MutableQuadViewImpl

public abstract class MutableQuadViewImpl extends QuadViewImpl implements QuadEmitter

Almost-concrete implementation of a mutable quad. The only missing part is emit, because that depends on where/how it is used. (Mesh encoding vs. render-time transformation).

Functions

begin
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final void begin(Array<int> data, int baseIndex)
clear
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void clear()
colorIndex
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abstract int colorIndex()
final int colorIndex()
abstract QuadEmitter colorIndex(int p)
abstract MutableQuadView colorIndex(int p)
final MutableQuadViewImpl colorIndex(int colorIndex)
copyNormal
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abstract Vec3f copyNormal(int p, Vec3f p1)
Vec3f copyNormal(int vertexIndex, Vec3f target)
copyPos
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abstract Vec3f copyPos(int p, Vec3f p1)
Vec3f copyPos(int vertexIndex, Vec3f target)
copyTo
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abstract void copyTo(MutableQuadView p)
void copyTo(MutableQuadView target)
cullFace
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abstract Direction cullFace()
final Direction cullFace()
abstract QuadEmitter cullFace(Direction p)
abstract MutableQuadView cullFace(Direction p)
final MutableQuadViewImpl cullFace(Direction face)
data
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Array<int> data()
Reference to underlying array.
emit
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abstract QuadEmitter emit()
faceNormal
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abstract Vec3f faceNormal()
final Vec3f faceNormal()
fromVanilla
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abstract QuadEmitter fromVanilla(Array<int> p, int p1, boolean p2)
abstract MutableQuadView fromVanilla(Array<int> p, int p1, boolean p2)
final MutableQuadViewImpl fromVanilla(BakedQuad quad, RenderMaterial material, Direction cullFace)
final MutableQuadViewImpl fromVanilla(Array<int> quadData, int startIndex, boolean isItem)
will be removed in 1.
geometryFlags
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int geometryFlags()
gets flags used for lighting - lazily computed via computeShapeFlags.
hasNormal
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abstract boolean hasNormal(int p)
boolean hasNormal(int vertexIndex)
hasShade
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boolean hasShade()
hasVertexNormals
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boolean hasVertexNormals()
True if any vertex normal has been set.
lightFace
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abstract Direction lightFace()
final Direction lightFace()
lightmap
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abstract int lightmap(int p)
int lightmap(int vertexIndex)
abstract QuadEmitter lightmap(int p, int p1)
abstract MutableQuadView lightmap(int p, int p1)
MutableQuadViewImpl lightmap(int vertexIndex, int lightmap)
load
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final void load()
Like load but assumes array and index already set.Only does the decoding part.
material
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abstract RenderMaterial material()
final RenderMaterialImpl.Value material()
abstract QuadEmitter material(RenderMaterial p)
abstract MutableQuadView material(RenderMaterial p)
final MutableQuadViewImpl material(RenderMaterial material)
nominalFace
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abstract Direction nominalFace()
final Direction nominalFace()
abstract QuadEmitter nominalFace(Direction p)
abstract MutableQuadView nominalFace(Direction p)
final MutableQuadViewImpl nominalFace(Direction face)
normal
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QuadEmitter normal(int vertexIndex, Vec3f vec)
abstract MutableQuadView normal(int p, float p1, float p2, float p3)
MutableQuadViewImpl normal(int vertexIndex, float x, float y, float z)
normalFlags
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int normalFlags()
normalX
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abstract float normalX(int p)
float normalX(int vertexIndex)
normalY
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abstract float normalY(int p)
float normalY(int vertexIndex)
normalZ
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abstract float normalZ(int p)
float normalZ(int vertexIndex)
populateMissingNormals
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final void populateMissingNormals()
Internal helper method.
pos
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abstract QuadEmitter pos(int p, float p1, float p2, float p3)
abstract MutableQuadView pos(int p, float p1, float p2, float p3)
MutableQuadViewImpl pos(int vertexIndex, float x, float y, float z)
posByIndex
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abstract float posByIndex(int p, int p1)
float posByIndex(int vertexIndex, int coordinateIndex)
shade
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void shade(boolean shade)
sprite
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abstract QuadEmitter sprite(int p, int p1, float p2, float p3)
abstract MutableQuadView sprite(int p, int p1, float p2, float p3)
MutableQuadViewImpl sprite(int vertexIndex, int spriteIndex, float u, float v)
spriteBake
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abstract QuadEmitter spriteBake(int p, Sprite p1, int p2)
abstract MutableQuadView spriteBake(int p, Sprite p1, int p2)
MutableQuadViewImpl spriteBake(int spriteIndex, Sprite sprite, int bakeFlags)
spriteColor
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abstract int spriteColor(int p, int p1)
int spriteColor(int vertexIndex, int spriteIndex)
abstract QuadEmitter spriteColor(int p, int p1, int p2)
abstract MutableQuadView spriteColor(int p, int p1, int p2)
MutableQuadViewImpl spriteColor(int vertexIndex, int spriteIndex, int color)
spriteU
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abstract float spriteU(int p, int p1)
float spriteU(int vertexIndex, int spriteIndex)
spriteUnitSquare
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QuadEmitter spriteUnitSquare(int spriteIndex)
spriteV
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abstract float spriteV(int p, int p1)
float spriteV(int vertexIndex, int spriteIndex)
square
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QuadEmitter square(Direction nominalFace, float left, float bottom, float right, float top, float depth)
tag
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abstract int tag()
final int tag()
abstract QuadEmitter tag(int p)
abstract MutableQuadView tag(int p)
final MutableQuadViewImpl tag(int tag)
toBakedQuad
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BakedQuad toBakedQuad(int spriteIndex, Sprite sprite, boolean isItem)
toVanilla
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abstract void toVanilla(int p, Array<int> p1, int p2, boolean p3)
final void toVanilla(int textureIndex, Array<int> target, int targetIndex, boolean isItem)
vertexStart
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int vertexStart()
x
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abstract float x(int p)
float x(int vertexIndex)
y
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abstract float y(int p)
float y(int vertexIndex)
z
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abstract float z(int p)
float z(int vertexIndex)

Sources

jvm source
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