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package de.pewpewproject.lasertag.block.models; |
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import net.fabricmc.api.EnvType; |
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import net.fabricmc.api.Environment; |
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import net.fabricmc.fabric.api.renderer.v1.Renderer; |
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import net.fabricmc.fabric.api.renderer.v1.RendererAccess; |
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import net.fabricmc.fabric.api.renderer.v1.material.BlendMode; |
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import net.fabricmc.fabric.api.renderer.v1.material.MaterialFinder; |
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import net.fabricmc.fabric.api.renderer.v1.material.RenderMaterial; |
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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.MutableQuadView; |
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import net.fabricmc.fabric.api.renderer.v1.mesh.QuadEmitter; |
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import net.fabricmc.fabric.api.renderer.v1.model.FabricBakedModel; |
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import net.fabricmc.fabric.api.renderer.v1.model.ModelHelper; |
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import net.fabricmc.fabric.api.renderer.v1.render.RenderContext; |
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import net.minecraft.block.BlockState; |
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import net.minecraft.client.render.model.*; |
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import net.minecraft.client.render.model.json.ModelOverrideList; |
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import net.minecraft.client.render.model.json.ModelTransformation; |
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import net.minecraft.client.texture.Sprite; |
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import net.minecraft.client.util.SpriteIdentifier; |
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import net.minecraft.item.ItemStack; |
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import net.minecraft.util.Identifier; |
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import net.minecraft.util.math.BlockPos; |
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import net.minecraft.util.math.Direction; |
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import net.minecraft.util.math.random.Random; |
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import net.minecraft.world.BlockRenderView; |
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import java.util.Collection; |
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import java.util.Collections; |
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import java.util.List; |
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import java.util.function.Function; |
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import java.util.function.Supplier; |
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/** |
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* Abstract base class for all emissive custom block models |
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* |
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* @author Étienne Muser |
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*/ |
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@Environment(EnvType.CLIENT) |
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public abstract class AbstractEmissiveBlockModel implements UnbakedModel, BakedModel, FabricBakedModel { |
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private RenderMaterial emissiveMaterial; |
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protected Mesh mesh; |
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@Override |
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public Collection<Identifier> getModelDependencies() { |
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// This model does not depend on other models. |
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return Collections.emptyList(); |
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} |
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@Override |
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public BakedModel bake(ModelLoader loader, Function<SpriteIdentifier, Sprite> textureGetter, ModelBakeSettings rotationContainer, Identifier modelId) { |
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getSprites(textureGetter); |
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// Build the mesh using the Renderer API |
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Renderer renderer = RendererAccess.INSTANCE.getRenderer(); |
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MeshBuilder builder = renderer.meshBuilder(); |
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QuadEmitter emitter = builder.getEmitter(); |
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MaterialFinder materialFinder = renderer.materialFinder(); |
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emissiveMaterial = materialFinder.emissive(0, true) |
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.disableDiffuse(0, true) |
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.disableAo(0, true) |
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.blendMode(0, BlendMode.TRANSLUCENT) |
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.find(); |
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// Add texture - implemented by child class |
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addTextureToUnbakedModel(emitter); |
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mesh = builder.build(); |
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return this; |
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} |
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/** |
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* Get the textures the model needs. |
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* |
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* @param textureGetter |
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*/ |
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protected abstract void getSprites(Function<SpriteIdentifier, Sprite> textureGetter); |
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@Override |
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public List<BakedQuad> getQuads(BlockState state, Direction face, net.minecraft.util.math.random.Random random) { |
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// Don't need because we use FabricBakedModel instead. However, it's better to not return null in case some mod decides to call this function. |
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return Collections.emptyList(); |
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} |
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@Override |
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public boolean useAmbientOcclusion() { |
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// we want the block to have a shadow depending on the adjacent blocks |
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return true; |
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} |
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@Override |
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public boolean isBuiltin() { |
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return false; |
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} |
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@Override |
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public boolean hasDepth() { |
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return false; |
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} |
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@Override |
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public boolean isSideLit() { |
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return false; |
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} |
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@Override |
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public ModelTransformation getTransformation() { |
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return ModelHelper.MODEL_TRANSFORM_BLOCK; |
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} |
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@Override |
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public ModelOverrideList getOverrides() { |
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return ModelOverrideList.EMPTY; |
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} |
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@Override |
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public boolean isVanillaAdapter() { |
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// False to trigger FabricBakedModel rendering |
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return false; |
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} |
