pick 97420a31d The big reformat of 2020
This commit is contained in:
@@ -18,7 +18,6 @@
|
||||
|
||||
package appeng.client.render.model;
|
||||
|
||||
|
||||
import java.util.*;
|
||||
import java.util.function.Function;
|
||||
import java.util.stream.IntStream;
|
||||
@@ -41,9 +40,6 @@ import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.util.math.MathHelper;
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
import appeng.decorative.solid.BlockQuartzGlass;
|
||||
import appeng.decorative.solid.GlassState;
|
||||
import net.minecraft.world.IBlockReader;
|
||||
import net.minecraft.world.ILightReader;
|
||||
import net.minecraftforge.client.model.data.IDynamicBakedModel;
|
||||
@@ -52,304 +48,277 @@ import net.minecraftforge.client.model.data.ModelDataMap;
|
||||
import net.minecraftforge.client.model.data.ModelProperty;
|
||||
import net.minecraftforge.client.model.pipeline.BakedQuadBuilder;
|
||||
|
||||
import appeng.decorative.solid.BlockQuartzGlass;
|
||||
import appeng.decorative.solid.GlassState;
|
||||
|
||||
class GlassBakedModel implements IDynamicBakedModel
|
||||
{
|
||||
class GlassBakedModel implements IDynamicBakedModel {
|
||||
|
||||
// This unlisted property is used to determine the actual block that should be rendered
|
||||
public static final ModelProperty<GlassState> GLASS_STATE = new ModelProperty<>();
|
||||
// This unlisted property is used to determine the actual block that should be
|
||||
// rendered
|
||||
public static final ModelProperty<GlassState> GLASS_STATE = new ModelProperty<>();
|
||||
|
||||
private static final byte[][][] OFFSETS = generateOffsets();
|
||||
private static final byte[][][] OFFSETS = generateOffsets();
|
||||
|
||||
// Alternating textures based on position
|
||||
static final Material TEXTURE_A = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, new ResourceLocation( "appliedenergistics2:block/glass/quartz_glass_a" ));
|
||||
static final Material TEXTURE_B = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, new ResourceLocation( "appliedenergistics2:block/glass/quartz_glass_b" ));
|
||||
static final Material TEXTURE_C = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, new ResourceLocation( "appliedenergistics2:block/glass/quartz_glass_c" ));
|
||||
static final Material TEXTURE_D = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, new ResourceLocation( "appliedenergistics2:block/glass/quartz_glass_d" ));
|
||||
// Alternating textures based on position
|
||||
static final Material TEXTURE_A = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
|
||||
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_a"));
|
||||
static final Material TEXTURE_B = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
|
||||
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_b"));
|
||||
static final Material TEXTURE_C = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
|
||||
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_c"));
|
||||
static final Material TEXTURE_D = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
|
||||
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_d"));
|
||||
|
||||
// Frame texture
|
||||
static final Material[] TEXTURES_FRAME = generateTexturesFrame();
|
||||
// Frame texture
|
||||
static final Material[] TEXTURES_FRAME = generateTexturesFrame();
|
||||
|
||||
// Generates the required textures for the frame
|
||||
private static Material[] generateTexturesFrame()
|
||||
{
|
||||
return IntStream.range( 1, 16 )
|
||||
.mapToObj( Integer::toBinaryString )
|
||||
.map( s -> Strings.padStart( s, 4, '0' ) )
|
||||
.map( s -> new ResourceLocation( "appliedenergistics2:block/glass/quartz_glass_frame" + s ) )
|
||||
.map( rl -> new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, rl) )
|
||||
.toArray( Material[]::new );
|
||||
}
|
||||
// Generates the required textures for the frame
|
||||
private static Material[] generateTexturesFrame() {
|
||||
return IntStream.range(1, 16).mapToObj(Integer::toBinaryString).map(s -> Strings.padStart(s, 4, '0'))
|
||||
.map(s -> new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_frame" + s))
|
||||
.map(rl -> new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, rl)).toArray(Material[]::new);
