Assisted Placement, Part IV-b

This commit is contained in:
Zelophed 2021-02-16 22:50:11 +01:00
parent b9d1a586c1
commit bec13b8e7d
4 changed files with 75 additions and 13 deletions

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@ -1,7 +1,6 @@
package com.simibubi.create.foundation.gui;
import com.simibubi.create.Create;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.AbstractGui;
import net.minecraft.client.gui.screen.Screen;
@ -79,6 +78,9 @@ public enum AllGuiTextures {
INDICATOR_YELLOW("widgets.png", 54, 18, 18, 6),
INDICATOR_RED("widgets.png", 72, 18, 18, 6),
// PlacementIndicator
PLACEMENT_INDICATOR_SHEET("placement_indicator.png", 0, 0, 256, 256);
;
public static final int FONT_COLOR = 0x575F7A;

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@ -3,6 +3,7 @@ package com.simibubi.create.foundation.utility.ghost;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.simibubi.create.foundation.renderState.SuperRenderTypeBuffer;
import net.minecraft.block.BlockState;
import net.minecraft.util.math.MathHelper;
import java.util.HashMap;
import java.util.Map;
@ -12,7 +13,7 @@ public class GhostBlocks {
public static double getBreathingAlpha() {
double period = 2500;
double timer = System.currentTimeMillis() % period;
double offset = Math.cos((2d/period) * Math.PI * timer);
double offset = MathHelper.cos((float) ((2d/period) * Math.PI * timer));
return 0.75d - 0.2d * offset;
}

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@ -2,6 +2,7 @@ package com.simibubi.create.foundation.utility.placement;
import com.mojang.blaze3d.systems.RenderSystem;
import com.simibubi.create.foundation.config.AllConfigs;
import com.simibubi.create.foundation.gui.AllGuiTextures;
import com.simibubi.create.foundation.gui.widgets.InterpolatedChasingAngle;
import com.simibubi.create.foundation.gui.widgets.InterpolatedChasingValue;
import com.simibubi.create.foundation.utility.AngleHelper;
@ -35,7 +36,7 @@ public class PlacementHelpers {
private static final List<IPlacementHelper> helpers = new ArrayList<>();
private static int animationTick = 0;
private static final InterpolatedChasingValue angle = new InterpolatedChasingAngle().withSpeed(0.15f);
private static final InterpolatedChasingValue angle = new InterpolatedChasingAngle().withSpeed(0.25f);
private static BlockPos target = null;
private static BlockPos lastTarget = null;
@ -163,13 +164,7 @@ public class PlacementHelpers {
//mc.fontRenderer.drawString(text, x, y, 0xFFFFFF | opacity);
boolean flag = AllConfigs.CLIENT.smoothPlacementIndicator.get();
if (flag)
drawDirectionIndicator(event.getPartialTicks(), screenX, screenY, progress);
else {
//TODO find something more in style
}
//matrix.pop();
}
}
@ -184,11 +179,17 @@ public class PlacementHelpers {
Vec3d projTarget = VecHelper.projectToPlayerView(VecHelper.getCenterOf(lastTarget), partialTicks);
Vec3d target = new Vec3d(projTarget.x, projTarget.y, 0);
if (projTarget.z > 0) {
target = target.inverse();
}
Vec3d norm = target.normalize();
Vec3d ref = new Vec3d(0, 1, 0);
float targetAngle = AngleHelper.deg(Math.acos(norm.dotProduct(ref)));
if (norm.x > 0) {
angle.withSpeed(0.25f);
if (norm.x < 0) {
targetAngle = 360 - targetAngle;
}
@ -198,10 +199,21 @@ public class PlacementHelpers {
angle.target(targetAngle);
angle.tick();
float snapSize = 22.5f;
float snappedAngle = (snapSize * Math.round(angle.get(0f) / snapSize)) % 360f;
float length = 10;
//TOD O if the target is off screen, use length to show a meaningful distance
boolean flag = AllConfigs.CLIENT.smoothPlacementIndicator.get();
if (flag)
fadedArrow(centerX, centerY, r, g, b, a, length, snappedAngle);
else
textured(centerX, centerY, a, snappedAngle);
}
private static void fadedArrow(float centerX, float centerY, float r, float g, float b, float a, float length, float snappedAngle) {
RenderSystem.pushMatrix();
RenderSystem.disableTexture();
RenderSystem.enableBlend();
@ -210,8 +222,8 @@ public class PlacementHelpers {
RenderSystem.shadeModel(GL11.GL_SMOOTH);
RenderSystem.translated(centerX, centerY, 0);
RenderSystem.rotatef(angle.get(0.1f), 0, 0, -1);
//RenderSystem.scaled(3, 3, 3);
RenderSystem.rotatef(angle.get(0), 0, 0, 1);
//RenderSystem.rotatef(snappedAngle, 0, 0, 1);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
@ -234,4 +246,51 @@ public class PlacementHelpers {
RenderSystem.enableTexture();
RenderSystem.popMatrix();
}
private static void textured(float centerX, float centerY, float alpha, float snappedAngle) {
RenderSystem.pushMatrix();
RenderSystem.enableTexture();
//RenderSystem.disableTexture();
AllGuiTextures.PLACEMENT_INDICATOR_SHEET.bind();
RenderSystem.enableBlend();
//RenderSystem.disableAlphaTest();
RenderSystem.enableAlphaTest();
RenderSystem.defaultBlendFunc();
RenderSystem.color4f(1f, 1f, 1f, 1f);
RenderSystem.shadeModel(GL11.GL_SMOOTH);
RenderSystem.translated(centerX, centerY, 0);
//RenderSystem.rotatef(angle.get(0.1f), 0, 0, -1);
//RenderSystem.translated(0, 10, 0);
//RenderSystem.rotatef(angle.get(0.1f), 0, 0, 1);
RenderSystem.scaled(12, 12, 0);
float index = snappedAngle / 22.5f;
float tex_size = 16f/256f;
float tx = 0;
float ty = index * tex_size;
float tw = 1f;
float th = tex_size;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEXTURE);
buffer.vertex(-1, -1, 0).color(1f, 1f, 1f, alpha).texture(tx, ty).endVertex();
buffer.vertex(-1, 1, 0).color(1f, 1f, 1f, alpha).texture(tx, ty + th).endVertex();
buffer.vertex(1, 1, 0).color(1f, 1f, 1f, alpha).texture(tx + tw, ty + th).endVertex();
buffer.vertex(1, -1, 0).color(1f, 1f, 1f, alpha).texture(tx + tw, ty).endVertex();
tessellator.draw();
RenderSystem.shadeModel(GL11.GL_FLAT);
//RenderSystem.enableTexture();
RenderSystem.disableBlend();
//RenderSystem.enableAlphaTest();
RenderSystem.popMatrix();
}
}

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