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[1.8] [Solved] Translate and scale a BakedQuad


SnowyEgret

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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.

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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:

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Finally  :P 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

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