mirror of
https://github.com/SquidDev-CC/CC-Tweaked
synced 2025-11-12 03:13:00 +00:00
Initial attempt at improving cable/wired modem interactions
- Cable and modem can be broken individually - Ray tracing will go through "holes" in the cable. - Pick block will determine which part you are looking at. - Selection box will only highlight the region you are looking at: modem or cable.
This commit is contained in:
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package dan200.computercraft.client.render;
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import dan200.computercraft.ComputerCraft;
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import dan200.computercraft.shared.peripheral.PeripheralType;
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import dan200.computercraft.shared.peripheral.common.BlockCable;
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import dan200.computercraft.shared.peripheral.modem.TileCable;
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import dan200.computercraft.shared.util.WorldUtil;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.RenderGlobal;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.DrawBlockHighlightEvent;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import org.lwjgl.opengl.GL11;
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public class RenderOverlayCable
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{
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private static final float EXPAND = 0.002f;
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private static final double MIN = TileCable.MIN - EXPAND;
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private static final double MAX = TileCable.MAX + EXPAND;
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@SubscribeEvent
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public void drawHighlight( DrawBlockHighlightEvent event )
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{
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if( event.getTarget().typeOfHit != RayTraceResult.Type.BLOCK ) return;
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BlockPos pos = event.getTarget().getBlockPos();
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World world = event.getPlayer().getEntityWorld();
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IBlockState state = world.getBlockState( pos );
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if( state.getBlock() != ComputerCraft.Blocks.cable ) return;
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TileEntity tile = world.getTileEntity( pos );
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if( tile == null || !(tile instanceof TileCable) ) return;
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event.setCanceled( true );
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TileCable cable = (TileCable) tile;
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PeripheralType type = cable.getPeripheralType();
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0 );
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GlStateManager.color( 0.0f, 0.0f, 0.0f, 0.4f );
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GL11.glLineWidth( 2.0F );
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask( false );
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GlStateManager.pushMatrix();
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EnumFacing direction = type != PeripheralType.Cable ? cable.getDirection() : null;
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{
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EntityPlayer player = event.getPlayer();
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double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * event.getPartialTicks();
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double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * event.getPartialTicks();
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double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * event.getPartialTicks();
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GlStateManager.translate( -x + pos.getX(), -y + pos.getY(), -z + pos.getZ() );
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}
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if( type != PeripheralType.Cable && WorldUtil.isVecInsideInclusive( cable.getModemBounds(), event.getTarget().hitVec.subtract( pos.getX(), pos.getY(), pos.getZ() ) ) )
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{
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RenderGlobal.drawSelectionBoundingBox( cable.getModemBounds(), 0, 0, 0, 0.4f );
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}
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else
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{
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int flags = 0;
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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for( EnumFacing facing : EnumFacing.VALUES )
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{
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if( direction == facing || BlockCable.isCable( world, pos.offset( facing ) ) )
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{
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flags |= 1 << facing.ordinal();
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switch( facing.getAxis() )
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{
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case X:
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{
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double offset = facing == EnumFacing.WEST ? -EXPAND : 1 + EXPAND;
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double centre = facing == EnumFacing.WEST ? MIN : MAX;
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buffer.begin( GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION );
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buffer.pos( offset, MIN, MIN ).endVertex();
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buffer.pos( offset, MAX, MIN ).endVertex();
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buffer.pos( offset, MAX, MAX ).endVertex();
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buffer.pos( offset, MIN, MAX ).endVertex();
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buffer.pos( offset, MIN, MIN ).endVertex();
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tessellator.draw();
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buffer.begin( GL11.GL_LINES, DefaultVertexFormats.POSITION );
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buffer.pos( offset, MIN, MIN ).endVertex();
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buffer.pos( centre, MIN, MIN ).endVertex();
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buffer.pos( offset, MAX, MIN ).endVertex();
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buffer.pos( centre, MAX, MIN ).endVertex();
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buffer.pos( offset, MAX, MAX ).endVertex();
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buffer.pos( centre, MAX, MAX ).endVertex();
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buffer.pos( offset, MIN, MAX ).endVertex();
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buffer.pos( centre, MIN, MAX ).endVertex();
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tessellator.draw();
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break;
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}
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case Y:
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{
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double offset = facing == EnumFacing.DOWN ? -EXPAND : 1 + EXPAND;
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double centre = facing == EnumFacing.DOWN ? MIN : MAX;
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buffer.begin( GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION );
