pick 97420a31d The big reformat of 2020

This commit is contained in:
yueh
2020-06-16 21:41:28 +02:00
parent 5304b3febe
commit 5225ea426b
2252 changed files with 95466 additions and 118582 deletions
@@ -18,11 +18,11 @@
package appeng.client.render.crafting;
import java.util.*;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import appeng.client.render.cablebus.CubeBuilder;
import appeng.tile.crafting.CraftingCubeModelData;
import appeng.tile.crafting.TileCraftingTile;
import appeng.util.Platform;
import net.minecraft.block.BlockState;
import net.minecraft.client.renderer.model.BakedQuad;
import net.minecraft.client.renderer.model.ItemOverrideList;
@@ -31,266 +31,255 @@ import net.minecraft.util.Direction;
import net.minecraftforge.client.model.data.IDynamicBakedModel;
import net.minecraftforge.client.model.data.IModelData;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import java.util.*;
import appeng.client.render.cablebus.CubeBuilder;
import appeng.tile.crafting.CraftingCubeModelData;
import appeng.tile.crafting.TileCraftingTile;
import appeng.util.Platform;
/**
* The base model for baked models used by components of the crafting cube multi-block in it's formed state.
* Primarily this base class handles adding the "ring" that frames the multi-block structure and delegates
* rendering of the "inner" part of each block to the subclasses of this class.
* The base model for baked models used by components of the crafting cube
* multi-block in it's formed state. Primarily this base class handles adding
* the "ring" that frames the multi-block structure and delegates rendering of
* the "inner" part of each block to the subclasses of this class.
*/
abstract class CraftingCubeBakedModel implements IDynamicBakedModel
{
abstract class CraftingCubeBakedModel implements IDynamicBakedModel {
private final TextureAtlasSprite ringCorner;
private final TextureAtlasSprite ringCorner;
private final TextureAtlasSprite ringHor;
private final TextureAtlasSprite ringHor;
private final TextureAtlasSprite ringVer;
private final TextureAtlasSprite ringVer;
CraftingCubeBakedModel( TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer )
{
this.ringCorner = ringCorner;
this.ringHor = ringHor;
this.ringVer = ringVer;
}
CraftingCubeBakedModel(TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer) {
this.ringCorner = ringCorner;
this.ringHor = ringHor;
this.ringVer = ringVer;
}
@Nonnull
@Override
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand, @Nonnull IModelData extraData) {
if( side == null )
{
return Collections.emptyList(); // No generic quads for this model
}
@Nonnull
@Override
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand,
@Nonnull IModelData extraData) {
if (side == null) {
return Collections.emptyList(); // No generic quads for this model
}
EnumSet<Direction> connections = getConnections( extraData );
EnumSet<Direction> connections = getConnections(extraData);
List<BakedQuad> quads = new ArrayList<>();
CubeBuilder builder = new CubeBuilder( quads );
List<BakedQuad> quads = new ArrayList<>();
CubeBuilder builder = new CubeBuilder(quads);
builder.setDrawFaces( EnumSet.of( side ) );
builder.setDrawFaces(EnumSet.of(side));
// Add the quads for the ring that frames the entire multi-block structure
this.addRing( builder, side, connections );
// Add the quads for the ring that frames the entire multi-block structure
this.addRing(builder, side, connections);
// Calculate the bounds of the "inner" block that is framed by the border drawn above
float x2 = connections.contains( Direction.EAST ) ? 16 : 13.01f;
float x1 = connections.contains( Direction.WEST ) ? 0 : 2.99f;
// Calculate the bounds of the "inner" block that is framed by the border drawn
// above
float x2 = connections.contains(Direction.EAST) ? 16 : 13.01f;
float x1 = connections.contains(Direction.WEST) ? 0 : 2.99f;
float y2 = connections.contains( Direction.UP ) ? 16 : 13.01f;
float y1 = connections.contains( Direction.DOWN ) ? 0 : 2.99f;
float y2 = connections.contains(Direction.UP) ? 16 : 13.01f;
float y1 = connections.contains(Direction.DOWN) ? 0 : 2.99f;
float z2 = connections.contains( Direction.SOUTH ) ? 16 : 13.01f;
