Jump to content

Recommended Posts

Posted

I am currently drawing a compass to my ingame gui as follows:

    private static void renderCompass(MatrixStack matrixStack, int width, int height) {
        TextureDrawer.drawGuiTexture(matrixStack, width / 2 - 110, 10, 0, 37, 221, 14);

        int rot;
        boolean f0 = mc.player.yRot < 0.0f;

        if(f0) rot = -MathHelper.floor(mc.player.yRot % 360);
        else rot = MathHelper.floor(mc.player.yRot % 360);

        boolean f1 = rot > 0 && rot < 180;
        boolean f2 = rot <= 270 && rot >= 90;
        boolean f3 = rot <= 180 && rot >= 0;

        AtomicInteger targetAngle = new AtomicInteger(-1);
        mc.player.getCapability(ISkyrimPlayerDataProvider.SKYRIM_PLAYER_DATA_CAPABILITY).ifPresent(cap -> {
            if(cap.getCurrentTarget() != null && cap.getCurrentTarget().isAlive()) {
                Vector3d playerPos = mc.player.getLookAngle();
                Vector3d targetPos = cap.getCurrentTarget().position();
                Vector3d norm = playerPos.subtract(targetPos);

                double angleDir = (Math.atan2(norm.z, norm.x) / 2 / Math.PI * 360 + 360) % 360;
                double angleLook = (Math.atan2(playerPos.z, playerPos.x) / 2 / Math.PI * 360 + 360) % 360;
                targetAngle.set((int)(angleDir - angleLook + 360) % 360);
            } else targetAngle.set(-1);
        });
        int targetEntityAngle = targetAngle.get();

        if(targetEntityAngle > 0 && targetEntityAngle <= 90)
            TextureDrawer.drawGuiTexture(matrixStack, width / 2 - targetEntityAngle, 14, 105, 52, 6, 6);
        else if(targetEntityAngle > 90 && targetEntityAngle <= 180)
            TextureDrawer.drawGuiTexture(matrixStack, width / 2 - targetEntityAngle + 90, 14, 105, 52, 6, 6);

        if (rot == 0) {
            drawCenteredString(matrixStack, fontRenderer, "S", width / 2, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, "E", (width / 2) - 90, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, "W", (width / 2) + 90, 13, 16777215);
        } else if (!f0) {
            drawCenteredString(matrixStack, fontRenderer, f2 ? "N" : "", (width / 2 - rot) + 180, 13, 16777215);
            if (!f1) rot -= 360;
            drawCenteredString(matrixStack, fontRenderer, !f2 ? "S" : "", width / 2 - rot, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, !f3 ? "E" : "", (width / 2 - rot) - 90, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, f3 ? "W" : "", (width / 2 - rot) + 90, 13, 16777215);
        } else if(f0) {
            drawCenteredString(matrixStack, fontRenderer, f2 ? "N" : "", (width / 2 + rot) - 180, 13, 16777215);
            if (!f1) rot -= 360;
            drawCenteredString(matrixStack, fontRenderer, !f2 ? "S" : "", width / 2 + rot, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, !f3 ? "W" : "", (width / 2 + rot) + 90, 13, 16777215);
            drawCenteredString(matrixStack, fontRenderer, f3 ? "E" : "", (width / 2 + rot) - 90, 13, 16777215);
        }
    }

What I'm trying to do is only render the entity texture (the calls including targetEntityAngle) when it is in compass view.

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.