Fixed ARC FluidTanks + book work
Fixed the ARC so that it could actually accept FluidStacks via capabilities. Also added several entries to the book regarding the Blood Altar and its runes.
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4ada12dd5e
commit
797963ff04
26 changed files with 419 additions and 40 deletions
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@ -44,8 +44,7 @@ public class RenderResizableCuboid
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{
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return new Vector3f(vector.getX(), vector.getY(), value);
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = " + vector + ")");
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}
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public static double getValue(Vector3d vector, Axis axis)
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@ -60,8 +59,7 @@ public class RenderResizableCuboid
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{
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return vector.z;
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = " + vector + ")");
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}
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public void renderCube(Model3D cube, MatrixStack matrix, IVertexBuilder buffer, int argb, int light, int overlay)
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@ -108,8 +106,7 @@ public class RenderResizableCuboid
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// to see the texture artifacts
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for (int uIndex = 0; uIndex < sizeU; uIndex++)
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{
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float[] baseUV = new float[]
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{ minU, maxU, minV, maxV };
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float[] baseUV = new float[] { minU, maxU, minV, maxV };
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double addU = 1;
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// If the size of the texture is greater than the cuboid goes on for then make
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// sure the texture positions are lowered
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@ -127,8 +124,8 @@ public class RenderResizableCuboid
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addV = sizeV - vIndex;
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uv[V_MAX] = uv[V_MIN] + (uv[V_MAX] - uv[V_MIN]) * (float) addV;
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}
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float[] xyz = new float[]
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{ uIndex, (float) (uIndex + addU), vIndex, (float) (vIndex + addV) };
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float[] xyz = new float[] { uIndex, (float) (uIndex + addU), vIndex,
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(float) (vIndex + addV) };
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, false, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, true, red, green, blue, alpha, light, overlay);
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@ -147,9 +144,7 @@ public class RenderResizableCuboid
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matrix.pop();
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}
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private void renderPoint(Matrix4f matrix4f, Matrix3f normal, IVertexBuilder buffer, Direction face, Axis u, Axis v,
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float other, float[] uv, float[] xyz, boolean minU, boolean minV, float red, float green, float blue,
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float alpha, int light, int overlay)
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private void renderPoint(Matrix4f matrix4f, Matrix3f normal, IVertexBuilder buffer, Direction face, Axis u, Axis v, float other, float[] uv, float[] xyz, boolean minU, boolean minV, float red, float green, float blue, float alpha, int light, int overlay)
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{
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int U_ARRAY = minU ? U_MIN : U_MAX;
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int V_ARRAY = minV ? V_MIN : V_MAX;
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@ -160,8 +155,7 @@ public class RenderResizableCuboid
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// TODO: Figure out how and why this works, it gives about the same brightness
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// as we used to have but I don't understand why/how
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float adjustment = 2.5F;
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Vector3f norm = new Vector3f(normalForFace.getX() + adjustment, normalForFace.getY()
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+ adjustment, normalForFace.getZ() + adjustment);
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Vector3f norm = new Vector3f(normalForFace.getX() + adjustment, normalForFace.getY() + adjustment, normalForFace.getZ() + adjustment);
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norm.normalize();
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buffer.pos(matrix4f, vertex.getX(), vertex.getY(), vertex.getZ()).color(red, green, blue, alpha).tex(uv[U_ARRAY], uv[V_ARRAY]).overlay(overlay).lightmap(light).normal(normal, norm.getX(), norm.getY(), norm.getZ()).endVertex();
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}
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