public class FaceBakery
extends java.lang.Object
Modifier and Type | Field and Description |
---|---|
private static float |
SCALE_ROTATION_22_5 |
private static float |
SCALE_ROTATION_GENERAL |
Constructor and Description |
---|
FaceBakery() |
Modifier and Type | Method and Description |
---|---|
private void |
applyFacing(int[] vertexData,
Direction directionIn) |
BakedQuad |
bakeQuad(Vector3f posFrom,
Vector3f posTo,
BlockPartFace face,
TextureAtlasSprite sprite,
Direction facing,
IModelTransform transformIn,
BlockPartRotation partRotation,
boolean shade,
ResourceLocation modelLocationIn) |
private void |
fillVertexData(int[] vertexData,
int vertexIndex,
Direction facing,
BlockFaceUV blockFaceUVIn,
float[] posDiv16,
TextureAtlasSprite sprite,
TransformationMatrix rotationIn,
BlockPartRotation partRotation,
boolean shade) |
private float |
getFaceBrightness(Direction facing) |
private int |
getFaceShadeColor(Direction facing) |
static Direction |
getFacingFromVertexData(int[] faceData) |
private float[] |
getPositionsDiv16(Vector3f pos1,
Vector3f pos2) |
private int[] |
makeQuadVertexData(BlockFaceUV uvs,
TextureAtlasSprite sprite,
Direction orientation,
float[] posDiv16,
TransformationMatrix rotationIn,
BlockPartRotation partRotation,
boolean shade) |
private void |
rotatePart(Vector3f vec,
BlockPartRotation partRotation) |
private void |
rotateScale(Vector3f posIn,
Vector3f originIn,
Matrix4f transformIn,
Vector3f scaleIn) |
void |
rotateVertex(Vector3f posIn,
TransformationMatrix transformIn) |
private void |
storeVertexData(int[] faceData,
int storeIndex,
Vector3f positionIn,
int shadeColor,
TextureAtlasSprite sprite,
BlockFaceUV faceUV) |
static BlockFaceUV |
updateFaceUV(BlockFaceUV blockFaceUVIn,
Direction facing,
TransformationMatrix modelRotationIn,
ResourceLocation modelLocationIn) |
private static final float SCALE_ROTATION_22_5
private static final float SCALE_ROTATION_GENERAL
public BakedQuad bakeQuad(Vector3f posFrom, Vector3f posTo, BlockPartFace face, TextureAtlasSprite sprite, Direction facing, IModelTransform transformIn, @Nullable BlockPartRotation partRotation, boolean shade, ResourceLocation modelLocationIn)
public static BlockFaceUV updateFaceUV(BlockFaceUV blockFaceUVIn, Direction facing, TransformationMatrix modelRotationIn, ResourceLocation modelLocationIn)
private int[] makeQuadVertexData(BlockFaceUV uvs, TextureAtlasSprite sprite, Direction orientation, float[] posDiv16, TransformationMatrix rotationIn, @Nullable BlockPartRotation partRotation, boolean shade)
private int getFaceShadeColor(Direction facing)
private float getFaceBrightness(Direction facing)
private void fillVertexData(int[] vertexData, int vertexIndex, Direction facing, BlockFaceUV blockFaceUVIn, float[] posDiv16, TextureAtlasSprite sprite, TransformationMatrix rotationIn, @Nullable BlockPartRotation partRotation, boolean shade)
private void storeVertexData(int[] faceData, int storeIndex, Vector3f positionIn, int shadeColor, TextureAtlasSprite sprite, BlockFaceUV faceUV)
private void rotatePart(Vector3f vec, @Nullable BlockPartRotation partRotation)
public void rotateVertex(Vector3f posIn, TransformationMatrix transformIn)
private void rotateScale(Vector3f posIn, Vector3f originIn, Matrix4f transformIn, Vector3f scaleIn)
public static Direction getFacingFromVertexData(int[] faceData)
private void applyFacing(int[] vertexData, Direction directionIn)