Posted August 10, 201510 yr I am trying to create a model from another model at runtime. I need to translate and scale BakedQuads. Is there a method somewhere that does this, or do I have to manipulate the vertex data directly?
August 10, 201510 yr Was looking for same thing - ended up operating on vertexes. Here just to say - there is nothing bad in it. Just note - getGeneralQuads() in your model is a mutable list of quads. You need to generate new Quads based on old ones and cache them in smart way (if possible). There might be better solutoin tho. 1.7.10 is no longer supported by forge, you are on your own.
August 10, 201510 yr Author Here is what I have based on http://greyminecraftcoder.blogspot.com.au/2014/12/block-models-texturing-quads-faces.html. I've screwed something up somewhere. It's close but not quite right. translation is t and scale is s. Any advice? private BakedQuad scaleAndTranslateQuad(BakedQuad q, Vec3i t, float s) { int[] v = q.getVertexData().clone(); int x = t.getX(); int y = t.getY(); int z = t.getZ(); switch (q.getFace()) { case UP: v[0] = transform(v[0], x, s); v[7] = transform(v[7], x, s); v[14] = transform(v[14], x, s); v[21] = transform(v[21], x, s); v[1] = transform(v[1], -z, s); v[8] = transform(v[8], -z, s); v[15] = transform(v[15], -z, s); v[22] = transform(v[22], -z, s); v[2] = transform(v[2], y, s); v[9] = transform(v[9], y, s); v[16] = transform(v[16], y, s); v[23] = transform(v[23], y, s); break; case DOWN: v[0] = transform(v[0], x, s); v[7] = transform(v[7], x, s); v[14] = transform(v[14], x, s); v[21] = transform(v[21], x, s); v[1] = transform(v[1], z, s); v[8] = transform(v[8], z, s); v[15] = transform(v[15], z, s); v[22] = transform(v[22], z, s); v[2] = transform(v[2], -y, s); v[9] = transform(v[9], -y, s); v[16] = transform(v[16], -y, s); v[23] = transform(v[23], -y, s); break; case EAST: v[0] = transform(v[0], z, s); v[7] = transform(v[7], z, s); v[14] = transform(v[14], z, s); v[21] = transform(v[21], z, s); v[1] = transform(v[1], y, s); v[8] = transform(v[8], y, s); v[15] = transform(v[15], y, s); v[22] = transform(v[22], y, s); v[2] = transform(v[2], x, s); v[9] = transform(v[9], x, s); v[16] = transform(v[16], x, s); v[23] = transform(v[23], x, s); break; case WEST: v[0] = transform(v[0], z, s); v[7] = transform(v[7], z, s); v[14] = transform(v[14], z, s); v[21] = transform(v[21], z, s); v[1] = transform(v[1], y, s); v[8] = transform(v[8], y, s); v[15] = transform(v[15], y, s); v[22] = transform(v[22], y, s); v[2] = transform(v[2], -x, s); v[9] = transform(v[9], -x, s); v[16] = transform(v[16], -x, s); v[23] = transform(v[23], -x, s); break; case NORTH: v[0] = transform(v[0], -x, s); v[7] = transform(v[7], -x, s); v[14] = transform(v[14], -x, s); v[21] = transform(v[21], -x, s); v[1] = transform(v[1], y, s); v[8] = transform(v[8], y, s); v[15] = transform(v[15], y, s); v[22] = transform(v[22], y, s); v[2] = transform(v[2], -z, s); v[9] = transform(v[9], -z, s); v[16] = transform(v[16], -z, s); v[23] = transform(v[23], -z, s); break; case SOUTH: // Case where quad coordinates are aligned with world coordinates v[0] = transform(v[0], x, s); v[7] = transform(v[7], x, s); v[14] = transform(v[14], x, s); v[21] = transform(v[21], x, s); v[1] = transform(v[1], y, s); v[8] = transform(v[8], y, s); v[15] = transform(v[15], y, s); v[22] = transform(v[22], y, s); v[2] = transform(v[2], z, s); v[9] = transform(v[9], z, s); v[16] = transform(v[16], z, s); v[23] = transform(v[23], z, s); break; default: break; } return new BakedQuad(v, q.getTintIndex(), q.getFace()); } private int transform(int i, int t, float s) { float f = Float.intBitsToFloat(i); f = (f + t) * s; return Float.floatToRawIntBits(f); } Edit: A model generated from two stone bricks slabs:
