204 lines
6.6 KiB
Java

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;
}