Rewritten cable render, removed hard dep of QLIb :)
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parent
d795d81fba
commit
33898edf7c
20 changed files with 1460 additions and 1471 deletions
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@ -4,17 +4,16 @@
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package techreborn.partSystem;
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import java.util.List;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.entity.Entity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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import techreborn.lib.vecmath.Vecs3d;
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import techreborn.lib.vecmath.Vecs3dCube;
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import uk.co.qmunity.lib.client.render.RenderHelper;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import java.util.List;
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/**
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* This is based of
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@ -25,93 +24,93 @@ import cpw.mods.fml.relauncher.SideOnly;
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*/
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public interface IModPart {
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/**
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* Adds all of this part's collision boxes to the list. These boxes can
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* depend on the entity that's colliding with them.
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*/
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public void addCollisionBoxesToList(List<Vecs3dCube> boxes, Entity entity);
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/**
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* Adds all of this part's collision boxes to the list. These boxes can
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* depend on the entity that's colliding with them.
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*/
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public void addCollisionBoxesToList(List<Vecs3dCube> boxes, Entity entity);
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/**
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* Gets this part's selection boxes.
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*/
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public List<Vecs3dCube> getSelectionBoxes();
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/**
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* Gets this part's selection boxes.
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*/
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public List<Vecs3dCube> getSelectionBoxes();
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/**
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* Gets this part's occlusion boxes.
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*/
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public List<Vecs3dCube> getOcclusionBoxes();
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/**
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* Gets this part's occlusion boxes.
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*/
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public List<Vecs3dCube> getOcclusionBoxes();
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/**
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* Renders this part dynamically (every render tick).
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*/
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@SideOnly(Side.CLIENT)
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public void renderDynamic(Vecs3d translation, double delta);
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/**
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* Renders this part dynamically (every render tick).
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*/
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@SideOnly(Side.CLIENT)
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public void renderDynamic(Vecs3d translation, double delta);
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/**
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* Renders this part statically. A tessellator has alredy started drawing. <br>
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* Only called when there's a block/lighting/render update in the chunk this
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* part is in.
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*/
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@SideOnly(Side.CLIENT)
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public boolean renderStatic(Vecs3d translation, RenderHelper renderHelper, int pass);
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/**
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* Renders this part statically. A tessellator has alredy started drawing. <br>
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* Only called when there's a block/lighting/render update in the chunk this
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* part is in.
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*/
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@SideOnly(Side.CLIENT)
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public boolean renderStatic(Vecs3d translation, int pass);
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/**
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* Writes the part's data to an NBT tag, which is saved with the game data.
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*/
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public void writeToNBT(NBTTagCompound tag);
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/**
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* Writes the part's data to an NBT tag, which is saved with the game data.
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*/
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public void writeToNBT(NBTTagCompound tag);
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/**
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* Reads the part's data from an NBT tag, which was stored in the game data.
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*/
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public void readFromNBT(NBTTagCompound tag);
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/**
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* Reads the part's data from an NBT tag, which was stored in the game data.
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*/
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public void readFromNBT(NBTTagCompound tag);
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/**
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* Gets the itemstack that places this part.
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*/
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public ItemStack getItem();
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/**
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* Gets the itemstack that places this part.
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*/
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public ItemStack getItem();
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/**
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* Gets the name of this part.
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*/
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public String getName();
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/**
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* Gets the name of this part.
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*/
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public String getName();
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/**
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* Gets the world of this part.
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*/
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public World getWorld();
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/**
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* Gets the world of this part.
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*/
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public World getWorld();
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/**
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* This is the item texture eg: "network:cable"
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*/
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public String getItemTextureName();
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/**
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* This is the item texture eg: "network:cable"
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*/
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public String getItemTextureName();
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/**
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* Gets the X cord of this part.
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*/
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public int getX();
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/**
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* Gets the X cord of this part.
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*/
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public int getX();
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/**
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* Gets the Y cord of this part.
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*/
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public int getY();
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/**
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* Gets the Y cord of this part.
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*/
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public int getY();
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/**
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* Gets the Z cord of this part.
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*/
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public int getZ();
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/**
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* Gets the Z cord of this part.
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*/
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public int getZ();
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/**
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* Called every tick
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*/
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public void tick();
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/**
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* Called every tick
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*/
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public void tick();
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/**
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* Called when a block or part has been changed. Can be used for cables to
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* check nearby blocks
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*/
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public void nearByChange();
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/**
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* Called when a block or part has been changed. Can be used for cables to
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* check nearby blocks
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*/
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public void nearByChange();
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public void onAdded();
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public void onAdded();
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public void onRemoved();
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public void onRemoved();
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}
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