reset the pipeline, clears all enabled/disabled states.
|
||||
pipeline.reset(format);
|
||||
// Reset out collector.
|
||||
collectorQuad.reset(format);
|
||||
// Enable / disable the optional elements
|
||||
pipeline.setElementState("tinter", quad.hasTintIndex());
|
||||
pipeline.setElementState("transparent", transparent);
|
||||
// Prepare the pipeline for a quad.
|
||||
pipeline.prepare(collectorQuad);
|
||||
|
||||
// Pipe our quad into the pipeline.
|
||||
quad.pipe( pipeline );
|
||||
// Check if the collector got any data.
|
||||
if( collectorQuad.full )
|
||||
{
|
||||
// Add the result.
|
||||
quads.add( collectorQuad.bake() );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Pipe our quad into the pipeline.
|
||||
quad.pipe(pipeline);
|
||||
// Check if the collector got any data.
|
||||
if (collectorQuad.full) {
|
||||
// Add the result.
|
||||
quads.add(collectorQuad.bake());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This is slow, so should be cached.
|
||||
*
|
||||
* @return The model.
|
||||
*/
|
||||
public List<BakedQuad> buildFacadeItemQuads( ItemStack textureItem, Direction side )
|
||||
{
|
||||
List<BakedQuad> facadeQuads = new ArrayList<>();
|
||||
IBakedModel model = Minecraft.getInstance().getItemRenderer().getItemModelWithOverrides( textureItem, null, null );
|
||||
List<BakedQuad> modelQuads = gatherQuads( model, null, new Random(), EmptyModelData.INSTANCE );
|
||||
/**
|
||||
* This is slow, so should be cached.
|
||||
*
|
||||
* @return The model.
|
||||
*/
|
||||
public List<BakedQuad> buildFacadeItemQuads(ItemStack textureItem, Direction side) {
|
||||
List<BakedQuad> facadeQuads = new ArrayList<>();
|
||||
IBakedModel model = Minecraft.getInstance().getItemRenderer().getItemModelWithOverrides(textureItem, null,
|
||||
null);
|
||||
List<BakedQuad> modelQuads = gatherQuads(model, null, new Random(), EmptyModelData.INSTANCE);
|
||||
|
||||
BakedPipeline pipeline = this.pipelines.get();
|
||||
Quad collectorQuad = this.collectors.get();
|
||||
BakedPipeline pipeline = this.pipelines.get();
|
||||
Quad collectorQuad = this.collectors.get();
|
||||
|
||||
// Grab pipeline elements.
|
||||
QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
|
||||
QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
|
||||
// Grab pipeline elements.
|
||||
QuadClamper clamper = pipeline.getElement("clamper", QuadClamper.class);
|
||||
QuadTinter tinter = pipeline.getElement("tinter", QuadTinter.class);
|
||||
|
||||
for( BakedQuad quad : modelQuads )
|
||||
{
|
||||
// Lookup the CachedFormat for this quads format.
|
||||
CachedFormat format = CachedFormat.lookup( DefaultVertexFormats.BLOCK );
|
||||
// Reset the pipeline.
|
||||
pipeline.reset( format );
|
||||
// Reset the collector.
|
||||
collectorQuad.reset( format );
|
||||
// If we have a tint index, setup the tinter and enable it.
|
||||
if( quad.hasTintIndex() )
|
||||
{
|
||||
tinter.setTint( Minecraft.getInstance().getItemColors().getColor( textureItem, quad.getTintIndex() ) );
|
||||
pipeline.enableElement( "tinter" );
|
||||
}
|
||||
// Disable elements we don't need for items.
|
||||
pipeline.disableElement( "face_stripper" );
|
||||
pipeline.disableElement( "corner_kicker" );
|
||||
// Setup the clamper
|
||||
clamper.setClampBounds( THICK_FACADE_BOXES[side.ordinal()] );
|
||||
// Prepare the pipeline.
|
||||
pipeline.prepare( collectorQuad );
|
||||
// Pipe our quad into the pipeline.
