Better documentation for IForgeWorldType, TERFast, TERAnimation
Also rename AnimationTESR to TileEntityRendererAnimation
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3 changed files with 43 additions and 16 deletions
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@ -24,6 +24,7 @@ import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BlockRendererDispatcher;
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import net.minecraft.client.renderer.BlockRendererDispatcher;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IWorldReader;
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import net.minecraft.world.IWorldReader;
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@ -31,7 +32,6 @@ import net.minecraftforge.client.MinecraftForgeClient;
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import net.minecraftforge.common.animation.Event;
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import net.minecraftforge.common.animation.Event;
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import net.minecraftforge.common.animation.IEventHandler;
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import net.minecraftforge.common.animation.IEventHandler;
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import net.minecraftforge.common.capabilities.OptionalCapabilityInstance;
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import net.minecraftforge.common.capabilities.OptionalCapabilityInstance;
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import net.minecraftforge.common.model.IModelState;
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import net.minecraftforge.common.model.animation.CapabilityAnimation;
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import net.minecraftforge.common.model.animation.CapabilityAnimation;
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import net.minecraftforge.common.model.animation.IAnimationStateMachine;
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import net.minecraftforge.common.model.animation.IAnimationStateMachine;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import net.minecraftforge.common.property.IExtendedBlockState;
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@ -39,18 +39,16 @@ import net.minecraftforge.common.property.Properties;
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import java.util.Random;
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import java.util.Random;
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import org.apache.commons.lang3.tuple.Pair;
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/**
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/**
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* Generic TileEntitySpecialRenderer that works with the Forge model system and animations.
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* Generic {@link TileEntityRenderer} that works with the Forge model system and animations.
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*/
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*/
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public class AnimationTESR<T extends TileEntity> extends TileEntityRendererFast<T> implements IEventHandler<T>
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public class TileEntityRendererAnimation<T extends TileEntity> extends TileEntityRendererFast<T> implements IEventHandler<T>
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{
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{
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protected static BlockRendererDispatcher blockRenderer;
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protected static BlockRendererDispatcher blockRenderer;
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@Override
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@Override
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public void renderTileEntityFast(T te, double x, double y, double z, float partialTick, int breakStage, BufferBuilder renderer)
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public void renderTileEntityFast(T te, double x, double y, double z, float partialTick, int breakStage, BufferBuilder renderer)
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{
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{
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OptionalCapabilityInstance<IAnimationStateMachine> cap = te.getCapability(CapabilityAnimation.ANIMATION_CAPABILITY);
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OptionalCapabilityInstance<IAnimationStateMachine> cap = te.getCapability(CapabilityAnimation.ANIMATION_CAPABILITY);
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if(!cap.isPresent())
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if(!cap.isPresent())
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{
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{
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@ -29,8 +29,29 @@ import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
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import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntity;
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/**
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* A special case {@link TileEntityRenderer} which can be batched with other
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* renderers that are also instances of this class.
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* <p>
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* Advantages:
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* <ul>
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* <li>All batched renderers are drawn with a single draw call</li>
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* <li>Renderers have their vertices depth sorted for better translucency
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* support</li>
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* </ul>
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* <p>
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* Disadvantages:
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* <ul>
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* <li>OpenGL operations are not permitted</li>
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* <li>All renderers must use the same {@link VertexFormat}
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* ({@link DefaultVertexFormats#BLOCK})</li>
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* </ul>
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*
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* @param <T> The type of {@link TileEntity} being rendered.
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*/
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public abstract class TileEntityRendererFast<T extends TileEntity> extends TileEntityRenderer<T>
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public abstract class TileEntityRendererFast<T extends TileEntity> extends TileEntityRenderer<T>
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{
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{
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@Override
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@Override
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@ -63,6 +84,11 @@ public abstract class TileEntityRendererFast<T extends TileEntity> extends TileE
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RenderHelper.enableStandardItemLighting();
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RenderHelper.enableStandardItemLighting();
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}
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}
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/**
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* Draw this renderer to the passed {@link BufferBuilder}. <strong>DO
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* NOT</strong> draw to any buffers other than the one passed, or use any OpenGL
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* operations as they will not be applied when this renderer is batched.
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*/
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@Override
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@Override
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public abstract void renderTileEntityFast(T te, double x, double y, double z, float partialTicks, int destroyStage, BufferBuilder buffer);
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public abstract void renderTileEntityFast(T te, double x, double y, double z, float partialTicks, int destroyStage, BufferBuilder buffer);
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}
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}
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@ -19,6 +19,7 @@ import net.minecraft.world.gen.layer.GenLayerZoom;
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import net.minecraft.world.gen.layer.LayerUtil;
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import net.minecraft.world.gen.layer.LayerUtil;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import net.minecraftforge.fml.client.config.IArrayEntry;
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public interface IForgeWorldType
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public interface IForgeWorldType
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{
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{
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@ -81,17 +82,19 @@ public interface IForgeWorldType
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}
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}
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/**
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/**
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* Creates the GenLayerBiome used for generating the world with the specified
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* Allows modifying the {@link IAreaFactory} used for this type's biome
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* ChunkProviderSettings JSON String *IF AND ONLY IF* this WorldType ==
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* generation.
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* WorldType.CUSTOMIZED.
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*
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*
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*
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* @param <T> The type of {@link IArea}.
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* @param worldSeed The world seed
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* @param <C> The type of {@link IContextExtended}.
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* @param parentLayer The parent layer to feed into any layer you return
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*
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* @param chunkSettings The ChunkGeneratorSettings constructed from the custom
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* @param parentLayer The parent layer to feed into any layer you return
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* JSON
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* @param chunkSettings The {@link OverworldGenSettings} used to create the
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* @return A GenLayer that will return ints representing the Biomes to be
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* {@link GenLayerBiome}.
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* generated, see GenLayerBiome
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* @param contextFactory A {@link LongFunction} factory to create contexts of
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* the supplied size.
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* @return An {@link IAreaFactory} that representing the Biomes to be generated.
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* @see {@link GenLayerBiome}
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*/
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*/
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default <T extends IArea, C extends IContextExtended<T>> IAreaFactory<T> getBiomeLayer(IAreaFactory<T> parentLayer,
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default <T extends IArea, C extends IContextExtended<T>> IAreaFactory<T> getBiomeLayer(IAreaFactory<T> parentLayer,
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OverworldGenSettings chunkSettings, LongFunction<C> contextFactory)
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OverworldGenSettings chunkSettings, LongFunction<C> contextFactory)
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