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[1.8.9] Render fluid inside a tank


nik7

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I start porting my mod from 1.7.10 to 1.8.9, but I can't figure how to render fluid inside a tank.

 

These are the links to my source code:

https://github.com/nik7007/UpgradeCraft/blob/1.8.9/src/main/java/com/nik7/upgcraft/util/RenderHelper.java

https://github.com/nik7007/UpgradeCraft/blob/1.8.9/src/main/java/com/nik7/upgcraft/client/render/tileentity/TileEntityRendererTank.java

 

Can someone help me please? Thanks :)

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Is this the class you're referring to?

 

package net.minecraftforge.client.model;

import com.google.common.base.Function;
import com.google.common.base.Optional;
import com.google.common.collect.ImmutableList;
import com.google.common.collect.ImmutableMap;
import com.google.common.collect.ImmutableSet;
import com.google.common.collect.Maps;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms.TransformType;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.resources.IResourceManager;
import net.minecraft.client.resources.model.IBakedModel;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fluids.*;
import org.apache.commons.lang3.tuple.Pair;

import javax.vecmath.Matrix4f;
import javax.vecmath.Quat4f;
import java.io.IOException;
import java.util.Collection;
import java.util.Map;

import net.minecraft.client.renderer.block.model.ItemCameraTransforms.TransformType;
public class ModelDynBucket implements IModel, IModelCustomData, IRetexturableModel
{
    public static final ModelResourceLocation LOCATION = new ModelResourceLocation(new ResourceLocation("forge", "dynbucket"), "inventory");

    // minimal Z offset to prevent depth-fighting
    private static final float NORTH_Z_BASE = 7.496f / 16f;
    private static final float SOUTH_Z_BASE = 8.504f / 16f;
    private static final float NORTH_Z_FLUID = 7.498f / 16f;
    private static final float SOUTH_Z_FLUID = 8.502f / 16f;

    public static final IModel MODEL = new ModelDynBucket();

    protected final ResourceLocation baseLocation;
    protected final ResourceLocation liquidLocation;
    protected final ResourceLocation coverLocation;

    protected final Fluid fluid;
    protected final boolean flipGas;

    public ModelDynBucket()
    {
        this(null, null, null, null, false);
    }

    public ModelDynBucket(ResourceLocation baseLocation, ResourceLocation liquidLocation, ResourceLocation coverLocation, Fluid fluid, boolean flipGas)
    {
        this.baseLocation = baseLocation;
        this.liquidLocation = liquidLocation;
        this.coverLocation = coverLocation;
        this.fluid = fluid;
        this.flipGas = flipGas;
    }

    @Override
    public Collection<ResourceLocation> getDependencies()
    {
        return ImmutableList.of();
    }

    @Override
    public Collection<ResourceLocation> getTextures()
    {
        ImmutableSet.Builder<ResourceLocation> builder = ImmutableSet.builder();
        if (baseLocation != null)
            builder.add(baseLocation);
        if (liquidLocation != null)
            builder.add(liquidLocation);
        if (coverLocation != null)
            builder.add(coverLocation);

        return builder.build();
    }

    @Override
    public IFlexibleBakedModel bake(IModelState state, VertexFormat format,
                                    Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter)
    {

        ImmutableMap<TransformType, TRSRTransformation> transformMap = IPerspectiveAwareModel.MapWrapper.getTransforms(state);

        // if the fluid is a gas wi manipulate the initial state to be rotated 180? to turn it upside down
        if (flipGas && fluid != null && fluid.isGaseous())
        {
            state = new ModelStateComposition(state, TRSRTransformation.blockCenterToCorner(new TRSRTransformation(null, new Quat4f(0, 0, 1, 0), null, null)));
        }

        TRSRTransformation transform = state.apply(Optional.<IModelPart>absent()).or(TRSRTransformation.identity());
        TextureAtlasSprite fluidSprite = null;
        ImmutableList.Builder<BakedQuad> builder = ImmutableList.builder();

        if(fluid != null) {
            fluidSprite = bakedTextureGetter.apply(fluid.getStill());
        }

        if (baseLocation != null)
        {
            // build base (insidest)
            IFlexibleBakedModel model = (new ItemLayerModel(ImmutableList.of(baseLocation))).bake(state, format, bakedTextureGetter);
            builder.addAll(model.getGeneralQuads());
        }
        if (liquidLocation != null && fluidSprite != null)
        {
            TextureAtlasSprite liquid = bakedTextureGetter.apply(liquidLocation);
            // build liquid layer (inside)
            builder.addAll(ItemTextureQuadConverter.convertTexture(format, transform, liquid, fluidSprite, NORTH_Z_FLUID, EnumFacing.NORTH, fluid.getColor()));
            builder.addAll(ItemTextureQuadConverter.convertTexture(format, transform, liquid, fluidSprite, SOUTH_Z_FLUID, EnumFacing.SOUTH, fluid.getColor()));
        }
        if (coverLocation != null)
        {
            // cover (the actual item around the other two)
            TextureAtlasSprite base = bakedTextureGetter.apply(coverLocation);
            builder.add(ItemTextureQuadConverter.genQuad(format, transform, 0, 0, 16, 16, NORTH_Z_BASE, base, EnumFacing.NORTH, 0xffffffff));
            builder.add(ItemTextureQuadConverter.genQuad(format, transform, 0, 0, 16, 16, SOUTH_Z_BASE, base, EnumFacing.SOUTH, 0xffffffff));
        }


        return new BakedDynBucket(this, builder.build(), fluidSprite, format, Maps.immutableEnumMap(transformMap), Maps.<String, IFlexibleBakedModel>newHashMap());
    }

    @Override
    public IModelState getDefaultState()
    {
        return TRSRTransformation.identity();
    }