|
||||
quad.pipe( pipeline );
|
||||
// Check the collector for data and add the quad if there was.
|
||||
if( collectorQuad.full )
|
||||
{
|
||||
facadeQuads.add( collectorQuad.bake() );
|
||||
}
|
||||
}
|
||||
return facadeQuads;
|
||||
}
|
||||
for (BakedQuad quad : modelQuads) {
|
||||
// Lookup the CachedFormat for this quads format.
|
||||
CachedFormat format = CachedFormat.lookup(DefaultVertexFormats.BLOCK);
|
||||
// Reset the pipeline.
|
||||
pipeline.reset(format);
|
||||
// Reset the collector.
|
||||
collectorQuad.reset(format);
|
||||
// If we have a tint index, setup the tinter and enable it.
|
||||
if (quad.hasTintIndex()) {
|
||||
tinter.setTint(Minecraft.getInstance().getItemColors().getColor(textureItem, quad.getTintIndex()));
|
||||
pipeline.enableElement("tinter");
|
||||
}
|
||||
// Disable elements we don't need for items.
|
||||
pipeline.disableElement("face_stripper");
|
||||
pipeline.disableElement("corner_kicker");
|
||||
// Setup the clamper
|
||||
clamper.setClampBounds(THICK_FACADE_BOXES[side.ordinal()]);
|
||||
// Prepare the pipeline.
|
||||
pipeline.prepare(collectorQuad);
|
||||
// Pipe our quad into the pipeline.
|
||||
quad.pipe(pipeline);
|
||||
// Check the collector for data and add the quad if there was.
|
||||
if (collectorQuad.full) {
|
||||
facadeQuads.add(collectorQuad.bake());
|
||||
}
|
||||
}
|
||||
return facadeQuads;
|
||||
}
|
||||
|
||||
// Helper to gather all quads from a model into a list.
|
||||
private static List<BakedQuad> gatherQuads( IBakedModel model, BlockState state, Random rand, IModelData data )
|
||||
{
|
||||
List<BakedQuad> modelQuads = new ArrayList<>();
|
||||
for( Direction face : Direction.values() )
|
||||
{
|
||||
modelQuads.addAll( model.getQuads( state, face, rand, data) );
|
||||
}
|
||||
modelQuads.addAll( model.getQuads( state, null, rand, data ) );
|
||||
return modelQuads;
|
||||
}
|
||||
// Helper to gather all quads from a model into a list.
|
||||
private static List<BakedQuad> gatherQuads(IBakedModel model, BlockState state, Random rand, IModelData data) {
|
||||
List<BakedQuad> modelQuads = new ArrayList<>();
|
||||
for (Direction face : Direction.values()) {
|
||||
modelQuads.addAll(model.getQuads(state, face, rand, data));
|
||||
}
|
||||
modelQuads.addAll(model.getQuads(state, null, rand, data));
|
||||
return modelQuads;
|
||||
}
|
||||
|
||||
/**
|
||||
* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB
|
||||
* that intersect with the facade's bounding
|
||||
* box. This AABB will need to be "cut out" when the facade is rendered.
|
||||
*/
|
||||
@Nullable
|
||||
private static AEAxisAlignedBB getCutOutBox( AxisAlignedBB facadeBox, List<AxisAlignedBB> partBoxes )
|
||||
{
|
||||
AEAxisAlignedBB b = null;
|
||||
for( AxisAlignedBB bb : partBoxes )
|
||||
{
|
||||
if( bb.intersects( facadeBox ) )
|
||||
{
|
||||
if( b == null )
|
||||
{
|
||||
b = AEAxisAlignedBB.fromBounds( bb );
|
||||
}
|
||||
else
|
||||
{
|
||||
b.maxX = Math.max( b.maxX, bb.maxX );
|
||||
b.maxY = Math.max( b.maxY, bb.maxY );
|
||||
b.maxZ = Math.max( b.maxZ, bb.maxZ );
|
||||
b.minX = Math.min( b.minX, bb.minX );
|
||||
b.minY = Math.min( b.minY, bb.minY );
|
||||
b.minZ = Math.min( b.minZ, bb.minZ );
|
||||
}
|
||||
}
|
||||
}
|
||||
return b;
|
||||
}
|
||||
/**
|
||||
* Given the actual facade bounding box, and the bounding boxes of all parts,
|
||||
* determine the biggest union of AABB that intersect with the facade's bounding
|
||||
* box. This AABB will need to be "cut out" when the facade is rendered.
