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improved arm
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2e5a4c1b03
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@ -26,6 +26,7 @@ import de.bixilon.minosoft.gui.rendering.entity.models.minecraft.player.PlayerMo
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import de.bixilon.minosoft.gui.rendering.framebuffer.world.overlay.Overlay
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import de.bixilon.minosoft.gui.rendering.framebuffer.world.overlay.OverlayFactory
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import de.bixilon.minosoft.gui.rendering.models.unbaked.element.UnbakedElement.Companion.BLOCK_RESOLUTION
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import de.bixilon.minosoft.gui.rendering.system.base.IntegratedBufferTypes
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import de.bixilon.minosoft.gui.rendering.system.base.RenderingCapabilities
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import de.bixilon.minosoft.gui.rendering.system.base.texture.skin.PlayerSkin
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import de.bixilon.minosoft.util.KUtil.minosoft
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@ -83,23 +84,32 @@ class ArmOverlay(private val renderWindow: RenderWindow) : Overlay {
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val matrix = Mat4()
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matrix.scaleAssign(1.0f / BLOCK_RESOLUTION) // make a pixel one pixel
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matrix.translateAssign(Vec3(if (arm == Arms.LEFT) 4 else -4)) // move inner side of arm to 0|0|0
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// rotate arm
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// TODO: swinging, etc
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// matrix.rotateAssign((a).rad, Vec3(0, 0, 1))
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// matrix.rotateAssign(180.0f, Vec3(1,0,0))
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matrix.rotateAssign(210.0f.rad, Vec3(1, 0, 0))
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matrix.rotateAssign(25.0f.rad, Vec3(0, 1, 0))
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matrix.rotateAssign(-5.0f.rad, Vec3(0, 0, 1))
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// matrix.translateAssign(Vec3(0.0f ,0.0f, -0.5f))
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matrix.scaleAssign(Vec3(1.0f) / Vec3(screen.x, screen.y, (screen.x + screen.y) / 2)) // our matrix will have the size of te screen and some value between as depth
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// rotate arm
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// TODO: swinging, etc
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matrix.rotateAssign(120.0f.rad, Vec3(0, 0, 1))
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matrix.rotateAssign(30.0f.rad, Vec3(1, 0, 0))
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// left or right of hotbar
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// this will be the rotation origin
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val screenOrigin = Vec3i((screen.x + if (arm == Arms.LEFT) -120 else 120) / 2, screen.y - 10, 0)
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val screenOrigin = Vec3i((screen.x + if (arm == Arms.LEFT) -120 else 120) / 2, -screen.y + 300, 0)
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matrix.translateAssign(Vec3(screenOrigin))
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matrix.scaleAssign(80.0f)
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matrix.translateAssign(Vec3(if (arm == Arms.LEFT) 4 else -4, 0, 0)) // move inner side of arm to 0|0|0
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matrix.scaleAssign(BLOCK_RESOLUTION) // make a pixel one pixel
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matrix.translateAssign(-0.5f)
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return matrix
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@ -107,13 +117,17 @@ class ArmOverlay(private val renderWindow: RenderWindow) : Overlay {
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override fun draw() {
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val skin = this.skin ?: return
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renderWindow.renderSystem.clear(IntegratedBufferTypes.DEPTH_BUFFER)
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renderWindow.renderSystem.disable(RenderingCapabilities.FACE_CULLING)
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renderWindow.renderSystem.enable(RenderingCapabilities.DEPTH_TEST)
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renderWindow.renderSystem.depthMask = true
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mesh.unload()
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updateMesh()
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shader.use()
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shader.transform = calculateTransform()
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shader.textureIndexLayer = skin.texture.shaderId
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mesh.draw()
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renderWindow.renderSystem.clear(IntegratedBufferTypes.DEPTH_BUFFER)
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}
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