Interface QuadView

All Known Subinterfaces:
MutableQuadView, QuadEmitter

public interface QuadView
Interface for reading quad data encoded by MeshBuilder. Enables models to do analysis, re-texturing or translation without knowing the renderer's vertex formats and without retaining redundant information.

Only the renderer should implement or extend this interface.

  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final int
    Count of integers in a conventional (un-modded) block or item quad.
    static final int
    Count of integers in a conventional (un-modded) block or item vertex.
  • Method Summary

    Modifier and Type
    Method
    Description
    int
    Retrieves the quad color index serialized with the quad.
    copyNormal(int vertexIndex, @Nullable Vector3f target)
    Pass a non-null target to avoid allocation - will be returned with values.
    copyPos(int vertexIndex, @Nullable Vector3f target)
    Pass a non-null target to avoid allocation - will be returned with values.
    void
    Extracts all quad properties except material to the given MutableQuadView instance.
    If non-null, quad should not be rendered in-world if the opposite face of a neighbor block occludes it.
    Normal of the quad as implied by geometry.
    boolean
    hasNormal(int vertexIndex)
    If false, no vertex normal was provided.
    Equivalent to BakedQuad.getFace().
    int
    lightmap(int vertexIndex)
    Minimum block brightness.
    Retrieves the material serialized with the quad.
    float
    normalX(int vertexIndex)
    Will return Float.NaN if normal not present.
    float
    normalY(int vertexIndex)
    Will return Float.NaN if normal not present.
    float
    normalZ(int vertexIndex)
    Will return Float.NaN if normal not present.
    float
    posByIndex(int vertexIndex, int coordinateIndex)
    Convenience: access x, y, z by index 0-2.
    int
    spriteColor(int vertexIndex, int spriteIndex)
    Retrieve vertex color.
    float
    spriteU(int vertexIndex, int spriteIndex)
    Retrieve horizontal sprite atlas coordinates.
    float
    spriteV(int vertexIndex, int spriteIndex)
    Retrieve vertical sprite atlas coordinates.
    int
    tag()
    Retrieves the integer tag encoded with this quad via MutableQuadView.tag(int).
    default BakedQuad
    toBakedQuad(int spriteIndex, Sprite sprite, boolean isItem)
    Generates a new BakedQuad instance with texture coordinates and colors from the given sprite.
    void
    toVanilla(int spriteIndex, int[] target, int targetIndex, boolean isItem)
    Reads baked vertex data and outputs standard baked quad vertex data in the given array and location.
    float
    x(int vertexIndex)
    Geometric position, x coordinate.
    float
    y(int vertexIndex)
    Geometric position, y coordinate.
    float
    z(int vertexIndex)
    Geometric position, z coordinate.
  • Field Details

    • VANILLA_VERTEX_STRIDE

      static final int VANILLA_VERTEX_STRIDE
      Count of integers in a conventional (un-modded) block or item vertex.
    • VANILLA_QUAD_STRIDE

      static final int VANILLA_QUAD_STRIDE
      Count of integers in a conventional (un-modded) block or item quad.
  • Method Details

    • toVanilla

      void toVanilla(int spriteIndex, int[] target, int targetIndex, boolean isItem)
      Reads baked vertex data and outputs standard baked quad vertex data in the given array and location.
      Parameters:
      spriteIndex - The sprite to be used for the quad. Behavior for values > 0 is currently undefined.
      target - Target array for the baked quad data.
      targetIndex - Starting position in target array - array must have at least 28 elements available at this index.
      isItem - If true, will output vertex normals. Otherwise will output lightmaps, per Minecraft vertex formats for baked models.
    • copyTo

      void copyTo(MutableQuadView target)
      Extracts all quad properties except material to the given MutableQuadView instance. Must be used before calling {link QuadEmitter#emit()} on the target instance. Meant for re-texturing, analysis and static transformation use cases.
    • material

      RenderMaterial material()
      Retrieves the material serialized with the quad.
    • colorIndex

      int colorIndex()
      Retrieves the quad color index serialized with the quad.
    • lightFace

      Equivalent to BakedQuad.getFace(). This is the face used for vanilla lighting calculations and will be the block face to which the quad is most closely aligned. Always the same as cull face for quads that are on a block face, but never null.
    • cullFace

      If non-null, quad should not be rendered in-world if the opposite face of a neighbor block occludes it.
      See Also:
    • nominalFace

      Direction nominalFace()
    • faceNormal

      Vector3f faceNormal()
      Normal of the quad as implied by geometry. Will be invalid if quad vertices are not co-planar. Typically computed lazily on demand and not encoded.

      Not typically needed by models. Exposed to enable standard lighting utility functions for use by renderers.

    • toBakedQuad

      default BakedQuad toBakedQuad(int spriteIndex, Sprite sprite, boolean isItem)
      Generates a new BakedQuad instance with texture coordinates and colors from the given sprite.
      Parameters:
      spriteIndex - The sprite to be used for the quad. Behavior for spriteIndex > 0 is currently undefined.
      sprite - MutableQuadView does not serialize sprites so the sprite must be provided by the caller.
      isItem - If true, will output vertex normals. Otherwise will output lightmaps, per Minecraft vertex formats for baked models.
      Returns:
      A new baked quad instance with the closest-available appearance supported by vanilla features. Will retain emissive light maps, for example, but the standard Minecraft renderer will not use them.
    • tag

      int tag()
      Retrieves the integer tag encoded with this quad via MutableQuadView.tag(int). Will return zero if no tag was set. For use by models.
    • copyPos

      Vector3f copyPos(int vertexIndex, @Nullable @Nullable Vector3f target)
      Pass a non-null target to avoid allocation - will be returned with values. Otherwise returns a new instance.
    • posByIndex

      float posByIndex(int vertexIndex, int coordinateIndex)
      Convenience: access x, y, z by index 0-2.
    • x

      float x(int vertexIndex)
      Geometric position, x coordinate.
    • y

      float y(int vertexIndex)
      Geometric position, y coordinate.
    • z

      float z(int vertexIndex)
      Geometric position, z coordinate.
    • hasNormal

      boolean hasNormal(int vertexIndex)
      If false, no vertex normal was provided. Lighting should use face normal in that case.
    • copyNormal

      @Nullable @Nullable Vector3f copyNormal(int vertexIndex, @Nullable @Nullable Vector3f target)
      Pass a non-null target to avoid allocation - will be returned with values. Otherwise returns a new instance. Returns null if normal not present.
    • normalX

      float normalX(int vertexIndex)
      Will return Float.NaN if normal not present.
    • normalY

      float normalY(int vertexIndex)
      Will return Float.NaN if normal not present.
    • normalZ

      float normalZ(int vertexIndex)
      Will return Float.NaN if normal not present.
    • lightmap

      int lightmap(int vertexIndex)
      Minimum block brightness. Zero if not set.
    • spriteColor

      int spriteColor(int vertexIndex, int spriteIndex)
      Retrieve vertex color.
    • spriteU

      float spriteU(int vertexIndex, int spriteIndex)
      Retrieve horizontal sprite atlas coordinates.
    • spriteV

      float spriteV(int vertexIndex, int spriteIndex)
      Retrieve vertical sprite atlas coordinates.