|
||||
*/
|
||||
@Nullable
|
||||
private static AEAxisAlignedBB getCutOutBox(AxisAlignedBB facadeBox, List<AxisAlignedBB> partBoxes) {
|
||||
AEAxisAlignedBB b = null;
|
||||
for (AxisAlignedBB bb : partBoxes) {
|
||||
if (bb.intersects(facadeBox)) {
|
||||
if (b == null) {
|
||||
b = AEAxisAlignedBB.fromBounds(bb);
|
||||
} else {
|
||||
b.maxX = Math.max(b.maxX, bb.maxX);
|
||||
b.maxY = Math.max(b.maxY, bb.maxY);
|
||||
b.maxZ = Math.max(b.maxZ, bb.maxZ);
|
||||
b.minX = Math.min(b.minX, bb.minX);
|
||||
b.minY = Math.min(b.minY, bb.minY);
|
||||
b.minZ = Math.min(b.minZ, bb.minZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
return b;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the box segments around the specified hole. If the specified hole is null, a Singleton of the Facade
|
||||
* box is returned.
|
||||
*
|
||||
* @param fb The Facade's box.
|
||||
* @param hole The hole to 'cut'.
|
||||
* @param axis The axis the facade is on.
|
||||
*
|
||||
* @return The box segments.
|
||||
*/
|
||||
private static List<AxisAlignedBB> getBoxes( AxisAlignedBB fb, AEAxisAlignedBB hole, Axis axis )
|
||||
{
|
||||
if( hole == null )
|
||||
{
|
||||
return Collections.singletonList( fb );
|
||||
}
|
||||
List<AxisAlignedBB> boxes = new ArrayList<>();
|
||||
switch( axis )
|
||||
{
|
||||
case Y:
|
||||
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, hole.minX, fb.maxY, fb.maxZ ) );
|
||||
boxes.add( new AxisAlignedBB( hole.maxX, fb.minY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
|
||||
/**
|
||||
* Generates the box segments around the specified hole. If the specified hole
|
||||
* is null, a Singleton of the Facade box is returned.
|
||||
*
|
||||
* @param fb The Facade's box.
|
||||
* @param hole The hole to 'cut'.
|
||||
* @param axis The axis the facade is on.
|
||||
*
|
||||
* @return The box segments.
|
||||
*/
|
||||
private static List<AxisAlignedBB> getBoxes(AxisAlignedBB fb, AEAxisAlignedBB hole, Axis axis) {
|
||||
if (hole == null) {
|
||||
return Collections.singletonList(fb);
|
||||
}
|
||||
List<AxisAlignedBB> boxes = new ArrayList<>();
|
||||
switch (axis) {
|
||||
case Y:
|
||||
boxes.add(new AxisAlignedBB(fb.minX, fb.minY, fb.minZ, hole.minX, fb.maxY, fb.maxZ));
|
||||
boxes.add(new AxisAlignedBB(hole.maxX, fb.minY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ));
|
||||
|
||||
boxes.add( new AxisAlignedBB( hole.minX, fb.minY, fb.minZ, hole.maxX, fb.maxY, hole.minZ ) );
|
||||
boxes.add( new AxisAlignedBB( hole.minX, fb.minY, hole.maxZ, hole.maxX, fb.maxY, fb.maxZ ) );
|
||||
boxes.add(new AxisAlignedBB(hole.minX, fb.minY, fb.minZ, hole.maxX, fb.maxY, hole.minZ));
|
||||
boxes.add(new AxisAlignedBB(hole.minX, fb.minY, hole.maxZ, hole.maxX, fb.maxY, fb.maxZ));
|
||||
|
||||
break;
|
||||
case Z:
|
||||
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
|
||||
boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
|
||||
break;
|
||||
case Z:
|
||||
boxes.add(new AxisAlignedBB(fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ));
|
||||
