Files
GameStarter/src/js/net/minecraft/client/render/model/renderer/ModelRenderer.js
T
LabyStudio 800134b26b implement first person hand
(cherry picked from commit bfe5a2eaca2858a7ccde1df847e2148dd79f4045)
2022-05-02 04:46:15 +02:00

292 lines
8.5 KiB
JavaScript

import Polygon from "./Polygon.js";
import Vertex from "./Vertex.js";
export default class ModelRenderer {
/**
* Create cube object
*/
constructor(name, textureWidth, textureHeight) {
this.name = name;
this.textureWidth = textureWidth;
this.textureHeight = textureHeight;
this.textureOffsetX = 0;
this.textureOffsetY = 0;
this.rotateAngleX = 0;
this.rotateAngleY = 0;
this.rotateAngleZ = 0;
this.rotationPointX = 0;
this.rotationPointY = 0;
this.rotationPointZ = 0;
this.scaleX = 1;
this.scaleY = 1;
this.scaleZ = 1;
this.cubes = [];
this.children = [];
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;
}
/**
* Set texture size
* @param width Texture width
* @param height Texture height
*/
setTextureSize(width, height) {
this.textureWidth = width;
this.textureHeight = height;
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
*/
setRotationPoint(x, y, z) {
this.rotationPointX = x;
this.rotationPointY = y;
this.rotationPointZ = z;
return this;
}
/**
* Set the rotation of the cube
* @param x Rotation x
* @param y Rotation y
* @param z Rotation z
*/
setRotationAngle(x, y, z) {
this.rotateAngleX = x;
this.rotateAngleY = y;
this.rotateAngleZ = z;
return this;
}
/**
* Set the rotation of the cube
* @param x Rotation x
* @param y Rotation y
* @param z Rotation z
*/
setScale(x, y, z) {
this.scaleX = x;
this.scaleY = y;
this.scaleZ = z;
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
* @param inflate Inflate the cube
* @param mirror Mirror the cube
*/
addBox(offsetX, offsetY, offsetZ, width, height, depth, inflate = 0, mirror = false) {
let 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
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
);
polygons[1] = new Polygon(
[vertexBottom1, vertexBottom3, vertexTop2, vertexTop4],
this.textureOffsetX,
this.textureOffsetY + depth,
this.textureOffsetX + depth,
this.textureOffsetY + depth + height,
this.textureWidth, this.textureHeight
);
polygons[2] = new Polygon(
[vertexBottom4, vertexBottom3, vertexBottom1, vertexBottom2],
this.textureOffsetX + depth,
this.textureOffsetY,
this.textureOffsetX + depth + width,
this.textureOffsetY + depth,
this.textureWidth, this.textureHeight
);
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
);
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
);
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
);
this.cubes.push(polygons);
return this;
}
addChild(model) {
this.children.push(model);
}
removeChild(model) {
let index = this.children.indexOf(model);
if (index !== -1) {
this.children.splice(index, 1);
}
}
getModelByName(name) {
if (this.name === name) {
return this;
}
for (const child of this.children) {
let innerResult = child.getModelByName(name);
if (innerResult != null) {
return innerResult;
}
}
return null;
}
rebuild(tessellator, group) {
// Clear meshes
this.bone.clear();
// Draw cubes
tessellator.startDrawing();
for (let i = 0; i < this.cubes.length; i++) {
let polygons = this.cubes[i];
// Render polygons
for (let face = 0; face < 6; face++) {
let polygon = polygons[face];
polygon.render(tessellator);
}
}
tessellator.draw(this.bone);
// Draw children
for (let i = 0; i < this.children.length; i++) {
let child = this.children[i];
child.rebuild(tessellator, this.bone);
}
// Add to group
group.add(this.bone);
}
render() {
this.bone.position.setX(this.rotationPointX);
this.bone.position.setY(this.rotationPointY);
this.bone.position.setZ(this.rotationPointZ);
this.bone.rotation.order = 'ZYX';
this.bone.rotation.x = this.rotateAngleX;
this.bone.rotation.y = this.rotateAngleY;
this.bone.rotation.z = this.rotateAngleZ;
this.bone.scale.setX(this.scaleX);
this.bone.scale.setY(this.scaleY);
this.bone.scale.setZ(this.scaleZ);
for (let i = 0; i < this.children.length; i++) {
let child = this.children[i];
child.render();
}
this.bone.updateMatrix();
}
clone() {
let modelRenderer = new ModelRenderer(this.name, this.textureWidth, this.textureHeight);
modelRenderer.bone = this.bone.clone();
modelRenderer.textureOffsetX = this.textureOffsetX;
modelRenderer.textureOffsetY = this.textureOffsetY;
modelRenderer.cubes = this.cubes;
modelRenderer.copyTransformOf(this);
for (let i = 0; i < this.children.length; i++) {
let child = this.children[i];
modelRenderer.addChild(child.clone());
}
return modelRenderer;
}
copyTransformOf(modelRenderer) {
this.rotationPointX = modelRenderer.rotationPointX;
this.rotationPointY = modelRenderer.rotationPointY;
this.rotationPointZ = modelRenderer.rotationPointZ;
this.scaleX = modelRenderer.scaleX;
this.scaleY = modelRenderer.scaleY;
this.scaleZ = modelRenderer.scaleZ;
this.rotateAngleX = modelRenderer.rotateAngleX;
this.rotateAngleY = modelRenderer.rotateAngleY;
this.rotateAngleZ = modelRenderer.rotateAngleZ;
}
}