Implementing cape curving
This commit is contained in:
@@ -1,28 +1,19 @@
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package org.saturnclient.saturnclient.cosmetics;
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import org.saturnclient.saturnclient.client.player.SaturnPlayer;
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import org.saturnclient.saturnclient.config.Config;
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import org.saturnclient.saturnclient.cosmetics.cloaks.Cloaks;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.VertexConsumer;
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import net.minecraft.client.render.VertexConsumerProvider;
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import net.minecraft.client.render.entity.equipment.EquipmentModel;
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import net.minecraft.client.render.entity.equipment.EquipmentModelLoader;
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import net.minecraft.client.render.entity.equipment.EquipmentModel.LayerType;
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import net.minecraft.client.render.entity.feature.FeatureRenderer;
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import net.minecraft.client.render.entity.feature.FeatureRendererContext;
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import net.minecraft.client.render.entity.model.PlayerEntityModel;
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import net.minecraft.client.render.entity.state.PlayerEntityRenderState;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.component.DataComponentTypes;
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import net.minecraft.component.type.EquippableComponent;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.equipment.EquipmentAsset;
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import net.minecraft.registry.RegistryKey;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.math.RotationAxis;
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import net.minecraft.util.math.Vec3d;
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/**
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@@ -35,44 +26,6 @@ import net.minecraft.util.math.Vec3d;
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public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderState, PlayerEntityModel> {
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private final EquipmentModelLoader equipmentModelLoader;
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private static final int PARTS = 16;
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private float currentVelocity = 0.0f;
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private static final float TEX_W = 176f;
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private static final float TEX_H = 138f;
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private static final class PxRect {
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final int x, y, w, h;
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PxRect(int x, int y, int w, int h) {
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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}
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float u1() {
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return x / TEX_W;
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}
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float v1() {
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return y / TEX_H;
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}
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float u2() {
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return (x + w) / TEX_W;
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}
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float v2() {
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return (y + h) / TEX_H;
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}
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}
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private static final PxRect FRONT_RECT = new PxRect(8, 8, 80, 128);
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private static final PxRect BACK_RECT = new PxRect(96, 8, 80, 128);
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private static final PxRect LEFT_EDGE_RECT = new PxRect(0, 8, 8, 128);
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private static final PxRect RIGHT_EDGE_RECT = new PxRect(88, 8, 8, 128);
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private static final PxRect TOP_RECT = new PxRect(8, 0, 80, 8);
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private static final PxRect BOTTOM_RECT = new PxRect(88, 0, 80, 8);
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public CloakFeatureRenderer(FeatureRendererContext<PlayerEntityRenderState, PlayerEntityModel> context,
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EquipmentModelLoader equipmentModelLoader) {
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@@ -80,18 +33,6 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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this.equipmentModelLoader = equipmentModelLoader;
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}
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private boolean hasCustomModelForLayer(ItemStack stack, EquipmentModel.LayerType layerType) {
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EquippableComponent equippableComponent = (EquippableComponent) stack
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.get(DataComponentTypes.EQUIPPABLE);
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if (equippableComponent != null && !equippableComponent.assetId().isEmpty()) {
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EquipmentModel equipmentModel = this.equipmentModelLoader
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.get((RegistryKey<EquipmentAsset>) equippableComponent.assetId().get());
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return !equipmentModel.getLayers(layerType).isEmpty();
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} else {
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return false;
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}
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}
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private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
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Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
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float u1, float v1, float u2, float v2, int light, int overlay,
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@@ -137,215 +78,93 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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}
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}
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private float getCurve(int i, float curveMagnitude, PlayerEntityRenderState playerState) {
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float powCurve = (float) Math.pow((double) (PARTS - i) / PARTS, 2) * curveMagnitude;
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float waveFreq = 0.6f;
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float phase = (playerState.age + playerState.handSwingProgress) * 0.4f;
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float sineAmplitude = 0.02f;
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float sineCurve = (float) Math.sin(i * waveFreq + phase) * sineAmplitude;
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float t = Math.min(1.0f, Math.max(0.0f, (curveMagnitude - 0.3f) / 0.2f));
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t = t * t * (3 - 2 * t);
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return (1.0f - t) * powCurve + t * (powCurve + sineCurve);
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}
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private void renderCape(
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MatrixStack matrices,
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VertexConsumer consumer,
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PlayerEntityRenderState state,
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int light,
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int overlay) {
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private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer,
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PlayerEntityRenderState playerState, int light, int overlay,
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float rotation, float curveMagnitude) {
