492 lines
17 KiB
Java
492 lines
17 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2018, 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.List;
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import java.util.Map;
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import java.util.Map.Entry;
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import java.util.Set;
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import java.util.function.Function;
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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.BlockRendererDispatcher;
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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.color.BlockColors;
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import net.minecraft.item.ItemStack;
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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.EnumFacing.Axis;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.client.ForgeHooksClient;
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import appeng.api.AEApi;
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import appeng.api.util.AEAxisAlignedBB;
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import appeng.parts.misc.PartCableAnchor;
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import appeng.thirdparty.codechicken.lib.model.CachedFormat;
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import appeng.thirdparty.codechicken.lib.model.Quad;
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import appeng.thirdparty.codechicken.lib.model.pipeline.BakedPipeline;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadAlphaOverride;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadClamper;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadCornerKicker;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadFaceStripper;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadReInterpolator;
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import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadTinter;
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/**
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* The FacadeBuilder builds for facades..
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*
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* @author covers1624
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*/
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public class FacadeBuilder
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{
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public static final double THICK_THICKNESS = 2D / 16D;
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public static final double THIN_THICKNESS = 1D / 16D;
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public static final AxisAlignedBB[] THICK_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THICK_THICKNESS, 1.0 ),
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new AxisAlignedBB( 0.0, 1.0 - THICK_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THICK_THICKNESS ),
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new AxisAlignedBB( 0.0, 0.0, 1.0 - THICK_THICKNESS, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, THICK_THICKNESS, 1.0, 1.0 ),
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new AxisAlignedBB( 1.0 - THICK_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
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};
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public static final AxisAlignedBB[] THIN_FACADE_BOXES = new AxisAlignedBB[] {
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THIN_THICKNESS, 1.0 ),
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new AxisAlignedBB( 0.0, 1.0 - THIN_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THIN_THICKNESS ),
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new AxisAlignedBB( 0.0, 0.0, 1.0 - THIN_THICKNESS, 1.0, 1.0, 1.0 ),
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new AxisAlignedBB( 0.0, 0.0, 0.0, THIN_THICKNESS, 1.0, 1.0 ),
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new AxisAlignedBB( 1.0 - THIN_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
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};
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private ThreadLocal<BakedPipeline> pipelines = ThreadLocal.withInitial( () -> BakedPipeline.builder()
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// Clamper is responsible for clamping the vertex to the bounds specified.
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.addElement( "clamper", QuadClamper.FACTORY )
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// Strips faces if they match a mask.
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.addElement( "face_stripper", QuadFaceStripper.FACTORY )
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// Kicks the edge inner corners in, solves Z fighting
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.addElement( "corner_kicker", QuadCornerKicker.FACTORY )
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// Re-Interpolates the UV's for the quad.
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.addElement( "interp", QuadReInterpolator.FACTORY )
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// Tints the quad if we need it to. Disabled by default.
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.addElement( "tinter", QuadTinter.FACTORY, false )
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// Overrides the quad's alpha if we are forcing transparent facades.
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.addElement( "transparent", QuadAlphaOverride.FACTORY, false, e -> e.setAlphaOverride( 0x4C / 255F ) )
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.build()//
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);
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private ThreadLocal<Quad> collectors = ThreadLocal.withInitial( Quad::new );
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public void buildFacadeQuads( BlockRenderLayer layer, CableBusRenderState renderState, long rand, List<BakedQuad> quads, Function<ResourceLocation, IBakedModel> modelLookup )
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{
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BakedPipeline pipeline = this.pipelines.get();
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Quad collectorQuad = this.collectors.get();
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boolean transparent = AEApi.instance().partHelper().getCableRenderMode().transparentFacades;
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Map<EnumFacing, FacadeRenderState> facadeStates = renderState.getFacades();
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List<AxisAlignedBB> partBoxes = renderState.getBoundingBoxes();
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Set<EnumFacing> sidesWithParts = renderState.getAttachments().keySet();
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IBlockAccess parentWorld = renderState.getWorld();
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BlockPos pos = renderState.getPos();
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BlockColors blockColors = Minecraft.getMinecraft().getBlockColors();
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boolean thinFacades = isUseThinFacades( partBoxes );
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for( Entry<EnumFacing, FacadeRenderState> entry : facadeStates.entrySet() )
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{
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EnumFacing side = entry.getKey();
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int sideIndex = side.ordinal();
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FacadeRenderState facadeRenderState = entry.getValue();
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boolean renderStilt = !sidesWithParts.contains( side );
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if( layer == BlockRenderLayer.CUTOUT && renderStilt )
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{
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for( ResourceLocation part : PartCableAnchor.FACADE_MODELS.getModels() )
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{
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IBakedModel partModel = modelLookup.apply( part );
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QuadRotator rotator = new QuadRotator();
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quads.addAll( rotator.rotateQuads( gatherQuads( partModel, null, rand ), side, EnumFacing.UP ) );
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}
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}
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// If we are forcing transparency and this isn't the Translucent layer.
