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¶
output¶
override val output: PackOutput
Functions¶
basicItem¶
fun basicItem(item: Item, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder
fun basicItem(item: ResourceLocation, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder
button¶
buttonInventory¶
fun buttonInventory(name: String, texture: ResourceLocation): T
buttonPressed¶
fun buttonPressed(name: String, texture: ResourceLocation): T
carpet¶
clear¶
fun clear()
crop¶
cross¶
cube¶
cubeAll¶
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¶
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¶
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¶
fenceSide¶
format¶
generateAll¶
fun generateAll(cache: CachedOutput): CompletableFuture<*>
getBuilder¶
fun getBuilder(path: String, block: T.() -> Unit = {}): T
getExistingFile¶
fun getExistingFile(path: ResourceLocation): AModelFile
getName¶
mcLoc¶
modLoc¶
nested¶
{@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¶
paneSide¶
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¶
singleTexture¶
fun singleTexture(
name: String,
parent: ResourceLocation,
texture: ResourceLocation
): T
fun singleTexture(
name: String,
parent: ResourceLocation,
textureKey: String,
texture: ResourceLocation
): T
slab¶
slabTop¶
stairs¶
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¶
torchWall¶
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¶
wallSide¶
wallSideTall¶
fun wallSideTall(name: String, wall: ResourceLocation): T
withExistingParent¶
fun withExistingParent(
name: String,
parent: ResourceLocation,
block: T.() -> Unit = {}
): T