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@Override |
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public void emitBlockQuads(BlockRenderView blockRenderView, BlockState blockState, BlockPos blockPos, Supplier<net.minecraft.util.math.random.Random> supplier, RenderContext renderContext) { |
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// Render function |
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// We just render the mesh |
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renderContext.meshConsumer().accept(mesh); |
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} |
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@Override |
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public void emitItemQuads(ItemStack itemStack, Supplier<Random> supplier, RenderContext renderContext) { |
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// Item render function |
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// We just render the mesh of the block |
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renderContext.meshConsumer().accept(mesh); |
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} |
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/** |
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* Adds the desired texture to the unbaked model during baking |
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* |
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* @param emitter |
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*/ |
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protected abstract void addTextureToUnbakedModel(QuadEmitter emitter); |
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/** |
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* Add a single glowing sprite to a texture. |
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* <p> |
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* If the texture is not square, it gets stretched to a square. |
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* If you don't want this to happen, use <code>addTextureROI</code>. |
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* |
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* @param direction |
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* @param textureSprite |
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* @param glowTextureSprite |
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* @param emitter |
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* @param left |
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* @param bottom |
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* @param right |
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* @param top |
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* @param depth |
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*/ |
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protected void addTexture(Direction direction, |
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Sprite textureSprite, |
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Sprite glowTextureSprite, |
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QuadEmitter emitter, |
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float left, |
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float bottom, |
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float right, |
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float top, |
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float depth) { |
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// Add a new face to the mesh |
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emitter.square(direction, left, bottom, right, top, depth); |
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// Set the sprite of the face, must be called after .square() |
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// We haven't specified any UV coordinates, so we want to use the whole texture. BAKE_LOCK_UV does exactly that. |
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emitter.spriteBake(0, textureSprite, MutableQuadView.BAKE_LOCK_UV); |
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// Enable texture usage |
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emitter.spriteColor(0, -1, -1, -1, -1); |
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// Add the quad to the mesh |
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emitter.emit(); |
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// Add a new face to the mesh |
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emitter.square(direction, left, bottom, right, top, depth); |
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// Set the sprite of the face, must be called after .square() |
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// We haven't specified any UV coordinates, so we want to use the whole texture. BAKE_LOCK_UV does exactly that. |
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emitter.spriteBake(0, glowTextureSprite, MutableQuadView.BAKE_LOCK_UV); |
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// Enable texture usage |
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emitter.spriteColor(0, -1, -1, -1, -1); |
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// Add glow |
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emitter.material(emissiveMaterial); |
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// Add the quad to the mesh |
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emitter.emit(); |
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} |
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/** |
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* Add a single glowing sprite to a texture with the selected UV |
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* |
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* @param direction |
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* @param textureSprite |
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* @param glowTextureSprite |
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* @param emitter |
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* @param left |
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* @param bottom |
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* @param right |
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* @param top |
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* @param depth |
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*/ |
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protected void addTextureROI(Direction direction, |
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Sprite textureSprite, |
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Sprite glowTextureSprite, |
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QuadEmitter emitter, |
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float left, |
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float bottom, |
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float right, |
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float top, |
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float depth, |
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float textureStartX, |
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float textureStartY, |
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float textureEndX, |
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float textureEndY, |
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int additionalFlags) { |
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// Add a new face to the mesh |
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emitter.square(direction, left, bottom, right, top, depth); |
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// Select region of interest in the texture |
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addTextureROI(emitter, textureStartX, textureStartY, textureEndX, textureEndY); |
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// Set the sprite of the face, must be called after .square() |
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emitter.spriteBake(0, textureSprite, MutableQuadView.BAKE_NORMALIZED | additionalFlags); |
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// Enable texture usage |
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emitter.spriteColor(0, -1, -1, -1, -1); |
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// Add the quad to the mesh |
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emitter.emit(); |
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// Add a new face to the mesh |
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emitter.square(direction, left, bottom, right, top, depth); |
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// Select region of interest in the texture |
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addTextureROI(emitter, textureStartX, textureStartY, textureEndX, textureEndY); |
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// Set the sprite of the face, must be called after .square() |
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emitter.spriteBake(0, glowTextureSprite, MutableQuadView.BAKE_NORMALIZED | additionalFlags); |
