Files
GameStarter/src/js/net/minecraft/client/render/model/renderer/ModelRenderer.js
T
LabyStudio 62a43c2468 render proper character with test animation
(cherry picked from commit 0f3b3a0d6ff8be5e3b1ad47a25943cf1d62cc6eb)
2022-05-02 04:45:34 +02:00

166 lines
5.0 KiB
JavaScript

window.ModelRenderer = class {
/**
* Create cube object
*/
constructor(textureWidth, textureHeight) {
this.textureWidth = textureWidth;
this.textureHeight = textureHeight;
this.textureOffsetX = 0;
this.textureOffsetY = 0;
this.xRotation = 0;
this.yRotation = 0;
this.zRotation = 0;
this.x = 0;
this.y = 0;
this.z = 0;
this.bone = new THREE.Object3D();
}
/**
* Set the texture offset position of the cube
*
* @param textureOffsetX Offset position x
* @param textureOffsetY Offset position y
*/
setTextureOffset(textureOffsetX, textureOffsetY) {
this.textureOffsetX = textureOffsetX;
this.textureOffsetY = textureOffsetY;
return this;
}
/**
* Create box using offset position and width, height and depth
*
* @param offsetX X offset of the render position
* @param offsetY Y offset of the render position
* @param offsetZ Z offset of the render position
* @param width Cube width
* @param height Cube height
* @param depth Cube depth
*/
setBox(offsetX, offsetY, offsetZ, width, height, depth) {
this.polygons = [];
let x = offsetX + width;
let y = offsetY + height;
let z = offsetZ + depth;
// Create bottom vertex points of cube
let vertexBottom1 = new Vertex(offsetX, offsetY, offsetZ);
let vertexBottom2 = new Vertex(x, offsetY, offsetZ);
let vertexBottom3 = new Vertex(offsetX, offsetY, z);
let vertexBottom4 = new Vertex(x, offsetY, z);
// Create top vertex points of cube
let vertexTop1 = new Vertex(x, y, z);
let vertexTop2 = new Vertex(offsetX, y, z);
let vertexTop3 = new Vertex(x, y, offsetZ);
let vertexTop4 = new Vertex(offsetX, y, offsetZ);
// Create polygons for each cube side
this.polygons[0] = new Polygon(
[vertexBottom4, vertexBottom2, vertexTop3, vertexTop1],
this.textureOffsetX + depth + width,
this.textureOffsetY + depth,
this.textureOffsetX + depth + width + depth,
this.textureOffsetY + depth + height,
this.textureWidth, this.textureHeight
);
this.polygons[1] = new Polygon(
[vertexBottom1, vertexBottom3, vertexTop2, vertexTop4],
this.textureOffsetX,
this.textureOffsetY + depth,
this.textureOffsetX + depth,
this.textureOffsetY + depth + height,
this.textureWidth, this.textureHeight
);
this.polygons[2] = new Polygon(
[vertexBottom4, vertexBottom3, vertexBottom1, vertexBottom2],
this.textureOffsetX + depth,
this.textureOffsetY,
this.textureOffsetX + depth + width,
this.textureOffsetY + depth,
this.textureWidth, this.textureHeight
);
this.polygons[3] = new Polygon(
[vertexTop3, vertexTop4, vertexTop2, vertexTop1],
this.textureOffsetX + depth + width,
this.textureOffsetY,
this.textureOffsetX + depth + width + width,
this.textureOffsetY + depth,
this.textureWidth, this.textureHeight
);
this.polygons[4] = new Polygon(
[vertexBottom2, vertexBottom1, vertexTop4, vertexTop3],
this.textureOffsetX + depth,
this.textureOffsetY + depth,
this.textureOffsetX + depth + width,
this.textureOffsetY + depth + height,
this.textureWidth, this.textureHeight
);
this.polygons[5] = new Polygon(
[vertexBottom3, vertexBottom4, vertexTop1, vertexTop2],
this.textureOffsetX + depth + width + depth,
this.textureOffsetY + depth,
this.textureOffsetX + depth + width + depth + width,
this.textureOffsetY + depth + height,
this.textureWidth, this.textureHeight
);
return this;
}
/**
* Set the absolute position of the cube
*
* @param x Absolute x position of cube
* @param y Absolute y position of cube
* @param z Absolute z position of cube
*/
setPosition(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
rebuild(tessellator, group) {
// Start drawing
tessellator.startDrawing();
// Render polygons
for (let i = 0; i < 6; i++) {
let polygon = this.polygons[i];
polygon.render(tessellator);
}
// Finish drawing
tessellator.draw(this.bone);
group.add(this.bone);
}
render(group) {
this.bone.position.setX(this.x);
this.bone.position.setY(this.y);
this.bone.position.setZ(this.z);
this.bone.rotation.order = 'ZYX';
this.bone.rotation.x = this.xRotation;
this.bone.rotation.y = this.yRotation;
this.bone.rotation.z = this.zRotation;
this.bone.updateMatrix();
}
}