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CC-Tweaked/remappedSrc/dan200/computercraft/client/render/MonitorHighlightRenderer.java
2021-07-11 01:33:21 +00:00

154 lines
5.1 KiB
Java

/*
* This file is part of ComputerCraft - http://www.computercraft.info
* Copyright Daniel Ratcliffe, 2011-2021. Do not distribute without permission.
* Send enquiries to dratcliffe@gmail.com
*/
package dan200.computercraft.client.render;
import dan200.computercraft.shared.peripheral.monitor.TileMonitor;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.block.BlockState;
import net.minecraft.block.entity.BlockEntity;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Direction;
import net.minecraft.util.math.Matrix4f;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import java.util.EnumSet;
import static net.minecraft.util.math.Direction.*;
/**
* Overrides monitor highlighting to only render the outline of the <em>whole</em> monitor, rather than the current block. This means you do not get an
* intrusive outline on top of the screen.
*/
@Environment( EnvType.CLIENT )
public final class MonitorHighlightRenderer
{
private MonitorHighlightRenderer()
{
}
public static boolean drawHighlight(
MatrixStack matrixStack, VertexConsumer vertexConsumer, Entity entity, double d, double e, double f, BlockPos pos, BlockState blockState
)
{
// Preserve normal behaviour when crouching.
if( entity.isInSneakingPose() )
{
return false;
}
World world = entity.getEntityWorld();
BlockEntity tile = world.getBlockEntity( pos );
if( !(tile instanceof TileMonitor) )
{
return false;
}
TileMonitor monitor = (TileMonitor) tile;
// Determine which sides are part of the external faces of the monitor, and so which need to be rendered.
EnumSet<Direction> faces = EnumSet.allOf( Direction.class );
Direction front = monitor.getFront();
faces.remove( front );
if( monitor.getXIndex() != 0 )
{
faces.remove( monitor.getRight()
.getOpposite() );
}
if( monitor.getXIndex() != monitor.getWidth() - 1 )
{
faces.remove( monitor.getRight() );
}
if( monitor.getYIndex() != 0 )
{
faces.remove( monitor.getDown()
.getOpposite() );
}
if( monitor.getYIndex() != monitor.getHeight() - 1 )
{
faces.remove( monitor.getDown() );
}
Vec3d cameraPos = MinecraftClient.getInstance().gameRenderer.getCamera()
.getPos();
matrixStack.push();
matrixStack.translate( pos.getX() - cameraPos.getX(), pos.getY() - cameraPos.getY(), pos.getZ() - cameraPos.getZ() );
// I wish I could think of a better way to do this
Matrix4f transform = matrixStack.peek()
.getModel();
if( faces.contains( NORTH ) || faces.contains( WEST ) )
{
line( vertexConsumer, transform, 0, 0, 0, UP );
}
if( faces.contains( SOUTH ) || faces.contains( WEST ) )
{
line( vertexConsumer, transform, 0, 0, 1, UP );
}
if( faces.contains( NORTH ) || faces.contains( EAST ) )
{
line( vertexConsumer, transform, 1, 0, 0, UP );
}
if( faces.contains( SOUTH ) || faces.contains( EAST ) )
{
line( vertexConsumer, transform, 1, 0, 1, UP );
}
if( faces.contains( NORTH ) || faces.contains( DOWN ) )
{
line( vertexConsumer, transform, 0, 0, 0, EAST );
}
if( faces.contains( SOUTH ) || faces.contains( DOWN ) )
{
line( vertexConsumer, transform, 0, 0, 1, EAST );
}
if( faces.contains( NORTH ) || faces.contains( UP ) )
{
line( vertexConsumer, transform, 0, 1, 0, EAST );
}
if( faces.contains( SOUTH ) || faces.contains( UP ) )
{
line( vertexConsumer, transform, 0, 1, 1, EAST );
}
if( faces.contains( WEST ) || faces.contains( DOWN ) )
{
line( vertexConsumer, transform, 0, 0, 0, SOUTH );
}
if( faces.contains( EAST ) || faces.contains( DOWN ) )
{
line( vertexConsumer, transform, 1, 0, 0, SOUTH );
}
if( faces.contains( WEST ) || faces.contains( UP ) )
{
line( vertexConsumer, transform, 0, 1, 0, SOUTH );
}
if( faces.contains( EAST ) || faces.contains( UP ) )
{
line( vertexConsumer, transform, 1, 1, 0, SOUTH );
}
matrixStack.pop();
return true;
}
private static void line( VertexConsumer buffer, Matrix4f transform, float x, float y, float z, Direction direction )
{
buffer.vertex( transform, x, y, z )
.color( 0, 0, 0, 0.4f )
.next();
buffer.vertex( transform, x + direction.getOffsetX(), y + direction.getOffsetY(), z + direction.getOffsetZ() )
.color( 0, 0, 0, 0.4f )
.next();
}
}