7ba2893635
Completely new system to render facades. It will now support many more cases compared to the old system. For example connected textures are now possible, as well as multilayer models and so on.
370 lines
12 KiB
Java
370 lines
12 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.client.render.cablebus;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.EnumMap;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.List;
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import java.util.Map;
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import java.util.Map.Entry;
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import javax.annotation.Nullable;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.block.model.BakedQuad;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
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import net.minecraft.client.renderer.block.model.ItemOverrideList;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.util.BlockRenderLayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.MinecraftForgeClient;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import appeng.api.parts.IPartBakedModel;
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import appeng.api.parts.IPartModel;
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import appeng.api.util.AECableType;
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import appeng.api.util.AEColor;
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import appeng.block.networking.BlockCableBus;
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public class CableBusBakedModel implements IBakedModel
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{
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private static final Map<CableBusRenderState, List<BakedQuad>> CABLE_MODEL_CACHE = new HashMap<>();
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private final CableBuilder cableBuilder;
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private final FacadeBuilder facadeBuilder;
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private final Map<ResourceLocation, IBakedModel> partModels;
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private final TextureAtlasSprite particleTexture;
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private final TextureMap textureMap = Minecraft.getMinecraft().getTextureMapBlocks();
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CableBusBakedModel( CableBuilder cableBuilder, FacadeBuilder facadeBuilder, Map<ResourceLocation, IBakedModel> partModels, TextureAtlasSprite particleTexture )
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{
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this.cableBuilder = cableBuilder;
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this.facadeBuilder = facadeBuilder;
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this.partModels = partModels;
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this.particleTexture = particleTexture;
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}
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@Override
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public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
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{
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CableBusRenderState renderState = getRenderingState( state );
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if( renderState == null || side != null )
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{
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return Collections.emptyList();
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}
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BlockRenderLayer layer = MinecraftForgeClient.getRenderLayer();
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List<BakedQuad> quads = new ArrayList<>();
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// The core parts of the cable will only be rendered in the CUTOUT layer.
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// Facades will add them selves to what ever the block would be rendered with,
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// except when transparent facades are enabled, they are forced to TRANSPARENT.
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if( layer == BlockRenderLayer.CUTOUT )
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{
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// First, handle the cable at the center of the cable bus
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final List<BakedQuad> cableModel = CABLE_MODEL_CACHE.computeIfAbsent( renderState, k ->
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{
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final List<BakedQuad> model = new ArrayList<>();
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this.addCableQuads( renderState, model );
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return model;
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} );
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quads.addAll( cableModel );
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// Then handle attachments
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for( EnumFacing facing : EnumFacing.values() )
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{
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final IPartModel partModel = renderState.getAttachments().get( facing );
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if( partModel == null )
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{
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continue;
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}
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for( ResourceLocation model : partModel.getModels() )
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{
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IBakedModel bakedModel = this.partModels.get( model );
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if( bakedModel == null )
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{
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throw new IllegalStateException( "Trying to use an unregistered part model: " + model );
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}
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List<BakedQuad> partQuads;
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if( bakedModel instanceof IPartBakedModel )
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{
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partQuads = ( (IPartBakedModel) bakedModel ).getPartQuads( renderState.getPartFlags().get( facing ), rand );
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}
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else
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{
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partQuads = bakedModel.getQuads( state, null, rand );
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}
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// Rotate quads accordingly
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QuadRotator rotator = new QuadRotator();
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partQuads = rotator.rotateQuads( partQuads, facing, EnumFacing.UP );
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quads.addAll( partQuads );
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}
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}
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}
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this.facadeBuilder.buildFacadeQuads( layer, renderState, rand, quads, this.partModels::get );
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return quads;
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}
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// Determines whether a cable is connected to exactly two sides that are opposite each other
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private static boolean isStraightLine( AECableType cableType, EnumMap<EnumFacing, AECableType> sides )
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{
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final Iterator<Entry<EnumFacing, AECableType>> it = sides.entrySet().iterator();
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if( !it.hasNext() )
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{
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return false; // No connections
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}
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final Entry<EnumFacing, AECableType> nextConnection = it.next();
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final EnumFacing firstSide = nextConnection.getKey();
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final AECableType firstType = nextConnection.getValue();
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if( !it.hasNext() )
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{
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return false; // Only a single connection
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}
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if( firstSide.getOpposite() != it.next().getKey() )
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{
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return false; // Connected to two sides that are not opposite each other
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}
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if( it.hasNext() )
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{
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return false; // Must not have any other connection points
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}
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final AECableType secondType = sides.get( firstSide.getOpposite() );
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return firstType == secondType;
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}
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private void addCableQuads( CableBusRenderState renderState, List<BakedQuad> quadsOut )
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{
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AECableType cableType = renderState.getCableType();
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if( cableType == AECableType.NONE )
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{
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return;
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}
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AEColor cableColor = renderState.getCableColor();
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EnumMap<EnumFacing, AECableType> connectionTypes = renderState.getConnectionTypes();
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// If the connection is straight, no busses are attached, and no covered core has been forced (in case of glass
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// cables), then render the cable as a simplified straight line.