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if( transparent && layer != BlockRenderLayer.TRANSLUCENT )
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{
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continue;
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}
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IBlockState blockState = facadeRenderState.getSourceBlock();
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// If we aren't forcing transparency let the block decide if it should render.
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if( !transparent && layer != null )
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{
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if( !blockState.getBlock().canRenderInLayer( blockState, layer ) )
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{
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continue;
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}
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}
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AxisAlignedBB fullBounds = thinFacades ? THIN_FACADE_BOXES[sideIndex] : THICK_FACADE_BOXES[sideIndex];
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AxisAlignedBB facadeBox = fullBounds;
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// If we are a transparent facade, we need to modify out BB.
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if( facadeRenderState.isTransparent() )
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{
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double offset = thinFacades ? THIN_THICKNESS : THICK_THICKNESS;
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AEAxisAlignedBB tmpBB = null;
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for( EnumFacing face : EnumFacing.VALUES )
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{
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// Only faces that aren't on our axis
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if( face.getAxis() != side.getAxis() )
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{
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FacadeRenderState otherState = facadeStates.get( face );
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if( otherState != null && !otherState.isTransparent() )
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{
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if( tmpBB == null )
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{
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tmpBB = AEAxisAlignedBB.fromBounds( facadeBox );
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}
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switch( face )
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{
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case DOWN:
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tmpBB.minY += offset;
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break;
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case UP:
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tmpBB.maxY -= offset;
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break;
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case NORTH:
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tmpBB.minZ += offset;
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break;
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case SOUTH:
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tmpBB.maxZ -= offset;
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break;
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case WEST:
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tmpBB.minX += offset;
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break;
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case EAST:
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tmpBB.maxX -= offset;
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break;
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default:
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throw new RuntimeException( "Switch falloff. " + String.valueOf( face ) );
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}
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}
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}
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}
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if( tmpBB != null )
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{
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facadeBox = tmpBB.getBoundingBox();
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}
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}
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AEAxisAlignedBB cutOutBox = getCutOutBox( facadeBox, partBoxes );
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List<AxisAlignedBB> holeStrips = getBoxes( facadeBox, cutOutBox, side.getAxis() );
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IBlockAccess facadeAccess = new FacadeBlockAccess( parentWorld, pos, side, blockState );
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BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
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try
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{
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blockState = blockState.getActualState( facadeAccess, pos );
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}
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catch( Exception ignored )
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{
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}
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IBakedModel model = dispatcher.getModelForState( blockState );
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try
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{
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blockState = blockState.getBlock().getExtendedState( blockState, facadeAccess, pos );
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}
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catch( Exception ignored )
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{
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}
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List<BakedQuad> modelQuads = new ArrayList<>();
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// If we are forcing transparent facades, fake the render layer, and grab all quads.
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if( transparent || layer == null )
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{
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for( BlockRenderLayer forcedLayer : BlockRenderLayer.values() )
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{
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// Check if the block renders on the layer we want to force.
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if( blockState.getBlock().canRenderInLayer( blockState, forcedLayer ) )
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{
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// Force the layer and gather quads.
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ForgeHooksClient.setRenderLayer( forcedLayer );
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modelQuads.addAll( gatherQuads( model, blockState, rand ) );
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}
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}
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// Reset.
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ForgeHooksClient.setRenderLayer( layer );
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}
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else
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{
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modelQuads.addAll( gatherQuads( model, blockState, rand ) );
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}
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// No quads.. Cool, next!
