Files
MinecraftConsoles/Minecraft.Client/BoatRenderer.cpp
2026-03-02 17:36:56 +07:00

41 lines
1.2 KiB
C++

#include "stdafx.h"
#include "BoatRenderer.h"
#include "BoatModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\Mth.h"
BoatRenderer::BoatRenderer() : EntityRenderer()
{
this->shadowRadius = 0.5f;
model = new BoatModel();
}
void BoatRenderer::render(std::shared_ptr<Entity> _boat, double x, double y, double z, float rot, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than std::shared_ptr<Entity> we have here -
// do some casting around instead
std::shared_ptr<Boat> boat = dynamic_pointer_cast<Boat>(_boat);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
glRotatef(180-rot, 0, 1, 0);
float hurt = boat->getHurtTime() - a;
float dmg = boat->getDamage() - a;
if (dmg<0) dmg = 0;
if (hurt>0)
{
glRotatef(Mth::sin(hurt)*hurt*dmg/10*boat->getHurtDir(), 1, 0, 0);
}
bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
float ss = 12/16.0f;
glScalef(ss, ss, ss);
glScalef(1/ss, 1/ss, 1/ss);
bindTexture(TN_ITEM_BOAT); // 4J was L"/item/boat.png"
glScalef(-1, -1, 1);
model->render(boat, 0, 0, -0.1f, 0, 0, 1 / 16.0f, true);
glPopMatrix();
}