329 lines
13 KiB
Java
329 lines
13 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.model;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.EnumSet;
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import java.util.List;
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import java.util.Random;
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import java.util.function.Function;
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import java.util.stream.IntStream;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import com.google.common.base.Strings;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.model.ItemOverrideList;
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import net.minecraft.client.renderer.model.Material;
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import net.minecraft.client.renderer.texture.AtlasTexture;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.Direction;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.IBlockReader;
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import net.minecraft.world.ILightReader;
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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.ModelDataMap;
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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.decorative.solid.GlassState;
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import appeng.decorative.solid.QuartzGlassBlock;
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class GlassBakedModel implements IDynamicBakedModel {
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// This unlisted property is used to determine the actual block that should be
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// rendered
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public static final ModelProperty<GlassState> GLASS_STATE = new ModelProperty<>();
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private static final byte[][][] OFFSETS = generateOffsets();
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// Alternating textures based on position
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static final Material TEXTURE_A = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_a"));
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static final Material TEXTURE_B = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_b"));
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static final Material TEXTURE_C = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_c"));
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static final Material TEXTURE_D = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_d"));
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// Frame texture
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static final Material[] TEXTURES_FRAME = generateTexturesFrame();
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// Generates the required textures for the frame
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private static Material[] generateTexturesFrame() {
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return IntStream.range(1, 16).mapToObj(Integer::toBinaryString).map(s -> Strings.padStart(s, 4, '0'))
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.map(s -> new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_frame" + s))
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.map(rl -> new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, rl)).toArray(Material[]::new);
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}
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private final TextureAtlasSprite[] glassTextures;
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private final TextureAtlasSprite[] frameTextures;
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public GlassBakedModel(Function<Material, TextureAtlasSprite> bakedTextureGetter) {
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this.glassTextures = new TextureAtlasSprite[] { bakedTextureGetter.apply(TEXTURE_A),
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bakedTextureGetter.apply(TEXTURE_B), bakedTextureGetter.apply(TEXTURE_C),
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bakedTextureGetter.apply(TEXTURE_D) };
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// The first frame texture would be empty, so we simply leave it set to null
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// here
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this.frameTextures = new TextureAtlasSprite[16];
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for (int i = 0; i < TEXTURES_FRAME.length; i++) {
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this.frameTextures[1 + i] = bakedTextureGetter.apply(TEXTURES_FRAME[i]);
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}
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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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if (side == null) {
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return Collections.emptyList();
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}
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final GlassState glassState = extraData.getData(GLASS_STATE);
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if (glassState == null) {
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return Collections.emptyList();
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}
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// TODO: This could just use the Random instance we're given...
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final int cx = Math.abs(glassState.getX() % 10);
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final int cy = Math.abs(glassState.getY() % 10);
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final int cz = Math.abs(glassState.getZ() % 10);
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int u = OFFSETS[cx][cy][cz] % 4;
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int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4;
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int texIdx = Math.abs((OFFSETS[cx][cy][cz] + (glassState.getX() + glassState.getY() + glassState.getZ())) % 4);
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if (texIdx < 2) {
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u /= 2;
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v /= 2;
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}
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final TextureAtlasSprite glassTexture = this.glassTextures[texIdx];
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// Render the glass side
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final List<BakedQuad> quads = new ArrayList<>(5); // At most 5
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final List<Vec3d> corners = RenderHelper.getFaceCorners(side);
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quads.add(this.createQuad(side, corners, glassTexture, u, v));
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/*
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* This needs some explanation: The bit-field contains 4-bits, one for each
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* direction that a frame may be drawn. Converted to a number, the bit-field is
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* then used as an index into the list of frame textures, which have been
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* created in such a way that their filenames indicate, in which directions they
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* contain borders. i.e. bitmask = 0101 means a border should be drawn up and
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* down (in terms of u,v space). Converted to a number, this bitmask is 5. So
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* the texture at index 5 is used. That texture had "0101" in its filename to
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* indicate this.
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*/
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final int edgeBitmask = makeBitmask(glassState, side);
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final TextureAtlasSprite sideSprite = this.frameTextures[edgeBitmask];
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if (sideSprite != null) {
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quads.add(this.createQuad(side, corners, sideSprite, 0, 0));
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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 func_230044_c_() {
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// TODO: Forge: Auto-generated method stub
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return false;
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}
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/**
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* Creates the bitmask that indicates, in which directions (in terms of u,v
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* space) a border should be drawn.
