示例#1
0
func (p *playerModelComponent) SetCurrentItem(item *ItemStack) {
	if p.heldModel != nil {
		p.heldModel.Free()
	}
	if item == nil {
		return
	}
	mdl := getModel(item.Type.Name())
	if mdl == nil {
		return
	}

	var blk Block
	if bt, ok := item.Type.(*blockItem); ok {
		blk = bt.block
	}
	mode := "thirdperson"

	var out []*render.StaticVertex
	if mdl.builtIn == builtInGenerated {
		out, p.heldMat = genStaticModelFromItem(mdl, blk, mode)
	} else if mdl.builtIn == builtInFalse {
		out, p.heldMat = staticModelFromItem(mdl, blk, mode)
	}

	p.heldModel = render.NewStaticModel([][]*render.StaticVertex{
		out,
	})
	p.heldModel.Radius = 3
}
示例#2
0
func (b *blockBreakComponent) Update() {
	if b.model != nil {
		b.model.Free()
	}
	bounds := chunkMap.Block(b.Location.X, b.Location.Y, b.Location.Z).CollisionBounds()
	tex := render.GetTexture(fmt.Sprintf("blocks/destroy_stage_%d", b.stage))

	var verts []*render.StaticVertex
	for _, bo := range bounds {
		// Slightly bigger than the block to prevent clipping
		bo = bo.Grow(0.01, 0.01, 0.01)
		verts = appendBox(verts,
			bo.Min.X(), bo.Min.Y(), bo.Min.Z(),
			bo.Max.X()-bo.Min.X(), bo.Max.Y()-bo.Min.Y(), bo.Max.Z()-bo.Min.Z(),
			[6]render.TextureInfo{
				tex, tex, tex, tex, tex, tex,
			})
	}
	b.model = render.NewStaticModel([][]*render.StaticVertex{verts})

	b.model.Matrix[0] = mgl32.Translate3D(
		float32(b.Location.X),
		-float32(b.Location.Y),
		float32(b.Location.Z),
	)
}
示例#3
0
func esPlayerModelAdd(p *playerModelComponent, pl PlayerComponent) {
	uuid := pl.UUID()
	info := Client.playerList.info[uuid]
	if info == nil {
		Client.network.SignalClose(errors.New("missing player info"))
		return
	}
	skin := info.skin
	p.skin = info.skinHash
	cape := info.cape
	p.cape = info.capeHash
	if p.skin != "" {
		render.RefSkin(p.skin)
	}
	if p.cape != "" {
		render.RefSkin(p.cape)
	}

	var hverts []*render.StaticVertex
	if p.hasHead {
		hverts = appendBox(hverts, -4/16.0, 0, -4/16.0, 8/16.0, 8/16.0, 8/16.0, [6]render.TextureInfo{
			direction.North: skin.Sub(8, 8, 8, 8),
			direction.South: skin.Sub(24, 8, 8, 8),
			direction.East:  skin.Sub(0, 8, 8, 8),
			direction.West:  skin.Sub(16, 8, 8, 8),
			direction.Up:    skin.Sub(8, 0, 8, 8),
			direction.Down:  skin.Sub(16, 0, 8, 8),
		})
		hverts = appendBox(hverts, -4.2/16.0, -.2/16.0, -4.2/16.0, 8.4/16.0, 8.4/16.0, 8.4/16.0, [6]render.TextureInfo{
			direction.North: skin.Sub(8+32, 8, 8, 8),
			direction.South: skin.Sub(24+32, 8, 8, 8),
			direction.East:  skin.Sub(0+32, 8, 8, 8),
			direction.West:  skin.Sub(16+32, 8, 8, 8),
			direction.Up:    skin.Sub(8+32, 0, 8, 8),
			direction.Down:  skin.Sub(16+32, 0, 8, 8),
		})
	}

	var cverts []*render.StaticVertex
	if p.cape != "" {
		cverts = appendBox(cverts, -5/16.0, -16/16.0, 0, 10/16.0, 16/16.0, 1/16.0, [6]render.TextureInfo{
			direction.North: cape.Sub(11, 1, 10, 16),
			direction.South: cape.Sub(1, 1, 10, 16),
			direction.West:  cape.Sub(0, 1, 1, 16),
			direction.East:  cape.Sub(21, 1, 1, 16),
			direction.Up:    cape.Sub(1, 0, 10, 1),
			direction.Down:  cape.Sub(11, 0, 10, 1),
		})
	}

