Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/FacadeItemModel.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

85 lines
2.5 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.Collection;
import java.util.Collections;
import com.google.common.base.Function;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.IModel;
import net.minecraftforge.client.model.ModelLoaderRegistry;
import net.minecraftforge.common.model.IModelState;
import net.minecraftforge.common.model.TRSRTransformation;
import appeng.core.AppEng;
/**
* The model class for facades. Since facades wrap existing models, they don't declare any dependencies here other
* than the cable anchor.
*/
public class FacadeItemModel implements IModel
{
// We use this to get the default item transforms and make our lives easier
private static final ResourceLocation MODEL_BASE = new ResourceLocation( AppEng.MOD_ID, "item/facade_base" );
@Override
public Collection<ResourceLocation> getDependencies()
{
return Collections.emptyList();
}
@Override
public Collection<ResourceLocation> getTextures()
{
return Collections.emptyList();
}
@Override
public IBakedModel bake( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
{
IModel baseModel;
try
{
baseModel = ModelLoaderRegistry.getModel( MODEL_BASE );
}
catch( Exception e )
{
throw new RuntimeException( e );
}
IBakedModel bakedBaseModel = baseModel.bake( state, format, bakedTextureGetter );
return new FacadeDispatcherBakedModel( bakedBaseModel, format );
}
@Override
public IModelState getDefaultState()
{
return TRSRTransformation.identity();
}
}