pick 97420a31d The big reformat of 2020
This commit is contained in:
@@ -18,7 +18,6 @@
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package appeng.client.render.model;
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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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@@ -26,8 +25,6 @@ import java.util.Random;
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import javax.annotation.Nullable;
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import appeng.hooks.CompassManager;
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import appeng.hooks.CompassResult;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.entity.player.ClientPlayerEntity;
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import net.minecraft.client.renderer.Matrix4f;
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@@ -44,188 +41,172 @@ import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraftforge.client.model.data.IDynamicBakedModel;
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import net.minecraftforge.client.model.data.IModelData;
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import net.minecraftforge.client.model.data.ModelProperty;
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import net.minecraftforge.client.model.pipeline.BakedQuadBuilder;
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import appeng.hooks.CompassManager;
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import appeng.hooks.CompassResult;
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/**
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* This baked model combines the quads of a compass base and the quads of a compass pointer, which will be rotated
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* around the Y-axis to get the compass to point in the right direction.
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* This baked model combines the quads of a compass base and the quads of a
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* compass pointer, which will be rotated around the Y-axis to get the compass
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* to point in the right direction.
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*/
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public class SkyCompassBakedModel implements IDynamicBakedModel
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{
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// Rotation is expressed as radians
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public static final ModelProperty<Float> ROTATION = new ModelProperty<>();
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public class SkyCompassBakedModel implements IDynamicBakedModel {
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// Rotation is expressed as radians
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public static final ModelProperty<Float> ROTATION = new ModelProperty<>();
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private final IBakedModel base;
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private final IBakedModel base;
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private final IBakedModel pointer;
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private final IBakedModel pointer;
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private float fallbackRotation = 0;
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private float fallbackRotation = 0;
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public SkyCompassBakedModel( IBakedModel base, IBakedModel pointer )
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{
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this.base = base;
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this.pointer = pointer;
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}
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public SkyCompassBakedModel(IBakedModel base, IBakedModel pointer) {
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this.base = base;
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this.pointer = pointer;
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}
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@Override
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, Random rand, IModelData extraData )
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{
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float rotation = 0;
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// Get rotation from the special block state
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Float rotationFromData = extraData.getData(ROTATION);
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if (rotationFromData != null) {
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rotation = rotationFromData;
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}
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else
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{
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// This is used to render a compass pointing in a specific direction when being held in hand
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rotation = this.fallbackRotation;
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}
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@Override
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, Random rand,
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IModelData extraData) {
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float rotation = 0;
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// Get rotation from the special block state
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Float rotationFromData = extraData.getData(ROTATION);
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if (rotationFromData != null) {
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rotation = rotationFromData;
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} else {
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// This is used to render a compass pointing in a specific direction when being
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// held in hand
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rotation = this.fallbackRotation;
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}
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// Pre-compute the quad count to avoid list resizes
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List<BakedQuad> quads = new ArrayList<>();
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quads.addAll( this.base.getQuads( state, side, rand, extraData ) );
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// Pre-compute the quad count to avoid list resizes
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List<BakedQuad> quads = new ArrayList<>();
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quads.addAll(this.base.getQuads(state, side, rand, extraData));
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// We'll add the pointer as "sideless"
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if( side == null )
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{
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// Set up the rotation around the Y-axis for the pointer
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Matrix4f matrix = new Matrix4f();
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matrix.setIdentity();
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matrix.mul( new Quaternion( 0, rotation, 0, false ) );
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// We'll add the pointer as "sideless"
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if (side == null) {
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// Set up the rotation around the Y-axis for the pointer
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Matrix4f matrix = new Matrix4f();
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matrix.setIdentity();
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matrix.mul(new Quaternion(0, rotation, 0, false));
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MatrixVertexTransformer transformer = new MatrixVertexTransformer( matrix );
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for( BakedQuad bakedQuad : this.pointer.getQuads( state, side, rand, extraData ) )
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{
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BakedQuadBuilder builder = new BakedQuadBuilder();
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MatrixVertexTransformer transformer = new MatrixVertexTransformer(matrix);
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for (BakedQuad bakedQuad : this.pointer.getQuads(state, side, rand, extraData)) {
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BakedQuadBuilder builder = new BakedQuadBuilder();
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transformer.setParent( builder );
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transformer.setVertexFormat( builder.getVertexFormat() );
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bakedQuad.pipe( transformer );
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// FIXME: This entire code is no longer truly valid...
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// FIXME builder.setQuadOrientation( null ); // After rotation, facing a specific side cannot be guaranteed
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// anymore
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BakedQuad q = builder.build();
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quads.add( q );
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}
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}
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transformer.setParent(builder);
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transformer.setVertexFormat(builder.getVertexFormat());
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bakedQuad.pipe(transformer);
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// FIXME: This entire code is no longer truly valid...