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if( modelQuads.isEmpty() )
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{
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continue;
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}
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// Grab out pipeline elements.
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QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
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QuadFaceStripper edgeStripper = pipeline.getElement( "face_stripper", QuadFaceStripper.class );
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QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
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QuadCornerKicker kicker = pipeline.getElement( "corner_kicker", QuadCornerKicker.class );
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// Set global element states.
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// calculate the side mask.
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int facadeMask = 0;
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for( Entry<EnumFacing, FacadeRenderState> ent : facadeStates.entrySet() )
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{
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EnumFacing s = ent.getKey();
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if( s.getAxis() != side.getAxis() )
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{
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FacadeRenderState otherState = ent.getValue();
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if( !otherState.isTransparent() )
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{
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facadeMask |= 1 << s.ordinal();
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}
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}
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}
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// Setup the edge stripper.
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edgeStripper.setBounds( fullBounds );
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edgeStripper.setMask( facadeMask );
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// Setup the kicker.
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kicker.setSide( sideIndex );
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kicker.setFacadeMask( facadeMask );
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kicker.setBox( fullBounds );
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kicker.setThickness( thinFacades ? THIN_THICKNESS : THICK_THICKNESS );
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for( BakedQuad quad : modelQuads )
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{
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// lookup the format in CachedFormat.
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CachedFormat format = CachedFormat.lookup( quad.getFormat() );
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// If this quad has a tint index, setup the tinter.
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if( quad.hasTintIndex() )
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{
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tinter.setTint( blockColors.colorMultiplier( blockState, facadeAccess, pos, quad.getTintIndex() ) );
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}
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for( AxisAlignedBB box : holeStrips )
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{
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// setup the clamper for this box
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clamper.setClampBounds( box );
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// Reset the pipeline, clears all enabled/disabled states.
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pipeline.reset( format );
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// Reset out collector.
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collectorQuad.reset( format );
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// Enable / disable the optional elements
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pipeline.setElementState( "tinter", quad.hasTintIndex() );
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pipeline.setElementState( "transparent", transparent );
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// Prepare the pipeline for a quad.
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pipeline.prepare( collectorQuad );
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// Pipe our quad into the pipeline.
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quad.pipe( pipeline );
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// Check if the collector got any data.
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if( collectorQuad.full )
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{
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// Add the result.
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quads.add( collectorQuad.bake() );
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}
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}
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}
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}
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}
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/**
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* This is slow, so should be cached.
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*
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* @return The model.
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*/
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public List<BakedQuad> buildFacadeItemQuads( ItemStack textureItem, EnumFacing side )
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{
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List<BakedQuad> facadeQuads = new ArrayList<>();
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IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides( textureItem, null, null );
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List<BakedQuad> modelQuads = gatherQuads( model, null, 0 );
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BakedPipeline pipeline = this.pipelines.get();
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Quad collectorQuad = this.collectors.get();
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// Grab pipeline elements.
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QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
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QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
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for( BakedQuad quad : modelQuads )
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{
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// Lookup the CachedFormat for this quads format.
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CachedFormat format = CachedFormat.lookup( quad.getFormat() );
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// Reset the pipeline.
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pipeline.reset( format );
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// Reset the collector.
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collectorQuad.reset( format );
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// If we have a tint index, setup the tinter and enable it.
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if( quad.hasTintIndex() )
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{
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tinter.setTint( Minecraft.getMinecraft().getItemColors().colorMultiplier( textureItem, quad.getTintIndex() ) );
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pipeline.enableElement( "tinter" );
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}
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// Disable elements we don't need for items.
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pipeline.disableElement( "face_stripper" );
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pipeline.disableElement( "corner_kicker" );
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// Setup the clamper
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clamper.setClampBounds( THICK_FACADE_BOXES[side.ordinal()] );
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// Prepare the pipeline.
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pipeline.prepare( collectorQuad );
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// Pipe our quad into the pipeline.
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quad.pipe( pipeline );
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// Check the collector for data and add the quad if there was.
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if( collectorQuad.full )
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{
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facadeQuads.add( collectorQuad.bakeUnpacked() );
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}
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}
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return facadeQuads;
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}
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// Helper to gather all quads from a model into a list.
