mirror of
https://github.com/SquidDev-CC/CC-Tweaked
synced 2025-10-20 08:27:38 +00:00
Share some map-like-item rendering code
Just refactors the hand rendering methods into a shared superclass
This commit is contained in:
@@ -0,0 +1,118 @@
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/*
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* This file is part of ComputerCraft - http://www.computercraft.info
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* Copyright Daniel Ratcliffe, 2011-2018. Do not distribute without permission.
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* Send enquiries to dratcliffe@gmail.com
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*/
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package dan200.computercraft.client.render;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.ItemRenderer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHandSide;
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import net.minecraft.util.math.MathHelper;
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public abstract class ItemMapLikeRenderer
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{
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/**
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* The main rendering method for the item
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*
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPerson(ItemStack)
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*/
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protected abstract void renderItem( ItemStack stack );
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protected void renderItemFirstPerson( EnumHand hand, float pitch, float equipProgress, float swingProgress, ItemStack stack )
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{
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EntityPlayer player = Minecraft.getMinecraft().player;
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GlStateManager.pushMatrix();
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if( hand == EnumHand.MAIN_HAND && player.getHeldItemOffhand().isEmpty() )
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{
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renderItemFirstCentre( pitch, equipProgress, swingProgress, stack );
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}
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else
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{
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renderItemFirstPersonSide(
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hand == EnumHand.MAIN_HAND ? player.getPrimaryHand() : player.getPrimaryHand().opposite(),
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equipProgress, swingProgress, stack
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);
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}
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GlStateManager.popMatrix();
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}
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/**
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* Renders the item to one side of the player.
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*
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* @param side The side to render on
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* @param equipProgress The equip progress of this item
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* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPersonSide(float, EnumHandSide, float, ItemStack)
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*/
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private void renderItemFirstPersonSide( EnumHandSide side, float equipProgress, float swingProgress, ItemStack stack )
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{
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Minecraft minecraft = Minecraft.getMinecraft();
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float offset = side == EnumHandSide.RIGHT ? 1f : -1f;
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GlStateManager.translate( offset * 0.125f, -0.125f, 0f );
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// If the player is not invisible then render a single arm
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if( !minecraft.player.isInvisible() )
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{
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GlStateManager.pushMatrix();
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GlStateManager.rotate( offset * 10f, 0f, 0f, 1f );
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minecraft.getItemRenderer().renderArmFirstPerson( equipProgress, swingProgress, side );
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GlStateManager.popMatrix();
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}
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// Setup the appropriate transformations. This is just copied from the
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// corresponding method in ItemRenderer.
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GlStateManager.pushMatrix();
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GlStateManager.translate( offset * 0.51f, -0.08f + equipProgress * -1.2f, -0.75f );
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float f1 = MathHelper.sqrt( swingProgress );
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float f2 = MathHelper.sin( f1 * (float) Math.PI );
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float f3 = -0.5f * f2;
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float f4 = 0.4f * MathHelper.sin( f1 * ((float) Math.PI * 2f) );
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float f5 = -0.3f * MathHelper.sin( swingProgress * (float) Math.PI );
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GlStateManager.translate( offset * f3, f4 - 0.3f * f2, f5 );
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GlStateManager.rotate( f2 * -45f, 1f, 0f, 0f );
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GlStateManager.rotate( offset * f2 * -30f, 0f, 1f, 0f );
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renderItem( stack );
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GlStateManager.popMatrix();
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}
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/**
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* Render an item in the middle of the screen
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*
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* @param pitch The pitch of the player
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* @param equipProgress The equip progress of this item
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* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPerson(float, float, float)
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*/
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private void renderItemFirstCentre( float pitch, float equipProgress, float swingProgress, ItemStack stack )
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{
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ItemRenderer itemRenderer = Minecraft.getMinecraft().getItemRenderer();
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// Setup the appropriate transformations. This is just copied from the
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// corresponding method in ItemRenderer.