boxes.add(new AxisAlignedBB(fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ));
|
||||
|
||||
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, hole.minX, hole.maxY, fb.maxZ ) );
|
||||
boxes.add( new AxisAlignedBB( hole.maxX, hole.minY, fb.minZ, fb.maxX, hole.maxY, fb.maxZ ) );
|
||||
boxes.add(new AxisAlignedBB(fb.minX, hole.minY, fb.minZ, hole.minX, hole.maxY, fb.maxZ));
|
||||
boxes.add(new AxisAlignedBB(hole.maxX, hole.minY, fb.minZ, fb.maxX, hole.maxY, fb.maxZ));
|
||||
|
||||
break;
|
||||
case X:
|
||||
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
|
||||
boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
|
||||
break;
|
||||
case X:
|
||||
boxes.add(new AxisAlignedBB(fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ));
|
||||
boxes.add(new AxisAlignedBB(fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ));
|
||||
|
||||
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, fb.maxX, hole.maxY, hole.minZ ) );
|
||||
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, hole.maxZ, fb.maxX, hole.maxY, fb.maxZ ) );
|
||||
break;
|
||||
default:
|
||||
// should never happen.
|
||||
throw new RuntimeException( "switch falloff. " + String.valueOf( axis ) );
|
||||
}
|
||||
boxes.add(new AxisAlignedBB(fb.minX, hole.minY, fb.minZ, fb.maxX, hole.maxY, hole.minZ));
|
||||
boxes.add(new AxisAlignedBB(fb.minX, hole.minY, hole.maxZ, fb.maxX, hole.maxY, fb.maxZ));
|
||||
break;
|
||||
default:
|
||||
// should never happen.
|
||||
throw new RuntimeException("switch falloff. " + String.valueOf(axis));
|
||||
}
|
||||
|
||||
return boxes;
|
||||
}
|
||||
return boxes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines if any of the part's bounding boxes intersects with the outside 2 voxel wide layer. If so, we should
|
||||
* use thinner facades (1 voxel deep).
|
||||
*/
|
||||
private static boolean isUseThinFacades( List<AxisAlignedBB> partBoxes )
|
||||
{
|
||||
final double min = 2.0 / 16.0;
|
||||
final double max = 14.0 / 16.0;
|
||||
/**
|
||||
* Determines if any of the part's bounding boxes intersects with the outside 2
|
||||
* voxel wide layer. If so, we should use thinner facades (1 voxel deep).
|
||||
*/
|
||||
private static boolean isUseThinFacades(List<AxisAlignedBB> partBoxes) {
|
||||
final double min = 2.0 / 16.0;
|
||||
final double max = 14.0 / 16.0;
|
||||
|
||||
for( AxisAlignedBB bb : partBoxes )
|
||||
{
|
||||
int o = 0;
|
||||
o += bb.maxX > max ? 1 : 0;
|
||||
o += bb.maxY > max ? 1 : 0;
|
||||
o += bb.maxZ > max ? 1 : 0;
|
||||
o += bb.minX < min ? 1 : 0;
|
||||
o += bb.minY < min ? 1 : 0;
|
||||
o += bb.minZ < min ? 1 : 0;
|
||||
for (AxisAlignedBB bb : partBoxes) {
|
||||
int o = 0;
|
||||
o += bb.maxX > max ? 1 : 0;
|
||||
o += bb.maxY > max ? 1 : 0;
|
||||
o += bb.maxZ > max ? 1 : 0;
|
||||
o += bb.minX < min ? 1 : 0;
|
||||
o += bb.minY < min ? 1 : 0;
|
||||
o += bb.minZ < min ? 1 : 0;
|
||||
|
||||
if( o >= 2 )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
if (o >= 2) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user