float z1 = connections.contains( Direction.NORTH ) ? 0 : 2.99f;
float z2 = connections.contains(Direction.SOUTH) ? 16 : 13.01f;
float z1 = connections.contains(Direction.NORTH) ? 0 : 2.99f;
// On the axis of the side that we're currently drawing, extend the dimensions
// out to the outer face of the block
switch( side )
{
case DOWN:
case UP:
y1 = 0;
y2 = 16;
break;
case NORTH:
case SOUTH:
z1 = 0;
z2 = 16;
break;
case WEST:
case EAST:
x1 = 0;
x2 = 16;
break;
}
// On the axis of the side that we're currently drawing, extend the dimensions
// out to the outer face of the block
switch (side) {
case DOWN:
case UP:
y1 = 0;
y2 = 16;
break;
case NORTH:
case SOUTH:
z1 = 0;
z2 = 16;
break;
case WEST:
case EAST:
x1 = 0;
x2 = 16;
break;
}
this.addInnerCube( side, state, extraData, builder, x1, y1, z1, x2, y2, z2 );
this.addInnerCube(side, state, extraData, builder, x1, y1, z1, x2, y2, z2);
return quads;
}
return quads;
}
private void addRing( CubeBuilder builder, @Nullable Direction side, EnumSet<Direction> connections )
{
// Fill in the corners
builder.setTexture( this.ringCorner );
this.addCornerCap( builder, connections, side, Direction.UP, Direction.EAST, Direction.NORTH );
this.addCornerCap( builder, connections, side, Direction.UP, Direction.EAST, Direction.SOUTH );
this.addCornerCap( builder, connections, side, Direction.UP, Direction.WEST, Direction.NORTH );
this.addCornerCap( builder, connections, side, Direction.UP, Direction.WEST, Direction.SOUTH );
this.addCornerCap( builder, connections, side, Direction.DOWN, Direction.EAST, Direction.NORTH );
this.addCornerCap( builder, connections, side, Direction.DOWN, Direction.EAST, Direction.SOUTH );
this.addCornerCap( builder, connections, side, Direction.DOWN, Direction.WEST, Direction.NORTH );
this.addCornerCap( builder, connections, side, Direction.DOWN, Direction.WEST, Direction.SOUTH );
private void addRing(CubeBuilder builder, @Nullable Direction side, EnumSet<Direction> connections) {
// Fill in the corners
builder.setTexture(this.ringCorner);
this.addCornerCap(builder, connections, side, Direction.UP, Direction.EAST, Direction.NORTH);
this.addCornerCap(builder, connections, side, Direction.UP, Direction.EAST, Direction.SOUTH);
this.addCornerCap(builder, connections, side, Direction.UP, Direction.WEST, Direction.NORTH);
this.addCornerCap(builder, connections, side, Direction.UP, Direction.WEST, Direction.SOUTH);
this.addCornerCap(builder, connections, side, Direction.DOWN, Direction.EAST, Direction.NORTH);
this.addCornerCap(builder, connections, side, Direction.DOWN, Direction.EAST, Direction.SOUTH);
this.addCornerCap(builder, connections, side, Direction.DOWN, Direction.WEST, Direction.NORTH);
this.addCornerCap(builder, connections, side, Direction.DOWN, Direction.WEST, Direction.SOUTH);
// Fill in the remaining stripes of the face
for( Direction a : Direction.values() )
{
if( a == side || a == side.getOpposite() )
{
continue;
}
// Fill in the remaining stripes of the face
for (Direction a : Direction.values()) {
if (a == side || a == side.getOpposite()) {
continue;
}
// Select the horizontal or vertical ring texture depending on which side we're filling in
if( ( side.getAxis() != Direction.Axis.Y ) && ( a == Direction.NORTH || a == Direction.EAST || a == Direction.WEST || a == Direction.SOUTH ) )
{
builder.setTexture( this.ringVer );
}
else if( side.getAxis() == Direction.Axis.Y && ( a == Direction.EAST || a == Direction.WEST ) )
{
builder.setTexture( this.ringVer );
}
else
{
builder.setTexture( this.ringHor );
}
// Select the horizontal or vertical ring texture depending on which side we're
// filling in
if ((side.getAxis() != Direction.Axis.Y)
&& (a == Direction.NORTH || a == Direction.EAST || a == Direction.WEST || a == Direction.SOUTH)) {
builder.setTexture(this.ringVer);
} else if (side.getAxis() == Direction.Axis.Y && (a == Direction.EAST || a == Direction.WEST)) {
builder.setTexture(this.ringVer);
} else {
builder.setTexture(this.ringHor);
}
// If there's an adjacent crafting cube block on side a, then the core of the block already extends
// fully to this side. So only bother drawing the stripe, if there's no connection.
