removed missed slope element
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953e79f388
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@ -1,7 +1,6 @@
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package fr.adrien1106.reframedtemplates;
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import fr.adrien1106.reframedtemplates.api.TemplatesClientApi;
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import fr.adrien1106.reframedtemplates.model.SlopeBaseMesh;
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import net.fabricmc.api.ClientModInitializer;
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import net.fabricmc.fabric.api.blockrenderlayer.v1.BlockRenderLayerMap;
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import net.fabricmc.fabric.api.client.model.ModelLoadingRegistry;
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@ -1,113 +0,0 @@
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package fr.adrien1106.reframedtemplates.model;
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import fr.adrien1106.reframedtemplates.api.TemplatesClientApi;
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import net.fabricmc.fabric.api.renderer.v1.Renderer;
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import net.fabricmc.fabric.api.renderer.v1.mesh.Mesh;
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import net.fabricmc.fabric.api.renderer.v1.mesh.MeshBuilder;
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import net.fabricmc.fabric.api.renderer.v1.mesh.QuadEmitter;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.RotationAxis;
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import org.joml.Matrix4f;
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public class SlopeBaseMesh {
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/**
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* @see RetexturingBakedModel for why these values were chosen
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*/
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public static final int TAG_SLOPE = Direction.UP.ordinal() + 1;
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public static final int TAG_LEFT = Direction.EAST.ordinal() + 1;
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public static final int TAG_RIGHT = Direction.WEST.ordinal() + 1;
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public static final int TAG_BACK = Direction.SOUTH.ordinal() + 1;
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public static final int TAG_BOTTOM = Direction.DOWN.ordinal() + 1;
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public static Mesh makeUpright() {
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Renderer renderer = TemplatesClientApi.getInstance().getFabricRenderer();
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MeshBuilder builder = renderer.meshBuilder();
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QuadEmitter qu = builder.getEmitter();
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qu.tag(TAG_SLOPE)
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.pos(0, 0f, 0f, 0f).pos(1, 0f, 1f, 1f).pos(2, 1f, 1f, 1f).pos(3, 1f, 0f, 0f)
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.color(-1, -1, -1, -1)
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.uv(0, 0f, 0f).uv(1, 0f, 1f).uv(2, 1f, 1f).uv(3, 1f, 0f)
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.emit()
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.tag(TAG_LEFT)
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.pos(0, 1f, 0f, 0f).pos(1, 1f, 0.5f, 0.5f).pos(2, 1f, 1f, 1f).pos(3, 1f, 0f, 1f)
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.color(-1, -1, -1, -1)
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.uv(0, 1f, 1f).uv(1, 0.5f, 0.5f).uv(2, 0f, 0f).uv(3, 0f, 1f)
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.cullFace(Direction.EAST)
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.emit()
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.tag(TAG_RIGHT)
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.pos(0, 0f, 0.5f, 0.5f).pos(1, 0, 0f, 0f).pos(2, 0f, 0f, 1f).pos(3, 0f, 1f, 1f)
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.color(-1, -1, -1, -1)
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.uv(0, 0.5f, 0.5f).uv(1, 0f, 1f).uv(2, 1f, 1f).uv(3, 1f, 0f)
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.cullFace(Direction.WEST)
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.emit()
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.tag(TAG_BACK)
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.square(Direction.SOUTH, 0, 0, 1, 1, 0) //sets pos & cullFace
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.color(-1, -1, -1, -1)
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.uvUnitSquare()
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.emit()
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.tag(TAG_BOTTOM)
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.square(Direction.DOWN, 0, 0, 1, 1, 0) //sets pos & cullFace
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.color(-1, -1, -1, -1)
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.uvUnitSquare()
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.emit();
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return builder.build();
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}
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//My mfw (my face when) mfw face when you can't rotate blockmodels on the z axis from a blockstate file
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//Fine i will do it myself !!!
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public static Mesh makeSide() {
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Matrix4f mat = new Matrix4f();
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RotationAxis.POSITIVE_Z.rotationDegrees(90).get(mat);
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return MeshTransformUtil.pretransformMesh(makeUpright(), MeshTransformUtil.applyMatrix(mat));
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}
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//looks weird since i wrote a janky script to massage a .bbmodel, some manual fixups applied
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public static Mesh makeTinyUpright() {
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Renderer renderer = TemplatesClientApi.getInstance().getFabricRenderer();
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MeshBuilder builder = renderer.meshBuilder();
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QuadEmitter qu = builder.getEmitter();
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qu.tag(TAG_LEFT)
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.pos(0, 1f, 0.25f, 0.75f).uv(0, 0.25f, 0.75f)
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.pos(1, 1f, 0.5f, 1f).uv(1, 0f, 0.5f)
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.pos(2, 1f, 0f, 1f).uv(2, 0f, 1f)
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.pos(3, 1f, 0f, 0.5f).uv(3, 0.5f, 1f)
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.color(-1, -1, -1, -1)
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.emit()
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.tag(TAG_RIGHT)
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.pos(0, 0f, 0f, 1f).uv(0, 1f, 1f)
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.pos(1, 0f, 0.5f, 1f).uv(1, 1f, 0.5f)
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.pos(2, 0f, 0.25f, 0.75f).uv(2, 0.75f, 0.75f)
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.pos(3, 0f, 0f, 0.5f).uv(3, 0.5f, 1f)
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.color(-1, -1, -1, -1)
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.emit()
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.tag(TAG_BOTTOM)
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.pos(0, 1f, 0f, 0.5f).uv(0, 1f, 0.5f)
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.pos(1, 1f, 0f, 1f).uv(1, 1f, 0f)
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.pos(2, 0f, 0f, 1f).uv(2, 0f, 0f)
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.pos(3, 0f, 0f, 0.5f).uv(3, 0f, 0.5f)
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.color(-1, -1, -1, -1)
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.emit()
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.tag(TAG_BACK)
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.pos(0, 1f, 0f, 1f).uv(0, 1f, 1f)
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.pos(1, 1f, 0.5f, 1f).uv(1, 1f, 0.5f)
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.pos(2, 0f, 0.5f, 1f).uv(2, 0f, 0.5f)
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.pos(3, 0f, 0f, 1f).uv(3, 0f, 1f)
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.color(-1, -1, -1, -1)
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.emit()
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.tag(TAG_SLOPE)
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.pos(0, 1f, 0.5f, 1f).uv(2, 0f, 0.5f) //manually permuted uvs
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.pos(1, 1f, 0f, 0.5f).uv(3, 0f, 1f)
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.pos(2, 0f, 0f, 0.5f).uv(0, 1f, 1f)
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.pos(3, 0f, 0.5f, 1f).uv(1, 1f, 0.5f)
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.color(-1, -1, -1, -1)
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.emit()
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;
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return builder.build();
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}
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public static Mesh makeTinySide() {
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Matrix4f mat = new Matrix4f();
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RotationAxis.POSITIVE_Z.rotationDegrees(90).get(mat);
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return MeshTransformUtil.pretransformMesh(makeTinyUpright(), MeshTransformUtil.applyMatrix(mat));
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}
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}
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