229 lines
7.9 KiB
Java

package com.hbm.render.tileentity;
import org.lwjgl.opengl.GL11;
import com.hbm.tileentity.network.TileEntityPylonBase;
import com.hbm.tileentity.network.TileEntityPylonBase.ConnectionType;
import net.minecraft.client.renderer.OpenGlHelper;
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 {
//TODO: adapt this into a more generic form for multi wire pylons
@Deprecated
public void renderSingleLine(TileEntityPylonBase pyl, double x, double y, double z) {
for(int i = 0; i < pyl.connected.size(); i++) {
int[] wire = pyl.connected.get(i);
TileEntity tile = pyl.getWorldObj().getTileEntity(wire[0], wire[1], wire[2]);
if(tile instanceof TileEntityPylonBase) {
TileEntityPylonBase pylon = (TileEntityPylonBase) tile;
Vec3 myOffset = pyl.getMountPos()[0];
Vec3 theirOffset = pylon.getMountPos()[0];
double conX0 = pyl.xCoord + myOffset.xCoord;
double conY0 = pyl.yCoord + myOffset.yCoord;
double conZ0 = pyl.zCoord + myOffset.zCoord;
double conX1 = pylon.xCoord + theirOffset.xCoord;
double conY1 = pylon.yCoord + theirOffset.yCoord;
double conZ1 = pylon.zCoord + theirOffset.zCoord;
double wX = (conX1 - conX0) / 2D;
double wY = (conY1 - conY0) / 2D;
double wZ = (conZ1 - conZ0) / 2D;
float count = 10;
Vec3 delta = Vec3.createVectorHelper(conX1 - conX0, conY1 - conY0, conZ1 - conZ0);
double hang = delta.lengthVector() / 15D;
for(float j = 0; j < count; j++) {
float k = j + 1;
double ja = j + 0.5D;
double ix = conX0 + delta.xCoord / (double)(count * 2) * ja;
double iy = conY0 + delta.yCoord / (double)(count * 2) * ja - Math.sin(j / count * Math.PI * 0.5) * hang;
double iz = conZ0 + delta.zCoord / (double)(count * 2) * ja;
//pylon.getWorldObj().spawnParticle("reddust", ix, iy, iz, 0.01 + j * 0.1, 0, 0);
int brightness = pyl.getWorldObj().getLightBrightnessForSkyBlocks(MathHelper.floor_double(ix), MathHelper.floor_double(iy), MathHelper.floor_double(iz), 0);
int lX = brightness % 65536;
int lY = brightness / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)lX / 1.0F, (float)lY / 1.0F);
drawLineSegment(
x + myOffset.xCoord + (wX * j / count),
y + myOffset.yCoord + (wY * j / count) - Math.sin(j / count * Math.PI * 0.5) * hang,
z + myOffset.zCoord + (wZ * j / count),
x + myOffset.xCoord + (wX * k / count),
y + myOffset.yCoord + (wY * k / count) - Math.sin(k / count * Math.PI * 0.5) * hang,
z + myOffset.zCoord + (wZ * k / count));
}
}
}
}
/**
* 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) {
for(int i = 0; i < pyl.connected.size(); i++) {
int[] wire = pyl.connected.get(i);
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.max(pyl.getConnectionType() == ConnectionType.QUAD ? 4 : 1, pylon.getConnectionType() == ConnectionType.QUAD ? 4 : 1);
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;
for(float j = 0; j < count; j++) {
float k = j + 1;
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 * 2) * ja;
double iy = pyl.yCoord + y0 + deltaY / (double)(count * 2) * ja - Math.sin(j / count * Math.PI * 0.5);
double iz = pyl.zCoord + z0 + deltaZ / (double)(count * 2) * ja;
int brightness = world.getLightBrightnessForSkyBlocks(MathHelper.floor_double(ix), MathHelper.floor_double(iy), MathHelper.floor_double(iz), 0);
int lX = brightness % 65536;
int lY = brightness / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)lX / 1.0F, (float)lY / 1.0F);
drawLineSegment(
x0 + (deltaX * j / count),
y0 + (deltaY * j / count) - Math.sin(j / count * Math.PI * 0.5),
z0 + (deltaZ * j / count),
x0 + (deltaX * k / count),
y0 + (deltaY * k / count) - Math.sin(k / count * Math.PI * 0.5),
z0 + (deltaZ * k / count));
}
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(double x, double y, double z, double a, double b, double c) {
double girth = 0.03125D;
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_CULL_FACE);
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawing(5);
tessellator.setColorOpaque_I(LINE_COLOR);
tessellator.addVertex(x, y + girth, z);
tessellator.addVertex(x, y - girth, z);
tessellator.addVertex(a, b + girth, c);
tessellator.addVertex(a, b - girth, c);
tessellator.addVertex(x + girth, y, z);
tessellator.addVertex(x - girth, y, z);
tessellator.addVertex(a + girth, b, c);
tessellator.addVertex(a - girth, b, c);
tessellator.addVertex(x, y, z + girth);
tessellator.addVertex(x, y, z - girth);
tessellator.addVertex(a, b, c + girth);
tessellator.addVertex(a, b, c - girth);
tessellator.draw();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
}
public static final int LINE_COLOR = 0xBB3311;
}