    /**
     * Sets the liquid in the model.
     * fluid - Name of the fluid in the FluidRegistry
     * flipGas - If "true" the model will be flipped upside down if the liquid is a gas. If "false" it wont
     * <p/>
     * If the fluid can't be found, water is used
     */
    @Override
    public IModel process(ImmutableMap<String, String> customData)
    {
        String fluidName = customData.get("fluid");
        Fluid fluid = FluidRegistry.getFluid(fluidName);

        if (fluid == null) fluid = this.fluid;

        boolean flip = flipGas;
        if (customData.containsKey("flipGas"))
        {
            String flipStr = customData.get("flipGas");
            if (flipStr.equals("true")) flip = true;
            else if (flipStr.equals("false")) flip = false;
            else
                throw new IllegalArgumentException(String.format("DynBucket custom data \"flipGas\" must have value \'true\' or \'false\' (was \'%s\')", flipStr));
        }

        // create new model with correct liquid
        return new ModelDynBucket(baseLocation, liquidLocation, coverLocation, fluid, flip);
    }

    /**
     * Allows to use different textures for the model.
     * There are 3 layers:
     * base - The empty bucket/container
     * fluid - A texture representing the liquid portion. Non-transparent = liquid
     * cover - An overlay that's put over the liquid (optional)
     * <p/>
     * If no liquid is given a hardcoded variant for the bucket is used.
     */
    @Override
    public IModel retexture(ImmutableMap<String, String> textures)
    {

        ResourceLocation base = baseLocation;
        ResourceLocation liquid = liquidLocation;
        ResourceLocation cover = coverLocation;

        if (textures.containsKey("base"))
            base = new ResourceLocation(textures.get("base"));
        if (textures.containsKey("fluid"))
            liquid = new ResourceLocation(textures.get("fluid"));
        if (textures.containsKey("cover"))
            cover = new ResourceLocation(textures.get("cover"));

        return new ModelDynBucket(base, liquid, cover, fluid, flipGas);
    }

    public enum LoaderDynBucket implements ICustomModelLoader
    {
        instance;

        @Override
        public boolean accepts(ResourceLocation modelLocation)
        {
            return modelLocation.getResourceDomain().equals("forge") && modelLocation.getResourcePath().contains("forgebucket");
        }

        @Override
        public IModel loadModel(ResourceLocation modelLocation) throws IOException
        {
            return MODEL;
        }

        @Override
        public void onResourceManagerReload(IResourceManager resourceManager)
        {
            // no need to clear cache since we create a new model instance
        }
    }

    // the dynamic bucket is based on the empty bucket
    protected static class BakedDynBucket extends ItemLayerModel.BakedModel implements ISmartItemModel, IPerspectiveAwareModel
    {

        private final ModelDynBucket parent;
        private final Map<String, IFlexibleBakedModel> cache; // contains all the baked models since they'll never change
        private final ImmutableMap<TransformType, TRSRTransformation> transforms;

        public BakedDynBucket(ModelDynBucket parent,
                              ImmutableList<BakedQuad> quads, TextureAtlasSprite particle, VertexFormat format, ImmutableMap<ItemCameraTransforms.TransformType, TRSRTransformation> transforms,
                              Map<String, IFlexibleBakedModel> cache)
        {
            super(quads, particle, format);
            this.parent = parent;
            this.transforms = transforms;
            this.cache = cache;
        }

        @Override
        public IBakedModel handleItemState(ItemStack stack)
        {
            FluidStack fluidStack = FluidContainerRegistry.getFluidForFilledItem(stack);
            if (fluidStack == null)
            {
                if (stack.getItem() instanceof IFluidContainerItem)
                {
                    fluidStack = ((IFluidContainerItem) stack.getItem()).getFluid(stack);
                }
            }

            // not a fluid item apparently
            if (fluidStack == null)
            {
                // empty bucket
                return this;
            }


            Fluid fluid = fluidStack.getFluid();
            String name = fluid.getName();

            if (!cache.containsKey(name))
            {
                IModel model = parent.process(ImmutableMap.of("fluid", name));
                Function<ResourceLocation, TextureAtlasSprite> textureGetter;
                textureGetter = new Function<ResourceLocation, TextureAtlasSprite>()
                {
                    public TextureAtlasSprite apply(ResourceLocation location)
                    {
                        return Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
                    }
                };

                IFlexibleBakedModel bakedModel = model.bake(new SimpleModelState(transforms), this.getFormat(), textureGetter);
                cache.put(name, bakedModel);
                return bakedModel;
            }

            return cache.get(name);
        }

        @Override
        public Pair<? extends IFlexibleBakedModel, Matrix4f> handlePerspective(TransformType cameraTransformType)
        {
            return IPerspectiveAwareModel.MapWrapper.handlePerspective(this, transforms, cameraTransformType);
        }
    }
}

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Sorry about the delay. I'm actually familiarizing myself to the whole process atm so I can't provide a step by step tutorial.

 

However good references would be TGG's MinecraftByExample Git and also his outline of the model pipeling

 

I can say from what I've done you'll likely want to grab the tank model itself and the cache its list of quads, as well as adding quads baked with the corresponding fluid textures. I've done this with items using a similar approach to the DynBucket, but instead 'rebaking' the  original bottle model so that I end up with a Map of fluid names > baked models with the fluid textures included. It's not a difficult process it's just learning the new methodology.

 

I think its my java of the variables.

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But in this case I have a custom model to render which changes depending on the arrangement of two tanks, similar to the chest. Two tanks one above the other merge together.

 

I think I better explain with an image, in this one there are all the tanks from my mod in 1.7.10:

C36Q2aP.png

Can I do the same things without TESR?

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