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// Enable texture usage |
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emitter.spriteColor(0, -1, -1, -1, -1); |
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// Add glow |
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emitter.material(emissiveMaterial); |
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// Add the quad to the mesh |
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emitter.emit(); |
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} |
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/** |
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* Add a single glowing sprite to a texture with the selected UV |
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* |
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* @param direction |
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* @param textureSprite |
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* @param glowTextureSprite |
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* @param emitter |
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* @param left |
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* @param bottom |
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* @param right |
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* @param top |
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* @param depth |
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*/ |
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protected void addTextureROI(Direction direction, |
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Sprite textureSprite, |
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Sprite glowTextureSprite, |
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QuadEmitter emitter, |
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float left, |
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float bottom, |
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float right, |
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float top, |
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float depth, |
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float textureStartX, |
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float textureStartY, |
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float textureEndX, |
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float textureEndY) { |
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addTextureROI(direction, textureSprite, glowTextureSprite, emitter,left, bottom, right, top, depth, textureStartX, textureStartY, textureEndX, textureEndY, 0); |
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} |
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/** |
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* Add a single glowing sprite to a texture with the selected UV. |
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* Overload where the whole texture is selected. |
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* |
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* @param direction |
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* @param textureSprite |
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* @param glowTextureSprite |
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* @param emitter |
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* @param left |
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* @param bottom |
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* @param right |
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* @param top |
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* @param depth |
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*/ |
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View Code Duplication |
protected void addTextureROI(Direction direction, |
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Sprite textureSprite, |
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Sprite glowTextureSprite, |
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QuadEmitter emitter, |
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float left, |
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float bottom, |
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float right, |
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float top, |
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float depth, |
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int additionalFlags) { |
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addTextureROI(direction, textureSprite, glowTextureSprite, emitter, left, bottom, right, top, depth, 0.0f, 0.0f, 1.0f, 1.0f, additionalFlags); |
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} |
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/** |
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* Add a single glowing sprite to a texture with the selected UV. |
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* Overload where the whole texture is selected. |
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* |
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* @param direction |
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* @param textureSprite |
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* @param glowTextureSprite |
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* @param emitter |
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* @param left |
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* @param bottom |
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* @param right |
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* @param top |
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321
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* @param depth |
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322
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*/ |
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323
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View Code Duplication |
protected void addTextureROI(Direction direction, |
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324
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Sprite textureSprite, |
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325
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Sprite glowTextureSprite, |
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326
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QuadEmitter emitter, |
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327
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float left, |
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328
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float bottom, |
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329
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float right, |
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330
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float top, |
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331
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float depth) { |
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332
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addTextureROI(direction, textureSprite, glowTextureSprite, emitter, left, bottom, right, top, depth, 0.0f, 0.0f, 1.0f, 1.0f, 0); |
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333
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} |
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334
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335
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private void addTextureROI(QuadEmitter emitter, |
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336
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float textureStartX, |
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337
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float textureStartY, |
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338
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float textureEndX, |
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339
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float textureEndY) { |
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340
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emitter.sprite(0, 0, textureStartX, textureStartY); |
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341
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emitter.sprite(1, 0, textureStartX, textureEndY); |
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342
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emitter.sprite(2, 0, textureEndX, textureEndY); |
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343
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emitter.sprite(3, 0, textureEndX, textureStartY); |
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344
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} |
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345
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} |
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346
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