186 lines
5.1 KiB
Java
186 lines
5.1 KiB
Java
/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2013 AlgorithmX2
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package appeng.api.parts;
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import java.util.EnumSet;
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import net.minecraft.block.Block;
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import net.minecraft.util.BlockPos;
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import net.minecraft.util.EnumFacing;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import appeng.client.render.IRenderHelper;
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import appeng.client.texture.IAESprite;
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public interface IPartRenderHelper
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{
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/**
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* sets the Render Helpers Block Bounds. 0.0 - 16.0 block coords.
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*
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* No complaints about the size, I like using pixels :P
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*
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* @param minX minimal x bound
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* @param minY minimal y bound
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* @param minZ minimal z bound
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* @param maxX maximal x bound
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* @param maxY maximal y bound
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* @param maxZ maximal z bound
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*/
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void setBounds( float minX, float minY, float minZ, float maxX, float maxY, float maxZ );
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/**
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* static renderer
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*
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* render a single face.
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*
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* @param pos POSITION of part
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* @param ico icon of part
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* @param face direction its facing
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* @param renderer renderer of part
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*/
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@SideOnly( Side.CLIENT )
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void renderFace( BlockPos pos, IAESprite ico, EnumFacing face, IRenderHelper renderer );
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/**
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* static renderer
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*
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* render a box with a cut out box in the center.
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*
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* @param pos pos of part
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* @param ico icon of part
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* @param face face of part
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* @param edgeThickness thickness of the edge
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* @param renderer renderer
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*/
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@SideOnly( Side.CLIENT )
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void renderFaceCutout( BlockPos pos, IAESprite ico, EnumFacing face, float edgeThickness, IRenderHelper renderer );
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/**
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* static renderer
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*
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* render a block of specified bounds.
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*
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* @param x x pos of block
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* @param y y pos of block
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* @param z z pos of block
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* @param renderer renderer
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*/
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@SideOnly( Side.CLIENT )
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void renderBlock( BlockPos pos, IRenderHelper renderer );
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/**
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* render a single face in inventory renderer.
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*
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* @param TextureAtlasSprite icon of part
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* @param direction face of part
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* @param renderer renderer
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*/
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@SideOnly( Side.CLIENT )
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void renderInventoryFace( IAESprite IIcon, EnumFacing direction, IRenderHelper renderer );
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/**
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* render a box in inventory renderer.
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*
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* @param renderer renderer
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*/
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@SideOnly( Side.CLIENT )
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void renderInventoryBox( IRenderHelper renderer );
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/**
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* inventory, and static renderer.
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*
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* set unique icons for each side of the block.
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*
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* @param down down face
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* @param up up face
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* @param north north face
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* @param south south face
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* @param west west face
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* @param east east face
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*/
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void setTexture( IAESprite down, IAESprite up, IAESprite north, IAESprite south, IAESprite west, IAESprite east );
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/**
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* inventory, and static renderer.
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*
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* set all sides to a single TextureAtlasSprite.
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*
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* @param ico to be set icon
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*/
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void setTexture( IAESprite ico );
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/**
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* configure the color multiplier for the inventory renderer.
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*
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* @param whiteVariant color multiplier
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*/
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void setInvColor( int whiteVariant );
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/**
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* @return the block used for rendering, might need it for some reason...
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*/
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Block getBlock();
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/**
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* @return the east vector in world directions, rather then renderer
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*/
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EnumFacing getWorldX();
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/**
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* @return the up vector in world directions, rather then renderer.
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*/
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EnumFacing getWorldY();
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/**
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* @return the forward vector in world directions, rather then renderer.
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*/
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EnumFacing getWorldZ();
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/**
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* render a block using the current renderer state.
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*
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* @param x x pos of part
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* @param y y pos of part
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* @param z z pos of part
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* @param renderer renderer of part
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*/
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void renderBlockCurrentBounds( BlockPos pos, IRenderHelper renderer );
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/**
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* allow you to enable your part to render during the alpha pass or the standard pass.
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*
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* @param pass render pass
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*/
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void renderForPass( int pass );
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/**
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* Set which faces to render, remember to set back to ALL when you are done.
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*
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* @param complementOf sides to render
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*/
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void setFacesToRender( EnumSet<EnumFacing> complementOf );
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} |