IndustrialWires/src/main/java/malte0811/industrialWires/client/RawQuad.java
malte0811 b716c23e3d Added a way to create tilted panels in-game (no recipe yet)
Panels are no longer created from machine casings, but from unfinished panels
2017-06-30 21:04:43 +02:00

88 lines
2.9 KiB
Java

/*
* This file is part of Industrial Wires.
* Copyright (C) 2016-2017 malte0811
*
* Industrial Wires is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Industrial Wires 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Industrial Wires. If not, see <http://www.gnu.org/licenses/>.
*/
package malte0811.industrialWires.client;
import blusunrize.immersiveengineering.common.util.chickenbones.Matrix4;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.util.EnumFacing;
import org.lwjgl.util.vector.Vector3f;
import javax.annotation.Nullable;
import java.util.Arrays;
import static org.lwjgl.util.vector.Vector3f.cross;
import static org.lwjgl.util.vector.Vector3f.sub;
public class RawQuad {
public final Vector3f[] vertices = new Vector3f[4];
public final EnumFacing facing;
public final TextureAtlasSprite tex;
public final float[] colorA;
public final Vector3f normal;
public final float[][] uvs;
public int light;
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
Vector3f normal, float[] uvs) {
this(v0, v1, v2, v3, facing, tex, colorA, normal, uvs, -1);
}
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
Vector3f normal, float[] uvs, int light) {
this(v0, v1, v2, v3, facing, tex, colorA, normal, new float[][]{
{uvs[0], uvs[1]}, {uvs[0], uvs[3]},
{uvs[2], uvs[3]}, {uvs[2], uvs[1]}
}, light);
}
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
@Nullable Vector3f normal, float[][] uvs, int light) {
vertices[0] = v0;
vertices[1] = v1;
vertices[2] = v2;
vertices[3] = v3;
this.facing = facing;
this.tex = tex;
if (colorA.length == 3) {
this.colorA = Arrays.copyOf(colorA, 4);
this.colorA[3] = 1;
} else {
this.colorA = colorA;
}
if (normal != null) {
this.normal = normal;
} else {
this.normal = cross(sub(v1, v3, null), sub(v2, v0, null), null);
this.normal.normalise(this.normal);
}
this.uvs = uvs;
this.light = light;
}
public RawQuad apply(Matrix4 mat) {
Matrix4 matNormal = mat.copy().transpose();
matNormal.invert();
return new RawQuad(mat.apply(vertices[0]), mat.apply(vertices[1]), mat.apply(vertices[2]), mat.apply(vertices[3]),
facing, tex, colorA, matNormal.apply(normal), uvs, light);
}
}