if( !connections.contains( a ) )
{
// Note that since we're drawing something that "looks" 2-dimensional,
// two of the following will always be 0 and 16.
float x1 = 0, y1 = 0, z1 = 0, x2 = 16, y2 = 16, z2 = 16;
// If there's an adjacent crafting cube block on side a, then the core of the
// block already extends
// fully to this side. So only bother drawing the stripe, if there's no
// connection.
if (!connections.contains(a)) {
// Note that since we're drawing something that "looks" 2-dimensional,
// two of the following will always be 0 and 16.
float x1 = 0, y1 = 0, z1 = 0, x2 = 16, y2 = 16, z2 = 16;
switch( a )
{
case DOWN:
y1 = 0;
y2 = 3;
break;
case UP:
y1 = 13.0f;
y2 = 16;
break;
case WEST:
x1 = 0;
x2 = 3;
break;
case EAST:
x1 = 13;
x2 = 16;
break;
case NORTH:
z1 = 0;
z2 = 3;
break;
case SOUTH:
z1 = 13;
z2 = 16;
break;
}
switch (a) {
case DOWN:
y1 = 0;
y2 = 3;
break;
case UP:
y1 = 13.0f;
y2 = 16;
break;
case WEST:
x1 = 0;
x2 = 3;
break;
case EAST:
x1 = 13;
x2 = 16;
break;
case NORTH:
z1 = 0;
z2 = 3;
break;
case SOUTH:
z1 = 13;
z2 = 16;
break;
}
// Constraint the stripe in the two directions perpendicular to a in case there has been a corner
// drawn in those directions. Since a corner is drawn if the three touching faces dont have adjacent
// crafting cube blocks, we'd have to check for a, side, and the perpendicular direction. But in this
// block, we've already checked for side (due to face culling) and a (see above).
Direction perpendicular = Platform.rotateAround( a, side );
for( Direction cornerCandidate : EnumSet.of( perpendicular, perpendicular.getOpposite() ) )
{
if( !connections.contains( cornerCandidate ) )
{
// There's a cap in this direction
switch( cornerCandidate )
{
case DOWN:
y1 = 3;
break;
case UP:
y2 = 13;
break;
case NORTH:
z1 = 3;
break;
case SOUTH:
z2 = 13;
break;
case WEST:
x1 = 3;
break;
case EAST:
x2 = 13;
break;
}
}
}
// Constraint the stripe in the two directions perpendicular to a in case there
// has been a corner
// drawn in those directions. Since a corner is drawn if the three touching
// faces dont have adjacent
// crafting cube blocks, we'd have to check for a, side, and the perpendicular
// direction. But in this
// block, we've already checked for side (due to face culling) and a (see
// above).
Direction perpendicular = Platform.rotateAround(a, side);
for (Direction cornerCandidate : EnumSet.of(perpendicular, perpendicular.getOpposite())) {
if (!connections.contains(cornerCandidate)) {
// There's a cap in this direction
switch (cornerCandidate) {
case DOWN:
y1 = 3;
break;
case UP:
y2 = 13;
break;
case NORTH:
z1 = 3;
break;
case SOUTH:
z2 = 13;
break;
case WEST:
x1 = 3;
break;
case EAST:
x2 = 13;
break;
}
}
}
builder.addCube( x1, y1, z1, x2, y2, z2 );
}
}
}
builder.addCube(x1, y1, z1, x2, y2, z2);
}
}
}
/**
* Adds a 3x3x3 corner cap to the cube builder if there are no adjacent crafting cubes on that corner.