|
||||
}
|
||||
|
||||
private final TextureAtlasSprite[] glassTextures;
|
||||
private final TextureAtlasSprite[] glassTextures;
|
||||
|
||||
private final TextureAtlasSprite[] frameTextures;
|
||||
private final TextureAtlasSprite[] frameTextures;
|
||||
|
||||
public GlassBakedModel( Function<Material, TextureAtlasSprite> bakedTextureGetter )
|
||||
{
|
||||
this.glassTextures = new TextureAtlasSprite[] {
|
||||
bakedTextureGetter.apply( TEXTURE_A ),
|
||||
bakedTextureGetter.apply( TEXTURE_B ),
|
||||
bakedTextureGetter.apply( TEXTURE_C ),
|
||||
bakedTextureGetter.apply( TEXTURE_D )
|
||||
};
|
||||
public GlassBakedModel(Function<Material, TextureAtlasSprite> bakedTextureGetter) {
|
||||
this.glassTextures = new TextureAtlasSprite[] { bakedTextureGetter.apply(TEXTURE_A),
|
||||
bakedTextureGetter.apply(TEXTURE_B), bakedTextureGetter.apply(TEXTURE_C),
|
||||
bakedTextureGetter.apply(TEXTURE_D) };
|
||||
|
||||
// The first frame texture would be empty, so we simply leave it set to null here
|
||||
this.frameTextures = new TextureAtlasSprite[16];
|
||||
for( int i = 0; i < TEXTURES_FRAME.length; i++ )
|
||||
{
|
||||
this.frameTextures[1 + i] = bakedTextureGetter.apply( TEXTURES_FRAME[i] );
|
||||
}
|
||||
}
|
||||
// The first frame texture would be empty, so we simply leave it set to null
|
||||
// here
|
||||
this.frameTextures = new TextureAtlasSprite[16];
|
||||
for (int i = 0; i < TEXTURES_FRAME.length; i++) {
|
||||
this.frameTextures[1 + i] = bakedTextureGetter.apply(TEXTURES_FRAME[i]);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public List<BakedQuad> getQuads( @Nullable BlockState state, @Nullable Direction side, Random rand, IModelData extraData )
|
||||
{
|
||||
if( side == null )
|
||||
{
|
||||
return Collections.emptyList();
|
||||
}
|
||||
@Override
|
||||
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, Random rand,
|
||||
IModelData extraData) {
|
||||
if (side == null) {
|
||||
return Collections.emptyList();
|
||||
}
|
||||
|
||||
final GlassState glassState = extraData.getData( GLASS_STATE );
|
||||
final GlassState glassState = extraData.getData(GLASS_STATE);
|
||||
|
||||
if( glassState == null )
|
||||
{
|
||||
return Collections.emptyList();
|
||||
}
|
||||
if (glassState == null) {
|
||||
return Collections.emptyList();
|
||||
}
|
||||
|
||||
// TODO: This could just use the Random instance we're given...
|
||||
final int cx = Math.abs( glassState.getX() % 10 );
|
||||
final int cy = Math.abs( glassState.getY() % 10 );
|
||||
final int cz = Math.abs( glassState.getZ() % 10 );
|
||||
// TODO: This could just use the Random instance we're given...
|
||||
final int cx = Math.abs(glassState.getX() % 10);
|
||||
final int cy = Math.abs(glassState.getY() % 10);
|
||||
final int cz = Math.abs(glassState.getZ() % 10);
|
||||
|
||||
int u = OFFSETS[cx][cy][cz] % 4;
|
||||
int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4;
|
||||
int u = OFFSETS[cx][cy][cz] % 4;
|
||||
int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4;
|
||||
|
||||
int texIdx = Math.abs( ( OFFSETS[cx][cy][cz] + ( glassState.getX() + glassState.getY() + glassState.getZ() ) ) % 4 );
|
||||
int texIdx = Math.abs((OFFSETS[cx][cy][cz] + (glassState.getX() + glassState.getY() + glassState.getZ())) % 4);
|
||||
|
||||
if( texIdx < 2 )
|
||||
{
|
||||
u /= 2;
|
||||
v /= 2;
|
||||
}
|
||||
if (texIdx < 2) {
|
||||
u /= 2;
|
||||
v /= 2;
|
||||
}
|
||||
|
||||
final TextureAtlasSprite glassTexture = this.glassTextures[texIdx];
|
||||
final TextureAtlasSprite glassTexture = this.glassTextures[texIdx];
|
||||
|
||||
// Render the glass side
|
||||
final List<BakedQuad> quads = new ArrayList<>( 5 ); // At most 5
|
||||
// Render the glass side
|
||||
final List<BakedQuad> quads = new ArrayList<>(5); // At most 5
|
||||
|
||||
final List<Vec3d> corners = RenderHelper.getFaceCorners( side );
|
||||
quads.add( this.createQuad( side, corners, glassTexture, u, v ) );
|
||||
final List<Vec3d> corners = RenderHelper.getFaceCorners(side);
|
||||
quads.add(this.createQuad(side, corners, glassTexture, u, v));
|
||||
|
||||
/*
|
||||
* This needs some explanation:
|
||||
* The bit-field contains 4-bits, one for each direction that a frame may be drawn.
