use of net.minecraft.client.util.math.Vector4f in project LittleMaidModelLoader-Fabric by SistrScarlet.
the class SmoothModelPart method renderSmoothCuboids.
private void renderSmoothCuboids(MatrixStack.Entry defaultEntry, MatrixStack.Entry childEntry, VertexConsumer vertexConsumer, int light, int overlay, float red, float green, float blue, float alpha) {
Matrix4f defaultPosMat = defaultEntry.getModel();
Matrix3f defaultNormal = defaultEntry.getNormal();
Matrix4f childPosMat = childEntry.getModel();
Matrix3f childNormal = childEntry.getNormal();
ObjectList<Cuboid> cuboids = ((ModelPartAccessor) this).getCuboids();
for (Cuboid cuboid : cuboids) {
Quad[] quads = ((CuboidAccessor) cuboid).getQuads();
// ここで値取ってこれと一致する頂点をーの方がいいかもね
int indexQ = 0;
for (Quad quad : quads) {
Direction quadDirection = getQuadDirection(indexQ++);
Vector3f defaultNormalVec = quad.direction.copy();
defaultNormalVec.transform(defaultNormal);
Vector3f smoothNormalVec = quad.direction.copy();
smoothNormalVec.transform(childNormal);
int indexV = 0;
for (Vertex vertex : quad.vertices) {
Vector4f posVec = new Vector4f(vertex.pos.getX() / 16.0F, vertex.pos.getY() / 16.0F, vertex.pos.getZ() / 16.0F, 1.0F);
if (shouldRotate(indexV++, quadDirection, direction)) {
posVec.transform(childPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, smoothNormalVec.getX(), smoothNormalVec.getY(), smoothNormalVec.getZ());
} else {
posVec.transform(defaultPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, defaultNormalVec.getX(), defaultNormalVec.getY(), defaultNormalVec.getZ());
}
}
}
}
}
use of net.minecraft.client.util.math.Vector4f in project LittleMaidModelLoader-Fabric by SistrScarlet.
the class ModelRenderer method doRender.
private void doRender(MatrixStack.Entry matrixEntryIn, VertexConsumer bufferIn, int packedLightIn, int packedOverlayIn, float red, float green, float blue, float alpha) {
Matrix4f matrix4f = matrixEntryIn.getModel();
Matrix3f matrix3f = matrixEntryIn.getNormal();
for (ModelBoxBase modelBoxBase : this.cubeList) {
for (ModelBoxBase.TexturedQuad quad : modelBoxBase.quadList) {
// 互換性のためにnormalを@Nullableにしているため、ここで計算する
if (quad.normal == null) {
Vector3f n1 = quad.vertexPositions[0].position.copy();
Vector3f n2 = quad.vertexPositions[2].position.copy();
n1.subtract(quad.vertexPositions[1].position);
n2.subtract(quad.vertexPositions[1].position);
n2.cross(n1);
n2.normalize();
quad.normal = n2;
}
Vector3f normal = quad.normal.copy();
normal.transform(matrix3f);
float normalX = normal.getX();
float normalY = normal.getY();
float normalZ = normal.getZ();
for (int i = 0; i < 4; ++i) {
ModelBoxBase.PositionTextureVertex vertex = quad.vertexPositions[i];
float f3 = vertex.position.getX() / 16.0F;
float f4 = vertex.position.getY() / 16.0F;
float f5 = vertex.position.getZ() / 16.0F;
Vector4f vector4f = new Vector4f(f3, f4, f5, 1.0F);
vector4f.transform(matrix4f);
bufferIn.vertex(vector4f.getX(), vector4f.getY(), vector4f.getZ(), red, green, blue, alpha, vertex.textureU, vertex.textureV, packedOverlayIn, packedLightIn, normalX, normalY, normalZ);
}
}
}
}
use of net.minecraft.client.util.math.Vector4f in project LittleMaidModelLoader-Fabric by SistrScarlet.
the class SmoothModelPart2 method renderSmoothCuboids.
private void renderSmoothCuboids(MatrixStack.Entry defaultEntry, MatrixStack.Entry parentEntry, VertexConsumer vertexConsumer, int light, int overlay, float red, float green, float blue, float alpha) {
Matrix4f defaultPosMat = defaultEntry.getModel();
Matrix3f defaultNormal = defaultEntry.getNormal();
Matrix4f parentPosMat = parentEntry.getModel();
Matrix3f parentNormal = parentEntry.getNormal();
ObjectList<Cuboid> cuboids = ((ModelPartAccessor) this).getCuboids();
for (Cuboid cuboid : cuboids) {
Quad[] quads = ((CuboidAccessor) cuboid).getQuads();
// ここで値取ってこれと一致する頂点をーの方がいいかもね
int indexQ = 0;
for (Quad quad : quads) {
Direction quadDirection = getQuadDirection(indexQ++);
Vector3f defaultNormalVec = quad.direction.copy();
defaultNormalVec.transform(defaultNormal);
Vector3f smoothNormalVec = quad.direction.copy();
smoothNormalVec.transform(parentNormal);
int indexV = 0;
for (Vertex vertex : quad.vertices) {
Vector4f posVec = new Vector4f(vertex.pos.getX() / 16.0F, vertex.pos.getY() / 16.0F, vertex.pos.getZ() / 16.0F, 1.0F);
if (shouldFollowParent(indexV++, quadDirection, direction)) {
posVec.transform(parentPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, smoothNormalVec.getX(), smoothNormalVec.getY(), smoothNormalVec.getZ());
} else {
posVec.transform(defaultPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, defaultNormalVec.getX(), defaultNormalVec.getY(), defaultNormalVec.getZ());
}
}
}
}
}
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