mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-03-12 04:35:36 +00:00
179 lines
5.5 KiB
Java
179 lines
5.5 KiB
Java
package com.hbm.render.util;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.util.IIcon;
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import net.minecraft.util.Vec3;
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import net.minecraftforge.client.model.obj.Face;
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import net.minecraftforge.client.model.obj.GroupObject;
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import net.minecraftforge.client.model.obj.TextureCoordinate;
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import net.minecraftforge.client.model.obj.Vertex;
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import net.minecraftforge.client.model.obj.WavefrontObject;
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import net.minecraftforge.common.util.ForgeDirection;
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public class ObjUtil {
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public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, boolean shadow) {
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renderWithIcon(model, icon, tes, rot, 0, 0, shadow);
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}
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public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) {
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renderWithIcon(model, icon, tes, rot, pitch, 0, shadow);
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}
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public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, float pitch, float roll, boolean shadow) {
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for(GroupObject go : model.groupObjects) {
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for(Face f : go.faces) {
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Vertex n = f.faceNormal;
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Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z);
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normal.rotateAroundZ(pitch);
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normal.rotateAroundY(rot);
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tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord);
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if(shadow) {
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float brightness = ((float)normal.yCoord + 0.7F) * 0.9F - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F;
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if(brightness < 0.45F)
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brightness = 0.45F;
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tes.setColorOpaque_F(brightness, brightness, brightness);
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}
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for(int i = 0; i < f.vertices.length; i++) {
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Vertex v = f.vertices[i];
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Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z);
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vec.rotateAroundX(roll);
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vec.rotateAroundZ(pitch);
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vec.rotateAroundY(rot);
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float x = (float) vec.xCoord;
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float y = (float) vec.yCoord;
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float z = (float) vec.zCoord;
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TextureCoordinate t = f.textureCoordinates[i];
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tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16));
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// The shoddy way of rendering a tringulated model with a
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// quad tessellator
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if(i % 3 == 2)
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tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16));
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}
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}
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}
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}
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public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, boolean shadow) {
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renderPartWithIcon(model, name, icon, tes, rot, 0, 0, shadow);
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}
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public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) {
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renderPartWithIcon(model, name, icon, tes, rot, pitch, 0, shadow);
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}
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public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, float pitch, float roll, boolean shadow) {
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GroupObject go = null;
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for(GroupObject obj : model.groupObjects) {
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if(obj.name.equals(name))
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go = obj;
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}
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if(go == null)
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return;
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for(Face f : go.faces) {
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Vertex n = f.faceNormal;
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Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z);
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normal.rotateAroundZ(pitch);
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normal.rotateAroundY(rot);
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tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord);
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if(shadow || hasColor) {
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float brightness = 1.0F;
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if(shadow) {
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brightness = ((float)normal.yCoord * 0.3F + 0.7F) - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F;
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if(brightness < 0.45F)
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brightness = 0.45F;
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}
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if(hasColor) {
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tes.setColorOpaque((int)(red * brightness), (int)(green * brightness), (int)(blue * brightness));
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} else {
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tes.setColorOpaque_F(brightness, brightness, brightness);
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}
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}
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for(int i = 0; i < f.vertices.length; i++) {
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Vertex v = f.vertices[i];
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Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z);
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vec.rotateAroundX(roll);
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vec.rotateAroundZ(pitch);
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vec.rotateAroundY(rot);
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float x = (float) vec.xCoord;
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float y = (float) vec.yCoord;
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float z = (float) vec.zCoord;
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TextureCoordinate t = f.textureCoordinates[i];
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tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D));
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// The shoddy way of rendering a tringulated model with a quad
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// tessellator
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if(f.vertices.length == 3 && i % 3 == 2)
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tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D));
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}
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}
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}
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private static int red;
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private static int green;
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private static int blue;
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private static boolean hasColor = false;
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public static void setColor(int color) {
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red = (color & 0xff0000) >> 16;
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green = (color & 0x00ff00) >> 8;
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blue = color & 0x0000ff;
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hasColor = true;
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}
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public static void setColor(int r, int g, int b) {
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red = r;
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green = g;
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blue = b;
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hasColor = true;
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}
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public static void clearColor() {
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hasColor = false;
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}
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// Both methods assume model is facing towards +X (EAST)
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// Why not +Z (NORTH)? Pitch doesn't rotate as you would expect in that case using the (current) draw methods
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public static float getPitch(ForgeDirection dir) {
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if (dir == ForgeDirection.UP) return (float)Math.PI * -0.5F;
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if (dir == ForgeDirection.DOWN) return (float)Math.PI * 0.5F;
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return 0;
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}
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public static float getYaw(ForgeDirection dir) {
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if (dir == ForgeDirection.NORTH) return (float)Math.PI * 0.5f;;
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if (dir == ForgeDirection.SOUTH) return (float)Math.PI * -0.5f;
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if (dir == ForgeDirection.WEST) return (float)Math.PI;
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return 0;
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}
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}
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