77dff3ab32
Fixed crash bug in model rotator if state wasn't set.
118 lines
3.2 KiB
Java
118 lines
3.2 KiB
Java
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package appeng.client.render.model.pipeline;
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import java.util.ArrayList;
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import java.util.List;
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import javax.vecmath.Vector3f;
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import javax.vecmath.Vector4f;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.EnumFacing;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import appeng.api.client.BakingPipelineElement;
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import appeng.block.AEBaseTileBlock;
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import appeng.client.render.FacingToRotation;
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public class DoubleFacingQuadRotator implements BakingPipelineElement<QuadVertexData, QuadVertexData>
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{
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@Override
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public List<QuadVertexData> pipe( List<QuadVertexData> elements, IBakedModel parent, IBlockState state, EnumFacing side, long rand )
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{
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if( state != null )
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{
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IExtendedBlockState extState = (IExtendedBlockState) state;
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EnumFacing forward = extState.getValue( AEBaseTileBlock.FORWARD );
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if( forward == null )
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{
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forward = EnumFacing.NORTH;
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}
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EnumFacing up = extState.getValue( AEBaseTileBlock.UP );
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if( up == null )
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{
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up = EnumFacing.UP;
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}
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final FacingToRotation f2r = FacingToRotation.get( forward, up );
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List<QuadVertexData> rotated = new ArrayList<>();
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for( QuadVertexData data : elements )
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{
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data.setFace( f2r.rotate( data.getFace() ) );
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float[][][] qd = data.getData();
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for( int v = 0; v < 4; v++ )
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{
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for( int e = 0; e < data.getFormat().getElementCount(); e++ )
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{
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VertexFormatElement element = data.getFormat().getElement( e );
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if( element.getUsage() == VertexFormatElement.EnumUsage.POSITION )
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{
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qd[v][e] = transform( f2r, qd[v][e] );
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}
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else if( element.getUsage() == VertexFormatElement.EnumUsage.NORMAL )
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{
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qd[v][e] = transformNormal( f2r, qd[v][e] );
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}
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}
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}
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rotated.add( new QuadVertexData( data.getFormat(), qd, data.getTintIndex(), data.getFace(), data.getSprite(), data.shouldApplyDiffuseLighting() ) );
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}
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return rotated;
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}
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return elements;
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}
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private float[] transform( FacingToRotation f2r, float[] fs )
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{
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switch( fs.length )
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{
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case 3:
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Vector3f vec = new Vector3f( fs[0], fs[1], fs[2] );
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vec.x -= 0.5f;
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vec.y -= 0.5f;
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vec.z -= 0.5f;
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f2r.getMat().transform( vec );
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vec.x += 0.5f;
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vec.y += 0.5f;
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vec.z += 0.5f;
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return new float[] { vec.x, vec.y, vec.z };
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case 4:
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Vector4f vecc = new Vector4f( fs[0], fs[1], fs[2], fs[3] );
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vecc.x -= 0.5f;
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vecc.y -= 0.5f;
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vecc.z -= 0.5f;
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f2r.getMat().transform( vecc );
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vecc.x += 0.5f;
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vecc.y += 0.5f;
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vecc.z += 0.5f;
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return new float[] { vecc.x, vecc.y, vecc.z, vecc.w };
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default:
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return fs;
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}
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}
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private float[] transformNormal( FacingToRotation f2r, float[] fs )
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{
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switch( fs.length )
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{
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case 3:
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Vector3f vec = new Vector3f( fs[0], fs[1], fs[2] );
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f2r.getMat().transform( vec );
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return new float[] { vec.x, vec.y, vec.z };
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case 4:
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Vector4f vecc = new Vector4f( fs[0], fs[1], fs[2], fs[3] );
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f2r.getMat().transform( vecc );
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return new float[] { vecc.x, vecc.y, vecc.z, vecc.w };
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default:
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return fs;
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}
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}
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}
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