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// FIXME builder.setQuadOrientation( null ); // After rotation, facing a
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// specific side cannot be guaranteed
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// anymore
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BakedQuad q = builder.build();
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quads.add(q);
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}
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}
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return quads;
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}
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return quads;
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}
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@Override
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public boolean isAmbientOcclusion()
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{
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return this.base.isAmbientOcclusion();
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}
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@Override
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public boolean isAmbientOcclusion() {
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return this.base.isAmbientOcclusion();
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}
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@Override
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public boolean isGui3d()
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{
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return true;
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}
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@Override
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public boolean isGui3d() {
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return true;
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}
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@Override
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public boolean func_230044_c_() {
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return false;
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}
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@Override
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public boolean func_230044_c_() {
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return false;
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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return false;
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}
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@Override
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public boolean isBuiltInRenderer() {
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return false;
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}
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@Override
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public TextureAtlasSprite getParticleTexture()
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{
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return this.base.getParticleTexture();
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}
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@Override
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public TextureAtlasSprite getParticleTexture() {
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return this.base.getParticleTexture();
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}
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@Override
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public ItemCameraTransforms getItemCameraTransforms()
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{
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return this.base.getItemCameraTransforms();
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}
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@Override
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public ItemCameraTransforms getItemCameraTransforms() {
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return this.base.getItemCameraTransforms();
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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/*
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* This handles setting the rotation of the compass when being held in hand. If it's not held in hand, it'll
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* animate using the
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* spinning animation.
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*/
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return new ItemOverrideList()
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{
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@Override
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public IBakedModel getModelWithOverrides(IBakedModel originalModel, ItemStack stack, @Nullable World world, @Nullable LivingEntity entity) {
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// FIXME: This check prevents compasses being held by OTHERS from getting the rotation, BUT do we actually still need this???
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if (world != null && entity instanceof ClientPlayerEntity)
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{
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PlayerEntity player = (PlayerEntity) entity;
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@Override
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public ItemOverrideList getOverrides() {
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/*
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* This handles setting the rotation of the compass when being held in hand. If
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* it's not held in hand, it'll animate using the spinning animation.
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*/
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return new ItemOverrideList() {
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@Override
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public IBakedModel getModelWithOverrides(IBakedModel originalModel, ItemStack stack, @Nullable World world,
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@Nullable LivingEntity entity) {
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// FIXME: This check prevents compasses being held by OTHERS from getting the
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// rotation, BUT do we actually still need this???
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if (world != null && entity instanceof ClientPlayerEntity) {
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PlayerEntity player = (PlayerEntity) entity;
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float offRads = (float) ( player.rotationYaw / 180.0f * (float) Math.PI + Math.PI );
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float offRads = (float) (player.rotationYaw / 180.0f * (float) Math.PI + Math.PI);
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SkyCompassBakedModel.this.fallbackRotation = offRads + getAnimatedRotation( player.getPosition(), true );
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}
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else
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{
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SkyCompassBakedModel.this.fallbackRotation = getAnimatedRotation( null, false );
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}
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SkyCompassBakedModel.this.fallbackRotation = offRads
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+ getAnimatedRotation(player.getPosition(), true);
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} else {
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SkyCompassBakedModel.this.fallbackRotation = getAnimatedRotation(null, false);
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}
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return originalModel;
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}
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};
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}
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return originalModel;
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}
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};
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}
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/**
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* Gets the effective, animated rotation for the compass given the current position of the compass.
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*/
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public static float getAnimatedRotation( @Nullable BlockPos pos, boolean prefetch )
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{
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/**
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* Gets the effective, animated rotation for the compass given the current
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* position of the compass.
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*/
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public static float getAnimatedRotation(@Nullable BlockPos pos, boolean prefetch) {
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// Only query for a meteor position if we know our own position
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if( pos != null )
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{
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CompassResult cr = CompassManager.INSTANCE.getCompassDirection( 0, pos.getX(), pos.getY(), pos.getZ() );
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// Only query for a meteor position if we know our own position
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if (pos != null) {
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CompassResult cr = CompassManager.INSTANCE.getCompassDirection(0, pos.getX(), pos.getY(), pos.getZ());
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// Prefetch meteor positions from the server for adjacent blocks so they are available more quickly when
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// we're moving
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if( prefetch )
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{
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for( int i = 0; i < 3; i++ )
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{
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for( int j = 0; j < 3; j++ )
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{
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CompassManager.INSTANCE.getCompassDirection( 0, pos.getX() + i - 1, pos.getY(), pos.getZ() + j - 1 );
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}
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}
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}
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// Prefetch meteor positions from the server for adjacent blocks so they are
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// available more quickly when
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// we're moving
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if (prefetch) {
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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CompassManager.INSTANCE.getCompassDirection(0, pos.getX() + i - 1, pos.getY(),
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pos.getZ() + j - 1);
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}
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}
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}
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if( cr.isValidResult() )
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{
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if( cr.isSpin() )
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{
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long timeMillis = System.currentTimeMillis();
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// .5 seconds per full rotation
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timeMillis %= 500;
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return timeMillis / 500.f * (float) Math.PI * 2;
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}
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else
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{
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return (float) cr.getRad();
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}
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}
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}
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if (cr.isValidResult()) {
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if (cr.isSpin()) {
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long timeMillis = System.currentTimeMillis();
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// .5 seconds per full rotation
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timeMillis %= 500;
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return timeMillis / 500.f * (float) Math.PI * 2;
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} else {
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return (float) cr.getRad();
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}
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}
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}
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long timeMillis = System.currentTimeMillis();
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// 3 seconds per full rotation
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timeMillis %= 3000;
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return timeMillis / 3000.f * (float) Math.PI * 2;
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}
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long timeMillis = System.currentTimeMillis();
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// 3 seconds per full rotation
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timeMillis %= 3000;
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return timeMillis / 3000.f * (float) Math.PI * 2;
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}
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}
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