support multiple cubes in ModuleRenderer, prepare first person item rendering
(cherry picked from commit a3f91b396f3199fc6c24db445b562d3ce1645758)
This commit is contained in:
@@ -10,10 +10,17 @@ window.IngameOverlay = class extends Gui {
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}
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render(stack, mouseX, mouseY, partialTicks) {
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// Render crosshair
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if (this.minecraft.hasInGameFocus()) {
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this.renderCrosshair(stack, this.window.width / 2, this.window.height / 2)
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}
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// Render holding item
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if (this.minecraft.settings.thirdPersonView === 0) {
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this.minecraft.itemRenderer.renderItemInHand();
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}
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// Render hotbar
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this.renderHotbar(stack, this.window.width / 2 - 91, this.window.height - 22);
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// Debug
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@@ -5,6 +5,8 @@ window.ItemRenderer = class {
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this.window = window;
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this.items = [];
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this.itemInHand = null;
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this.itemInHandGroup = new THREE.Object3D();
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}
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initialize() {
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@@ -33,6 +35,8 @@ window.ItemRenderer = class {
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this.webRenderer.sortObjects = false;
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this.webRenderer.setClearColor(0x000000, 0);
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this.webRenderer.clear();
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this.scene.add(this.itemInHandGroup);
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}
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render(partialTicks) {
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@@ -48,6 +52,28 @@ window.ItemRenderer = class {
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this.webRenderer.render(this.scene, this.camera);
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}
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renderItemInHand() {
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let typeId = this.minecraft.player.inventory.getItemInSelectedSlot();
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if (typeId === this.itemInHand) {
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return; // Skip rebuilding if the item hasn't changed
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}
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// Clear previous mesh
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this.itemInHandGroup.clear();
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// Should render hand or item
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if (typeId === 0) {
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} else {
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let block = Block.getById(typeId);
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// this.minecraft.worldRenderer.blockRenderer.renderBlockInHand(block, this.itemInHandGroup, 1);
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}
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// Store item in hand meta
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this.itemInHand = typeId;
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}
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renderItemInGui(renderId, block, x, y) {
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let meta = this.items[renderId];
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if (typeof meta === "undefined") {
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@@ -83,5 +109,6 @@ window.ItemRenderer = class {
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for (let i in this.items) {
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this.items[i].dirty = true;
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}
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this.itemInHand = null;
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}
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}
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@@ -10,38 +10,38 @@ window.ModelPlayer = class extends ModelBase {
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let height = 32;
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// Create head ModelRenderer
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this.head = new ModelRenderer(width, height)
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this.head = new ModelRenderer("head", width, height)
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.setTextureOffset(0, 0)
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.setBox(-4.0, -8.0, -4.0, 8, 8, 8);
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.addBox(-4.0, -8.0, -4.0, 8, 8, 8);
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// Create body ModelRenderer
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this.body = new ModelRenderer(width, height)
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this.body = new ModelRenderer("body", width, height)
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.setTextureOffset(16, 16)
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.setBox(-4.0, 0.0, -2.0, 8, 12, 4);
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.addBox(-4.0, 0.0, -2.0, 8, 12, 4);
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// Left arm ModelRenderer
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this.leftArm = new ModelRenderer(width, height)
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this.leftArm = new ModelRenderer("left_arm", width, height)
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.setTextureOffset(40, 16)
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.setRotationPoint(-5.0, 2.0, 0.0)
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.setBox(-1.0, -2.0, -2.0, 4, 12, 4);
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.addBox(-1.0, -2.0, -2.0, 4, 12, 4);
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// Right arm ModelRenderer
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this.rightArm = new ModelRenderer(width, height)
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this.rightArm = new ModelRenderer("right_arm", width, height)
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.setTextureOffset(40, 16)
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.setRotationPoint(-3.0, 2.0, -2.0)
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.setBox(-3.0, -2.0, -2.0, 4, 12, 4);
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.addBox(-3.0, -2.0, -2.0, 4, 12, 4);
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// Right Legs ModelRenderer
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this.rightLeg = new ModelRenderer(width, height)
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this.rightLeg = new ModelRenderer("right_leg", width, height)
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.setTextureOffset(0, 16)
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.setRotationPoint(-2.0, 12.0, 0.0)
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.setBox(-2.0, 0.0, -2.0, 4, 12, 4);
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.addBox(-2.0, 0.0, -2.0, 4, 12, 4);
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// Left leg ModelRenderer
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this.leftLeg = new ModelRenderer(width, height)
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this.leftLeg = new ModelRenderer("left_leg", width, height)
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.setTextureOffset(0, 16)
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.setRotationPoint(2.0, 12.0, 0.0)
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.setBox(-2.0, 0.0, -2.0, 4, 12, 4);
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.addBox(-2.0, 0.0, -2.0, 4, 12, 4);
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}
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rebuild(tessellator, group) {
