Replace crossed quads arc renderer with new 3D box-based rendering
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@@ -1,8 +1,9 @@
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package electroblob.wizardry.client.renderer;
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import java.util.Random;
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import org.lwjgl.opengl.GL11;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.EntityArc;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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@@ -15,119 +16,172 @@ import net.minecraft.util.ResourceLocation;
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public class RenderArc extends Render<EntityArc> {
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private static final ResourceLocation[] textures = new ResourceLocation[16];
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public RenderArc(RenderManager renderManager){
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super(renderManager);
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for(int i = 0; i < 16; i++){
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textures[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/arc_" + i + ".png");
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}
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}
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@Override
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public void doRender(EntityArc arc, double d0, double d1, double d2, float fa, float fb){
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public void doRender(EntityArc arc, double x, double y, double z, float viewPitch, float viewYaw) {
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GlStateManager.pushMatrix();
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GlStateManager.translate((float)d0, (float)d1, (float)d2);
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GlStateManager.translate(x, y, z);
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GlStateManager.disableLighting();
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GlStateManager.enableBlend();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird
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// brightness bug.
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GlStateManager.disableTexture2D();
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GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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// System.out.println("Entity coords: " + entity.posX + ", " + entity.posY + ", " + entity.posZ);
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// System.out.println("doRender parameters: " + d0 + ", " + d1 + ", " + d2 + ", " + fa + ", " + fb);
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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bindTexture(textures[arc.textureIndex]); // This MUST be after the tessellator declaration and the gl stuff
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/**
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* Note: A lot of the maths here works on similar triangles and the ratios between them, avoiding too much
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/* Note: A lot of the maths here works on similar triangles and the ratios between them, avoiding too much
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* pythagoras and eliminating the need for any trig. Ratios are used for the positioning of the arc endpoints.
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* Ratios are usually used swapping x and z because the triangles are rotated through 90 degrees.
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*/
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* Ratios are usually used swapping x and z because the triangles are rotated through 90 degrees. */
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double dx = -d0;
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double dy = -d1;
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double dz = -d2;
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double dx = -x;
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double dy = -y;
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double dz = -z;
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if(arc.x1 != 0){
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dx = arc.x1 - arc.posX;// - d2/lengthOffsetRatio;
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dy = arc.y1 - arc.posY + 0.3;
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dz = arc.z1 - arc.posZ;// + d0/lengthOffsetRatio;
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// The distance from caster to target
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double arcLength = Math.sqrt(dz * dz + dx * dx);
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dx = arc.x1 - arc.posX;
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dy = arc.y1 - arc.posY;
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dz = arc.z1 - arc.posZ;
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// The ratio between the length of the arc and the offset of the start point from the player's centre (which
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// is always 0.3).
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// double lengthOffsetRatio = arcLength/0.3;
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// The distance from origin to endpoint
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double arcLength = Math.sqrt(dx*dx+dy*dy+dz*dz);
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// EntityClientPlayerMP player = Minecraft.getMinecraft().player;
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GL11.glTranslated(dx, dy, dz);
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// double xViewDist = player.posX - d0;
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// double yViewDist = player.posY + player.eyeHeight - d1;
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// double zViewDist = player.posZ - d2;
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// Math.atan2 computes within -180 to +180, rather than -90 to +90.
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float yaw = (float)(180d/Math.PI * Math.atan2(-dx, -dz));
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float pitch = (float)(180f/(float)Math.PI * Math.atan(dy/Math.sqrt(dz*dz+dx*dx)));
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// double xzViewDist = Math.sqrt(xViewDist * xViewDist + zViewDist * zViewDist);
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GL11.glRotatef(yaw, 0, 1, 0);
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GL11.glRotatef(pitch, 1, 0, 0);
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// The angle above the horizontal that this particular player is viewing the arc from
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// double viewAngle = Math.atan(yViewDist/xzViewDist);
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// The direction of the arc drawn by the tessellator is always along the z axis and is rotated to the
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// correct orientation, that way there isn't a ton of trigonometry and the code is way neater.