	bverts := appendBox(nil, -4/16.0, -6/16.0, -2/16.0, 8/16.0, 12/16.0, 4/16.0, [6]render.TextureInfo{
		direction.North: skin.Sub(20, 20, 8, 12),
		direction.South: skin.Sub(32, 20, 8, 12),
		direction.West:  skin.Sub(16, 20, 4, 12),
		direction.East:  skin.Sub(28, 20, 4, 12),
		direction.Up:    skin.Sub(20, 16, 8, 4),
		direction.Down:  skin.Sub(28, 16, 8, 4),
	})
	bverts = appendBox(bverts, -4.2/16.0, -6.2/16.0, -2.2/16.0, 8.4/16.0, 12.4/16.0, 4.4/16.0, [6]render.TextureInfo{
		direction.North: skin.Sub(20, 20+16, 8, 12),
		direction.South: skin.Sub(32, 20+16, 8, 12),
		direction.West:  skin.Sub(16, 20+16, 4, 12),
		direction.East:  skin.Sub(28, 20+16, 4, 12),
		direction.Up:    skin.Sub(20, 16+16, 8, 4),
		direction.Down:  skin.Sub(28, 16+16, 8, 4),
	})

	var lverts [4][]*render.StaticVertex

	for i, off := range [][4]int{
		{0, 16, 0, 32},
		{16, 48, 0, 48},
		{32, 48, 48, 48},
		{40, 16, 40, 32},
	} {
		ox, oy := off[0], off[1]
		lverts[i] = appendBox(nil, -2/16.0, -12/16.0, -2/16.0, 4/16.0, 12/16.0, 4/16.0, [6]render.TextureInfo{
			direction.North: skin.Sub(ox+4, oy+4, 4, 12),
			direction.South: skin.Sub(ox+12, oy+4, 4, 12),
			direction.West:  skin.Sub(ox+0, oy+4, 4, 12),
			direction.East:  skin.Sub(ox+8, oy+4, 4, 12),
			direction.Up:    skin.Sub(ox+4, oy, 4, 4),
			direction.Down:  skin.Sub(ox+8, oy, 4, 4),
		})
		ox, oy = off[2], off[3]
		lverts[i] = appendBox(lverts[i], -2.2/16.0, -12.2/16.0, -2.2/16.0, 4.4/16.0, 12.4/16.0, 4.4/16.0, [6]render.TextureInfo{
			direction.North: skin.Sub(ox+4, oy+4, 4, 12),
			direction.South: skin.Sub(ox+12, oy+4, 4, 12),
			direction.West:  skin.Sub(ox+0, oy+4, 4, 12),
			direction.East:  skin.Sub(ox+8, oy+4, 4, 12),
			direction.Up:    skin.Sub(ox+4, oy, 4, 4),
			direction.Down:  skin.Sub(ox+8, oy, 4, 4),
		})
	}

	var nverts []*render.StaticVertex
	if p.hasNameTag {
		nverts = createNameTag(info.name)
	}

	model := render.NewStaticModel([][]*render.StaticVertex{
		playerModelHead:     hverts,
		playerModelBody:     bverts,
		playerModelLegRight: lverts[0],
		playerModelLegLeft:  lverts[1],
		playerModelArmRight: lverts[2],
		playerModelArmLeft:  lverts[3],
		playerModelCape:     cverts,
		playerModelNameTag:  nverts,
	})
	p.model = model
	model.Radius = 3
}
示例#4
0
func (s *signComponent) create() {
	const yS = (6.0 / 16.0) / 4.0
	const xS = yS / 16.0

	var verts []*render.StaticVertex
	for i, line := range s.lines {
		if line.Value == nil {
			continue
		}
		format.ConvertLegacy(line)
		// Hijack ui.Formatted's component parsing to split
		// up components into ui.Text elements.
		// TODO(Think) Move this into some common place for
		// easier reuse in other places?
		wrap := &format.TextComponent{}
		wrap.Color = format.Black
		wrap.Extra = []format.AnyComponent{line}
		f := ui.NewFormatted(format.Wrap(wrap), 0, 0)
		offset := 0.0
		for _, txt := range f.Text {
			str := txt.Value()

			for _, r := range str {
				tex := render.CharacterTexture(r)
				if tex == nil {
					continue
				}
				s := render.SizeOfCharacter(r)
				if r == ' ' {
					offset += (s + 2) * xS
					continue
				}