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@@ -143,12 +143,12 @@ window.ModelPlayer = class extends ModelBase {
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this.leftArm.rotateAngleX -= Math.sin(timeAlive * 0.067) * 0.05;
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// Render cubes
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this.head.render(group);
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this.body.render(group);
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this.rightArm.render(group);
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this.leftArm.render(group);
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this.rightLeg.render(group);
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this.leftLeg.render(group);
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this.head.render();
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this.body.render();
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this.rightArm.render();
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this.leftArm.render();
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this.rightLeg.render();
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this.leftLeg.render();
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super.render(entity, limbSwingAmount, limbSwing, timeAlive, yaw, pitch);
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}
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@@ -3,7 +3,9 @@ window.ModelRenderer = class {
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/**
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* Create cube object
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*/
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constructor(textureWidth, textureHeight) {
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constructor(name, textureWidth, textureHeight) {
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this.name = name;
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this.textureWidth = textureWidth;
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this.textureHeight = textureHeight;
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@@ -18,6 +20,13 @@ window.ModelRenderer = class {
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this.rotationPointY = 0;
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this.rotationPointZ = 0;
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this.scaleX = 1;
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this.scaleY = 1;
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this.scaleZ = 1;
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this.cubes = [];
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this.children = [];
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this.bone = new THREE.Object3D();
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}
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@@ -30,7 +39,57 @@ window.ModelRenderer = class {
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setTextureOffset(textureOffsetX, textureOffsetY) {
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this.textureOffsetX = textureOffsetX;
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this.textureOffsetY = textureOffsetY;
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return this;
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}
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/**
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* Set texture size
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* @param width Texture width
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* @param height Texture height
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*/
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setTextureSize(width, height) {
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this.textureWidth = width;
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this.textureHeight = height;
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return this;
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}
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/**
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* Set the absolute position of the cube
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*
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* @param x Absolute x position of cube
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* @param y Absolute y position of cube
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* @param z Absolute z position of cube
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*/
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setRotationPoint(x, y, z) {
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this.rotationPointX = x;
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this.rotationPointY = y;
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this.rotationPointZ = z;
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return this;
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}
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/**
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* Set the rotation of the cube
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* @param x Rotation x
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* @param y Rotation y
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* @param z Rotation z
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*/
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setRotationAngle(x, y, z) {
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this.rotateAngleX = x;
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this.rotateAngleY = y;
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this.rotateAngleZ = z;
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return this;
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}
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/**
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* Set the rotation of the cube
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* @param x Rotation x
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* @param y Rotation y
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* @param z Rotation z
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*/
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setScale(x, y, z) {
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this.scaleX = x;
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this.scaleY = y;
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this.scaleZ = z;
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return this;
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}
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@@ -43,9 +102,11 @@ window.ModelRenderer = class {
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* @param width Cube width
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* @param height Cube height
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* @param depth Cube depth
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* @param inflate Inflate the cube
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* @param mirror Mirror the cube
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*/
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setBox(offsetX, offsetY, offsetZ, width, height, depth) {
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this.polygons = [];
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addBox(offsetX, offsetY, offsetZ, width, height, depth, inflate = 0, mirror = false) {
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let polygons = [];
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let x = offsetX + width;
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let y = offsetY + height;
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@@ -64,7 +125,7 @@ window.ModelRenderer = class {
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let vertexTop4 = new Vertex(offsetX, y, offsetZ);
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// Create polygons for each cube side
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this.polygons[0] = new Polygon(
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polygons[0] = new Polygon(
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[vertexBottom4, vertexBottom2, vertexTop3, vertexTop1],
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this.textureOffsetX + depth + width,
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this.textureOffsetY + depth,
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@@ -73,7 +134,7 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.polygons[1] = new Polygon(
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polygons[1] = new Polygon(
