Trinity/src/main/java/trinity/render/Face2.java
2021-10-21 20:24:45 -04:00

86 lines
2.8 KiB
Java

package trinity.render;
import trinity.render.Tessellator;
import trinity.render.TextureCoordinate;
import trinity.handler.Vec3;
import trinity.render.Vertex;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class Face2 {
public Vertex[] vertices;
public Vertex[] vertexNormals;
public Vertex faceNormal;
public TextureCoordinate[] textureCoordinates;
@SideOnly(Side.CLIENT)
public void addFaceForRender(Tessellator tessellator)
{
addFaceForRender(tessellator, 0.0005F);
}
@SideOnly(Side.CLIENT)
public void addFaceForRender(Tessellator tessellator, float textureOffset)
{
if (faceNormal == null)
{
faceNormal = this.calculateFaceNormal();
}
tessellator.setNormal(faceNormal.x, faceNormal.y, faceNormal.z);
float averageU = 0F;
float averageV = 0F;
if ((textureCoordinates != null) && (textureCoordinates.length > 0))
{
for (int i = 0; i < textureCoordinates.length; ++i)
{
averageU += textureCoordinates[i].u;
averageV += textureCoordinates[i].v;
}
averageU = averageU / textureCoordinates.length;
averageV = averageV / textureCoordinates.length;
}
float offsetU, offsetV;
for (int i = 0; i < vertices.length; ++i)
{
if ((textureCoordinates != null) && (textureCoordinates.length > 0))
{
offsetU = textureOffset;
offsetV = textureOffset;
if (textureCoordinates[i].u > averageU)
{
offsetU = -offsetU;
}
if (textureCoordinates[i].v > averageV)
{
offsetV = -offsetV;
}
tessellator.addVertexWithUV(vertices[i].x, vertices[i].y, vertices[i].z, textureCoordinates[i].u + offsetU, textureCoordinates[i].v + offsetV + (((double)System.currentTimeMillis() % HmfController.modoloMod) / HmfController.quotientMod));
}
else
{
tessellator.addVertex(vertices[i].x, vertices[i].y, vertices[i].z);
}
}
}
public Vertex calculateFaceNormal()
{
Vec3 v1 = Vec3.createVectorHelper(vertices[1].x - vertices[0].x, vertices[1].y - vertices[0].y, vertices[1].z - vertices[0].z);
Vec3 v2 = Vec3.createVectorHelper(vertices[2].x - vertices[0].x, vertices[2].y - vertices[0].y, vertices[2].z - vertices[0].z);
Vec3 normalVector = null;
normalVector = v1.crossProduct(v2).normalize();
return new Vertex((float) normalVector.xCoord, (float) normalVector.yCoord, (float) normalVector.zCoord);
}
}