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#include "stdafx.h"
#include "..\..\Minecraft.h"
#include "..\..\ScreenSizeCalculator.h"
#include "..\..\EntityRenderDispatcher.h"
#include "..\..\PlayerRenderer.h"
#include "..\..\HorseRenderer.h"
#include "..\..\HumanoidModel.h"
#include "..\..\ModelHorse.h"
#include "..\..\Lighting.h"
#include "..\..\ModelPart.h"
#include "..\..\Options.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h"
//#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.EntityHorse.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "UI.h"
#include "UIControl_MinecraftHorse.h"
UIControl_MinecraftHorse::UIControl_MinecraftHorse()
{
UIControl::setControlType(UIControl::eMinecraftHorse);
Minecraft *pMinecraft=Minecraft::GetInstance();
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
m_fRawWidth=static_cast<float>(ssc.rawWidth);
m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
m_fRawHeight=static_cast<float>(ssc.rawHeight);
}
void UIControl_MinecraftHorse::render(IggyCustomDrawCallbackRegion *region)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
glEnable(GL_RESCALE_NORMAL);
glEnable(GL_COLOR_MATERIAL);
glPushMatrix();
float width = region->x1 - region->x0;
float height = region->y1 - region->y0;
float xo = width/2;
float yo = height;
// dynamic y offset according to region height
glTranslatef(xo, yo - (height / 7.5f), 50.0f);
//UIScene_InventoryMenu *containerMenu = (UIScene_InventoryMenu *)m_parentScene;
UIScene_HorseInventoryMenu *containerMenu = static_cast<UIScene_HorseInventoryMenu *>(m_parentScene);
shared_ptr<LivingEntity> entityHorse = containerMenu->m_horse;
// Base scale on height of this control
// Potentially we might want separate x & y scales here
float ss = width / (m_fScreenWidth / m_fScreenHeight) * 0.71f;
glScalef(-ss, ss, ss);
glRotatef(180, 0, 0, 1);
float oybr = entityHorse->yBodyRot;
float oyr = entityHorse->yRot;
float oxr = entityHorse->xRot;
float oyhr = entityHorse->yHeadRot;
//float xd = ( matrix._41 + ( (bwidth*matrix._11)/2) ) - m_pointerPos.x;
float xd = (m_x + m_width/2) - containerMenu->m_pointerPos.x;
// Need to base Y on head position, not centre of mass
//float yd = ( matrix._42 + ( (bheight*matrix._22) / 2) - 40 ) - m_pointerPos.y;
float yd = (m_y + m_height/2 - 40) - containerMenu->m_pointerPos.y;
glRotatef(45 + 90, 0, 1, 0);
Lighting::turnOn();
glRotatef(-45 - 90, 0, 1, 0);
glRotatef(-(float) atan(yd / 40.0f) * 20, 1, 0, 0);
entityHorse->yBodyRot = (float) atan(xd / 40.0f) * 20;
entityHorse->yRot = (float) atan(xd / 40.0f) * 40;
entityHorse->xRot = -(float) atan(yd / 40.0f) * 20;
entityHorse->yHeadRot = entityHorse->yRot;
//entityHorse->glow = 1;
glTranslatef(0, entityHorse->heightOffset, 0);
EntityRenderDispatcher::instance->playerRotY = 180;
// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
bool wasHidingGui = pMinecraft->options->hideGui;
pMinecraft->options->hideGui = true;
EntityRenderDispatcher::instance->render(entityHorse, 0, 0, 0, 0, 1, false, false);
pMinecraft->options->hideGui = wasHidingGui;
//entityHorse->glow = 0;
entityHorse->yBodyRot = oybr;
entityHorse->yRot = oyr;
entityHorse->xRot = oxr;
entityHorse->yHeadRot = oyhr;
glPopMatrix();
Lighting::turnOff();
glDisable(GL_RESCALE_NORMAL);
}
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