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float swingRt = MathHelper.sqrt( swingProgress );
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float tX = -0.2f * MathHelper.sin( swingProgress * (float) Math.PI );
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float tZ = -0.4f * MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.translate( 0f, -tX / 2f, tZ );
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float pitchAngle = itemRenderer.getMapAngleFromPitch( pitch );
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GlStateManager.translate( 0f, 0.04f + equipProgress * -1.2f + pitchAngle * -0.5f, -0.72f );
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GlStateManager.rotate( pitchAngle * -85f, 1f, 0f, 0f );
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itemRenderer.renderArms();
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float rX = MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.rotate( rX * 20f, 1f, 0f, 0f );
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GlStateManager.scale( 2f, 2f, 2f );
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renderItem( stack );
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}
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}
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@@ -11,17 +11,12 @@ import dan200.computercraft.shared.pocket.items.ItemPocketComputer;
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import dan200.computercraft.shared.util.Palette;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.ItemRenderer;
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import net.minecraft.client.renderer.RenderItem;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
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import net.minecraft.client.renderer.texture.TextureManager;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHandSide;
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import net.minecraft.util.math.MathHelper;
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import net.minecraftforge.client.ForgeHooksClient;
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import net.minecraftforge.client.event.RenderSpecificHandEvent;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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@@ -36,7 +31,7 @@ import static dan200.computercraft.client.gui.FixedWidthFontRenderer.FONT_WIDTH;
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* Emulates map rendering for pocket computers
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*/
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@SideOnly( Side.CLIENT )
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public class ItemPocketRenderer
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public class ItemPocketRenderer extends ItemMapLikeRenderer
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{
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@SubscribeEvent
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public void renderItem( RenderSpecificHandEvent event )
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@@ -45,38 +40,11 @@ public class ItemPocketRenderer
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if( !(stack.getItem() instanceof ItemPocketComputer) ) return;
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event.setCanceled( true );
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EntityPlayer player = Minecraft.getMinecraft().player;
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GlStateManager.pushMatrix();
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if( event.getHand() == EnumHand.MAIN_HAND && player.getHeldItemOffhand().isEmpty() )
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{
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renderItemFirstCentre(
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event.getInterpolatedPitch(),
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event.getEquipProgress(),
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event.getSwingProgress(),
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stack
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);
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}
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else
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{
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renderItemFirstPersonSide(
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event.getHand() == EnumHand.MAIN_HAND ? player.getPrimaryHand() : player.getPrimaryHand().opposite(),
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event.getEquipProgress(),
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event.getSwingProgress(),
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stack
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);
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}
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GlStateManager.popMatrix();
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renderItemFirstPerson( event.getHand(), event.getInterpolatedPitch(), event.getEquipProgress(), event.getSwingProgress(), event.getItemStack() );
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}
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/**
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* The main rendering method for pocket computers and their associated terminal
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*
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPerson(ItemStack)
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*/
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private void renderPocketComputerItem( ItemStack stack )
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@Override
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protected void renderItem( ItemStack stack )
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{
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// Setup various transformations. Note that these are partially adapated from the corresponding method
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// in ItemRenderer
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@@ -190,76 +158,4 @@ public class ItemPocketRenderer
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GlStateManager.enableLighting();
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}
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/**
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* Renders a pocket computer to one side of the player.
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*
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* @param side The side to render on
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* @param equipProgress The equip progress of this item
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* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPersonSide(float, EnumHandSide, float, ItemStack)
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*/
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private void renderItemFirstPersonSide( EnumHandSide side, float equipProgress, float swingProgress, ItemStack stack )
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{
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Minecraft minecraft = Minecraft.getMinecraft();
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float offset = side == EnumHandSide.RIGHT ? 1f : -1f;
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GlStateManager.translate( offset * 0.125f, -0.125f, 0f );
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// If the player is not invisible then render a single arm
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if( !minecraft.player.isInvisible() )
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{
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GlStateManager.pushMatrix();
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GlStateManager.rotate( offset * 10f, 0f, 0f, 1f );
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minecraft.getItemRenderer().renderArmFirstPerson( equipProgress, swingProgress, side );
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GlStateManager.popMatrix();
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}
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// Setup the appropriate transformations. This is just copied from the
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// corresponding method in ItemRenderer.