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[vertexBottom1, vertexBottom3, vertexTop2, vertexTop4],
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this.textureOffsetX,
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this.textureOffsetY + depth,
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@@ -82,7 +143,7 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.polygons[2] = new Polygon(
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polygons[2] = new Polygon(
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[vertexBottom4, vertexBottom3, vertexBottom1, vertexBottom2],
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this.textureOffsetX + depth,
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this.textureOffsetY,
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@@ -91,7 +152,7 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.polygons[3] = new Polygon(
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polygons[3] = new Polygon(
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[vertexTop3, vertexTop4, vertexTop2, vertexTop1],
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this.textureOffsetX + depth + width,
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this.textureOffsetY,
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@@ -100,7 +161,7 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.polygons[4] = new Polygon(
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polygons[4] = new Polygon(
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[vertexBottom2, vertexBottom1, vertexTop4, vertexTop3],
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this.textureOffsetX + depth,
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this.textureOffsetY + depth,
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@@ -109,7 +170,7 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.polygons[5] = new Polygon(
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polygons[5] = new Polygon(
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[vertexBottom3, vertexBottom4, vertexTop1, vertexTop2],
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this.textureOffsetX + depth + width + depth,
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this.textureOffsetY + depth,
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@@ -118,41 +179,65 @@ window.ModelRenderer = class {
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this.textureWidth, this.textureHeight
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);
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this.cubes.push(polygons);
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return this;
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}
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/**
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* Set the absolute position of the cube
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*
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* @param x Absolute x position of cube
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* @param y Absolute y position of cube
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* @param z Absolute z position of cube
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*/
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setRotationPoint(x, y, z) {
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this.rotationPointX = x;
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this.rotationPointY = y;
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this.rotationPointZ = z;
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return this;
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addChild(model) {
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this.children.push(model);
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}
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removeChild(model) {
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let index = this.children.indexOf(model);
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if (index !== -1) {
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this.children.splice(index, 1);
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}
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}
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getModelByName(name) {
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if (this.name === name) {
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return this;
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}
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for (const child of this.children) {
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let innerResult = child.getModelByName(name);
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if (innerResult != null) {
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return innerResult;
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}
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}
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return null;
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}
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rebuild(tessellator, group) {
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// Clear meshes
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this.bone.clear();
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// Start drawing
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// Draw cubes
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tessellator.startDrawing();
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for (let i = 0; i < this.cubes.length; i++) {
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let polygons = this.cubes[i];
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// Render polygons
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for (let i = 0; i < 6; i++) {
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let polygon = this.polygons[i];
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polygon.render(tessellator);
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// Render polygons
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for (let face = 0; face < 6; face++) {
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let polygon = polygons[face];
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polygon.render(tessellator);
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}
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}
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tessellator.draw(this.bone);
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// Draw children
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for (let i = 0; i < this.children.length; i++) {
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let child = this.children[i];
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child.rebuild(tessellator, this.bone);
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}
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// Finish drawing
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tessellator.draw(this.bone);
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// Add to group
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group.add(this.bone);
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}
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render(group) {
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render() {
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this.bone.position.setX(this.rotationPointX);
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this.bone.position.setY(this.rotationPointY);
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this.bone.position.setZ(this.rotationPointZ);
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@@ -162,6 +247,15 @@ window.ModelRenderer = class {
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this.bone.rotation.y = this.rotateAngleY;
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this.bone.rotation.z = this.rotateAngleZ;
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this.bone.scale.setX(this.scaleX);
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this.bone.scale.setY(this.scaleY);
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this.bone.scale.setZ(this.scaleZ);
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for (let i = 0; i < this.children.length; i++) {
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let child = this.children[i];
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child.render();
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}
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this.bone.updateMatrix();
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}
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Reference in New Issue
Block a user