package com.hbm.render.util; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.IIcon; import net.minecraft.util.Vec3; import net.minecraftforge.client.model.obj.Face; import net.minecraftforge.client.model.obj.GroupObject; import net.minecraftforge.client.model.obj.TextureCoordinate; import net.minecraftforge.client.model.obj.Vertex; import net.minecraftforge.client.model.obj.WavefrontObject; public class ObjUtil { public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, boolean shadow) { renderWithIcon(model, icon, tes, rot, 0, shadow); } public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) { for(GroupObject go : model.groupObjects) { for(Face f : go.faces) { Vertex n = f.faceNormal; Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z); normal.rotateAroundZ(pitch); normal.rotateAroundY(rot); tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord); if(shadow) { float brightness = ((float)normal.yCoord + 0.7F) * 0.9F - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F; if(brightness < 0.45F) brightness = 0.45F; tes.setColorOpaque_F(brightness, brightness, brightness); } for(int i = 0; i < f.vertices.length; i++) { Vertex v = f.vertices[i]; Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z); vec.rotateAroundZ(pitch); vec.rotateAroundY(rot); float x = (float) vec.xCoord; float y = (float) vec.yCoord; float z = (float) vec.zCoord; TextureCoordinate t = f.textureCoordinates[i]; tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16)); // The shoddy way of rendering a tringulated model with a // quad tessellator if(i % 3 == 2) tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16)); } } } } public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, boolean shadow) { renderPartWithIcon(model, name, icon, tes, rot, 0, shadow); } public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) { GroupObject go = null; for(GroupObject obj : model.groupObjects) { if(obj.name.equals(name)) go = obj; } if(go == null) return; for(Face f : go.faces) { Vertex n = f.faceNormal; Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z); normal.rotateAroundZ(pitch); normal.rotateAroundY(rot); tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord); if(shadow || hasColor) { float brightness = 1.0F; if(shadow) { brightness = ((float)normal.yCoord + 0.7F) * 0.9F - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F; if(brightness < 0.45F) brightness = 0.45F; } if(hasColor) { tes.setColorOpaque((int)(red * brightness), (int)(green * brightness), (int)(blue * brightness)); } else { tes.setColorOpaque_F(brightness, brightness, brightness); } } for(int i = 0; i < f.vertices.length; i++) { Vertex v = f.vertices[i]; Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z); vec.rotateAroundZ(pitch); vec.rotateAroundY(rot); float x = (float) vec.xCoord; float y = (float) vec.yCoord; float z = (float) vec.zCoord; TextureCoordinate t = f.textureCoordinates[i]; tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D)); // The shoddy way of rendering a tringulated model with a quad // tessellator if(i % 3 == 2) tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D)); } } } private static int red; private static int green; private static int blue; private static boolean hasColor = false; public static void setColor(int color) { red = (color & 0xff0000) >> 16; green = (color & 0x00ff00) >> 8; blue = color & 0x0000ff; hasColor = true; } public static void setColor(int r, int g, int b) { red = r; green = g; blue = b; hasColor = true; } public static void clearColor() { hasColor = false; } }