Fix Marx discharge and spark gap render rotation

This commit is contained in:
malte0811 2017-08-16 18:28:54 +02:00
parent 505464c002
commit a61639052e

View file

@ -18,6 +18,7 @@
package malte0811.industrialWires.client.render;
import blusunrize.immersiveengineering.common.util.chickenbones.Matrix4;
import malte0811.industrialWires.blocks.IWProperties;
import malte0811.industrialWires.blocks.hv.TileEntityMarx;
import malte0811.industrialWires.blocks.hv.TileEntityMarx.Discharge;
@ -40,53 +41,67 @@ public class TileRenderMarx extends TileEntitySpecialRenderer<TileEntityMarx> {
public void render(TileEntityMarx te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
final boolean debug = false;
//noinspection ConstantConditions,PointlessBooleanExpression
if (te.type == IWProperties.MarxType.BOTTOM && (debug || te.state == FIRE)) {
if (te.type == IWProperties.MarxType.BOTTOM && (debug || te.state == FIRE) && te.dischargeData!=null) {
Vec3d player = Minecraft.getMinecraft().player.getPositionEyes(partialTicks);
Tessellator tes = Tessellator.getInstance();
BufferBuilder vb = tes.getBuffer();
prepare(x, y, z, te);
Matrix4 mat = prepare(x, y, z, te, player);
if (te.dischargeData.energy>0) {
drawDischarge(te.dischargeData, vb, tes);
drawDischarge(te.dischargeData, vb, tes, mat);
}
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
Vec3i offset = MiscUtils.offset(BlockPos.ORIGIN, te.facing, te.mirrored, 1, 1, 0);
GlStateManager.translate(x + offset.getX(), y + offset.getY() + .75, z + offset.getZ());
Vec3i facing = te.facing.getDirectionVec();
final float pos = .6875F;
GlStateManager.translate(-facing.getX() * pos, 0, -facing.getZ() * pos);
//draw firing spark gaps
Vec3i offset = MiscUtils.offset(BlockPos.ORIGIN, te.facing, te.mirrored, 1, 1, 0);
final float pos = .6875F;
Vec3i facing = te.facing.getDirectionVec();
Vec3d gapDir = new Vec3d(facing.getZ(), 1, facing.getX());
Vec3d up = new Vec3d(-facing.getZ(), 1, -facing.getX());
Vec3d bottomGap = new Vec3d(offset.getX()-facing.getX()*pos, offset.getY()+.75, offset.getZ()-facing.getZ() * pos);
GlStateManager.pushMatrix();
GlStateManager.translate(x + bottomGap.x, y + bottomGap.y, z + bottomGap.z);
bottomGap = bottomGap.addVector(te.getPos().getX(), te.getPos().getY(), te.getPos().getZ());
for (int i = 0; i < te.getStageCount() - 1; i++) {
renderGap(i, facing, vb, tes);
renderGap(i, facing, vb, tes, player, gapDir, up, bottomGap);
}
cleanUp();
te.state = TileEntityMarx.FiringState.CHARGING;
}
}
private void renderGap(int i, Vec3i facing, BufferBuilder vb, Tessellator tes) {
private void renderGap(int i, Vec3i facing, BufferBuilder vb, Tessellator tes, Vec3d player, Vec3d gapDir, Vec3d up, Vec3d bottomGap) {
GlStateManager.pushMatrix();
GlStateManager.translate(0, i, 0);
GlStateManager.rotate(-45, facing.getX(), facing.getY(), facing.getZ());
//TODO fix
GlStateManager.rotate(-Minecraft.getMinecraft().player.rotationYaw + 180, 0, 1, 0);
player = player.subtract(bottomGap.x, bottomGap.y+i, bottomGap.z);
double t = player.dotProduct(gapDir)/2;
Vec3d playerToLine = player.subtract(gapDir.scale(t));
double angleRad = Math.acos(up.dotProduct(playerToLine)/(up.lengthVector()*playerToLine.lengthVector()));
angleRad *= Math.signum(playerToLine.dotProduct(new Vec3d(facing)));
GlStateManager.rotate((float) Math.toDegrees(angleRad)+90, 0, 1, 0);
vb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
drawDischargeSection(new Vec3d(0, -.2F, 0), new Vec3d(0, .2F, 0), .25F, vb);
tes.draw();
GlStateManager.popMatrix();
}
private void prepare(double x, double y, double z, TileEntityMarx te) {
private Matrix4 prepare(double x, double y, double z, TileEntityMarx te, Vec3d player) {
setLightmapDisabled(true);
GlStateManager.pushMatrix();
Vec3i offset = MiscUtils.offset(BlockPos.ORIGIN, te.facing, te.mirrored, 1, 4, 1);
GlStateManager.translate(x+offset.getX()+.5, y+offset.getY(), z+offset.getZ()+.5);
Vec3d bottom = new Vec3d(offset.getX()+.5, offset.getY(), offset.getZ()+.5);
GlStateManager.translate(x+bottom.x, y+bottom.y, z+bottom.z);
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.rotate(-Minecraft.getMinecraft().player.rotationYaw+180, 0, 1, 0);
player = player.subtract(bottom.add(new Vec3d(te.getPos())));
double angle = Math.atan2(player.x, player.z);
Matrix4 ret = new Matrix4();
ret.rotate(-angle, 0, 1, 0);
GlStateManager.rotate((float) Math.toDegrees(angle), 0, 1, 0);
return ret;
}
private void cleanUp() {
setLightmapDisabled(false);
@ -98,11 +113,11 @@ public class TileRenderMarx extends TileEntitySpecialRenderer<TileEntityMarx> {
}
private static final float[] WHITE = {1, 1, 1, 1};
private static final float[] WHITE_TRANSPARENT = {1, 1, 1, 0};
private void drawDischarge(Discharge d, BufferBuilder vb, Tessellator tes) {
private void drawDischarge(Discharge d, BufferBuilder vb, Tessellator tes, Matrix4 mat) {
if (d!=null&&d.vertices!=null) {
vb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
for (int i = 0;i<d.vertices.length-1;i++) {
drawDischargeSection(d.vertices[i], d.vertices[i+1], d.diameter, vb);
drawDischargeSection(mat.apply(d.vertices[i]), mat.apply(d.vertices[i+1]), d.diameter, vb);
}
tes.draw();
}