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72 lines
2.9 KiB
C++
72 lines
2.9 KiB
C++
#include "../../Platform/stdafx.h"
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#include "BreakingItemParticle.h"
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#include "../Tesselator.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.item.h"
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#include "../../../Minecraft.World/Headers/net.minecraft.world.h"
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void BreakingItemParticle::_init(Item* item, Textures* textures, int data) {
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this->setTex(textures, item->getIcon(data));
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rCol = gCol = bCol = 1.0f;
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gravity = Tile::snow->gravity;
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size /= 2;
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}
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BreakingItemParticle::BreakingItemParticle(Level* level, double x, double y,
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double z, Item* item,
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Textures* textures, int data)
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: Particle(level, x, y, z, 0, 0, 0) {
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_init(item, textures, data);
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}
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BreakingItemParticle::BreakingItemParticle(Level* level, double x, double y,
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double z, double xa, double ya,
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double za, Item* item,
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Textures* textures, int data)
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: Particle(level, x, y, z, 0, 0, 0) {
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_init(item, textures, data);
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xd *= 0.1f;
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yd *= 0.1f;
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zd *= 0.1f;
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xd += xa;
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yd += ya;
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zd += za;
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}
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int BreakingItemParticle::getParticleTexture() {
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return ParticleEngine::ITEM_TEXTURE;
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}
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void BreakingItemParticle::render(Tesselator* t, float a, float xa, float ya,
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float za, float xa2, float za2) {
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float u0 = (texX + uo / 4.0f) / 16.0f;
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float u1 = u0 + 0.999f / 16.0f / 4;
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float v0 = (texY + vo / 4.0f) / 16.0f;
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float v1 = v0 + 0.999f / 16.0f / 4;
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float r = 0.1f * size;
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if (tex != NULL) {
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u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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}
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float x = (float)(xo + (this->x - xo) * a - xOff);
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float y = (float)(yo + (this->y - yo) * a - yOff);
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float z = (float)(zo + (this->z - zo) * a - zOff);
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float br =
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SharedConstants::TEXTURE_LIGHTING
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? 1
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: getBrightness(a); // 4J - change brought forward from 1.8.2
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t->color(br * rCol, br * gCol, br * bCol);
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t->vertexUV((float)(x - xa * r - xa2 * r), (float)(y - ya * r),
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(float)(z - za * r - za2 * r), (float)(u0), (float)(v1));
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t->vertexUV((float)(x - xa * r + xa2 * r), (float)(y + ya * r),
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(float)(z - za * r + za2 * r), (float)(u0), (float)(v0));
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t->vertexUV((float)(x + xa * r + xa2 * r), (float)(y + ya * r),
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(float)(z + za * r + za2 * r), (float)(u1), (float)(v0));
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t->vertexUV((float)(x + xa * r - xa2 * r), (float)(y - ya * r),
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(float)(z + za * r - za2 * r), (float)(u1), (float)(v1));
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} |