Improved cloak physics

This commit is contained in:
2026-04-10 04:00:58 +02:00
parent 7c72da978d
commit 6466d8d8fd
@@ -262,8 +262,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * (1.0f - ((float) x / H_PARTS));
float buEnd = backU1 + (backU2 - backU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
@@ -292,35 +292,13 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buStart, bvStart, buEnd, bvEnd,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = 0)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = leftV1 + leftPartV * (PARTS - i);
float vEnd = leftV1 + leftPartV * (PARTS - (i + 1));
// FLIPPED: swap v + swap vertical vertex order
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot, // flipped vertically
leftU1, vEnd, // swapped V
leftU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = H_PARTS)
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
@@ -330,15 +308,35 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = rightV1 + rightPartV * (PARTS - i);
float vEnd = rightV1 + rightPartV * (PARTS - (i + 1));
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
// FLIPPED: swap v + swap vertical vertex order
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot, // flipped vertically
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, -1, 0, 0, false);
light, overlay, 1, 0, 0, false);
}
// =============================