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// Half the width of the arc
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double arcWidth = 0.3d;
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boolean freeEnd = arc.freeEnd;
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// Right hand side of vertical plane
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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// Target end
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buffer.pos(0, -0.5, 0).tex(1, 1).endVertex();
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buffer.pos(0, 0.5, 0).tex(1, 0).endVertex();
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// Caster end
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buffer.pos(dx, dy, dz).tex(0, 0).endVertex();
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buffer.pos(dx, dy - 1, dz).tex(0, 1).endVertex();
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tessellator.draw();
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// == To be extracted as constants later ==
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float thickness = 0.04f; // Half the width of the outermost layer
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double maxSegmentLength = 0.6; // Max length of a segment, obviously
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double minSegmentLength = 0.2; // Min length of a segment
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double vertexDither = 0.15; // Max deviation in x or y axis from the centreline
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int maxForkSegments = 3; // Max number of segments a fork can have
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float forkChance = 0.3f; // Chance (as a fraction) that a vertex will have a fork
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int updateTime = 1; // Number of ticks to wait before the arc changes shape again
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// Left
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buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
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// Target end
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buffer.pos(0, -0.5, 0).tex(1, 1).endVertex();
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// Caster end
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buffer.pos(dx, dy - 1, dz).tex(0, 1).endVertex();
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buffer.pos(dx, dy, dz).tex(0, 0).endVertex();
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// Target end
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buffer.pos(0, 0.5, 0).tex(1, 0).endVertex();
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tessellator.draw();
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int numberOfSegments = (int)Math.round(arcLength/maxSegmentLength); // Number of segments
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// Bottom of horizontal plane
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buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
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buffer.pos((arcWidth / arcLength) * dz, 0, (-arcWidth / arcLength) * dx).tex(1, 1).endVertex();
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buffer.pos(dx + (arcWidth / arcLength) * dz, dy - 0.5, dz - (arcWidth / arcLength) * dx).tex(0, 1)
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.endVertex();
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buffer.pos(dx - (arcWidth / arcLength) * dz, dy - 0.5, dz + (arcWidth / arcLength) * dx).tex(0, 0)
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.endVertex();
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buffer.pos((-arcWidth / arcLength) * dz, 0, (arcWidth / arcLength) * dx).tex(1, 0).endVertex();
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tessellator.draw();
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for(int layer=0; layer<3; layer++){
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// Top
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buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
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buffer.pos((arcWidth / arcLength) * dz, 0, (-arcWidth / arcLength) * dx).tex(1, 1).endVertex();
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buffer.pos((-arcWidth / arcLength) * dz, 0, (arcWidth / arcLength) * dx).tex(1, 0).endVertex();
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buffer.pos(dx - (arcWidth / arcLength) * dz, dy - 0.5, dz + (arcWidth / arcLength) * dx).tex(0, 0)
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.endVertex();
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buffer.pos(dx + (arcWidth / arcLength) * dz, dy - 0.5, dz - (arcWidth / arcLength) * dx).tex(0, 1)
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.endVertex();
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tessellator.draw();
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double px=0, py=0, pz=0;
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// Creates a random from the arc's seed field + the number of ticks it has existed/the update period.
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// By using a seed, we can ensure the vertex positions and forks are identical a) for each layer, even
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// though they are rendered sequentially, and b) across many frames (and ticks, if updateTime > 1).
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Random random = new Random(arc.seed + arc.ticksExisted/updateTime);
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// numberOfSegments-1 because the last segment is handled separately.
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for(int i=0; i<numberOfSegments-1; i++){
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double px2 = (random.nextDouble()*2-1)*vertexDither; // Maybe use Gaussians?
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double py2 = (random.nextDouble()*2-1)*vertexDither;
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double pz2 = pz + arcLength/(double)numberOfSegments; // For now they are all the same length
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drawSegment(tessellator, layer, px, py, pz, px2, py2, pz2, thickness);
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// Forks
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if(random.nextFloat() < forkChance){
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double px3=px, py3=py, pz3=pz;
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for(int j=0; j<random.nextInt(maxForkSegments-1)+1; j++){
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// Forks set their centreline to the x/y coordinates of the vertex they originate from
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double px4 = px3 + (random.nextDouble()*2-1)*vertexDither;
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double py4 = py3 + (random.nextDouble()*2-1)*vertexDither;
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double pz4 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
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drawSegment(tessellator, layer, px3, py3, pz3, px4, py4, pz4, thickness*0.8f);
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// Forks of forks
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if(random.nextFloat() < forkChance){
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double px5 = px3 + (random.nextDouble()*2-1)*vertexDither;
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double py5 = py3 + (random.nextDouble()*2-1)*vertexDither;
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double pz5 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
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drawSegment(tessellator, layer, px3, py3, pz3, px5, py5, pz5, thickness*0.6f);
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}
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px3 = px4;
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py3 = py4;
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pz3 = pz4;
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}
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}
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px = px2;
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py = py2;
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pz = pz2;
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}
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// Last segment has a specific end position and cannot fork.
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double px2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
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double py2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
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drawSegment(tessellator, layer, px, py, pz, px2, py2, arcLength, thickness);
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}
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}
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GlStateManager.enableTexture2D();
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GlStateManager.enableLighting();
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GlStateManager.disableBlend();
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GlStateManager.popMatrix();
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}
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/** Draws the given layer of a segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with the given thickness. */
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private void drawSegment(Tessellator tessellator, int layer, double x1, double y1, double z1, double x2, double y2, double z2, float thickness){
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
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switch(layer){
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case 0:
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// TODO: Extract these colours as constants
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 255, 255, 255, 255);
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break;
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case 1:
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, 200, 255, 255, 165);
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break;
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case 2:
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, 50, 150, 255, 75);
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break;
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}
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tessellator.draw();
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}
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/** Draws a single box for one segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with given width and colour. */
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private void drawShearedBox(BufferBuilder buffer, double x1, double y1, double z1, double x2, double y2, double z2, float width, int r, int g, int b, int a){
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buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1-width, y1+width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2+width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1+width, y1+width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2+width, y2+width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1+width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2+width, y2-width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
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}
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@Override
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protected ResourceLocation getEntityTexture(EntityArc entity){
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return textures[entity.textureIndex];
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return null;
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}
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}
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