Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/FacadeDispatcherBakedModel.java
Sebastian Hartte 55d66be929 Fixes #2448: Facades items and blocks now use the same algorithm to determine the block texture.
Facades will now use the correct side to determine the texture to use, and will fall back to general quads.
Fixed crafting of facades on the server by removing the check for model simplicity.
2016-10-09 21:59:56 +02:00

122 lines
3.4 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render;
import java.util.Collections;
import java.util.List;
import javax.annotation.Nullable;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.block.model.ItemOverrideList;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.world.World;
import appeng.items.parts.ItemFacade;
/**
* This baked model class is used as a dispatcher to redirect the renderer to the *real* model that should be used based
* on the item stack.
* A custom Item Override List is used to accomplish this.
*/
public class FacadeDispatcherBakedModel implements IBakedModel
{
private final IBakedModel baseModel;
private final VertexFormat format;
public FacadeDispatcherBakedModel( IBakedModel baseModel, VertexFormat format )
{
this.baseModel = baseModel;
this.format = format;
}
// This is never used. See the item override list below.
@Override
public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
{
return Collections.emptyList();
}
@Override
public boolean isAmbientOcclusion()
{
return baseModel.isAmbientOcclusion();
}
@Override
public boolean isGui3d()
{
return baseModel.isGui3d();
}
@Override
public boolean isBuiltInRenderer()
{
return false;
}
@Override
public TextureAtlasSprite getParticleTexture()
{
return baseModel.getParticleTexture();
}
@Override
public ItemCameraTransforms getItemCameraTransforms()
{
return baseModel.getItemCameraTransforms();
}
@Override
public ItemOverrideList getOverrides()
{
return new ItemOverrideList( Collections.emptyList() ){
@Override
public IBakedModel handleItemState( IBakedModel originalModel, ItemStack stack, World world, EntityLivingBase entity )
{
if( !( stack.getItem() instanceof ItemFacade ) )
{
return originalModel;
}
ItemFacade itemFacade = (ItemFacade) stack.getItem();
Block block = itemFacade.getBlock( stack );
int meta = itemFacade.getMeta( stack );
// This is kinda fascinating, how do we get the meta from the itemblock
IBlockState state = block.getStateFromMeta( meta );
return new FacadeWithBlockBakedModel( baseModel, state, format );
}
};
}
}