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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/FishingHookRenderer.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/FishingHookRenderer.cpp')
-rw-r--r--Minecraft.Client/FishingHookRenderer.cpp101
1 files changed, 101 insertions, 0 deletions
diff --git a/Minecraft.Client/FishingHookRenderer.cpp b/Minecraft.Client/FishingHookRenderer.cpp
new file mode 100644
index 00000000..0408e96e
--- /dev/null
+++ b/Minecraft.Client/FishingHookRenderer.cpp
@@ -0,0 +1,101 @@
+#include "stdafx.h"
+#include "FishingHookRenderer.h"
+#include "EntityRenderDispatcher.h"
+#include "Options.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
+#include "..\Minecraft.World\Vec3.h"
+#include "..\Minecraft.World\Mth.h"
+#include "MultiPlayerLocalPlayer.h"
+
+void FishingHookRenderer::render(shared_ptr<Entity> _hook, double x, double y, double z, float rot, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<FishingHook> hook = dynamic_pointer_cast<FishingHook>(_hook);
+
+ glPushMatrix();
+
+ glTranslatef((float) x, (float) y, (float) z);
+ glEnable(GL_RESCALE_NORMAL);
+ glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
+ int xi = 1;
+ int yi = 2;
+ bindTexture(TN_PARTICLES); // 4J was L"/particles.png"
+ Tesselator *t = Tesselator::getInstance();
+
+ float u0 = ((xi) * 8 + 0) / 128.0f;
+ float u1 = ((xi) * 8 + 8) / 128.0f;
+ float v0 = ((yi) * 8 + 0) / 128.0f;
+ float v1 = ((yi) * 8 + 8) / 128.0f;
+
+
+ float r = 1.0f;
+ float xo = 0.5f;
+ float yo = 0.5f;
+
+ glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
+ glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
+ t->begin();
+ t->normal(0, 1, 0);
+ t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
+ t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
+ t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
+ t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
+ t->end();
+
+ glDisable(GL_RESCALE_NORMAL);
+ glPopMatrix();
+
+
+ if (hook->owner != NULL)
+ {
+ float swing = hook->owner->getAttackAnim(a);
+ float swing2 = (float) Mth::sin((sqrt(swing)) * PI);
+
+
+ Vec3 *vv = Vec3::newTemp(-0.5, 0.03, 0.8);
+ vv->xRot(-(hook->owner->xRotO + (hook->owner->xRot - hook->owner->xRotO) * a) * PI / 180);
+ vv->yRot(-(hook->owner->yRotO + (hook->owner->yRot - hook->owner->yRotO) * a) * PI / 180);
+ vv->yRot(swing2 * 0.5f);
+ vv->xRot(-swing2 * 0.7f);
+
+ double xp = hook->owner->xo + (hook->owner->x - hook->owner->xo) * a + vv->x;
+ double yp = hook->owner->yo + (hook->owner->y - hook->owner->yo) * a + vv->y;
+ double zp = hook->owner->zo + (hook->owner->z - hook->owner->zo) * a + vv->z;
+ double yOffset = hook->owner != dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player) ? hook->owner->getHeadHeight() : 0;
+
+ // 4J-PB - changing this to be per player
+ //if (this->entityRenderDispatcher->options->thirdPersonView)
+ if (hook->owner->ThirdPersonView() > 0)
+ {
+ float rr = (float) (hook->owner->yBodyRotO + (hook->owner->yBodyRot - hook->owner->yBodyRotO) * a) * PI / 180;
+ double ss = Mth::sin((float) rr);
+ double cc = Mth::cos((float) rr);
+ xp = hook->owner->xo + (hook->owner->x - hook->owner->xo) * a - cc * 0.35 - ss * 0.85;
+ yp = hook->owner->yo + yOffset + (hook->owner->y - hook->owner->yo) * a - 0.45;
+ zp = hook->owner->zo + (hook->owner->z - hook->owner->zo) * a - ss * 0.35 + cc * 0.85;
+ }
+
+ double xh = hook->xo + (hook->x - hook->xo) * a;
+ double yh = hook->yo + (hook->y - hook->yo) * a + 4 / 16.0f;
+ double zh = hook->zo + (hook->z - hook->zo) * a;
+
+ double xa = (float) (xp - xh);
+ double ya = (float) (yp - yh);
+ double za = (float) (zp - zh);
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ t->begin(GL_LINE_STRIP);
+ t->color(0x000000);
+ int steps = 16;
+ for (int i = 0; i <= steps; i++)
+ {
+ float aa = i / (float) steps;
+ t->vertex((float)(x + xa * aa), (float)( y + ya * (aa * aa + aa) * 0.5 + 4 / 16.0f), (float)( z + za * aa));
+ }
+ t->end();
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+ }
+}