|
||||
* Converted to a number, the bit-field is then used as an index into the list of
|
||||
* frame textures, which have been created in such a way that their filenames
|
||||
* indicate, in which directions they contain borders.
|
||||
* i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space).
|
||||
* Converted to a number, this bitmask is 5. So the texture at index 5 is used.
|
||||
* That texture had "0101" in its filename to indicate this.
|
||||
*/
|
||||
final int edgeBitmask = makeBitmask( glassState, side );
|
||||
final TextureAtlasSprite sideSprite = this.frameTextures[edgeBitmask];
|
||||
/*
|
||||
* This needs some explanation: The bit-field contains 4-bits, one for each
|
||||
* direction that a frame may be drawn. Converted to a number, the bit-field is
|
||||
* then used as an index into the list of frame textures, which have been
|
||||
* created in such a way that their filenames indicate, in which directions they
|
||||
* contain borders. i.e. bitmask = 0101 means a border should be drawn up and
|
||||
* down (in terms of u,v space). Converted to a number, this bitmask is 5. So
|
||||
* the texture at index 5 is used. That texture had "0101" in its filename to
|
||||
* indicate this.
|
||||
*/
|
||||
final int edgeBitmask = makeBitmask(glassState, side);
|
||||
final TextureAtlasSprite sideSprite = this.frameTextures[edgeBitmask];
|
||||
|
||||
if( sideSprite != null )
|
||||
{
|
||||
quads.add( this.createQuad( side, corners, sideSprite, 0, 0 ) );
|
||||
}
|
||||
if (sideSprite != null) {
|
||||
quads.add(this.createQuad(side, corners, sideSprite, 0, 0));
|
||||
}
|
||||
|
||||
return quads;
|
||||
}
|
||||
return quads;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean func_230044_c_()
|
||||
{
|
||||
// TODO: Forge: Auto-generated method stub
|
||||
return false;
|
||||
}
|
||||
@Override
|
||||
public boolean func_230044_c_() {
|
||||
// TODO: Forge: Auto-generated method stub
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the bitmask that indicates, in which directions (in terms of u,v space) a border should be drawn.
|
||||
*/
|
||||
private static int makeBitmask( GlassState state, Direction side )
|
||||
{
|
||||
switch( side )
|
||||
{
|
||||
case DOWN:
|
||||
return makeBitmask( state, Direction.SOUTH, Direction.EAST, Direction.NORTH, Direction.WEST );
|
||||
case UP:
|
||||
return makeBitmask( state, Direction.SOUTH, Direction.WEST, Direction.NORTH, Direction.EAST );
|
||||
case NORTH:
|
||||
return makeBitmask( state, Direction.UP, Direction.WEST, Direction.DOWN, Direction.EAST );
|
||||
case SOUTH:
|
||||
return makeBitmask( state, Direction.UP, Direction.EAST, Direction.DOWN, Direction.WEST );
|
||||
case WEST:
|
||||
return makeBitmask( state, Direction.UP, Direction.SOUTH, Direction.DOWN, Direction.NORTH );
|
||||
case EAST:
|
||||
return makeBitmask( state, Direction.UP, Direction.NORTH, Direction.DOWN, Direction.SOUTH );
|
||||
default:
|
||||
throw new IllegalArgumentException( "Unsupported side!" );
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Creates the bitmask that indicates, in which directions (in terms of u,v
|
||||
* space) a border should be drawn.
