package com.hbm.render.util; import java.util.Random; import org.lwjgl.opengl.GL11; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; public class BeamPronter { public static enum EnumWaveType { RANDOM, SPIRAL } public static enum EnumBeamType { SOLID, LINE } public static void prontBeam(Vec3 skeleton, EnumWaveType wave, EnumBeamType beam, int outerColor, int innerColor, int start, int segments, float size, int layers, float thickness) { GL11.glPushMatrix(); float sYaw = (float)(Math.atan2(skeleton.xCoord, skeleton.zCoord) * 180F / Math.PI); float sqrt = MathHelper.sqrt_double(skeleton.xCoord * skeleton.xCoord + skeleton.zCoord * skeleton.zCoord); float sPitch = (float)(Math.atan2(skeleton.yCoord, (double)sqrt) * 180F / Math.PI); GL11.glRotatef(180, 0, 1F, 0); GL11.glRotatef(sYaw, 0, 1F, 0); GL11.glRotatef(sPitch - 90, 1F, 0, 0); GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); if(beam == EnumBeamType.SOLID) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); } Tessellator tessellator = Tessellator.instance; Vec3 unit = Vec3.createVectorHelper(0, 1, 0); Random rand = new Random(start); double length = skeleton.lengthVector(); double segLength = length / segments; double lastX = 0; double lastY = 0; double lastZ = 0; for(int i = 0; i <= segments; i++) { Vec3 spinner = Vec3.createVectorHelper(size, 0, 0); if(wave == EnumWaveType.SPIRAL) { spinner.rotateAroundY((float)Math.PI * (float)start / 180F); spinner.rotateAroundY((float)Math.PI * 45F / 180F * i); } else if(wave == EnumWaveType.RANDOM) { spinner.rotateAroundY((float)Math.PI * 2 * rand.nextFloat()); } //spinner.rotateAroundX(sPitch + (float)Math.PI * 0.5F); //spinner.rotateAroundY(sYaw); double pX = unit.xCoord * segLength * i + spinner.xCoord; double pY = unit.yCoord * segLength * i + spinner.yCoord; double pZ = unit.zCoord * segLength * i + spinner.zCoord; if(beam == EnumBeamType.LINE && i > 0) { tessellator.startDrawing(3); tessellator.setColorOpaque_I(outerColor); tessellator.addVertex(pX, pY, pZ); tessellator.addVertex(lastX, lastY, lastZ); tessellator.draw(); } if(beam == EnumBeamType.SOLID && i > 0) { float radius = thickness / layers; for(int j = 1; j <= layers; j++) { float inter = (float)(j - 1) / (float)(layers - 1); int color = (int) (outerColor + (innerColor - outerColor) * inter); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(color); tessellator.addVertex(lastX + (radius * j), lastY, lastZ + (radius * j)); tessellator.addVertex(lastX + (radius * j), lastY, lastZ - (radius * j)); tessellator.addVertex(pX + (radius * j), pY, pZ - (radius * j)); tessellator.addVertex(pX + (radius * j), pY, pZ + (radius * j)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(color); tessellator.addVertex(lastX - (radius * j), lastY, lastZ + (radius * j)); tessellator.addVertex(lastX - (radius * j), lastY, lastZ - (radius * j)); tessellator.addVertex(pX - (radius * j), pY, pZ - (radius * j)); tessellator.addVertex(pX - (radius * j), pY, pZ + (radius * j)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(color); tessellator.addVertex(lastX + (radius * j), lastY, lastZ + (radius * j)); tessellator.addVertex(lastX - (radius * j), lastY, lastZ + (radius * j)); tessellator.addVertex(pX - (radius * j), pY, pZ + (radius * j)); tessellator.addVertex(pX + (radius * j), pY, pZ + (radius * j)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(color); tessellator.addVertex(lastX + (radius * j), lastY, lastZ - (radius * j)); tessellator.addVertex(lastX - (radius * j), lastY, lastZ - (radius * j)); tessellator.addVertex(pX - (radius * j), pY, pZ - (radius * j)); tessellator.addVertex(pX + (radius * j), pY, pZ - (radius * j)); tessellator.draw(); } } lastX = pX; lastY = pY; lastZ = pZ; } if(beam == EnumBeamType.LINE) { tessellator.startDrawing(3); tessellator.setColorOpaque_I(innerColor); tessellator.addVertex(0, 0, 0); tessellator.addVertex(0, skeleton.lengthVector(), 0); tessellator.draw(); } if(beam == EnumBeamType.SOLID) { GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glPopMatrix(); GL11.glPopMatrix(); } }