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GlStateManager.pushMatrix();
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GlStateManager.translate( offset * 0.51f, -0.08f + equipProgress * -1.2f, -0.75f );
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float f1 = MathHelper.sqrt( swingProgress );
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float f2 = MathHelper.sin( f1 * (float) Math.PI );
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float f3 = -0.5f * f2;
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float f4 = 0.4f * MathHelper.sin( f1 * ((float) Math.PI * 2f) );
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float f5 = -0.3f * MathHelper.sin( swingProgress * (float) Math.PI );
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GlStateManager.translate( offset * f3, f4 - 0.3f * f2, f5 );
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GlStateManager.rotate( f2 * -45f, 1f, 0f, 0f );
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GlStateManager.rotate( offset * f2 * -30f, 0f, 1f, 0f );
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renderPocketComputerItem( stack );
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GlStateManager.popMatrix();
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}
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/**
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* Render an item in the middle of the screen
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*
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* @param pitch The pitch of the player
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* @param equipProgress The equip progress of this item
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* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPerson(float, float, float)
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*/
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private void renderItemFirstCentre( float pitch, float equipProgress, float swingProgress, ItemStack stack )
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{
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ItemRenderer itemRenderer = Minecraft.getMinecraft().getItemRenderer();
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// Setup the appropriate transformations. This is just copied from the
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// corresponding method in ItemRenderer.
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float swingRt = MathHelper.sqrt( swingProgress );
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float tX = -0.2f * MathHelper.sin( swingProgress * (float) Math.PI );
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float tZ = -0.4f * MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.translate( 0f, -tX / 2f, tZ );
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float pitchAngle = itemRenderer.getMapAngleFromPitch( pitch );
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GlStateManager.translate( 0f, 0.04f + equipProgress * -1.2f + pitchAngle * -0.5f, -0.72f );
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GlStateManager.rotate( pitchAngle * -85f, 1f, 0f, 0f );
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itemRenderer.renderArms();
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float rX = MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.rotate( rX * 20f, 1f, 0f, 0f );
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GlStateManager.scale( 2f, 2f, 2f );
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renderPocketComputerItem( stack );
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}
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}
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@@ -2,14 +2,8 @@ package dan200.computercraft.client.render;
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import dan200.computercraft.ComputerCraft;
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import dan200.computercraft.shared.media.items.ItemPrintout;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.ItemRenderer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHandSide;
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import net.minecraft.util.math.MathHelper;
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import net.minecraftforge.client.event.RenderItemInFrameEvent;
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import net.minecraftforge.client.event.RenderSpecificHandEvent;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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@@ -20,7 +14,7 @@ import static dan200.computercraft.client.render.PrintoutRenderer.*;
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import static dan200.computercraft.shared.media.items.ItemPrintout.LINES_PER_PAGE;
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import static dan200.computercraft.shared.media.items.ItemPrintout.LINE_MAX_LENGTH;
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public class ItemPrintoutRenderer
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public class ItemPrintoutRenderer extends ItemMapLikeRenderer
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{
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@SubscribeEvent
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public void onRenderInHand( RenderSpecificHandEvent event )
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@@ -30,104 +24,11 @@ public class ItemPrintoutRenderer
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event.setCanceled( true );
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EntityPlayer player = Minecraft.getMinecraft().player;
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GlStateManager.pushMatrix();
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if( event.getHand() == EnumHand.MAIN_HAND && player.getHeldItemOffhand().isEmpty() )
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{
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renderPrintoutFirstPersonCentre(
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event.getInterpolatedPitch(),
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event.getEquipProgress(),
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event.getSwingProgress(),
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stack
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);
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}
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else
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{
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renderPrintoutFirstPersonSide(
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event.getHand() == EnumHand.MAIN_HAND ? player.getPrimaryHand() : player.getPrimaryHand().opposite(),
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event.getEquipProgress(),
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event.getSwingProgress(),
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stack
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);
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}
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GlStateManager.popMatrix();
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renderItemFirstPerson( event.getHand(), event.getInterpolatedPitch(), event.getEquipProgress(), event.getSwingProgress(), event.getItemStack() );
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}
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/**
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* Renders a pocket computer to one side of the player.