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float capeWidth = 10.0f / 16.0f;
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float capeHeight = 16.0f / 16.0f;
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float capeDepth = 1.0f / 16.0f;
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float capePartHeight = capeHeight / PARTS;
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float capeLength = 16.0f / 16.0f;
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float thickness = 1.0f / 16.0f;
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matrixStack.push();
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matrixStack.translate(0.0f, 1.25, 0.125f);
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matrixStack.translate(0, -capeHeight, 0);
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matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(rotation));
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matrixStack.translate(0, capeHeight, 0);
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float segmentLength = capeLength / PARTS;
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float x1 = -capeWidth / 2.0f;
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float x2 = capeWidth / 2.0f;
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float y2 = -capeHeight;
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float z1 = 0.0f;
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float z2 = capeDepth;
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matrices.push();
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final float frontU1 = FRONT_RECT.u1();
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final float frontU2 = FRONT_RECT.u2();
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final float frontV1 = FRONT_RECT.v1();
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final float frontV2 = FRONT_RECT.v2();
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final float frontPartV = (frontV2 - frontV1) / PARTS;
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// 🔥 Shoulder anchor (this is the important fix)
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matrices.translate(0.0f, 1.25f, 0.125f);
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final float backU1 = BACK_RECT.u1();
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final float backU2 = BACK_RECT.u2();
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final float backV1 = BACK_RECT.v1();
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final float backV2 = BACK_RECT.v2();
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final float backPartV = (backV2 - backV1) / PARTS;
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final float leftU1 = LEFT_EDGE_RECT.u1();
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final float leftU2 = LEFT_EDGE_RECT.u2();
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final float leftV1 = LEFT_EDGE_RECT.v1();
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final float leftV2 = LEFT_EDGE_RECT.v2();
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final float leftPartV = (leftV2 - leftV1) / PARTS;
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final float rightU1 = RIGHT_EDGE_RECT.u1();
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final float rightU2 = RIGHT_EDGE_RECT.u2();
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final float rightV1 = RIGHT_EDGE_RECT.v1();
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final float rightV2 = RIGHT_EDGE_RECT.v2();
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final float rightPartV = (rightV2 - rightV1) / PARTS;
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final float topU1 = TOP_RECT.u1();
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final float topU2 = TOP_RECT.u2();
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final float topV1 = TOP_RECT.v1();
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final float topV2 = TOP_RECT.v2();
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final float bottomU1 = BOTTOM_RECT.u1();
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final float bottomU2 = BOTTOM_RECT.u2();
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final float bottomV1 = BOTTOM_RECT.v1();
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final float bottomV2 = BOTTOM_RECT.v2();
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float accumulatedY = 0.0f;
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float accumulatedZ = 0.0f;
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for (int i = 0; i < PARTS; i++) {
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float y3 = -(capePartHeight * i);
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float y4 = -(capePartHeight * (i + 1));
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float curveOffsetTop = getCurve(i, curveMagnitude, playerState);
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float curveOffsetBottom = getCurve(i + 1, curveMagnitude, playerState);
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// 0 → 1 per segment
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float progress = (float) ((PARTS - 1) - i) / PARTS;
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// FRONT FACE (outside)
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x2, y4, z2 + curveOffsetBottom),
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new Vec3d(x1, y4, z2 + curveOffsetBottom),
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new Vec3d(x1, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z2 + curveOffsetTop),
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frontU1, frontV2 - (frontPartV * i),
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frontU2, frontV2 - (frontPartV * (i + 1)),
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light, overlay,
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0.0f, 0.0f, 1.0f, false);
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float angle = progress * ((float) Math.PI / 2f);
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// BACK FACE (inside)
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x1, y4, z1 + curveOffsetBottom),
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new Vec3d(x2, y4, z1 + curveOffsetBottom),
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new Vec3d(x2, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z1 + curveOffsetTop),
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backU1, backV2 - (backPartV * i),
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backU2, backV2 - (backPartV * (i + 1)),
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light, overlay,
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0.0f, 0.0f, 1.0f, false);
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double offsetY = -Math.cos(angle) * segmentLength;
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double offsetZ = Math.sin(angle) * segmentLength;
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// LEFT FACE (thickness at x2)
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x2, y4, z1 + curveOffsetBottom),
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new Vec3d(x2, y4, z2 + curveOffsetBottom),
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new Vec3d(x2, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z1 + curveOffsetTop),
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leftU1, leftV2 - (leftPartV * i),
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leftU2, leftV2 - (leftPartV * (i + 1)),
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light, overlay,
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1.0f, 0.0f, 0.0f, false);
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float topY = accumulatedY;
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float topZ = accumulatedZ;
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// RIGHT FACE (thickness at x1)
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x1, y4, z2 + curveOffsetBottom),
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new Vec3d(x1, y4, z1 + curveOffsetBottom),
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new Vec3d(x1, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z2 + curveOffsetTop),
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rightU1, rightV2 - (rightPartV * i),
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rightU2, rightV2 - (rightPartV * (i + 1)),
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light, overlay,
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-1.0f, 0.0f, 0.0f, false);
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accumulatedY += offsetY;
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accumulatedZ += offsetZ;
