/* * Minecraft Forge * Copyright (c) 2016. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation version 2.1 * of the License. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ package net.minecraftforge.client.model; import java.util.Collection; import net.minecraft.client.renderer.block.model.IBakedModel; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.client.renderer.vertex.VertexFormat; import net.minecraft.util.ResourceLocation; import net.minecraftforge.common.model.IModelState; import com.google.common.base.Function; /* * Interface for models that can be baked * (possibly to different vertex formats and with different state). */ public interface IModel { /* * Returns all model locations that this model depends on. * Assume that returned collection is immutable. * See ModelLoaderRegistry.getModel for dependency loading. */ Collection<ResourceLocation> getDependencies(); /* * Returns all texture locations that this model depends on. * Assume that returned collection is immutable. */ Collection<ResourceLocation> getTextures(); /* * All model texture coordinates should be resolved at this method. * Returned model should be in the simplest form possible, for performance * reasons (if it's not ISmartBlock/ItemModel - then it should be * represented by List<BakedQuad> internally). * Returned model's getFormat() can me less specific than the passed * format argument (some attributes can be replaced with padding), * if there's no such info in this model. */ IBakedModel bake(IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter); /* * Default state this model will be baked with. * See IModelState. */ IModelState getDefaultState(); }