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*
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* @param side The side to render on
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* @param equipProgress The equip progress of this item
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* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPersonSide(float, EnumHandSide, float, ItemStack)
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*/
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private void renderPrintoutFirstPersonSide( EnumHandSide side, float equipProgress, float swingProgress, ItemStack stack )
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{
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Minecraft minecraft = Minecraft.getMinecraft();
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float offset = side == EnumHandSide.RIGHT ? 1f : -1f;
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GlStateManager.translate( offset * 0.125f, -0.125f, 0f );
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// If the player is not invisible then render a single arm
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if( !minecraft.player.isInvisible() )
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{
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GlStateManager.pushMatrix();
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GlStateManager.rotate( offset * 10f, 0f, 0f, 1f );
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minecraft.getItemRenderer().renderArmFirstPerson( equipProgress, swingProgress, side );
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GlStateManager.popMatrix();
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}
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// Setup the appropriate transformations. This is just copied from the
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// corresponding method in ItemRenderer.
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GlStateManager.pushMatrix();
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GlStateManager.translate( offset * 0.51f, -0.08f + equipProgress * -1.2f, -0.75f );
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float f1 = MathHelper.sqrt( swingProgress );
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float f2 = MathHelper.sin( f1 * (float) Math.PI );
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float f3 = -0.5f * f2;
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float f4 = 0.4f * MathHelper.sin( f1 * ((float) Math.PI * 2f) );
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float f5 = -0.3f * MathHelper.sin( swingProgress * (float) Math.PI );
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GlStateManager.translate( offset * f3, f4 - 0.3f * f2, f5 );
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GlStateManager.rotate( f2 * -45f, 1f, 0f, 0f );
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GlStateManager.rotate( offset * f2 * -30f, 0f, 1f, 0f );
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renderPrintoutFirstPerson( stack );
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GlStateManager.popMatrix();
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}
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/**
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* Render an item in the middle of the screen
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*
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* @param pitch The pitch of the player
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* @param equipProgress The equip progress of this item
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||||
* @param swingProgress The swing progress of this item
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* @param stack The stack to render
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* @see ItemRenderer#renderMapFirstPerson(float, float, float)
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*/
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private void renderPrintoutFirstPersonCentre( float pitch, float equipProgress, float swingProgress, ItemStack stack )
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{
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ItemRenderer itemRenderer = Minecraft.getMinecraft().getItemRenderer();
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// Setup the appropriate transformations. This is just copied from the
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||||
// corresponding method in ItemRenderer.
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float swingRt = MathHelper.sqrt( swingProgress );
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float tX = -0.2f * MathHelper.sin( swingProgress * (float) Math.PI );
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float tZ = -0.4f * MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.translate( 0f, -tX / 2f, tZ );
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float pitchAngle = itemRenderer.getMapAngleFromPitch( pitch );
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GlStateManager.translate( 0f, 0.04f + equipProgress * -1.2f + pitchAngle * -0.5f, -0.72f );
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GlStateManager.rotate( pitchAngle * -85f, 1f, 0f, 0f );
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itemRenderer.renderArms();
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float rX = MathHelper.sin( swingRt * (float) Math.PI );
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GlStateManager.rotate( rX * 20f, 1f, 0f, 0f );
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GlStateManager.scale( 2f, 2f, 2f );
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renderPrintoutFirstPerson( stack );
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}
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private static void renderPrintoutFirstPerson( ItemStack stack )
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@Override
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protected void renderItem( ItemStack stack )
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{
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// Setup various transformations. Note that these are partially adapated from the corresponding method
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// in ItemRenderer.renderMapFirstPerson
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|
@@ -96,7 +96,7 @@ public final class ModelTransformer
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}
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@Override
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public void setQuadOrientation( EnumFacing orientation )
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public void setQuadOrientation( @Nonnull EnumFacing orientation )
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{
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super.setQuadOrientation( orientation == null ? orientation : TRSRTransformation.rotate( positionMatrix, orientation ) );
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}
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|
@@ -105,7 +105,7 @@ public class PrintoutRenderer
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// Draw centre panel (just stretched texture, sorry).
