Files
ReFramed/src/main/java/fr/adrien1106/reframed/client/ReFramedModelProvider.java

88 lines
3.6 KiB
Java

package fr.adrien1106.reframed.client;
import fr.adrien1106.reframed.client.model.apperance.CamoAppearanceManager;
import net.fabricmc.fabric.api.client.model.ModelProviderContext;
import net.fabricmc.fabric.api.client.model.ModelResourceProvider;
import net.fabricmc.fabric.api.client.model.ModelVariantProvider;
import net.minecraft.client.render.model.UnbakedModel;
import net.minecraft.client.texture.Sprite;
import net.minecraft.client.util.ModelIdentifier;
import net.minecraft.client.util.SpriteIdentifier;
import net.minecraft.item.ItemConvertible;
import net.minecraft.registry.Registries;
import net.minecraft.util.Identifier;
import org.jetbrains.annotations.Nullable;
import java.util.HashMap;
import java.util.Map;
import java.util.Objects;
import java.util.function.Function;
public class ReFramedModelProvider implements ModelResourceProvider, ModelVariantProvider {
private final Map<Identifier, UnbakedModel> models = new HashMap<>();
private final Map<ModelIdentifier, Identifier> itemAssignments = new HashMap<>();
private volatile CamoAppearanceManager appearanceManager;
/// fabric model provider api
@Override
public @Nullable UnbakedModel loadModelResource(Identifier resourceId, ModelProviderContext context) {
return models.get(resourceId);
}
//For blocks, you can point the game directly at the custom model in the blockstate json file.
//Item models don't have that layer of indirection; it always wants to load the hardcoded "item:id#inventory" model.
//You *would* be able to create a model json for it and set the "parent" field to the custom model,
//but json models are never allowed to have non-json models as a parent, and frame unbaked models are not json models. Ah well.
//So, instead, we use a ModelVariantProvider to redirect attempts to load the item:id#inventory model.
@Override
public @Nullable UnbakedModel loadModelVariant(ModelIdentifier model, ModelProviderContext context) {
Identifier custom_model = itemAssignments.get(model);
return custom_model == null ? null : loadModelResource(custom_model, context);
}
/// camo appearance manager cache
public CamoAppearanceManager getCamoApperanceManager(Function<SpriteIdentifier, Sprite> spriteLookup) {
//This is kind of needlessly sketchy using the "volatile double checked locking" pattern.
//I'd like all frame models to use the same CamoApperanceManager, despite the model
//baking process happening concurrently on several threads, but I also don't want to
//hold up the model baking process too long.
//Volatile field read:
CamoAppearanceManager read = appearanceManager;
if(read == null) {
//Acquire a lock:
synchronized(this) {
//There's a chance another thread just initialized the object and released the lock
//while we were waiting for it, so we do another volatile field read (the "double check"):
read = appearanceManager;
if(read == null) {
//If no-one has initialized it still, I guess it falls to us
read = appearanceManager = new CamoAppearanceManager(spriteLookup);
}
}
}
return Objects.requireNonNull(read);
}
public void dumpCache() {
appearanceManager = null; //volatile write
}
public void addReFramedModel(Identifier id, UnbakedModel unbaked) {
models.put(id, unbaked);
}
public void assignItemModel(Identifier model_id, Identifier... itemIds) {
for(Identifier itemId : itemIds) itemAssignments.put(new ModelIdentifier(itemId, "inventory"), model_id);
}
public void assignItemModel(Identifier model_id, ItemConvertible... itemConvs) {
for(ItemConvertible itemConv : itemConvs) assignItemModel(model_id, Registries.ITEM.getId(itemConv.asItem()));
}
}