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commonnet.kernelpanicsoft.archie.data.client.modelAModelProvider

AModelProvider


abstract class AModelProvider<T : AModelBuilder<T>>(val output: PackOutput, val mod: Mod, folder: String, factory: Function<ResourceLocation, T>, val exitOnError: Boolean) : IADataProvider

Inheritors

Constructors

AModelProvider

constructor(output: PackOutput, mod: Mod, folder: String, factory: Function<ResourceLocation, T>, exitOnError: Boolean)

Types

Companion


object Companion

Properties

exitOnError


override val exitOnError: Boolean

generatedModels


@VisibleForTestingval generatedModels: MutableMap<ResourceLocation, T>

mod


override val mod: Mod

output


override val output: PackOutput

Functions

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