package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.config.ClientConfig; import com.hbm.main.ResourceManager; import com.hbm.tileentity.network.TileEntityPylonBase; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; import net.minecraft.world.World; public abstract class RenderPylonBase extends TileEntitySpecialRenderer { /** * The closest we have to a does-all solution. It will figure out if it needs to draw multiple lines, * iterate through all the mounting points, try to find the matching mounting points and then draw the lines. * @param pyl * @param x * @param y * @param z */ public void renderLinesGeneric(TileEntityPylonBase pyl, double x, double y, double z) { this.bindTexture(pyl.color == 0 ? ResourceManager.wire_tex : ResourceManager.wire_greyscale_tex); pyl.getConnected().forEach(wire -> { TileEntity tile = pyl.getWorldObj().getTileEntity(wire[0], wire[1], wire[2]); if(tile instanceof TileEntityPylonBase) { TileEntityPylonBase pylon = (TileEntityPylonBase) tile; Vec3[] m1 = pyl.getMountPos(); Vec3[] m2 = pylon.getMountPos(); int lineCount = Math.min(m1.length, m2.length); for(int line = 0; line < lineCount; line++) { Vec3 first = m1[line % m1.length]; int secondIndex = line % m2.length; /* * hacky hacky hack * this will shift the mount point order by 2 to prevent wires from crossing * when meta 12 and 15 pylons are connected. this isn't a great solution * and there's still ways to cross the wires in an ugly way but for now * it should be enough. */ if(lineCount == 4 && ( (pyl.getBlockMetadata() - 10 == 5 && pylon.getBlockMetadata() - 10 == 2) || (pyl.getBlockMetadata() - 10 == 2 && pylon.getBlockMetadata() - 10 == 5))) { secondIndex += 2; secondIndex %= m2.length; } Vec3 second = m2[secondIndex]; double sX = second.xCoord + pylon.xCoord - pyl.xCoord; double sY = second.yCoord + pylon.yCoord - pyl.yCoord; double sZ = second.zCoord + pylon.zCoord - pyl.zCoord; renderLine(pyl.getWorldObj(), pyl, x, y, z, first.xCoord, first.yCoord, first.zCoord, first.xCoord + (sX - first.xCoord) * 0.5, first.yCoord + (sY - first.yCoord) * 0.5, first.zCoord + (sZ - first.zCoord) * 0.5); } } }); } /** * Renders half a line * First coords: the relative render position * Second coords: the pylon's mounting point * Third coords: the midway point exactly between the mounting points. The "hang" doesn't need to be accounted for, it's calculated in here. * @param world * @param pyl * @param x * @param y * @param z * @param x0 * @param y0 * @param z0 * @param x1 * @param y1 * @param z1 */ public void renderLine(World world, TileEntityPylonBase pyl, double x, double y, double z, double x0, double y0, double z0, double x1, double y1, double z1) { GL11.glPushMatrix(); GL11.glTranslated(x, y, z); float count = 10; Tessellator tess = Tessellator.instance; GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); tess.startDrawingQuads(); Vec3 delta = Vec3.createVectorHelper(x0 - x1, y0 - y1, z0 - z1); double girth = 0.03125D; double hyp = Math.sqrt(delta.xCoord * delta.xCoord + delta.zCoord * delta.zCoord); double yaw = Math.atan2(delta.xCoord, delta.zCoord); double pitch = Math.atan2(delta.yCoord, hyp); double rotator = Math.PI * 0.5D; double newPitch = pitch + rotator; double newYaw = yaw + rotator; double iZ = Math.cos(yaw) * Math.cos(newPitch) * girth; double iX = Math.sin(yaw) * Math.cos(newPitch) * girth; double iY = Math.sin(newPitch) * girth; double jZ = Math.cos(newYaw) * girth; double jX = Math.sin(newYaw) * girth; if(!ClientConfig.RENDER_CABLE_HANG.get()) { tess.setColorOpaque_I(pyl.color == 0 ? 0xffffff : pyl.color); drawLineSegment(tess, x0, y0, z0, x1, y1, z1, iX, iY, iZ, jX, jZ); } else { double hang = Math.min(delta.lengthVector() / 15D, 2.5D); for(float j = 0; j < count; j++) { float k = j + 1; double sagJ = Math.sin(j / count * Math.PI * 0.5) * hang; double sagK = Math.sin(k / count * Math.PI * 0.5) * hang; double sagMean = (sagJ + sagK) / 2D; double deltaX = x1 - x0; double deltaY = y1 - y0; double deltaZ = z1 - z0; double ja = j + 0.5D; double ix = pyl.xCoord + x0 + deltaX / (double)(count) * ja; double iy = pyl.yCoord + y0 + deltaY / (double)(count) * ja - sagMean; double iz = pyl.zCoord + z0 + deltaZ / (double)(count) * ja; int brightness = world.getLightBrightnessForSkyBlocks(MathHelper.floor_double(ix), MathHelper.floor_double(iy), MathHelper.floor_double(iz), 0); tess.setBrightness(brightness); tess.setColorOpaque_I(pyl.color == 0 ? 0xffffff : pyl.color); drawLineSegment(tess, x0 + (deltaX * j / count), y0 + (deltaY * j / count) - sagJ, z0 + (deltaZ * j / count), x0 + (deltaX * k / count), y0 + (deltaY * k / count) - sagK, z0 + (deltaZ * k / count), iX, iY, iZ, jX, jZ); } } tess.draw(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPopMatrix(); } /** * Draws a single segment from the first to the second 3D coordinate. * Not fantastic but it looks good enough. * Possible enhancement: remove the draw calls and put those around the drawLineSegment calls for better-er performance * @param x * @param y * @param z * @param a * @param b * @param c */ public void drawLineSegment(Tessellator tessellator, double x, double y, double z, double a, double b, double c, double iX, double iY, double iZ, double jX, double jZ) { double deltaX = a - x; double deltaY = b - y; double deltaZ = c - z; double length = Math.sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ); int wrap = (int) Math.ceil(length * 8); if(deltaX + deltaZ < 0) { wrap *= -1; jZ *= -1; jX *= -1; } tessellator.addVertexWithUV(x + iX, y + iY, z + iZ, 0, 0); tessellator.addVertexWithUV(x - iX, y - iY, z - iZ, 0, 1); tessellator.addVertexWithUV(a - iX, b - iY, c - iZ, wrap, 1); tessellator.addVertexWithUV(a + iX, b + iY, c + iZ, wrap, 0); tessellator.addVertexWithUV(x + jX, y, z + jZ, 0, 0); tessellator.addVertexWithUV(x - jX, y, z - jZ, 0, 1); tessellator.addVertexWithUV(a - jX, b, c - jZ, wrap, 1); tessellator.addVertexWithUV(a + jX, b, c + jZ, wrap, 0); } public static final int LINE_COLOR = 0xBB3311; }