|
||||
*/
|
||||
private static int makeBitmask(GlassState state, Direction side) {
|
||||
switch (side) {
|
||||
case DOWN:
|
||||
return makeBitmask(state, Direction.SOUTH, Direction.EAST, Direction.NORTH, Direction.WEST);
|
||||
case UP:
|
||||
return makeBitmask(state, Direction.SOUTH, Direction.WEST, Direction.NORTH, Direction.EAST);
|
||||
case NORTH:
|
||||
return makeBitmask(state, Direction.UP, Direction.WEST, Direction.DOWN, Direction.EAST);
|
||||
case SOUTH:
|
||||
return makeBitmask(state, Direction.UP, Direction.EAST, Direction.DOWN, Direction.WEST);
|
||||
case WEST:
|
||||
return makeBitmask(state, Direction.UP, Direction.SOUTH, Direction.DOWN, Direction.NORTH);
|
||||
case EAST:
|
||||
return makeBitmask(state, Direction.UP, Direction.NORTH, Direction.DOWN, Direction.SOUTH);
|
||||
default:
|
||||
throw new IllegalArgumentException("Unsupported side!");
|
||||
}
|
||||
}
|
||||
|
||||
private static int makeBitmask( GlassState state, Direction up, Direction right, Direction down, Direction left )
|
||||
{
|
||||
private static int makeBitmask(GlassState state, Direction up, Direction right, Direction down, Direction left) {
|
||||
|
||||
int bitmask = 0;
|
||||
int bitmask = 0;
|
||||
|
||||
if( !state.isFlushWith( up ) )
|
||||
{
|
||||
bitmask |= 1;
|
||||
}
|
||||
if( !state.isFlushWith( right ) )
|
||||
{
|
||||
bitmask |= 2;
|
||||
}
|
||||
if( !state.isFlushWith( down ) )
|
||||
{
|
||||
bitmask |= 4;
|
||||
}
|
||||
if( !state.isFlushWith( left ) )
|
||||
{
|
||||
bitmask |= 8;
|
||||
}
|
||||
return bitmask;
|
||||
}
|
||||
if (!state.isFlushWith(up)) {
|
||||
bitmask |= 1;
|
||||
}
|
||||
if (!state.isFlushWith(right)) {
|
||||
bitmask |= 2;
|
||||
}
|
||||
if (!state.isFlushWith(down)) {
|
||||
bitmask |= 4;
|
||||
}
|
||||
if (!state.isFlushWith(left)) {
|
||||
bitmask |= 8;
|
||||
}
|
||||
return bitmask;
|
||||
}
|
||||
|
||||
private BakedQuad createQuad( Direction side, List<Vec3d> corners, TextureAtlasSprite sprite, float uOffset, float vOffset )
|
||||
{
|
||||
return this.createQuad( side, corners.get( 0 ), corners.get( 1 ), corners.get( 2 ), corners.get( 3 ), sprite, uOffset, vOffset );
|
||||
}
|
||||
private BakedQuad createQuad(Direction side, List<Vec3d> corners, TextureAtlasSprite sprite, float uOffset,
|
||||
float vOffset) {
|
||||
return this.createQuad(side, corners.get(0), corners.get(1), corners.get(2), corners.get(3), sprite, uOffset,
|
||||
vOffset);
|
||||
}
|
||||
|
||||
private BakedQuad createQuad( Direction side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, TextureAtlasSprite sprite, float uOffset, float vOffset )
|
||||
{
|
||||
Vec3d normal = new Vec3d( side.getDirectionVec() );
|
||||
private BakedQuad createQuad(Direction side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, TextureAtlasSprite sprite,
|
||||
float uOffset, float vOffset) {
|
||||
Vec3d normal = new Vec3d(side.getDirectionVec());
|
||||
|
||||
// Apply the u,v shift.
|
||||
// This mirrors the logic from OffsetIcon from 1.7
|
||||
float u1 = MathHelper.clamp( 0 - uOffset, 0, 16 );
|
||||
float u2 = MathHelper.clamp( 16 - uOffset, 0, 16 );
|
||||
float v1 = MathHelper.clamp( 0 - vOffset, 0, 16 );
|
||||
float v2 = MathHelper.clamp( 16 - vOffset, 0, 16 );
|
||||
// Apply the u,v shift.
