212 lines
7.7 KiB
Java
212 lines
7.7 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.List;
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import java.util.Random;
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import javax.annotation.Nullable;
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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.render.model.BakedModel;
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import net.minecraft.client.renderer.Matrix4f;
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import net.minecraft.client.renderer.Quaternion;
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import net.minecraft.client.render.model.BakedQuad;
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import net.minecraft.client.render.model.ItemCameraTransforms;
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import net.minecraft.client.render.model.ItemOverrideList;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.entity.LivingEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.math.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
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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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// Rotation is expressed as radians
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public static final ModelProperty<Float> ROTATION = new ModelProperty<>();
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private final BakedModel base;
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private final BakedModel pointer;
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private float fallbackRotation = 0;
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public SkyCompassBakedModel(BakedModel base, BakedModel 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,
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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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// 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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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
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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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@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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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 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.base.getParticleTexture();
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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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* 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 BakedModel getModelWithOverrides(BakedModel 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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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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/**
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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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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
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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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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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}
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