diff options
Diffstat (limited to 'Minecraft.Client/FishingHookRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/FishingHookRenderer.cpp | 101 |
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); + } +} |
