mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 05:10:42 -04:00
202 lines
6.1 KiB
C#
202 lines
6.1 KiB
C#
using System;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Model;
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using OpenTK;
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namespace ClassicalSharp.Renderers {
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public class BlockHandRenderer : IDisposable {
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Game game;
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BlockModel block;
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FakePlayer fakeP;
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bool playAnimation, leftAnimation, swingAnimation;
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float angleX = 0;
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double animTime;
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byte type, lastType;
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Matrix4 normalMat, spriteMat;
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byte lastMatrixType;
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float lastMatrixAngleX;
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public BlockHandRenderer( Game window ) {
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this.game = window;
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}
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public void Init() {
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block = new BlockModel( game );
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fakeP = new FakePlayer( game );
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lastType = (byte)game.Inventory.HeldBlock;
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game.Events.HeldBlockChanged += HeldBlockChanged;
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}
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public void Render( double delta, float t ) {
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if( game.Camera.IsThirdPerson || !game.ShowBlockInHand )
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return;
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game.Graphics.Texturing = true;
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game.Graphics.DepthTest = false;
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game.Graphics.AlphaTest = true;
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fakeP.Position = Vector3.Zero;
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type = (byte)game.Inventory.HeldBlock;
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if( playAnimation )
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DoAnimation( delta );
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PerformViewBobbing( t );
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SetupMatrices();
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if( game.BlockInfo.IsSprite[type] )
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game.Graphics.LoadMatrix( ref spriteMat );
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else
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game.Graphics.LoadMatrix( ref normalMat );
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game.Graphics.SetMatrixMode( MatrixType.Projection );
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game.Graphics.LoadMatrix( ref game.HeldBlockProjection );
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fakeP.Block = type;
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block.RenderModel( fakeP );
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game.Graphics.LoadMatrix( ref game.Projection );
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game.Graphics.SetMatrixMode( MatrixType.Modelview );
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game.Graphics.LoadMatrix( ref game.View );
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game.Graphics.Texturing = false;
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game.Graphics.DepthTest = true;
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game.Graphics.AlphaTest = false;
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}
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double animPeriod = 0.25, animSpeed = Math.PI / 0.25;
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void DoAnimation( double delta ) {
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if( swingAnimation || !leftAnimation ) {
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float oldY = fakeP.Position.Y;
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fakeP.Position.Y = -1.2f * (float)Math.Sin( animTime * animSpeed );
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if( swingAnimation ) {
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// i.e. the block has gone to bottom of screen and is now returning back up
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// at this point we switch over to the new held block.
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if( fakeP.Position.Y > oldY )
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lastType = type;
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type = lastType;
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}
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} else {
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//fakePlayer.Position.X = 0.2f * (float)Math.Sin( animTime * animSpeed );
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fakeP.Position.Y = 0.3f * (float)Math.Sin( animTime * animSpeed * 2 );
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fakeP.Position.Z = -0.7f * (float)Math.Sin( animTime * animSpeed );
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angleX = 20 * (float)Math.Sin( animTime * animSpeed * 2 );
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}
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animTime += delta;
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if( animTime > animPeriod )
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ResetAnimationState( true, 0.25 );
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}
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void SetupMatrices() {
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if( type == lastMatrixType && lastMatrixAngleX == angleX )
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return;
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Matrix4 m = Matrix4.Identity;
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m = m * Matrix4.Scale( 0.6f );
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m = m * Matrix4.RotateY( 45 * Utils.Deg2Rad );
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m = m * Matrix4.RotateX( angleX * Utils.Deg2Rad );
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Vector3 minBB = game.BlockInfo.MinBB[type];
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Vector3 maxBB = game.BlockInfo.MaxBB[type];
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float height = (maxBB.Y - minBB.Y);
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if( game.BlockInfo.IsSprite[type] )
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height = 1;
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float offset = (1 - height) * 0.4f;
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normalMat = m * Matrix4.Translate( 0.85f, -1.35f + offset, -1.5f );
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spriteMat = m * Matrix4.Translate( 0.85f, -1.05f + offset, -1.5f );
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lastMatrixType = type;
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lastMatrixAngleX = angleX;
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}
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void ResetAnimationState( bool updateLastType, double period ) {
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animTime = 0;
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playAnimation = false;
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fakeP.Position = Vector3.Zero;
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angleX = 0;
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animPeriod = period;
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animSpeed = Math.PI / period;
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if( updateLastType )
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lastType = (byte)game.Inventory.HeldBlock;
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fakeP.Position = Vector3.Zero;
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}
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/// <summary> Sets the current animation state of the held block.<br/>
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/// true = left mouse pressed, false = right mouse pressed. </summary>
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public void SetAnimationClick( bool left ) {
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ResetAnimationState( true, 0.25 );
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swingAnimation = false;
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leftAnimation = left;
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playAnimation = true;
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}
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public void SetAnimationSwitchBlock() {
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ResetAnimationState( false, 0.3 );
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swingAnimation = true;
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playAnimation = true;
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}
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float bobTimeO, bobTimeN;
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void PerformViewBobbing( float t ) {
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if( !game.ViewBobbing ) return;
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LocalPlayer p = game.LocalPlayer;
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float bobTime = Utils.Lerp( bobTimeO, bobTimeN, t );
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double horTime = Math.Sin( bobTime ) * p.curSwing;
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// (0.5 + 0.5cos(2x)) is smoother than abs(cos(x)) at endpoints
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double verTime = Math.Cos( bobTime * 2 );
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float horAngle = 0.2f * (float)horTime;
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float verAngle = 0.2f * (float)(0.5 + 0.5 * verTime) * p.curSwing;
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if( horAngle > 0 )
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fakeP.Position.X += horAngle;
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else
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fakeP.Position.Z += horAngle;
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fakeP.Position.Y -= verAngle;
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}
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void HeldBlockChanged( object sender, EventArgs e ) {
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SetAnimationSwitchBlock();
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}
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bool stop = false;
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public void Tick( double delta ) {
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Player p = game.LocalPlayer;
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float bobTimeDelta = p.walkTimeN - p.walkTimeO;
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bobTimeO = bobTimeN;
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if( game.LocalPlayer.onGround ) stop = false;
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if( stop ) return;
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bobTimeN += bobTimeDelta;
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if( game.LocalPlayer.onGround ) return;
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// Keep returning the held block back to centre position.
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if( Math.Sign( Math.Sin( bobTimeO ) ) == Math.Sign( Math.Sin( bobTimeN ) ) )
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return;
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// Stop bob time at next periodic '0' angle.
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double left = Math.PI - (bobTimeO % Math.PI);
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bobTimeN = (float)(bobTimeO + left);
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stop = true;
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}
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public void Dispose() {
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game.Events.HeldBlockChanged -= HeldBlockChanged;
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}
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}
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/// <summary> Skeleton implementation of a player entity so we can reuse
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/// block model rendering code. </summary>
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internal class FakePlayer : Player {
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public FakePlayer( Game game ) : base( game ) {
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}
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public byte Block;
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public override void SetLocation( LocationUpdate update, bool interpolate ) { }
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public override void Tick( double delta ) { }
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public override void RenderModel( double deltaTime, float t ) { }
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public override void RenderName() { }
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}
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}
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