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buffer.pos( MIN, offset, MIN ).endVertex();
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buffer.pos( MAX, offset, MIN ).endVertex();
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buffer.pos( MAX, offset, MAX ).endVertex();
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buffer.pos( MIN, offset, MAX ).endVertex();
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buffer.pos( MIN, offset, MIN ).endVertex();
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tessellator.draw();
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buffer.begin( GL11.GL_LINES, DefaultVertexFormats.POSITION );
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buffer.pos( MIN, offset, MIN ).endVertex();
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buffer.pos( MIN, centre, MIN ).endVertex();
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buffer.pos( MAX, offset, MIN ).endVertex();
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buffer.pos( MAX, centre, MIN ).endVertex();
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buffer.pos( MAX, offset, MAX ).endVertex();
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buffer.pos( MAX, centre, MAX ).endVertex();
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buffer.pos( MIN, offset, MAX ).endVertex();
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buffer.pos( MIN, centre, MAX ).endVertex();
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tessellator.draw();
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break;
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}
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case Z:
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{
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double offset = facing == EnumFacing.NORTH ? -EXPAND : 1 + EXPAND;
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double centre = facing == EnumFacing.NORTH ? MIN : MAX;
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buffer.begin( GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION );
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buffer.pos( MIN, MIN, offset ).endVertex();
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buffer.pos( MAX, MIN, offset ).endVertex();
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buffer.pos( MAX, MAX, offset ).endVertex();
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buffer.pos( MIN, MAX, offset ).endVertex();
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buffer.pos( MIN, MIN, offset ).endVertex();
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tessellator.draw();
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buffer.begin( GL11.GL_LINES, DefaultVertexFormats.POSITION );
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buffer.pos( MIN, MIN, offset ).endVertex();
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buffer.pos( MIN, MIN, centre ).endVertex();
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buffer.pos( MAX, MIN, offset ).endVertex();
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buffer.pos( MAX, MIN, centre ).endVertex();
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buffer.pos( MAX, MAX, offset ).endVertex();
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buffer.pos( MAX, MAX, centre ).endVertex();
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buffer.pos( MIN, MAX, offset ).endVertex();
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buffer.pos( MIN, MAX, centre ).endVertex();
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tessellator.draw();
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break;
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}
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}
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}
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}
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buffer.begin( GL11.GL_LINES, DefaultVertexFormats.POSITION );
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draw( buffer, flags, EnumFacing.WEST, EnumFacing.DOWN, EnumFacing.Axis.Z );
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draw( buffer, flags, EnumFacing.WEST, EnumFacing.UP, EnumFacing.Axis.Z );
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draw( buffer, flags, EnumFacing.EAST, EnumFacing.DOWN, EnumFacing.Axis.Z );
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draw( buffer, flags, EnumFacing.EAST, EnumFacing.UP, EnumFacing.Axis.Z );
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draw( buffer, flags, EnumFacing.WEST, EnumFacing.NORTH, EnumFacing.Axis.Y );
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draw( buffer, flags, EnumFacing.WEST, EnumFacing.SOUTH, EnumFacing.Axis.Y );
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draw( buffer, flags, EnumFacing.EAST, EnumFacing.NORTH, EnumFacing.Axis.Y );
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draw( buffer, flags, EnumFacing.EAST, EnumFacing.SOUTH, EnumFacing.Axis.Y );
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draw( buffer, flags, EnumFacing.DOWN, EnumFacing.NORTH, EnumFacing.Axis.X );
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draw( buffer, flags, EnumFacing.DOWN, EnumFacing.SOUTH, EnumFacing.Axis.X );
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draw( buffer, flags, EnumFacing.UP, EnumFacing.NORTH, EnumFacing.Axis.X );
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draw( buffer, flags, EnumFacing.UP, EnumFacing.SOUTH, EnumFacing.Axis.X );
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tessellator.draw();
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}
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GlStateManager.popMatrix();
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GlStateManager.depthMask( true );
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GlStateManager.enableTexture2D();
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GlStateManager.disableBlend();
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}
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private static void draw( BufferBuilder buffer, int flags, EnumFacing a, EnumFacing b, EnumFacing.Axis other )
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{
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if( ((flags >> a.ordinal()) & 1) != ((flags >> b.ordinal()) & 1) ) return;
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double offA = a.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE ? MIN : MAX;
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double offB = b.getAxisDirection() == EnumFacing.AxisDirection.NEGATIVE ? MIN : MAX;
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switch( other )
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{
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case X:
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buffer.pos( MIN, offA, offB ).endVertex();
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buffer.pos( MAX, offA, offB ).endVertex();
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break;
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case Y:
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buffer.pos( offA, MIN, offB ).endVertex();
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buffer.pos( offA, MAX, offB ).endVertex();
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break;
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case Z:
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buffer.pos( offA, offB, MIN ).endVertex();
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buffer.pos( offA, offB, MAX ).endVertex();
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break;
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}
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}
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}
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