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*/
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private static int makeBitmask(GlassState state, Direction side) {
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switch (side) {
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case DOWN:
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return makeBitmask(state, Direction.SOUTH, Direction.EAST, Direction.NORTH, Direction.WEST);
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case UP:
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return makeBitmask(state, Direction.SOUTH, Direction.WEST, Direction.NORTH, Direction.EAST);
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case NORTH:
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return makeBitmask(state, Direction.UP, Direction.WEST, Direction.DOWN, Direction.EAST);
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case SOUTH:
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return makeBitmask(state, Direction.UP, Direction.EAST, Direction.DOWN, Direction.WEST);
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case WEST:
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return makeBitmask(state, Direction.UP, Direction.SOUTH, Direction.DOWN, Direction.NORTH);
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case EAST:
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return makeBitmask(state, Direction.UP, Direction.NORTH, Direction.DOWN, Direction.SOUTH);
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default:
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throw new IllegalArgumentException("Unsupported side!");
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}
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}
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private static int makeBitmask(GlassState state, Direction up, Direction right, Direction down, Direction left) {
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int bitmask = 0;
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if (!state.isFlushWith(up)) {
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bitmask |= 1;
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}
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if (!state.isFlushWith(right)) {
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bitmask |= 2;
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}
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if (!state.isFlushWith(down)) {
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bitmask |= 4;
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}
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if (!state.isFlushWith(left)) {
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bitmask |= 8;
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}
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return bitmask;
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}
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private BakedQuad createQuad(Direction side, List<Vec3d> corners, TextureAtlasSprite sprite, float uOffset,
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float vOffset) {
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return this.createQuad(side, corners.get(0), corners.get(1), corners.get(2), corners.get(3), sprite, uOffset,
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vOffset);
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}
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private BakedQuad createQuad(Direction side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, TextureAtlasSprite sprite,
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float uOffset, float vOffset) {
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Vec3d normal = new Vec3d(side.getDirectionVec());
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// Apply the u,v shift.
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// This mirrors the logic from OffsetIcon from 1.7
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float u1 = MathHelper.clamp(0 - uOffset, 0, 16);
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float u2 = MathHelper.clamp(16 - uOffset, 0, 16);
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float v1 = MathHelper.clamp(0 - vOffset, 0, 16);
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float v2 = MathHelper.clamp(16 - vOffset, 0, 16);
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BakedQuadBuilder builder = new BakedQuadBuilder(sprite);
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builder.setQuadOrientation(side);
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this.putVertex(builder, normal, c1.x, c1.y, c1.z, sprite, u1, v1);
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this.putVertex(builder, normal, c2.x, c2.y, c2.z, sprite, u1, v2);
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this.putVertex(builder, normal, c3.x, c3.y, c3.z, sprite, u2, v2);
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this.putVertex(builder, normal, c4.x, c4.y, c4.z, sprite, u2, v1);
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return builder.build();
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}
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/*
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* This method is as complicated as it is, because the order in which we push
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* data into the vertexbuffer actually has to be precisely the order in which
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* the vertex elements had been declared in the vertex format.
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*/
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private void putVertex(BakedQuadBuilder builder, Vec3d normal, double x, double y, double z,
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TextureAtlasSprite sprite, float u, float v) {
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VertexFormat vertexFormat = builder.getVertexFormat();
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for (int e = 0; e < vertexFormat.getElements().size(); e++) {
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VertexFormatElement el = vertexFormat.getElements().get(e);
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switch (el.getUsage()) {
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case POSITION:
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builder.put(e, (float) x, (float) y, (float) z, 1.0f);
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break;
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case COLOR:
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builder.put(e, 1.0f, 1.0f, 1.0f, 1.0f);
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break;
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case NORMAL:
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builder.put(e, (float) normal.x, (float) normal.y, (float) normal.z, 0f);
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break;
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case UV:
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if (el.getIndex() == 0) {
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u = sprite.getInterpolatedU(u);
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v = sprite.getInterpolatedV(v);
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builder.put(e, u, v, 0f, 1f);
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break;
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}
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// Important: Fall through for getIndex() != 0
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default:
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builder.put(e);
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break;
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}
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}
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}
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@Override
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public ItemOverrideList getOverrides() {
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return ItemOverrideList.EMPTY;
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}
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@Override
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public boolean isAmbientOcclusion() {
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return false;
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}
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@Override
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public boolean isGui3d() {
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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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return this.frameTextures[this.frameTextures.length - 1];
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}
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private static byte[][][] generateOffsets() {
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final Random r = new Random(924);
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final byte[][][] offset = new byte[10][10][10];
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for (int x = 0; x < 10; x++) {
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for (int y = 0; y < 10; y++) {
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r.nextBytes(offset[x][y]);
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}
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}
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return offset;
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}
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@Nonnull
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@Override
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public IModelData getModelData(@Nonnull ILightReader world, @Nonnull BlockPos pos, @Nonnull BlockState state,
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@Nonnull IModelData tileData) {
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EnumSet<Direction> flushWith = EnumSet.noneOf(Direction.class);
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// Test every direction for another glass block
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for (Direction facing : Direction.values()) {
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if (isGlassBlock(world, pos, facing)) {
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flushWith.add(facing);
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}
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}
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GlassState glassState = new GlassState(pos.getX(), pos.getY(), pos.getZ(), flushWith);
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return new ModelDataMap.Builder().withInitial(GLASS_STATE, glassState).build();
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}
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private static boolean isGlassBlock(IBlockReader world, BlockPos pos, Direction facing) {
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return world.getBlockState(pos.offset(facing)).getBlock() instanceof QuartzGlassBlock;
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}
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}
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