implement block in hand

(cherry picked from commit 75fd4edd9f67b2cbf5abffc1ea417920106b1353)
This commit is contained in:
LabyStudio
2022-04-14 20:50:18 +02:00
parent 96b287bedc
commit 5c47dd6599
13 changed files with 145 additions and 68 deletions
@@ -165,19 +165,21 @@ window.BlockRenderer = class {
let distortZ = 0;
// Attach torch at wall
switch (world.getBlockDataAt(x, y, z)) {
case 1:
distortX = -0.2;
break;
case 2:
distortX = 0.2;
break;
case 3:
distortZ = -0.2;
break;
case 4:
distortZ = 0.2;
break;
if (world != null) {
switch (world.getBlockDataAt(x, y, z)) {
case 1:
distortX = -0.2;
break;
case 2:
distortX = 0.2;
break;
case 3:
distortZ = -0.2;
break;
case 4:
distortZ = 0.2;
break;
}
}
// Model type
@@ -252,6 +254,33 @@ window.BlockRenderer = class {
}
}
renderBlockInHand(group, block, brightness) {
this.tessellator.startDrawing();
// Change brightness
this.tessellator.transformBrightness(brightness);
// Render block
this.renderBlock(null, block, 0, 0, 0);
// Create mesh
let mesh = this.tessellator.draw(group);
mesh.geometry.center();
// Relative position
mesh.position.x = 0;
mesh.position.y = 9;
mesh.position.z = -5;
// Rotation
mesh.rotation.y = Math.PI / 4;
// Scale
mesh.scale.x = 6;
mesh.scale.y = -6;
mesh.scale.z = 6;
}
renderGuiBlock(group, block, x, y, size, brightness) {
this.tessellator.startDrawing();
@@ -27,7 +27,7 @@ window.WorldRenderer = class {
this.blockRenderer = new BlockRenderer(this);
// Entity render manager
this.entityRenderManager = new EntityRenderManager();
this.entityRenderManager = new EntityRenderManager(this);
this.initialize();
}
@@ -92,8 +92,8 @@ window.WorldRenderer = class {
// Render entities
for (let entity of this.minecraft.world.entities) {
if (entity === player && this.minecraft.settings.thirdPersonView === 0) {
entity.group.clear();
entity.lastRenderedBrightness = -1; // TODO: Find a better way to trigger this
entity.group.clear(); // Remove entity from scene
delete entity.group.buildMeta; // To trigger a rebuild on the next render
continue;
}
this.renderEntity(entity, partialTicks);
@@ -1,8 +1,10 @@
window.EntityRenderManager = class {
constructor() {
constructor(worldRenderer) {
this.worldRenderer = worldRenderer;
this.renderers = [];
this.push(PlayerEntity, new PlayerRenderer());
this.push(PlayerEntity, new PlayerRenderer(worldRenderer));
}
push(entityType, entityRenderer) {
@@ -6,19 +6,41 @@ window.EntityRenderer = class {
}
rebuild(entity) {
let brightness = entity.getEntityBrightness();
entity.lastRenderedBrightness = brightness;
// Create meta for group
let group = entity.group;
let meta = {};
this.fillMeta(entity, meta);
group.buildMeta = meta;
// Apply brightness
// Clear meshes
group.clear();
// Apply brightness and rebuild
let brightness = group.buildMeta.brightness;
this.tessellator.setColor(brightness, brightness, brightness);
this.model.rebuild(this.tessellator, group);
}
// Rebuild
this.model.rebuild(this.tessellator, entity.group);
fillMeta(entity, meta) {
meta.brightness = entity.getEntityBrightness();
meta.itemInHand = entity.inventory.getItemInSelectedSlot();
}
isRebuildRequired(entity) {
let group = entity.group;
if (typeof group.buildMeta === "undefined") {
return true;
}
// Compare meta of group
let currentMeta = {};
this.fillMeta(entity, currentMeta);
let previousMeta = group.buildMeta;
