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Posted

so i checked the source code of lucraft core and there is a power called heat vision and i tried to copy the code for draw a glowing line, it worked but is not working 100% correctly(this is how it "works" but bad: https://imgur.com/a/Xl55iBZ), this is the code with all the clases i created

 

ModEvents class(here i detect if i press my key)[PD: in lucraft core  there is a thing from Minecraft called bipedHead.postRender but in 1.16 they removed it and i cant find a replace so i used bipedHead.rotationPointY = event.getScale(); because is the most similar]

@SubscribeEvent
    public static void onRenderWorld(RenderWorldLastEvent event)
    {
        if(Minecraft.getInstance().player == null)
            return;

        PlayerEntity player = Minecraft.getInstance().player;
        if(ModKeys.gKey.isKeyDown())
        {
            double distance = player.getPositionVec().add(0,player.getEyeHeight(),0).distanceTo(Minecraft.getInstance().objectMouseOver.getHitVec());

            TotisRenderHelper.setupRenderLightning();
            GlStateManager.translatef(0, player.getEyeHeight(), 0);
            GlStateManager.rotatef(-player.rotationYaw, 0, 1, 0);
            GlStateManager.rotatef(player.rotationPitch, 1, 0, 0);
            {
                Vector3d start = new Vector3d(0.1F, 0, 0);
                Vector3d end = start.add(0, 0, distance);
                TotisRenderHelper.drawGlowingLine(start,end,0.5F, Color.RED);
            }
            {
                Vector3d start = new Vector3d(-0.1F, 0, 0);
                Vector3d end = start.add(0,0, distance);
                TotisRenderHelper.drawGlowingLine(start,end,0.5F, Color.RED);
            }
            TotisRenderHelper.finishRenderLightning();
            return;
        }
    }

    @SubscribeEvent
    public static void onRenderLayer(RenderTotisLayerEvent event)
    {
        if(Minecraft.getInstance().player == null)
            return;

        PlayerEntity player = Minecraft.getInstance().player;
        if(ModKeys.gKey.isKeyDown())
        {
            double distance = player.getPositionVec().add(0,player.getEyeHeight(),0).distanceTo(Minecraft.getInstance().objectMouseOver.getHitVec());

            TotisRenderHelper.setupRenderLightning();
            event.getPlayerRenderer().getEntityModel().bipedHead.rotationPointY = event.getScale();
            {
                Vector3d start = new Vector3d(0.1F, -4F * 1, 0);
                Vector3d end = start.add(0, -4F * 5, -distance);
                TotisRenderHelper.drawGlowingLine(start,end,0.5F, Color.RED);
            }
            {
                Vector3d start = new Vector3d(-0.1F, -4F * 1, 0);
                Vector3d end = start.add(0, -4F * 5, -distance);
                TotisRenderHelper.drawGlowingLine(start,end,0.5F, Color.RED);
            }
            TotisRenderHelper.finishRenderLightning();
            return;
        }
    }

 

TotisRenderHelper class(in lucraft core source code is called LCRenderHelper)

@Mod.EventBusSubscriber(modid = TotisMod.MOD_ID)
public class TotisRenderHelper {

    public static Minecraft mc = Minecraft.getInstance();
    public static float renderTick;

    public static void drawGlowingLine(Vector3d start, Vector3d end, float thickness, Color color)
    {
        drawGlowingLine(start, end, thickness, color,1F);
    }

    public static void setupRenderLightning() {
        GlStateManager.pushMatrix();
        GlStateManager.disableTexture();
        GlStateManager.disableLighting();
        GlStateManager.disableCull();
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_DST_ALPHA);
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.003921569F);;
    }

    public static void finishRenderLightning() {
        GlStateManager.enableLighting();
        GlStateManager.enableTexture();
        GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
    }

    public static void drawGlowingLine(Vector3d start, Vector3d end, float thickness, Color color, float alpha)
    {
        if(start == null || end == null)
            return;

        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bb = tessellator.getBuffer();
        int smoothFactor = Minecraft.getInstance().gameSettings.ambientOcclusionStatus.ordinal();
        int layers = 10 + smoothFactor * 20;
        GlStateManager.pushMatrix();
        start = start.scale(-1D);
        end = end.scale(-1D);
        GlStateManager.translated(-start.x,-start.y,-start.z);
        start = end.subtract(start);
        end = end.subtract(end);