|
||||
// This mirrors the logic from OffsetIcon from 1.7
|
||||
float u1 = MathHelper.clamp(0 - uOffset, 0, 16);
|
||||
float u2 = MathHelper.clamp(16 - uOffset, 0, 16);
|
||||
float v1 = MathHelper.clamp(0 - vOffset, 0, 16);
|
||||
float v2 = MathHelper.clamp(16 - vOffset, 0, 16);
|
||||
|
||||
BakedQuadBuilder builder = new BakedQuadBuilder(sprite);
|
||||
builder.setQuadOrientation(side);
|
||||
this.putVertex( builder, normal, c1.x, c1.y, c1.z, sprite, u1, v1 );
|
||||
this.putVertex( builder, normal, c2.x, c2.y, c2.z, sprite, u1, v2 );
|
||||
this.putVertex( builder, normal, c3.x, c3.y, c3.z, sprite, u2, v2 );
|
||||
this.putVertex( builder, normal, c4.x, c4.y, c4.z, sprite, u2, v1 );
|
||||
return builder.build();
|
||||
}
|
||||
BakedQuadBuilder builder = new BakedQuadBuilder(sprite);
|
||||
builder.setQuadOrientation(side);
|
||||
this.putVertex(builder, normal, c1.x, c1.y, c1.z, sprite, u1, v1);
|
||||
this.putVertex(builder, normal, c2.x, c2.y, c2.z, sprite, u1, v2);
|
||||
this.putVertex(builder, normal, c3.x, c3.y, c3.z, sprite, u2, v2);
|
||||
this.putVertex(builder, normal, c4.x, c4.y, c4.z, sprite, u2, v1);
|
||||
return builder.build();
|
||||
}
|
||||
|
||||
/*
|
||||
* This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually
|
||||
* has to be precisely the order
|
||||
* in which the vertex elements had been declared in the vertex format.
|
||||
*/
|
||||
private void putVertex( BakedQuadBuilder builder, Vec3d normal, double x, double y, double z, TextureAtlasSprite sprite, float u, float v )
|
||||
{
|
||||
VertexFormat vertexFormat = builder.getVertexFormat();
|
||||
for( int e = 0; e < vertexFormat.getElements().size(); e++ )
|
||||
{
|
||||
VertexFormatElement el = vertexFormat.getElements().get(e);
|
||||
switch( el.getUsage() )
|
||||
{
|
||||
case POSITION:
|
||||
builder.put( e, (float) x, (float) y, (float) z, 1.0f );
|
||||
break;
|
||||
case COLOR:
|
||||
builder.put( e, 1.0f, 1.0f, 1.0f, 1.0f );
|
||||
break;
|
||||
case NORMAL:
|
||||
builder.put( e, (float) normal.x, (float) normal.y, (float) normal.z, 0f );
|
||||
break;
|
||||
case UV:
|
||||
if( el.getIndex() == 0 )
|
||||
{
|
||||
u = sprite.getInterpolatedU( u );
|
||||
v = sprite.getInterpolatedV( v );
|
||||
builder.put( e, u, v, 0f, 1f );
|
||||
break;
|
||||
}
|
||||
// Important: Fall through for getIndex() != 0
|
||||
default:
|
||||
builder.put( e );
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* This method is as complicated as it is, because the order in which we push
|
||||
* data into the vertexbuffer actually has to be precisely the order in which
|
||||
* the vertex elements had been declared in the vertex format.