*/
private void addCornerCap( CubeBuilder builder, EnumSet<Direction> connections, Direction side, Direction down, Direction west, Direction north )
{
if( connections.contains( down ) || connections.contains( west ) || connections.contains( north ) )
{
return;
}
/**
* Adds a 3x3x3 corner cap to the cube builder if there are no adjacent crafting
* cubes on that corner.
*/
private void addCornerCap(CubeBuilder builder, EnumSet<Direction> connections, Direction side, Direction down,
Direction west, Direction north) {
if (connections.contains(down) || connections.contains(west) || connections.contains(north)) {
return;
}
// Only add faces for sides that can actually be seen (the outside of the cube)
if( side != down && side != west && side != north )
{
return;
}
// Only add faces for sides that can actually be seen (the outside of the cube)
if (side != down && side != west && side != north) {
return;
}
float x1 = ( west == Direction.WEST ? 0 : 13 );
float y1 = ( down == Direction.DOWN ? 0 : 13 );
float z1 = ( north == Direction.NORTH ? 0 : 13 );
float x2 = ( west == Direction.WEST ? 3 : 16 );
float y2 = ( down == Direction.DOWN ? 3 : 16 );
float z2 = ( north == Direction.NORTH ? 3 : 16 );
builder.addCube( x1, y1, z1, x2, y2, z2 );
}
float x1 = (west == Direction.WEST ? 0 : 13);
float y1 = (down == Direction.DOWN ? 0 : 13);
float z1 = (north == Direction.NORTH ? 0 : 13);
float x2 = (west == Direction.WEST ? 3 : 16);
float y2 = (down == Direction.DOWN ? 3 : 16);
float z2 = (north == Direction.NORTH ? 3 : 16);
builder.addCube(x1, y1, z1, x2, y2, z2);
}
// Retrieve the cube connection state from the block state
// If none is present, just assume there are no adjacent crafting cube blocks
private static EnumSet<Direction> getConnections( IModelData modelData )
{
if (!(modelData instanceof CraftingCubeModelData)) {
return EnumSet.noneOf(Direction.class);
}
// Retrieve the cube connection state from the block state
// If none is present, just assume there are no adjacent crafting cube blocks
private static EnumSet<Direction> getConnections(IModelData modelData) {
if (!(modelData instanceof CraftingCubeModelData)) {
return EnumSet.noneOf(Direction.class);
}
return ((CraftingCubeModelData) modelData).getConnections();
}
return ((CraftingCubeModelData) modelData).getConnections();
}
protected abstract void addInnerCube(Direction facing, BlockState state, IModelData modelData, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2);
protected abstract void addInnerCube(Direction facing, BlockState state, IModelData modelData, CubeBuilder builder,
float x1, float y1, float z1, float x2, float y2, float z2);
@Override
public boolean isAmbientOcclusion()
{
return false;
}
@Override
public boolean isAmbientOcclusion() {
return false;
}
@Override
public boolean isGui3d()
{
return false;
}
@Override
public boolean isGui3d() {
return false;
}
@Override
public boolean isBuiltInRenderer()
{
return false;
}
@Override
public boolean isBuiltInRenderer() {
return false;
}
@Override
public TextureAtlasSprite getParticleTexture()
{
return this.ringCorner;
}
@Override
public TextureAtlasSprite getParticleTexture() {
return this.ringCorner;
}
@Override
public boolean func_230044_c_() {
return false;
}
@Override
public boolean func_230044_c_() {
return false;
}
@Override
public ItemOverrideList getOverrides() {
return ItemOverrideList.EMPTY;
}
@Override
public ItemOverrideList getOverrides() {
return ItemOverrideList.EMPTY;
}
}