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AItemModelProvider

abstract class AItemModelProvider(
    output: PackOutput, 
    mod: Mod, 
    exitOnError: Boolean
) : AModelProvider<AItemModelBuilder> 

Constructors

AItemModelProvider

constructor(
    output: PackOutput, 
    mod: Mod, 
    exitOnError: Boolean
)

Properties

exitOnError

override val exitOnError: Boolean

generatedModels

@VisibleForTesting



val generatedModels: MutableMap<ResourceLocation, T>

mod

override val mod: Mod

name

open override val name: String

output

override val output: PackOutput

Functions

basicItem

fun basicItem(item: Item, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder
fun basicItem(item: ResourceLocation, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder

button

fun button(name: String, texture: ResourceLocation): T

buttonInventory

fun buttonInventory(name: String, texture: ResourceLocation): T

buttonPressed

fun buttonPressed(name: String, texture: ResourceLocation): T

carpet

fun carpet(name: String, wool: ResourceLocation): T

clear

fun clear()

crop

fun crop(name: String, crop: ResourceLocation): T

cross

fun cross(name: String, cross: ResourceLocation): T

cube

fun cube(
    name: String, 
    down: ResourceLocation, 
    up: ResourceLocation, 
    north: ResourceLocation, 
    south: ResourceLocation, 
    east: ResourceLocation, 
    west: ResourceLocation
): T

cubeAll

fun cubeAll(name: String, texture: ResourceLocation): T

cubeBottomTop

fun cubeBottomTop(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

cubeColumn

fun cubeColumn(
    name: String, 
    side: ResourceLocation, 
    end: ResourceLocation
): T

cubeColumnHorizontal

fun cubeColumnHorizontal(
    name: String, 
    side: ResourceLocation, 
    end: ResourceLocation
): T

cubeTop

fun cubeTop(
    name: String, 
    side: ResourceLocation, 
    top: ResourceLocation
): T

doorBottomLeft

fun doorBottomLeft(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorBottomLeftOpen

fun doorBottomLeftOpen(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorBottomRight

fun doorBottomRight(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorBottomRightOpen

fun doorBottomRightOpen(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorTopLeft

fun doorTopLeft(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorTopLeftOpen

fun doorTopLeftOpen(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorTopRight

fun doorTopRight(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

doorTopRightOpen

fun doorTopRightOpen(
    name: String, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

fenceGate

fun fenceGate(name: String, texture: ResourceLocation): T

fenceGateOpen

fun fenceGateOpen(name: String, texture: ResourceLocation): T

fenceGateWall

fun fenceGateWall(name: String, texture: ResourceLocation): T

fenceGateWallOpen

fun fenceGateWallOpen(name: String, texture: ResourceLocation): T

fenceInventory

fun fenceInventory(name: String, texture: ResourceLocation): T

fencePost

fun fencePost(name: String, texture: ResourceLocation): T

fenceSide

fun fenceSide(name: String, texture: ResourceLocation): T

format

open fun format(name: String): String

generateAll

fun generateAll(cache: CachedOutput): CompletableFuture<*>

getBuilder

fun getBuilder(path: String, block: T.() -> Unit = {}): T

getExistingFile

fun getExistingFile(path: ResourceLocation): AModelFile

getName

open override fun getName(): String

mcLoc

open fun mcLoc(name: String): ResourceLocation

modLoc

open fun modLoc(name: String): ResourceLocation

nested

fun nested(): T

{@return a model builder that's not directly saved to disk. Meant for use in custom model loaders.}

orientable

fun orientable(
    name: String, 
    side: ResourceLocation, 
    front: ResourceLocation, 
    top: ResourceLocation
): T

orientableVertical

fun orientableVertical(
    name: String, 
    side: ResourceLocation, 
    front: ResourceLocation
): T

orientableWithBottom

fun orientableWithBottom(
    name: String, 
    side: ResourceLocation, 
    front: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

paneNoSide

fun paneNoSide(name: String, pane: ResourceLocation): T

paneNoSideAlt

fun paneNoSideAlt(name: String, pane: ResourceLocation): T

panePost

fun panePost(
    name: String, 
    pane: ResourceLocation, 
    edge: ResourceLocation
): T

paneSide

fun paneSide(
    name: String, 
    pane: ResourceLocation, 
    edge: ResourceLocation
): T

paneSideAlt

fun paneSideAlt(
    name: String, 
    pane: ResourceLocation, 
    edge: ResourceLocation
): T

pressurePlate

fun pressurePlate(name: String, texture: ResourceLocation): T

pressurePlateDown

fun pressurePlateDown(name: String, texture: ResourceLocation): T

run

open override fun run(cache: CachedOutput): CompletableFuture<*>

sign

fun sign(name: String, texture: ResourceLocation): T

singleTexture

fun singleTexture(
    name: String, 
    parent: ResourceLocation, 
    texture: ResourceLocation
): T
fun singleTexture(
    name: String, 
    parent: ResourceLocation, 
    textureKey: String, 
    texture: ResourceLocation
): T

slab

fun slab(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

slabTop

fun slabTop(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

stairs

fun stairs(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

stairsInner

fun stairsInner(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

stairsOuter

fun stairsOuter(
    name: String, 
    side: ResourceLocation, 
    bottom: ResourceLocation, 
    top: ResourceLocation
): T

torch

fun torch(name: String, torch: ResourceLocation): T

torchWall

fun torchWall(name: String, torch: ResourceLocation): T

trapdoorBottom

fun trapdoorBottom(name: String, texture: ResourceLocation): T

trapdoorOpen

fun trapdoorOpen(name: String, texture: ResourceLocation): T

trapdoorOrientableBottom

fun trapdoorOrientableBottom(name: String, texture: ResourceLocation): T

trapdoorOrientableOpen

fun trapdoorOrientableOpen(name: String, texture: ResourceLocation): T

trapdoorOrientableTop

fun trapdoorOrientableTop(name: String, texture: ResourceLocation): T

trapdoorTop

fun trapdoorTop(name: String, texture: ResourceLocation): T

wallInventory

fun wallInventory(name: String, wall: ResourceLocation): T

wallPost

fun wallPost(name: String, wall: ResourceLocation): T

wallSide

fun wallSide(name: String, wall: ResourceLocation): T

wallSideTall

fun wallSideTall(name: String, wall: ResourceLocation): T

withExistingParent

fun withExistingParent(
    name: String, 
    parent: String, 
    block: T.() -> Unit = {}
): T
fun withExistingParent(
    name: String, 
    parent: ResourceLocation, 
    block: T.() -> Unit = {}
): T