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private static List<BakedQuad> gatherQuads( IBakedModel model, IBlockState state, long rand )
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{
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List<BakedQuad> modelQuads = new ArrayList<>();
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for( EnumFacing face : EnumFacing.VALUES )
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{
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modelQuads.addAll( model.getQuads( state, face, rand ) );
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}
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modelQuads.addAll( model.getQuads( state, null, rand ) );
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return modelQuads;
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}
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/**
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* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB
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* that intersect with the facade's bounding
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* box. This AABB will need to be "cut out" when the facade is rendered.
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*/
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@Nullable
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private static AEAxisAlignedBB getCutOutBox( AxisAlignedBB facadeBox, List<AxisAlignedBB> partBoxes )
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{
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AEAxisAlignedBB b = null;
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for( AxisAlignedBB bb : partBoxes )
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{
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if( bb.intersects( facadeBox ) )
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{
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if( b == null )
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{
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b = AEAxisAlignedBB.fromBounds( bb );
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}
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else
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{
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b.maxX = Math.max( b.maxX, bb.maxX );
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b.maxY = Math.max( b.maxY, bb.maxY );
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b.maxZ = Math.max( b.maxZ, bb.maxZ );
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b.minX = Math.min( b.minX, bb.minX );
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b.minY = Math.min( b.minY, bb.minY );
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b.minZ = Math.min( b.minZ, bb.minZ );
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}
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}
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}
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return b;
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}
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/**
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* Generates the box segments around the specified hole. If the specified hole is null, a Singleton of the Facade
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* box is returned.
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*
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* @param fb The Facade's box.
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* @param hole The hole to 'cut'.
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* @param axis The axis the facade is on.
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*
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* @return The box segments.
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*/
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private static List<AxisAlignedBB> getBoxes( AxisAlignedBB fb, AEAxisAlignedBB hole, Axis axis )
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{
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if( hole == null )
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{
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return Collections.singletonList( fb );
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}
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List<AxisAlignedBB> boxes = new ArrayList<>();
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switch( axis )
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{
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case Y:
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boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, hole.minX, fb.maxY, fb.maxZ ) );
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boxes.add( new AxisAlignedBB( hole.maxX, fb.minY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
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boxes.add( new AxisAlignedBB( hole.minX, fb.minY, fb.minZ, hole.maxX, fb.maxY, hole.minZ ) );
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boxes.add( new AxisAlignedBB( hole.minX, fb.minY, hole.maxZ, hole.maxX, fb.maxY, fb.maxZ ) );
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break;
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case Z:
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boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
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boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
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boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, hole.minX, hole.maxY, fb.maxZ ) );
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boxes.add( new AxisAlignedBB( hole.maxX, hole.minY, fb.minZ, fb.maxX, hole.maxY, fb.maxZ ) );
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|
break;
|
|
case X:
|
|
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
|
|
boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
|
|
|
|
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, fb.maxX, hole.maxY, hole.minZ ) );
|
|
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, hole.maxZ, fb.maxX, hole.maxY, fb.maxZ ) );
|
|
break;
|
|
default:
|
|
// should never happen.
|
|
throw new RuntimeException( "switch falloff. " + String.valueOf( axis ) );
|
|
}
|
|
|
|
return boxes;
|
|
}
|
|
|
|
/**
|
|
* Determines if any of the part's bounding boxes intersects with the outside 2 voxel wide layer. If so, we should
|
|
* use thinner facades (1 voxel deep).
|
|
*/
|
|
private static boolean isUseThinFacades( List<AxisAlignedBB> partBoxes )
|
|
{
|
|
final double min = 2.0 / 16.0;
|
|
final double max = 14.0 / 16.0;
|
|
|
|
for( AxisAlignedBB bb : partBoxes )
|
|
{
|
|
int o = 0;
|
|
o += bb.maxX > max ? 1 : 0;
|
|
o += bb.maxY > max ? 1 : 0;
|
|
o += bb.maxZ > max ? 1 : 0;
|
|
o += bb.minX < min ? 1 : 0;
|
|
o += bb.minY < min ? 1 : 0;
|
|
o += bb.minZ < min ? 1 : 0;
|
|
|
|
if( o >= 2 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
}
|