|
||||
*/
|
||||
private void putVertex(BakedQuadBuilder builder, Vec3d normal, double x, double y, double z,
|
||||
TextureAtlasSprite sprite, float u, float v) {
|
||||
VertexFormat vertexFormat = builder.getVertexFormat();
|
||||
for (int e = 0; e < vertexFormat.getElements().size(); e++) {
|
||||
VertexFormatElement el = vertexFormat.getElements().get(e);
|
||||
switch (el.getUsage()) {
|
||||
case POSITION:
|
||||
builder.put(e, (float) x, (float) y, (float) z, 1.0f);
|
||||
break;
|
||||
case COLOR:
|
||||
builder.put(e, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
break;
|
||||
case NORMAL:
|
||||
builder.put(e, (float) normal.x, (float) normal.y, (float) normal.z, 0f);
|
||||
break;
|
||||
case UV:
|
||||
if (el.getIndex() == 0) {
|
||||
u = sprite.getInterpolatedU(u);
|
||||
v = sprite.getInterpolatedV(v);
|
||||
builder.put(e, u, v, 0f, 1f);
|
||||
break;
|
||||
}
|
||||
// Important: Fall through for getIndex() != 0
|
||||
default:
|
||||
builder.put(e);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public ItemOverrideList getOverrides()
|
||||
{
|
||||
return ItemOverrideList.EMPTY;
|
||||
}
|
||||
@Override
|
||||
public ItemOverrideList getOverrides() {
|
||||
return ItemOverrideList.EMPTY;
|
||||
}
|
||||
|
||||
@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.frameTextures[this.frameTextures.length - 1];
|
||||
}
|
||||
@Override
|
||||
public TextureAtlasSprite getParticleTexture() {
|
||||
return this.frameTextures[this.frameTextures.length - 1];
|
||||
}
|
||||
|
||||
private static byte[][][] generateOffsets()
|
||||
{
|
||||
final Random r = new Random( 924 );
|
||||
final byte[][][] offset = new byte[10][10][10];
|
||||
private static byte[][][] generateOffsets() {
|
||||
final Random r = new Random(924);
|
||||
final byte[][][] offset = new byte[10][10][10];
|
||||
|
||||
for( int x = 0; x < 10; x++ )
|
||||
{
|
||||
for( int y = 0; y < 10; y++ )
|
||||
{
|
||||
r.nextBytes( offset[x][y] );
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < 10; x++) {
|
||||
for (int y = 0; y < 10; y++) {
|
||||
r.nextBytes(offset[x][y]);
|
||||
}
|
||||
}
|
||||
|
||||
return offset;
|
||||
}
|
||||
return offset;
|
||||
}
|
||||
|
||||
@Nonnull
|
||||
@Override
|
||||
public IModelData getModelData(@Nonnull ILightReader world, @Nonnull BlockPos pos, @Nonnull BlockState state, @Nonnull IModelData tileData) {
|
||||
@Nonnull
|
||||
@Override
|
||||
public IModelData getModelData(@Nonnull ILightReader world, @Nonnull BlockPos pos, @Nonnull BlockState state,
|
||||
@Nonnull IModelData tileData) {
|
||||
|
||||
EnumSet<Direction> flushWith = EnumSet.noneOf( Direction.class );
|
||||
// Test every direction for another glass block
|
||||
for( Direction facing : Direction.values() )
|
||||
{
|
||||
if( isGlassBlock( world, pos, facing ) )
|
||||
{
|
||||
flushWith.add( facing );
|
||||
}
|
||||
}
|
||||
EnumSet<Direction> flushWith = EnumSet.noneOf(Direction.class);
|
||||
// Test every direction for another glass block
|
||||
for (Direction facing : Direction.values()) {
|
||||
if (isGlassBlock(world, pos, facing)) {
|
||||
flushWith.add(facing);
|
||||
}
|
||||
}
|
||||
|
||||
GlassState glassState = new GlassState( pos.getX(), pos.getY(), pos.getZ(), flushWith );
|
||||
return new ModelDataMap.Builder()
|
||||
.withInitial(GLASS_STATE, glassState)
|
||||
.build();
|
||||
GlassState glassState = new GlassState(pos.getX(), pos.getY(), pos.getZ(), flushWith);
|
||||
return new ModelDataMap.Builder().withInitial(GLASS_STATE, glassState).build();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private static boolean isGlassBlock(IBlockReader world, BlockPos pos, Direction facing )
|
||||
{
|
||||
return world.getBlockState( pos.offset( facing ) ).getBlock() instanceof BlockQuartzGlass;
|
||||
}
|
||||
private static boolean isGlassBlock(IBlockReader world, BlockPos pos, Direction facing) {
|
||||
return world.getBlockState(pos.offset(facing)).getBlock() instanceof BlockQuartzGlass;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user