pick 97420a31d The big reformat of 2020
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@@ -18,95 +18,93 @@
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package appeng.client.render.crafting;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.util.Direction;
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import net.minecraftforge.client.model.data.IModelData;
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import appeng.api.util.AEColor;
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import appeng.block.crafting.BlockCraftingMonitor;
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import appeng.client.render.cablebus.CubeBuilder;
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import appeng.client.render.model.AEModelData;
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import appeng.tile.crafting.CraftingMonitorModelData;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.util.Direction;
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import net.minecraftforge.client.model.data.IModelData;
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/**
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* The baked model for the crafting monitor. Please note that this model doesn't handle the item being displayed. That
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* is handled by a TESR.
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* Instead, this model adds 3 layered light textures using the [dark|medium|bright] color variants of the attached bus
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* color. The textures
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* are full-bright if the cube is powered.
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* The baked model for the crafting monitor. Please note that this model doesn't
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* handle the item being displayed. That is handled by a TESR. Instead, this
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* model adds 3 layered light textures using the [dark|medium|bright] color
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* variants of the attached bus color. The textures are full-bright if the cube
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* is powered.
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*/
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public class MonitorBakedModel extends CraftingCubeBakedModel
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{
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public class MonitorBakedModel extends CraftingCubeBakedModel {
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private final TextureAtlasSprite chassisTexture;
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private final TextureAtlasSprite chassisTexture;
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private final TextureAtlasSprite baseTexture;
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private final TextureAtlasSprite baseTexture;
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private final TextureAtlasSprite lightDarkTexture;
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private final TextureAtlasSprite lightDarkTexture;
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private final TextureAtlasSprite lightMediumTexture;
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private final TextureAtlasSprite lightMediumTexture;
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private final TextureAtlasSprite lightBrightTexture;
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private final TextureAtlasSprite lightBrightTexture;
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MonitorBakedModel( TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer, TextureAtlasSprite chassisTexture, TextureAtlasSprite baseTexture, TextureAtlasSprite lightDarkTexture, TextureAtlasSprite lightMediumTexture, TextureAtlasSprite lightBrightTexture )
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{
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super( ringCorner, ringHor, ringVer );
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this.chassisTexture = chassisTexture;
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this.baseTexture = baseTexture;
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this.lightDarkTexture = lightDarkTexture;
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this.lightMediumTexture = lightMediumTexture;
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this.lightBrightTexture = lightBrightTexture;
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}
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MonitorBakedModel(TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer,
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TextureAtlasSprite chassisTexture, TextureAtlasSprite baseTexture, TextureAtlasSprite lightDarkTexture,
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TextureAtlasSprite lightMediumTexture, TextureAtlasSprite lightBrightTexture) {
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super(ringCorner, ringHor, ringVer);
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this.chassisTexture = chassisTexture;
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this.baseTexture = baseTexture;
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this.lightDarkTexture = lightDarkTexture;
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this.lightMediumTexture = lightMediumTexture;
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this.lightBrightTexture = lightBrightTexture;
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}
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@Override
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protected void addInnerCube(Direction side, BlockState state, IModelData modelData, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2)
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{
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Direction forward = getForward( modelData );
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@Override
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protected void addInnerCube(Direction side, BlockState state, IModelData modelData, CubeBuilder builder, float x1,
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float y1, float z1, float x2, float y2, float z2) {
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Direction forward = getForward(modelData);
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// For sides other than the front, use the chassis texture
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if( side != forward )
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{
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builder.setTexture( this.chassisTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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return;
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}
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// For sides other than the front, use the chassis texture
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if (side != forward) {
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builder.setTexture(this.chassisTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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return;
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}
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builder.setTexture( this.baseTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setTexture(this.baseTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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// Now add the three layered light textures
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AEColor color = getColor( modelData );
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boolean powered = state.get( BlockCraftingMonitor.POWERED );
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// Now add the three layered light textures
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AEColor color = getColor(modelData);
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boolean powered = state.get(BlockCraftingMonitor.POWERED);
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builder.setRenderFullBright( powered );
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builder.setRenderFullBright(powered);
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builder.setColorRGB( color.whiteVariant );
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builder.setTexture( this.lightBrightTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setColorRGB(color.whiteVariant);
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builder.setTexture(this.lightBrightTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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builder.setColorRGB( color.mediumVariant );
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builder.setTexture( this.lightMediumTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setColorRGB(color.mediumVariant);
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builder.setTexture(this.lightMediumTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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builder.setColorRGB( color.blackVariant );
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builder.setTexture( this.lightDarkTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setColorRGB(color.blackVariant);
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builder.setTexture(this.lightDarkTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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}
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}
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private static AEColor getColor(IModelData modelData) {
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if (modelData instanceof CraftingMonitorModelData) {
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return ((CraftingMonitorModelData) modelData).getColor();
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}
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return AEColor.TRANSPARENT;
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}
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private static AEColor getColor(IModelData modelData) {
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if (modelData instanceof CraftingMonitorModelData) {
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return ((CraftingMonitorModelData) modelData).getColor();
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}
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return AEColor.TRANSPARENT;
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}
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private static Direction getForward(IModelData modelData) {
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if (modelData instanceof AEModelData) {
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return ((AEModelData) modelData).getForward();
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}
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return Direction.NORTH;
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}
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private static Direction getForward(IModelData modelData) {
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if (modelData instanceof AEModelData) {
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return ((AEModelData) modelData).getForward();
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}
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return Direction.NORTH;
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}
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}
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