        {
            double x = end.x - start.x;
            double y = end.y - start.y;
            double z = end.z - start.z;
            double diff = MathHelper.sqrt(x * x + z * z);
            float yaw = (float) (Math.atan2(z, x) * 180.0D / 3.141592653589793D) - 90.0F;
            float pitch = (float) -(Math.atan2(y, diff) * 180.0D / 3.141592653589793D);
            GlStateManager.rotatef(-yaw, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotatef(pitch, 1.0F, 0.0F, 0.0F);
        }
        for (int layer = 0; layer <= layers; ++layer) {
            if(layer < layers) {
                GlStateManager.color4f(color.getRed() / 255F, color.getGreen() / 255F, color.getBlue() / 255F, 1.0F / layers / 2);
                GlStateManager.depthMask(false);
            } else {
                GlStateManager.color4f(1.0F, 1.0F, 1.0F, alpha);
                GlStateManager.depthMask(true);
            }
            double size = thickness + (layer < layers ? layer * (1.25D / layers) : 0.0D);
            double d = (layer < layers ? 1.0D - layer * (1.0D / layers) : 0.0D) * 0.1D;
            double width = 0.0625D * size;
            double height = 0.0625D * size;
            double length = start.distanceTo(end) + d;

            bb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
            bb.pos(-width, height, length).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(-width, height, length).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(width, -height, length).endVertex();
            bb.pos(width, height, length).endVertex();
            bb.pos(-width, height, length).endVertex();
            bb.pos(-width, -height, length).endVertex();
            bb.pos(width, -height, -d).endVertex();
            bb.pos(width, height, -d).endVertex();
            bb.pos(-width, height, -d).endVertex();
            bb.pos(-width, -height, -d).endVertex();
            tessellator.draw();
        }
        GlStateManager.popMatrix();
    }
}

 

 

RenderTotisLayerEvent class

public class RenderTotisLayerEvent extends Event {

    private PlayerEntity player;
    private PlayerRenderer PlayerRenderer;
    private float limbSwing;
    private float limbSwingAmount;
    private float partialTicks;
    private float ageInTicks;
    private float netHeadYaw;
    private float headPitch;
    private float scale;
    private MatrixStack stack;
    private IRenderTypeBuffer buffers;

    public RenderTotisLayerEvent(PlayerEntity player, PlayerRenderer PlayerRenderer, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale, MatrixStack stack, IRenderTypeBuffer buffers) {
        this.player = player;
        this.PlayerRenderer = PlayerRenderer;
        this.limbSwing = limbSwing;
        this.limbSwingAmount = limbSwingAmount;
        this.partialTicks = partialTicks;
        this.ageInTicks = ageInTicks;
        this.netHeadYaw = netHeadYaw;
        this.headPitch = headPitch;
        this.scale = scale;
        this.stack = stack;
        this.buffers = buffers;
    }

    public PlayerEntity getPlayer() {
        return player;
    }

    public PlayerRenderer getPlayerRenderer() {
        return PlayerRenderer;
    }

    public MatrixStack getMatrixStack()
    {
        return stack;
    }

    public IRenderTypeBuffer getBuffers()
    {
        return buffers;
    }

    public float getLimbSwing() {
        return limbSwing;
    }

    public float getLimbSwingAmount() {
        return limbSwingAmount;
    }

    public float getPartialTicks() {
        return partialTicks;
    }

    public float getAgeInTicks() {
        return ageInTicks;
    }

    public float getNetHeadYaw() {
        return netHeadYaw;
    }

    public float getHeadPitch() {
        return headPitch;
    }

    public float getScale() {
        return scale;
    }
}

 

Posted

Basically the problem is that the player's rotation values are already taken care of, because that's how rendering works, so by adding in the player's rotation values, you're doubling up. Which is why it looks like the line moves twice as fast as it should.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 hour ago, Draco18s said:

Basically the problem is that the player's rotation values are already taken care of, because that's how rendering works, so by adding in the player's rotation values, you're doubling up. Which is why it looks like the line moves twice as fast as it should.

in the class ModEvents in the event called onRenderWorld i have to delete these 3?

GlStateManager.translatef(0, player.getEyeHeight(), 0); GlStateManager.rotatef(-player.rotationYaw, 0, 1, 0); GlStateManager.rotatef(player.rotationPitch, 1, 0, 0);

GlStateManager.translatef(0, player.getEyeHeight(), 0);
GlStateManager.rotatef(-player.rotationYaw, 0, 1, 0);
GlStateManager.rotatef(player.rotationPitch, 1, 0, 0);

 

Posted
1 hour ago, Draco18s said:

Basically the problem is that the player's rotation values are already taken care of, because that's how rendering works, so by adding in the player's rotation values, you're doubling up. Which is why it looks like the line moves twice as fast as it should.

but in lucraft core thats exactly how the creator made it

Posted

You are probably overlooking the spot where he removes all camera transformations before calling that function.

For example, here, where I have to subtract off the block position before drawing a line between two blocks:
https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L191

(I don't have to deal with the player pos and rot because that's taken care of for me by vanilla for that event, but it does include a block offset)

RenderWorldLastEvent is going to be the last thing before the camera actually renders, which means it already includes player position and rotation and all further offsets are from that.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 hour ago, Draco18s said:

You are probably overlooking the spot where he removes all camera transformations before calling that function.