August 10, 201510 yr Author Finally Got it working like this: private BakedQuad scaleAndTranslateQuad(BakedQuad q, Vec3i t, float s) { int[] v = q.getVertexData().clone(); // leftRigh, upDown, frontBack int lr, ud, fb; // A quad has four verticies // indices of x values of vertices are 0, 7, 14, 21 // indices of y values of vertices are 1, 8, 15, 22 // indices of z values of vertices are 2, 9, 16, 23 // east: x // south: z // up: y switch (q.getFace()) { case UP: // Quad up is towards north lr = t.getX(); ud = t.getZ(); fb = t.getY(); v[0] = transform(v[0], lr, s); v[7] = transform(v[7], lr, s); v[14] = transform(v[14], lr, s); v[21] = transform(v[21], lr, s); v[1] = transform(v[1], fb, s); v[8] = transform(v[8], fb, s); v[15] = transform(v[15], fb, s); v[22] = transform(v[22], fb, s); v[2] = transform(v[2], ud, s); v[9] = transform(v[9], ud, s); v[16] = transform(v[16], ud, s); v[23] = transform(v[23], ud, s); break; case DOWN: // Quad up is towards south lr = t.getX(); ud = t.getZ(); fb = t.getY(); v[0] = transform(v[0], lr, s); v[7] = transform(v[7], lr, s); v[14] = transform(v[14], lr, s); v[21] = transform(v[21], lr, s); v[1] = transform(v[1], fb, s); v[8] = transform(v[8], fb, s); v[15] = transform(v[15], fb, s); v[22] = transform(v[22], fb, s); v[2] = transform(v[2], -ud, s); v[9] = transform(v[9], -ud, s); v[16] = transform(v[16], -ud, s); v[23] = transform(v[23], -ud, s); break; case WEST: lr = t.getZ(); ud = t.getY(); fb = t.getX(); v[0] = transform(v[0], fb, s); v[7] = transform(v[7], fb, s); v[14] = transform(v[14], fb, s); v[21] = transform(v[21], fb, s); v[1] = transform(v[1], ud, s); v[8] = transform(v[8], ud, s); v[15] = transform(v[15], ud, s); v[22] = transform(v[22], ud, s); v[2] = transform(v[2], lr, s); v[9] = transform(v[9], lr, s); v[16] = transform(v[16], lr, s); v[23] = transform(v[23], lr, s); break; case EAST: lr = t.getZ(); ud = t.getY(); fb = t.getX(); v[0] = transform(v[0], fb, s); v[7] = transform(v[7], fb, s); v[14] = transform(v[14], fb, s); v[21] = transform(v[21], fb, s); v[1] = transform(v[1], ud, s); v[8] = transform(v[8], ud, s); v[15] = transform(v[15], ud, s); v[22] = transform(v[22], ud, s); v[2] = transform(v[2], lr, s); v[9] = transform(v[9], lr, s); v[16] = transform(v[16], lr, s); v[23] = transform(v[23], lr, s); break; case NORTH: lr = t.getX(); ud = t.getY(); fb = t.getZ(); v[0] = transform(v[0], lr, s); v[7] = transform(v[7], lr, s); v[14] = transform(v[14], lr, s); v[21] = transform(v[21], lr, s); v[1] = transform(v[1], ud, s); v[8] = transform(v[8], ud, s); v[15] = transform(v[15], ud, s); v[22] = transform(v[22], ud, s); v[2] = transform(v[2], fb, s); v[9] = transform(v[9], fb, s); v[16] = transform(v[16], fb, s); v[23] = transform(v[23], fb, s); break; case SOUTH: // Case where quad is aligned with world coordinates lr = t.getX(); ud = t.getY(); fb = t.getZ(); v[0] = transform(v[0], lr, s); v[7] = transform(v[7], lr, s); v[14] = transform(v[14], lr, s); v[21] = transform(v[21], lr, s); v[1] = transform(v[1], ud, s); v[8] = transform(v[8], ud, s); v[15] = transform(v[15], ud, s); v[22] = transform(v[22], ud, s); v[2] = transform(v[2], fb, s); v[9] = transform(v[9], fb, s); v[16] = transform(v[16], fb, s); v[23] = transform(v[23], fb, s); break; default: System.out.println("Unexpected face=" + q.getFace()); break; } return new BakedQuad(v, q.getTintIndex(), q.getFace()); } private int transform(int i, int t, float s) { float f = Float.intBitsToFloat(i); f = (f + t) * s; return Float.floatToRawIntBits(f); } Please contribute any suggestions to abbreviate the code
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.