Add player animation system!

- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them
- Is compatible with pretty much everything, yay (even modded armour!)
- Adds property overrides to ItemWand so that gets animated too
- Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models
- Tweaks particles and ray spells so they line up with the end of the newly-animated wand
- Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
This commit is contained in:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -1,6 +1,7 @@
package electroblob.wizardry.client.particle;
import electroblob.wizardry.Wizardry;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
@@ -15,6 +16,8 @@ import javax.annotation.Nullable;
/** Superclass for particles with a second target entity or target position. */
public abstract class ParticleTargeted extends ParticleWizardry {
private static final double THIRD_PERSON_AXIAL_OFFSET = 1.2;
protected double targetX;
protected double targetY;
protected double targetZ;
@@ -79,6 +82,16 @@ public abstract class ParticleTargeted extends ParticleWizardry {
float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks);
float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks);
// Translates the particle a short distance in front of the entity
if(this.entity != null && this.shouldApplyOriginOffset()){ // TODO: Replace with a protected boolean method
if(this.entity != viewer || Minecraft.getMinecraft().gameSettings.thirdPersonView != 0){
Vec3d look = entity.getLook(partialTicks).scale(THIRD_PERSON_AXIAL_OFFSET);
x += look.x;
y += look.y;
z += look.z;
}
}
if(this.target != null){
this.targetX = this.target.prevPosX + (this.target.posX - this.target.prevPosX) * partialTicks;
@@ -133,6 +146,12 @@ public abstract class ParticleTargeted extends ParticleWizardry {
GlStateManager.popMatrix();
}
/** Returns whether the origin of this particle should be moved a short distance in front of the entity it is
* linked to, if any. */
protected boolean shouldApplyOriginOffset(){
return true;
}
/** Called from {@link ParticleTargeted#renderParticle(BufferBuilder, Entity, float, float, float, float, float, float)},
* once the appropriate calculations and transformations have been applied, to actually render the particle. Subclasses
* override this <i>instead</i> of overriding {@code renderParticle} directly, and inside render the particle <b>along
@@ -46,6 +46,11 @@ public class ParticleVine extends ParticleTargeted {
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
}
@Override
protected boolean shouldApplyOriginOffset(){
return false;
}
@Override
protected void draw(Tessellator tessellator, double length, float partialTicks){