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Render texture from entity angle


ryanshah

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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.

 

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