#include "stdafx.h" #include "..\..\Minecraft.h" #include "..\..\ScreenSizeCalculator.h" #include "..\..\EntityRenderDispatcher.h" #include "..\..\PlayerRenderer.h" #include "..\..\HorseRenderer.h" #include "..\..\HumanoidModel.h" #include "..\..\ModelHorse.h" #include "..\..\Lighting.h" #include "..\..\ModelPart.h" #include "..\..\Options.h" #include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h" //#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.EntityHorse.h" #include "..\..\MultiplayerLocalPlayer.h" #include "UI.h" #include "UIControl_MinecraftHorse.h" UIControl_MinecraftHorse::UIControl_MinecraftHorse() { UIControl::setControlType(UIControl::eMinecraftHorse); Minecraft *pMinecraft=Minecraft::GetInstance(); ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys); m_fScreenWidth=(float)pMinecraft->width_phys; m_fRawWidth=(float)ssc.rawWidth; m_fScreenHeight=(float)pMinecraft->height_phys; m_fRawHeight=(float)ssc.rawHeight; } void UIControl_MinecraftHorse::render(IggyCustomDrawCallbackRegion *region) { Minecraft *pMinecraft = Minecraft::GetInstance(); glEnable(GL_RESCALE_NORMAL); glEnable(GL_COLOR_MATERIAL); glPushMatrix(); float width = region->x1 - region->x0; float height = region->y1 - region->y0; float xo = width/2; float yo = height; // dynamic y offset according to region height glTranslatef(xo, yo - (height / 7.5f), 50.0f); //UIScene_InventoryMenu *containerMenu = (UIScene_InventoryMenu *)m_parentScene; UIScene_HorseInventoryMenu *containerMenu = (UIScene_HorseInventoryMenu *)m_parentScene; shared_ptr entityHorse = containerMenu->m_horse; // Base scale on height of this control // Potentially we might want separate x & y scales here float ss = width / (m_fScreenWidth / m_fScreenHeight) * 0.71f; glScalef(-ss, ss, ss); glRotatef(180, 0, 0, 1); float oybr = entityHorse->yBodyRot; float oyr = entityHorse->yRot; float oxr = entityHorse->xRot; float oyhr = entityHorse->yHeadRot; //float xd = ( matrix._41 + ( (bwidth*matrix._11)/2) ) - m_pointerPos.x; float xd = (m_x + m_width/2) - containerMenu->m_pointerPos.x; // Need to base Y on head position, not centre of mass //float yd = ( matrix._42 + ( (bheight*matrix._22) / 2) - 40 ) - m_pointerPos.y; float yd = (m_y + m_height/2 - 40) - containerMenu->m_pointerPos.y; glRotatef(45 + 90, 0, 1, 0); Lighting::turnOn(); glRotatef(-45 - 90, 0, 1, 0); glRotatef(-(float) atan(yd / 40.0f) * 20, 1, 0, 0); entityHorse->yBodyRot = (float) atan(xd / 40.0f) * 20; entityHorse->yRot = (float) atan(xd / 40.0f) * 40; entityHorse->xRot = -(float) atan(yd / 40.0f) * 20; entityHorse->yHeadRot = entityHorse->yRot; //entityHorse->glow = 1; glTranslatef(0, entityHorse->heightOffset, 0); EntityRenderDispatcher::instance->playerRotY = 180; // 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen bool wasHidingGui = pMinecraft->options->hideGui; pMinecraft->options->hideGui = true; EntityRenderDispatcher::instance->render(entityHorse, 0, 0, 0, 0, 1, false, false); pMinecraft->options->hideGui = wasHidingGui; //entityHorse->glow = 0; entityHorse->yBodyRot = oybr; entityHorse->yRot = oyr; entityHorse->xRot = oxr; entityHorse->yHeadRot = oyhr; glPopMatrix(); Lighting::turnOff(); glDisable(GL_RESCALE_NORMAL); }