return JSON.stringify(currentMeta) !== JSON.stringify(previousMeta);
}
render(entity, partialTicks) {
let brightness = entity.getEntityBrightness();
if (entity.lastRenderedBrightness !== brightness) {
if (this.isRebuildRequired(entity)) {
this.rebuild(entity);
}
@@ -45,7 +67,7 @@ window.EntityRenderer = class {
// Actual size of the entity
let scale = 7.0 / 120.0;
group.scale.set(-scale,- scale, scale);
group.scale.set(-scale, -scale, scale);
// Rotate entity model
group.rotation.y = MathHelper.toRadians(-rotationBody + 180);
@@ -1,21 +1,36 @@
window.PlayerRenderer = class extends EntityRenderer {
constructor() {
constructor(worldRenderer) {
super(new ModelPlayer());
this.worldRenderer = worldRenderer;
// Load character texture
this.textureCharacter = new THREE.TextureLoader().load('src/resources/char.png');
this.textureCharacter.magFilter = THREE.NearestFilter;
this.textureCharacter.minFilter = THREE.NearestFilter;
}
rebuild(tessellator, entity) {
rebuild(entity) {
this.tessellator.bindTexture(this.textureCharacter);
super.rebuild(tessellator, entity);
super.rebuild(entity);
// Render item in hand
let group = this.model.rightArm.bone;
let id = entity.inventory.getItemInSelectedSlot();
if (id !== 0) {
let block = Block.getById(id);
this.worldRenderer.blockRenderer.renderBlockInHand(group, block, 1);
}
}
render(entity, partialTicks) {
super.render(entity, partialTicks);
}
fillMeta(entity, meta) {
super.fillMeta(entity, meta);
meta.itemInHand = entity.inventory.getItemInSelectedSlot();
}
}
@@ -58,8 +58,11 @@ window.ModelPlayer = class extends ModelBase {
render(entity, limbSwingAmount, limbSwing, timeAlive, yaw, pitch, partialTicks) {
let group = entity.group;
// Head rotation
this.head.rotateAngleY = MathHelper.toRadians(yaw);
this.head.rotateAngleX = MathHelper.toRadians(pitch);
// Limb swing leg animation
this.rightArm.rotateAngleX = Math.cos(limbSwingAmount * 0.6662 + Math.PI) * 2.0 * limbSwing * 0.5;
this.leftArm.rotateAngleX = Math.cos(limbSwingAmount * 0.6662) * 2.0 * limbSwing * 0.5;
this.rightArm.rotateAngleZ = 0.0;
@@ -69,10 +72,16 @@ window.ModelPlayer = class extends ModelBase {
this.rightLeg.rotateAngleY = 0.0;
this.leftLeg.rotateAngleY = 0.0;
// Reset arms for swing progress
this.rightArm.rotateAngleY = 0.0;
this.rightArm.rotateAngleZ = 0.0;
this.leftArm.rotateAngleY = 0.0;
// Held item animation
if (entity.inventory.getItemInSelectedSlot() !== 0) {
this.rightArm.rotateAngleX = this.rightArm.rotateAngleX * 0.5 - (Math.PI / 10);
}
// Swing progress
let swingProgress = entity.swingProgress - entity.prevSwingProgress;
if (swingProgress < 0.0) {
@@ -106,6 +115,7 @@ window.ModelPlayer = class extends ModelBase {
this.rightArm.rotateAngleZ += Math.sin(interpolatedSwingProgress * Math.PI) * -0.4;
}
// Sneaking animation
if (entity.sneaking) {
this.body.rotateAngleX = 0.5;
this.rightArm.rotateAngleX += 0.4;
@@ -126,6 +136,7 @@ window.ModelPlayer = class extends ModelBase {
this.head.rotationPointY = 0.0;
}
// Limb swing arm animation
this.rightArm.rotateAngleZ += Math.cos(timeAlive * 0.09) * 0.05 + 0.05;
this.leftArm.rotateAngleZ -= Math.cos(timeAlive * 0.09) * 0.05 + 0.05;
this.rightArm.rotateAngleX += Math.sin(timeAlive * 0.067) * 0.05;
@@ -136,6 +136,8 @@ window.ModelRenderer = class {
}
rebuild(tessellator, group) {
this.bone.clear();
// Start drawing
tessellator.startDrawing();