				for _, v := range faceVertices[direction.North].verts {
					vert := &render.StaticVertex{
						X:        float32(v.X)*float32(s*xS) - float32(offset+s*xS) + float32(f.Width*xS*0.5),
						Y:        float32(v.Y)*yS - yS*float32(i-1),
						Z:        -.6 / 16.0,
						Texture:  tex,
						TextureX: float64(v.TOffsetX),
						TextureY: float64(v.TOffsetY),
						R:        byte(txt.R()),
						G:        byte(txt.G()),
						B:        byte(txt.B()),
						A:        255,
					}
					verts = append(verts, vert)
				}
				offset += (s + 2) * xS
			}
		}
	}
	wood := render.GetTexture("blocks/planks_oak")
	// The backboard
	verts = appendBoxExtra(verts, -0.5, -4/16.0, -0.5/16.0, 1.0, 8/16.0, 1/16.0, [6]render.TextureInfo{
		direction.Up:    wood.Sub(0, 0, 16, 2),
		direction.Down:  wood.Sub(0, 0, 16, 2),
		direction.East:  wood.Sub(0, 0, 2, 12),
		direction.West:  wood.Sub(0, 0, 2, 12),
		direction.North: wood.Sub(0, 4, 16, 12),
		direction.South: wood.Sub(0, 4, 16, 12),
	}, [6][2]float64{
		direction.Up:    {1.5, 1.0},
		direction.Down:  {1.5, 1.0},
		direction.East:  {1.0, 1.0},
		direction.West:  {1.0, 1.0},
		direction.North: {1.5, 1.0},
		direction.South: {1.5, 1.0},
	})
	if s.hasStand {
		// Stand
		log := render.GetTexture("blocks/log_oak")
		verts = appendBox(verts, -0.5/16.0, -0.25-9/16.0, -0.5/16.0, 1/16.0, 9/16.0, 1/16.0, [6]render.TextureInfo{
			direction.Up:    log.Sub(0, 0, 2, 2),
			direction.Down:  log.Sub(0, 0, 2, 2),
			direction.East:  log.Sub(0, 0, 2, 12),
			direction.West:  log.Sub(0, 0, 2, 12),
			direction.North: log.Sub(0, 0, 2, 12),
			direction.South: log.Sub(0, 0, 2, 12),
		})
	}
	s.model = render.NewStaticModel([][]*render.StaticVertex{
		verts,
	})
	s.model.Radius = 2
	x, y, z := s.position.X, s.position.Y, s.position.Z

	s.model.X, s.model.Y, s.model.Z = -float32(x)-0.5, -float32(y)-0.5, float32(z)+0.5
	s.model.Matrix[0] = mgl32.Translate3D(
		float32(x)+0.5,
		-float32(y)-0.5,
		float32(z)+0.5,
	).Mul4(mgl32.Rotate3DY(float32(s.rotation)).Mat4()).
		Mul4(mgl32.Translate3D(float32(s.ox), float32(-s.oy), float32(s.oz)))
}
示例#5
0
func (s *skullComponent) create() {
	var skin render.TextureInfo
	if s.SkullType == skullPlayer && s.OwnerSkin != nil {
		skin = s.OwnerSkin
	} else {
		switch s.SkullType {
		case skullPlayer:
			skin = render.RelativeTexture(render.GetTexture("entity/steve"), 64, 64)
		case skullZombie:
			skin = render.RelativeTexture(render.GetTexture("entity/zombie/zombie"), 64, 64)
		case skullSkeleton:
			skin = render.RelativeTexture(render.GetTexture("entity/skeleton/skeleton"), 64, 32)
		case skullWitherSkeleton:
			skin = render.RelativeTexture(render.GetTexture("entity/skeleton/wither_skeleton"), 64, 32)
		case skullCreeper:
			skin = render.RelativeTexture(render.GetTexture("entity/creeper/creeper"), 64, 32)
		}
	}

	var hverts []*render.StaticVertex
	// Base layer
	hverts = appendBox(hverts, -4/16.0, 0, -4/16.0, 8/16.0, 8/16.0, 8/16.0, [6]render.TextureInfo{
		direction.North: skin.Sub(8, 8, 8, 8),
		direction.South: skin.Sub(24, 8, 8, 8),
		direction.East:  skin.Sub(0, 8, 8, 8),
		direction.West:  skin.Sub(16, 8, 8, 8),
		direction.Up:    skin.Sub(8, 0, 8, 8),
		direction.Down:  skin.Sub(16, 0, 8, 8),
	})
	// Hat layer
	hverts = appendBox(hverts, -4.2/16.0, -.2/16.0, -4.2/16.0, 8.4/16.0, 8.4/16.0, 8.4/16.0, [6]render.TextureInfo{
		direction.North: skin.Sub(8+32, 8, 8, 8),
		direction.South: skin.Sub(24+32, 8, 8, 8),
		direction.East:  skin.Sub(0+32, 8, 8, 8),
		direction.West:  skin.Sub(16+32, 8, 8, 8),
		direction.Up:    skin.Sub(8+32, 0, 8, 8),
		direction.Down:  skin.Sub(16+32, 0, 8, 8),
	})

	s.model = render.NewStaticModel([][]*render.StaticVertex{
		hverts,
	})
	model := s.model
	model.Radius = 2

	x, y, z := s.position.X, s.position.Y, s.position.Z

	model.X, model.Y, model.Z = -float32(x)-0.5, -float32(y), float32(z)+0.5

	mat := mgl32.Translate3D(float32(x)+0.5, -float32(y), float32(z)+0.5)
	if s.Facing == direction.Up {
		mat = mat.Mul4(mgl32.Rotate3DY(-(math.Pi / 8) * float32(s.Rotation)).Mat4())
	} else {
		ang := float32(0)
		switch s.Facing {
		case direction.South:
			ang = math.Pi
		case direction.East:
			ang = math.Pi / 2
		case direction.West:
			ang = -math.Pi / 2
		}
		mat = mat.Mul4(mgl32.Rotate3DY(ang).Mat4())
		mat = mat.Mul4(mgl32.Translate3D(0, -4/16.0, 4/16.0))
	}
	model.Matrix[0] = mat
}