mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
160 lines
5.1 KiB
Java
160 lines
5.1 KiB
Java
package com.hbm.render.util;
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import java.util.Random;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.Vec3;
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public class BeamPronter {
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public static enum EnumWaveType {
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RANDOM, SPIRAL
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}
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public static enum EnumBeamType {
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SOLID, LINE
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}
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public static void prontBeam(Vec3 skeleton, EnumWaveType wave, EnumBeamType beam, int outerColor, int innerColor, int start, int segments, float size, int layers, float thickness) {
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GL11.glPushMatrix();
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GL11.glDepthMask(false);
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float sYaw = (float) (Math.atan2(skeleton.xCoord, skeleton.zCoord) * 180F / Math.PI);
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float sqrt = MathHelper.sqrt_double(skeleton.xCoord * skeleton.xCoord + skeleton.zCoord * skeleton.zCoord);
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float sPitch = (float) (Math.atan2(skeleton.yCoord, (double) sqrt) * 180F / Math.PI);
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GL11.glRotatef(180, 0, 1F, 0);
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GL11.glRotatef(sYaw, 0, 1F, 0);
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GL11.glRotatef(sPitch - 90, 1F, 0, 0);
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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if(beam == EnumBeamType.SOLID) {
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
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}
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Tessellator tessellator = Tessellator.instance;
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Vec3 unit = Vec3.createVectorHelper(0, 1, 0);
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Random rand = new Random(start);
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double length = skeleton.lengthVector();
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double segLength = length / segments;
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double lastX = 0;
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double lastY = 0;
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double lastZ = 0;
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for(int i = 0; i <= segments; i++) {
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Vec3 spinner = Vec3.createVectorHelper(size, 0, 0);
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if(wave == EnumWaveType.SPIRAL) {
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spinner.rotateAroundY((float) Math.PI * (float) start / 180F);
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spinner.rotateAroundY((float) Math.PI * 45F / 180F * i);
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} else if(wave == EnumWaveType.RANDOM) {
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spinner.rotateAroundY((float) Math.PI * 2 * rand.nextFloat());
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spinner.rotateAroundY((float) Math.PI * 2 * rand.nextFloat());
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}
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double pX = unit.xCoord * segLength * i + spinner.xCoord;
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double pY = unit.yCoord * segLength * i + spinner.yCoord;
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double pZ = unit.zCoord * segLength * i + spinner.zCoord;
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if(beam == EnumBeamType.LINE && i > 0) {
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tessellator.startDrawing(3);
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tessellator.setColorOpaque_I(outerColor);
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tessellator.addVertex(pX, pY, pZ);
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tessellator.addVertex(lastX, lastY, lastZ);
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tessellator.draw();
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}
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if(beam == EnumBeamType.SOLID && i > 0) {
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float radius = thickness / layers;
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for(int j = 1; j <= layers; j++) {
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float inter = (float) (j - 1) / (float) (layers - 1);
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int r1 = ((outerColor & 0xFF0000) >> 16);
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int g1 = ((outerColor & 0x00FF00) >> 8);
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int b1 = ((outerColor & 0x0000FF) >> 0);
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int r2 = ((innerColor & 0xFF0000) >> 16);
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int g2 = ((innerColor & 0x00FF00) >> 8);
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int b2 = ((innerColor & 0x0000FF) >> 0);
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int r = ((int)(r1 + (r2 - r1) * inter)) << 16;
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int g = ((int)(g1 + (g2 - g1) * inter)) << 8;
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int b = ((int)(b1 + (b2 - b1) * inter)) << 0;
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int color = r | g | b;
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tessellator.startDrawingQuads();
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tessellator.setColorOpaque_I(color);
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tessellator.addVertex(lastX + (radius * j), lastY, lastZ + (radius * j));
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tessellator.addVertex(lastX + (radius * j), lastY, lastZ - (radius * j));
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tessellator.addVertex(pX + (radius * j), pY, pZ - (radius * j));
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tessellator.addVertex(pX + (radius * j), pY, pZ + (radius * j));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setColorOpaque_I(color);
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tessellator.addVertex(lastX - (radius * j), lastY, lastZ + (radius * j));
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tessellator.addVertex(lastX - (radius * j), lastY, lastZ - (radius * j));
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tessellator.addVertex(pX - (radius * j), pY, pZ - (radius * j));
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tessellator.addVertex(pX - (radius * j), pY, pZ + (radius * j));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setColorOpaque_I(color);
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tessellator.addVertex(lastX + (radius * j), lastY, lastZ + (radius * j));
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tessellator.addVertex(lastX - (radius * j), lastY, lastZ + (radius * j));
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tessellator.addVertex(pX - (radius * j), pY, pZ + (radius * j));
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tessellator.addVertex(pX + (radius * j), pY, pZ + (radius * j));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setColorOpaque_I(color);
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tessellator.addVertex(lastX + (radius * j), lastY, lastZ - (radius * j));
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tessellator.addVertex(lastX - (radius * j), lastY, lastZ - (radius * j));
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tessellator.addVertex(pX - (radius * j), pY, pZ - (radius * j));
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tessellator.addVertex(pX + (radius * j), pY, pZ - (radius * j));
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tessellator.draw();
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}
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}
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lastX = pX;
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lastY = pY;
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lastZ = pZ;
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}
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if(beam == EnumBeamType.LINE) {
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tessellator.startDrawing(3);
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tessellator.setColorOpaque_I(innerColor);
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tessellator.addVertex(0, 0, 0);
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tessellator.addVertex(0, skeleton.lengthVector(), 0);
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tessellator.draw();
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}
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if(beam == EnumBeamType.SOLID) {
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glPopMatrix();
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GL11.glDepthMask(true);
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GL11.glPopMatrix();
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}
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}
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