For example, here, where I have to subtract off the block position before drawing a line between two blocks:
https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L191

(I don't have to deal with the player pos and rot because that's taken care of for me by vanilla for that event, but it does include a block offset)

RenderWorldLastEvent is going to be the last thing before the camera actually renders, which means it already includes player position and rotation and all further offsets are from that.

this is exactly the code from lucraft core, 

@SubscribeEvent public static void onRenderWorld(RenderWorldLastEvent e) { if (Minecraft.getMinecraft().player == null) return; EntityPlayer player = Minecraft.getMinecraft().player; for (AbilityHeatVision ab : Ability.getAbilitiesFromClass(Ability.getAbilities(player), AbilityHeatVision.class)) { if (ab != null && ab.isUnlocked() && ab.isEnabled() && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0) { double distance = player.getPositionVector().add(0, player.getEyeHeight(), 0).distanceTo(Minecraft.getMinecraft().objectMouseOver.hitVec); LCRenderHelper.setupRenderLightning(); GlStateManager.translate(0, player.getEyeHeight(), 0); GlStateManager.rotate(-player.rotationYaw, 0, 1, 0); GlStateManager.rotate(player.rotationPitch, 1, 0, 0); { Vec3d start = new Vec3d(0.1F, 0, 0); Vec3d end = start.add(0, 0, distance); LCRenderHelper.drawGlowingLine(start, end, 0.5F, ab.getDataManager().get(COLOR)); } { Vec3d start = new Vec3d(-0.1F, 0, 0); Vec3d end = start.add(0, 0, distance); LCRenderHelper.drawGlowingLine(start, end, 0.5F, ab.getDataManager().get(COLOR)); } LCRenderHelper.finishRenderLightning(); return; } } }

@SubscribeEvent
        public static void onRenderWorld(RenderWorldLastEvent e) {
            if (Minecraft.getMinecraft().player == null)
                return;

            EntityPlayer player = Minecraft.getMinecraft().player;
                    double distance = player.getPositionVector().add(0, player.getEyeHeight(),0).distanceTo(Minecraft.getMinecraft().objectMouseOver.hitVec);
                    TotisRenderHelper.setupRenderLightning();
                    GlStateManager.translate(0, player.getEyeHeight(), 0);
                    GlStateManager.rotate(-player.rotationYaw, 0, 1, 0);
                    GlStateManager.rotate(player.rotationPitch, 1, 0, 0);
                    {
                        Vec3d start = new Vec3d(0.1F, 0, 0);
                        Vec3d end = start.add(0, 0, distance);
                        TotisRenderHelper.drawGlowingLine(start, end, 0.5F, ab.getDataManager().get(COLOR));
                    }
                    {
                        Vec3d start = new Vec3d(-0.1F, 0, 0);
                        Vec3d end = start.add(0, 0, distance);
                        LCRenderHelper.drawGlowingLine(start, end, 0.5F, ab.getDataManager().get(COLOR));
                    }
                    TotisRenderHelper.finishRenderLightning();
                    return;
                }
            }
        }

then why mine is not working correctly

Posted
1 hour ago, Draco18s said:

You are probably overlooking the spot where he removes all camera transformations before calling that function.

For example, here, where I have to subtract off the block position before drawing a line between two blocks:
https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L191

(I don't have to deal with the player pos and rot because that's taken care of for me by vanilla for that event, but it does include a block offset)

RenderWorldLastEvent is going to be the last thing before the camera actually renders, which means it already includes player position and rotation and all further offsets are from that.

and i deleted GLStateManager,transtatef and rotate and it works but first is so close to me and second the line is drawing from the camera of the player, i need to draw it from the player eyes...

https://imgur.com/a/Ynj7W8o

Posted
24 minutes ago, ElTotisPro50 said:

but first is so close to me and second the line is drawing from the camera of the player, i need to draw it from the player eyes...

The player's eye and the camera are the same thing...

You want it offset in front of the player's view, don't position it at 0 distance.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 hour ago, Draco18s said:

The player's eye and the camera are the same thing...

You want it offset in front of the player's view, don't position it at 0 distance.

dude there is a lot of ceros, which one?

Posted
Vec3d start = new Vec3d(0.1F, 0, 0);
Vec3d end = start.add(0, 0, distance);

See how you have a distance variable?
See how the same value in your start Vec3d is 0?

I told you to make the line not start at a distance of 0.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
2 hours ago, Draco18s said:
Vec3d start = new Vec3d(0.1F, 0, 0);
Vec3d end = start.add(0, 0, distance);

See how you have a distance variable?
See how the same value in your start Vec3d is 0?

I told you to make the line not start at a distance of 0.

ok variable distance is because if i dont use distance the end of the line will always be the same, the end of the line is where im looking.

And in "new Vec3d(0.1F, 0, 0)" or "start" i tried to put for example 0.5 in the Z value[you know that Z value means depth or how close is the line from me](new Vec3d(0.1F, 0, 0.5)) but the line disappears,   im not setting such a hight value to make line disappear

Posted

Probably because the line is so perfectly in line with the view direction that it has no visible area. Like looking edge-on to a piece of paper.

And this will always be true when drawing a line from the center of the camera to the point under the center of the camera.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
4 hours ago, Draco18s said:

Probably because the line is so perfectly in line with the view direction that it has no visible area. Like looking edge-on to a piece of paper.

And this will always be true when drawing a line from the center of the camera to the point under the center of the camera.

this doesnt work: Vector3d start = new Vector3d(2F, 0, 1); but it should, im putting the start of the line more forward and a more to the right(or left i dont know) and it should not be perfectly alined for me not to see it, please help me

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