Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/crafting/ItemEncodedPatternBakedModel.java
yueh a14cf2204d Fixes anchor rendering (#2698)
* Fixes #2680: Use a shorter cable anchor model when blocked by a facade.
* Fixes #2664: Prevent anchors from creating intersection.

Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
2016-12-14 22:37:10 +01:00

235 lines
7.3 KiB
Java

package appeng.client.render.crafting;
import java.util.List;
import javax.annotation.Nullable;
import javax.vecmath.Matrix4f;
import com.google.common.collect.ImmutableMap;
import org.apache.commons.lang3.tuple.Pair;
import org.lwjgl.input.Keyboard;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
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.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.world.World;
import net.minecraftforge.client.model.IPerspectiveAwareModel;
import net.minecraftforge.common.model.TRSRTransformation;
import appeng.items.misc.ItemEncodedPattern;
/**
* This special model handles switching between rendering the crafting output of an encoded pattern (when shift is being held), and
* showing the encoded pattern itself. Matters are further complicated by only wanting to show the crafting output when the pattern is being
* rendered in the GUI, and not anywhere else.
*/
class ItemEncodedPatternBakedModel implements IPerspectiveAwareModel
{
private final IBakedModel baseModel;
private final ImmutableMap<ItemCameraTransforms.TransformType, TRSRTransformation> transforms;
private final CustomOverrideList overrides;
ItemEncodedPatternBakedModel( IBakedModel baseModel, ImmutableMap<ItemCameraTransforms.TransformType, TRSRTransformation> transforms )
{
this.baseModel = baseModel;
this.transforms = transforms;
this.overrides = new CustomOverrideList();
}
@Override
public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
{
return baseModel.getQuads( state, side, rand );
}
@Override
public boolean isAmbientOcclusion()
{
return baseModel.isAmbientOcclusion();
}
@Override
public boolean isGui3d()
{
return baseModel.isGui3d();
}
@Override
public boolean isBuiltInRenderer()
{
return baseModel.isBuiltInRenderer();
}
@Override
public TextureAtlasSprite getParticleTexture()
{
return baseModel.getParticleTexture();
}
@Override
@Deprecated
public ItemCameraTransforms getItemCameraTransforms()
{
return baseModel.getItemCameraTransforms();
}
@Override
public ItemOverrideList getOverrides()
{
return overrides;
}
@Override
public Pair<? extends IBakedModel, Matrix4f> handlePerspective( ItemCameraTransforms.TransformType cameraTransformType )
{
if( baseModel instanceof IPerspectiveAwareModel )
{
return ( (IPerspectiveAwareModel) baseModel ).handlePerspective( cameraTransformType );
}
return IPerspectiveAwareModel.MapWrapper.handlePerspective( this, transforms, cameraTransformType );
}
/**
* Since the ItemOverrideList handling comes before handling the perspective awareness (which is the first place where we
* know how we are being rendered) we need to remember the model of the crafting output, and make the decision on which to render later on.
* Sadly, Forge is pretty inconsistent when it will call the handlePerspective method, so some methods are called even on this interim-model.
* Usually those methods only matter for rendering on the ground and other cases, where we wouldn't render the crafting output model anyway,
* so in those cases we delegate to the model of the encoded pattern.
*/
private class ShiftHoldingModelWrapper implements IPerspectiveAwareModel
{
private final IBakedModel outputModel;
private ShiftHoldingModelWrapper( IBakedModel outputModel )
{
this.outputModel = outputModel;
}
@Override
public Pair<? extends IBakedModel, Matrix4f> handlePerspective( ItemCameraTransforms.TransformType cameraTransformType )
{
final IBakedModel selectedModel;
// No need to re-check for shift being held since this model is only handed out in that case
if( cameraTransformType == ItemCameraTransforms.TransformType.GUI )
{
selectedModel = outputModel;
}
else
{
selectedModel = baseModel;
}
// Now retroactively handle the isGui3d call, for which we always return false below
if( selectedModel.isGui3d() != baseModel.isGui3d() )
{
GlStateManager.enableLighting();
}
if( selectedModel instanceof IPerspectiveAwareModel )
{
return ( (IPerspectiveAwareModel) selectedModel ).handlePerspective( cameraTransformType );
}
return IPerspectiveAwareModel.MapWrapper.handlePerspective( this, transforms, cameraTransformType );
}
@Override
public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
{
// This may be called for items on the ground, in which case we will always fall back to the pattern
return baseModel.getQuads( state, side, rand );
}
@Override
public boolean isAmbientOcclusion()
{
return baseModel.isAmbientOcclusion();
}
@Override
public boolean isGui3d()
{
// NOTE: Sadly, Forge will let Minecraft call this method before handling the perspective awareness
return baseModel.isGui3d();
}
@Override
public boolean isBuiltInRenderer()
{
// This may be called for items on the ground, in which case we will always fall back to the pattern
return baseModel.isBuiltInRenderer();
}
@Override
public TextureAtlasSprite getParticleTexture()
{
// This may be called for items on the ground, in which case we will always fall back to the pattern
return baseModel.getParticleTexture();
}
@Override
public ItemCameraTransforms getItemCameraTransforms()
{
// This may be called for items on the ground, in which case we will always fall back to the pattern
return baseModel.getItemCameraTransforms();
}
@Override
public ItemOverrideList getOverrides()
{
// This may be called for items on the ground, in which case we will always fall back to the pattern
return baseModel.getOverrides();
}
}
/**
* Item Override Lists are the only point during item rendering where we can access the item stack that is being rendered.
* So this is the point where we actually check if shift is being held, and if so, determine the crafting output model.
*/
private class CustomOverrideList extends ItemOverrideList
{
CustomOverrideList()
{
super( baseModel.getOverrides().getOverrides() );
}
@Override
public IBakedModel handleItemState( IBakedModel originalModel, ItemStack stack, World world, EntityLivingBase entity )
{
boolean shiftHeld = Keyboard.isKeyDown( Keyboard.KEY_LSHIFT ) || Keyboard.isKeyDown( Keyboard.KEY_RSHIFT );
if( shiftHeld )
{
ItemEncodedPattern iep = (ItemEncodedPattern) stack.getItem();
ItemStack output = iep.getOutput( stack );
if( output != null )
{
IBakedModel realModel = Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel( output );
// Give the item model a chance to handle the overrides as well
realModel = realModel.getOverrides().handleItemState( realModel, output, world, entity );
return new ShiftHoldingModelWrapper( realModel );
}
}
return baseModel.getOverrides().handleItemState( originalModel, stack, world, entity );
}
}
}