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boolean noAttachments = !renderState.getAttachments().values().stream().anyMatch( IPartModel::requireCableConnection );
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if( noAttachments && isStraightLine( cableType, connectionTypes ) )
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{
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EnumFacing facing = connectionTypes.keySet().iterator().next();
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switch( cableType )
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{
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case GLASS:
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this.cableBuilder.addStraightGlassConnection( facing, cableColor, quadsOut );
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break;
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case COVERED:
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this.cableBuilder.addStraightCoveredConnection( facing, cableColor, quadsOut );
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break;
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case SMART:
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this.cableBuilder.addStraightSmartConnection( facing, cableColor, renderState.getChannelsOnSide().get( facing ), quadsOut );
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break;
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case DENSE_COVERED:
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this.cableBuilder.addStraightDenseCoveredConnection( facing, cableColor, quadsOut );
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break;
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case DENSE_SMART:
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this.cableBuilder.addStraightDenseSmartConnection( facing, cableColor, renderState.getChannelsOnSide().get( facing ), quadsOut );
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break;
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default:
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break;
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}
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return; // Don't render the other form of connection
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}
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this.cableBuilder.addCableCore( renderState.getCoreType(), cableColor, quadsOut );
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// Render all internal connections to attachments
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EnumMap<EnumFacing, Integer> attachmentConnections = renderState.getAttachmentConnections();
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for( EnumFacing facing : attachmentConnections.keySet() )
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{
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int distance = attachmentConnections.get( facing );
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int channels = renderState.getChannelsOnSide().get( facing );
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switch( cableType )
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{
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case GLASS:
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this.cableBuilder.addConstrainedGlassConnection( facing, cableColor, distance, quadsOut );
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break;
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case COVERED:
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this.cableBuilder.addConstrainedCoveredConnection( facing, cableColor, distance, quadsOut );
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break;
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case SMART:
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this.cableBuilder.addConstrainedSmartConnection( facing, cableColor, distance, channels, quadsOut );
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break;
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case DENSE_COVERED:
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case DENSE_SMART:
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// Dense cables do not render connections to parts since none can be attached
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break;
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default:
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break;
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}
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}
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// Render all outgoing connections using the appropriate type
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for( final Entry<EnumFacing, AECableType> connection : connectionTypes.entrySet() )
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{
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final EnumFacing facing = connection.getKey();
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final AECableType connectionType = connection.getValue();
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final boolean cableBusAdjacent = renderState.getCableBusAdjacent().contains( facing );
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final int channels = renderState.getChannelsOnSide().get( facing );
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switch( cableType )
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{
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case GLASS:
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this.cableBuilder.addGlassConnection( facing, cableColor, connectionType, cableBusAdjacent, quadsOut );
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break;
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case COVERED:
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this.cableBuilder.addCoveredConnection( facing, cableColor, connectionType, cableBusAdjacent, quadsOut );
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break;
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case SMART:
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this.cableBuilder.addSmartConnection( facing, cableColor, connectionType, cableBusAdjacent, channels, quadsOut );
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break;
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case DENSE_COVERED:
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this.cableBuilder.addDenseCoveredConnection( facing, cableColor, connectionType, cableBusAdjacent, quadsOut );
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break;
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case DENSE_SMART:
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this.cableBuilder.addDenseSmartConnection( facing, cableColor, connectionType, cableBusAdjacent, channels, quadsOut );
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break;
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default:
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break;
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}
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}
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}
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/**
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* Gets a list of texture sprites appropriate for particles (digging, etc.) given the render state for a cable bus.
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*/
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public List<TextureAtlasSprite> getParticleTextures( CableBusRenderState renderState )
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{
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CableCoreType coreType = CableCoreType.fromCableType( renderState.getCableType() );
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AEColor cableColor = renderState.getCableColor();
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List<TextureAtlasSprite> result = new ArrayList<>();
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if( coreType != null )
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{
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result.add( this.cableBuilder.getCoreTexture( coreType, cableColor ) );
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}
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// If no core is present, just use the first part that comes into play
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for( EnumFacing side : renderState.getAttachments().keySet() )
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{
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IPartModel partModel = renderState.getAttachments().get( side );
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for( ResourceLocation model : partModel.getModels() )
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{
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IBakedModel bakedModel = this.partModels.get( model );
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if( bakedModel == null )
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{
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throw new IllegalStateException( "Trying to use an unregistered part model: " + model );
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}
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TextureAtlasSprite particleTexture = bakedModel.getParticleTexture();
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// If a part sub-model has no particle texture (indicated by it being the missing texture),
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// don't add it, so we don't get ugly missing texture break particles.
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if( this.textureMap.getMissingSprite() != particleTexture )
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{
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result.add( particleTexture );
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}
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}
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}
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return result;
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}
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private static CableBusRenderState getRenderingState( IBlockState state )
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{
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if( state == null || !( state instanceof IExtendedBlockState ) )
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{
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return null;
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}
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IExtendedBlockState extendedBlockState = (IExtendedBlockState) state;
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return extendedBlockState.getValue( BlockCableBus.RENDER_STATE_PROPERTY );
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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 true;
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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 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 TextureAtlasSprite getParticleTexture()
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{
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return this.particleTexture;
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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 ItemCameraTransforms.DEFAULT;
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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return ItemOverrideList.NONE;
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}
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}
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