Files
Applied-Energistics-2/src/main/java/appeng/client/render/crafting/EncodedPatternBakedModel.java
T

135 lines
5.6 KiB
Java

package appeng.client.render.crafting;
import javax.annotation.Nullable;
import com.google.common.collect.ImmutableMap;
import com.mojang.blaze3d.matrix.MatrixStack;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.screen.Screen;
import net.minecraft.client.renderer.model.IBakedModel;
import net.minecraft.client.renderer.model.ItemCameraTransforms;
import net.minecraft.client.renderer.model.ItemOverrideList;
import net.minecraft.client.world.ClientWorld;
import net.minecraft.entity.LivingEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.vector.TransformationMatrix;
import net.minecraftforge.client.model.PerspectiveMapWrapper;
import appeng.client.render.DelegateBakedModel;
import appeng.items.misc.EncodedPatternItem;
/**
* This model is used to substitute the crafting result's item model for our
* encoded pattern model if these two conditions are met: - The player is
* holding shift - The itemstack is being rendered in the UI (not on the ground,
* etc.)
*
* We do this by abusing a custom {@link ItemOverrideList} since it will be
* called each frame with the itemstack that is about to be rendered. We return
* a custom IBakedModel ({@link ShiftHoldingModelWrapper} if the player is
* holding down shift from the override list. This custom baked model implements
* {@link #doesHandlePerspectives()} and returns the crafting result model if
* the model for {@link ItemCameraTransforms.TransformType#GUI} is requested.
*/
public class EncodedPatternBakedModel extends DelegateBakedModel {
private final CustomOverrideList overrides;
EncodedPatternBakedModel(IBakedModel baseModel) {
super(baseModel);
this.overrides = new CustomOverrideList();
}
@Override
public ItemOverrideList getOverrides() {
return this.overrides;
}
/**
* Since the ItemOverrideList handling comes before handling the perspective
* awareness (which is the first place where we know how we are being rendered)
* we need to remember the model of the crafting output, and make the decision
* on which to render later on. Sadly, Forge is pretty inconsistent when it will
* call the handlePerspective method, so some methods are called even on this
* interim-model. Usually those methods only matter for rendering on the ground
* and other cases, where we wouldn't render the crafting output model anyway,
* so in those cases we delegate to the model of the encoded pattern.
*/
private static class ShiftHoldingModelWrapper extends DelegateBakedModel {
private final IBakedModel outputModel;
private ShiftHoldingModelWrapper(IBakedModel patternModel, IBakedModel outputModel) {
super(patternModel);
this.outputModel = outputModel;
}
@Override
public boolean doesHandlePerspectives() {
return true;
}
@Override
public IBakedModel handlePerspective(ItemCameraTransforms.TransformType cameraTransformType, MatrixStack mat) {
// No need to re-check for shift being held since this model is only handed out
// in that case
if (cameraTransformType == ItemCameraTransforms.TransformType.GUI) {
ImmutableMap<ItemCameraTransforms.TransformType, TransformationMatrix> transforms = PerspectiveMapWrapper
.getTransforms(outputModel.getItemCameraTransforms());
return PerspectiveMapWrapper.handlePerspective(this.outputModel, transforms, cameraTransformType, mat);
} else {
return getBaseModel().handlePerspective(cameraTransformType, mat);
}
}
// This determines diffuse lighting in the UI, and since we want to render
// the outputModel in the UI, we need to use it's setting here
@Override
public boolean isSideLit() {
return outputModel.isSideLit();
}
}
@Override
public boolean doesHandlePerspectives() {
return true;
}
@Override
public IBakedModel handlePerspective(ItemCameraTransforms.TransformType cameraTransformType, MatrixStack mat) {
return getBaseModel().handlePerspective(cameraTransformType, mat);
}
/**
* Item Override Lists are the only point during item rendering where we can
* access the item stack that is being rendered. So this is the point where we
* actually check if shift is being held, and if so, determine the crafting
* output model.
*/
private class CustomOverrideList extends ItemOverrideList {
@Nullable
@Override
public IBakedModel getOverrideModel(IBakedModel originalModel, ItemStack stack, @Nullable ClientWorld world,
@Nullable LivingEntity entity) {
boolean shiftHeld = Screen.hasShiftDown();
if (shiftHeld) {
EncodedPatternItem iep = (EncodedPatternItem) stack.getItem();
ItemStack output = iep.getOutput(stack);
if (!output.isEmpty()) {
IBakedModel realModel = Minecraft.getInstance().getItemRenderer().getItemModelMesher()
.getItemModel(output);
// Give the item model a chance to handle the overrides as well
realModel = realModel.getOverrides().getOverrideModel(realModel, output, world, entity);
return new ShiftHoldingModelWrapper(getBaseModel(), realModel);
}
}
return getBaseModel().getOverrides().getOverrideModel(originalModel, stack, world, entity);
}
}
}