diff options
author | Mary <33456283+FourIsTheNumber@users.noreply.github.com> | 2024-07-31 13:13:20 -0400 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-08-01 00:13:20 +0700 |
commit | 99b0281dcf4ba451a363f811fdc6b671a239dc71 (patch) | |
tree | 7391763433587d53031b3e86dba37aa473eb332c /src/main/java/gregtech/api/util | |
parent | b4ee66356b06d0fcc75654506ed67aa57755393b (diff) | |
download | GT5-Unofficial-99b0281dcf4ba451a363f811fdc6b671a239dc71.tar.gz GT5-Unofficial-99b0281dcf4ba451a363f811fdc6b671a239dc71.tar.bz2 GT5-Unofficial-99b0281dcf4ba451a363f811fdc6b671a239dc71.zip |
Laser Engraver Multi (#2771)
* Laser engraver boilerplate and structure
* Made a rough, untextured laser renderer
* Laser renderer is kind of functional
* Laser renderer follows curve
* Laser turns on/off when recipe is running
* Sampsa laser
* Color changing boilerplate
* Registered all gt lenses
* Fixed default renderer to white
* NBT reading functional
* Stole SE code to try and get TE working. It does not
* Laser renderer finally functioning with more than 1 laser!
* Moved tick count to TileLaser so lasers don't tick each other
* Implemented laser source hatch
* Structure update + spotless
* Switched to the GT_Values tier list
* Update tooltip and message player about rendering toggle
* Allow fluid input/output
* Attempting to give proper name to laser plate
* Fixed laser plate name
* New laser plate texture
* New casing just dropped
* Allow UMV glass to use any laser source
* Switched laser to a simple line renderer instead of a model
* Fixed hatch texture I missed earlier
* Spotless
* Controller textures
* render: New laser renderer
- Use GL quad rendering instead of line rendering to fix scaling
- Set lightmap coords (Emit bloom glow with shaders)
- Set opacity to 1.0
- Slight cleanup
* Got rid of the old laser model
* Tweaked some numbers on the renderer
* Spotless
* cleanup
* I give up on rotation, I've spent too much time trying to get this to work
* Got block item working I think
* Fixed tooltip for laser and multicanner
* Support bartworks lenses
* Finishing touches
* Removed unneeded assignment
* Allow UXV lasers to do all recipes
* Forgot to call super for nbt data...
* Replace magic numbers
* oops, spotless
* Another magic voltage number
* Rotations and mirror flips
Now with spotless
* fixed west/east
* ok but actually fixed now, mixed up west/east with north/south
* Updated laser source snapping to account for rotation being allowed
* Cleanup rotation axis and remove unecessary nbt
* Re-added nbt but actually load it properly now
* Fix NEI displaying lots of hatches
---------
Co-authored-by: LekKit <50500857+LekKit@users.noreply.github.com>
Co-authored-by: BucketBrigade <apple12a1@hotmail.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Diffstat (limited to 'src/main/java/gregtech/api/util')
-rw-r--r-- | src/main/java/gregtech/api/util/LaserRenderingUtil.java | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/src/main/java/gregtech/api/util/LaserRenderingUtil.java b/src/main/java/gregtech/api/util/LaserRenderingUtil.java new file mode 100644 index 0000000000..e42d23bc85 --- /dev/null +++ b/src/main/java/gregtech/api/util/LaserRenderingUtil.java @@ -0,0 +1,102 @@ +package gregtech.api.util; + +import java.util.function.Consumer; + +import net.minecraft.block.Block; +import net.minecraft.entity.player.EntityPlayerMP; +import net.minecraft.item.ItemStack; +import net.minecraft.util.IChatComponent; +import net.minecraft.world.World; + +import com.gtnewhorizon.structurelib.StructureLibAPI; +import com.gtnewhorizon.structurelib.structure.ICustomBlockSetting; +import com.gtnewhorizon.structurelib.structure.IItemSource; +import com.gtnewhorizon.structurelib.structure.IStructureElement; +import com.gtnewhorizon.structurelib.structure.StructureUtility; + +public class LaserRenderingUtil { + // This code is shamelessly ripped from GTNH-Intergalactic + + public interface IBlockAdder<T> { + + /** + * Callback on block added, needs to check if block is valid (and add it) + * + * @param block block attempted to add + * @param meta meta of block attempted to add + * @param world World of the block + * @param x X coordinate of the block + * @param y Y coordinate of the block + * @param z Z coordinate of the block + * @return is structure still valid + */ + boolean apply(T t, Block block, int meta, World world, int x, int y, int z); + } + + public static <T> IStructureElement<T> ofBlockAdder(IBlockAdder<T> iBlockAdder, Block defaultBlock, + int defaultMeta) { + if (iBlockAdder == null || defaultBlock == null) { + throw new IllegalArgumentException(); + } + if (defaultBlock instanceof ICustomBlockSetting) { + return new IStructureElement<T>() { + + @Override + public boolean check(T t, World world, int x, int y, int z) { + Block worldBlock = world.getBlock(x, y, z); + return iBlockAdder.apply(t, worldBlock, worldBlock.getDamageValue(world, x, y, z), world, x, y, z); + } + + @Override + public boolean placeBlock(T t, World world, int x, int y, int z, ItemStack trigger) { + ((ICustomBlockSetting) defaultBlock).setBlock(world, x, y, z, defaultMeta); + return true; + } + + @Override + public boolean spawnHint(T t, World world, int x, int y, int z, ItemStack trigger) { + StructureLibAPI.hintParticle(world, x, y, z, defaultBlock, defaultMeta); + return true; + } + + @Override + public PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, + IItemSource s, EntityPlayerMP actor, Consumer<IChatComponent> chatter) { + if (check(t, world, x, y, z)) return PlaceResult.SKIP; + return StructureUtility + .survivalPlaceBlock(defaultBlock, defaultMeta, world, x, y, z, s, actor, chatter); + } + }; + } else { + return new IStructureElement<T>() { + + @Override + public boolean check(T t, World world, int x, int y, int z) { + Block worldBlock = world.getBlock(x, y, z); + return iBlockAdder + .apply(t, worldBlock, ((Block) worldBlock).getDamageValue(world, x, y, z), world, x, y, z); + } + + @Override + public boolean placeBlock(T t, World world, int x, int y, int z, ItemStack trigger) { + world.setBlock(x, y, z, defaultBlock, defaultMeta, 2); + return true; + } + + @Override + public boolean spawnHint(T t, World world, int x, int y, int z, ItemStack trigger) { + StructureLibAPI.hintParticle(world, x, y, z, defaultBlock, defaultMeta); + return true; + } + + @Override + public PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, + IItemSource s, EntityPlayerMP actor, Consumer<IChatComponent> chatter) { + if (check(t, world, x, y, z)) return IStructureElement.PlaceResult.SKIP; + return StructureUtility + .survivalPlaceBlock(defaultBlock, defaultMeta, world, x, y, z, s, actor, chatter); + } + }; + } + } +} |