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drawTexture( buffer,
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x - offset, y, z - 0.02, X_SIZE + offset * 2, Y_SIZE,
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COVER_X + COVER_SIZE / 2, COVER_SIZE, COVER_SIZE, Y_SIZE
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COVER_X + COVER_SIZE / 2.0f, COVER_SIZE, COVER_SIZE, Y_SIZE
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);
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double borderX = left;
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@@ -119,7 +119,7 @@ public class PrintoutRenderer
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}
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// Left half
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drawTexture( buffer, x, y, z, X_FOLD_SIZE * 2, 0, X_SIZE / 2, Y_SIZE );
|
||||
drawTexture( buffer, x, y, z, X_FOLD_SIZE * 2, 0, X_SIZE / 2.0f, Y_SIZE );
|
||||
for( int n = 0; n <= leftPages; n++ )
|
||||
{
|
||||
drawTexture( buffer,
|
||||
@@ -131,7 +131,7 @@ public class PrintoutRenderer
|
||||
}
|
||||
|
||||
// Right half
|
||||
drawTexture( buffer, x + X_SIZE / 2, y, z, X_FOLD_SIZE * 2 + X_SIZE / 2, 0, X_SIZE / 2, Y_SIZE );
|
||||
drawTexture( buffer, x + X_SIZE / 2.0f, y, z, X_FOLD_SIZE * 2 + X_SIZE / 2.0f, 0, X_SIZE / 2.0f, Y_SIZE );
|
||||
for( int n = 0; n <= rightPages; n++ )
|
||||
{
|
||||
drawTexture( buffer,
|
||||
|
@@ -75,25 +75,17 @@ public class TurtleSmartItemModel implements IBakedModel, ISelectiveResourceRelo
|
||||
@Override
|
||||
public boolean equals( Object other )
|
||||
{
|
||||
if( other == this )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if( other instanceof TurtleModelCombination )
|
||||
{
|
||||
TurtleModelCombination otherCombo = (TurtleModelCombination) other;
|
||||
if( otherCombo.m_family == m_family &&
|
||||
otherCombo.m_colour == m_colour &&
|
||||
otherCombo.m_leftUpgrade == m_leftUpgrade &&
|
||||
otherCombo.m_rightUpgrade == m_rightUpgrade &&
|
||||
Objects.equal( otherCombo.m_overlay, m_overlay ) &&
|
||||
otherCombo.m_christmas == m_christmas &&
|
||||
otherCombo.m_flip == m_flip )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
if( other == this ) return true;
|
||||
if( !(other instanceof TurtleModelCombination) ) return false;
|
||||
|
||||
TurtleModelCombination otherCombo = (TurtleModelCombination) other;
|
||||
return otherCombo.m_family == m_family &&
|
||||
otherCombo.m_colour == m_colour &&
|
||||
otherCombo.m_leftUpgrade == m_leftUpgrade &&
|
||||
otherCombo.m_rightUpgrade == m_rightUpgrade &&
|
||||
Objects.equal( otherCombo.m_overlay, m_overlay ) &&
|
||||
otherCombo.m_christmas == m_christmas &&
|
||||
otherCombo.m_flip == m_flip;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
Reference in New Issue
Block a user