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float bottomY = accumulatedY;
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float bottomZ = accumulatedZ;
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float x1 = -capeWidth / 2f;
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float x2 = capeWidth / 2f;
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renderCapeQuad(
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consumer,
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matrices,
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new Vec3d(x1, bottomY, bottomZ + thickness),
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new Vec3d(x2, bottomY, bottomZ + thickness),
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new Vec3d(x2, topY, topZ + thickness),
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new Vec3d(x1, topY, topZ + thickness),
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0f, 0f, 1f, 1f,
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light,
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overlay,
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0f, 0f, 1f,
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false);
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}
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// TOP FACE (shoulders edge) – use its dedicated strip
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matrixStack.push();
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matrixStack.translate(0.0f, y2 + capeDepth, 0.0f);
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matrixStack.multiply(net.minecraft.util.math.RotationAxis.POSITIVE_X.rotationDegrees(90.0f));
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matrixStack.translate(0.0f, -y2, 0.0f);
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x2, y2 + capeDepth, z2), new Vec3d(x1, y2 + capeDepth, z2),
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new Vec3d(x1, y2, z2), new Vec3d(x2, y2, z2),
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topU1, topV1, topU2, topV2,
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light, overlay,
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0.0f, 1.0f, 0.0f, true);
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matrixStack.pop();
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// BOTTOM FACE – use bottom strip
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float curveOffset = getCurve(0, curveMagnitude, playerState);
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this.renderCapeQuad(
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vertexConsumer, matrixStack,
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new Vec3d(x2, 0.0f, z2 + curveOffset), new Vec3d(x1, 0.0f, z2 + curveOffset),
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new Vec3d(x1, 0.0f, z1 + curveOffset), new Vec3d(x2, 0.0f, z1 + curveOffset),
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bottomU1, bottomV1, bottomU2, bottomV2,
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light, overlay,
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0.0f, 0.0f, 1.0f, false);
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matrixStack.pop();
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matrices.pop();
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}
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public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int light,
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PlayerEntityRenderState playerEntityRenderState, float f, float g) {
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if (playerEntityRenderState.invisible || !playerEntityRenderState.capeVisible
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|| playerEntityRenderState.skinTextures.capeTexture() != null) {
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@Override
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public void render(
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MatrixStack matrices,
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VertexConsumerProvider providers,
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int light,
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PlayerEntityRenderState state,
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float f,
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float g) {
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if (state.invisible || !state.capeVisible || state.skinTextures.capeTexture() != null) {
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return;
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}
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SaturnPlayer player = SaturnPlayer.get(playerEntityRenderState.name);
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if (player == null) {
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SaturnPlayer player = SaturnPlayer.get(state.name);
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if (player == null)
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return;
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}
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Identifier customCape = Cloaks.getCurrentCloakTexture(player.uuid);
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if (customCape == null || this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
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LayerType.WINGS)) {
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Identifier cape = Cloaks.getCurrentCloakTexture(player.uuid);
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if (cape == null)
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return;
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}
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int minBrightness = 7;
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int blockLight = (light >> 4) & 0xF;
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int skyLight = (light >> 20) & 0xF;
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blockLight = Math.max(blockLight, minBrightness);
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skyLight = Math.max(skyLight, minBrightness);
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light = (skyLight << 20) | (blockLight << 4);
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VertexConsumer consumer = providers.getBuffer(RenderLayer.getEntityTranslucent(cape));
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matrixStack.push();
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VertexConsumer vertexConsumer = vertexConsumerProvider
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.getBuffer(RenderLayer.getEntityAlpha(customCape));
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float targetVelocity = ((6.0F + playerEntityRenderState.field_53537 / 2.0F
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+ playerEntityRenderState.field_53536) * 0.02f);
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targetVelocity = Math.max(0.0f, targetVelocity - 0.1f);
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float accelerationRate = 0.02f;
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this.currentVelocity = this.currentVelocity
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+ (targetVelocity - this.currentVelocity) * accelerationRate;
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float rotation = this.currentVelocity * 72.0f;
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float curve = this.currentVelocity * 0.4f;
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if (playerEntityRenderState.sneaking && playerEntityRenderState.isInSneakingPose) {
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matrixStack.translate(0, 0.24f, 0);
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matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(27.0f));
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curve += 0.2f;
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}
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matrixStack.translate(0.0f, -0.25f, 0.0f);
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if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
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LayerType.HUMANOID)) {
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matrixStack.translate(0.0F, -0.053125F, 0.06875F);
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}
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if (playerEntityRenderState.isSwimming) {
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curve = 0.0f;
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rotation = 0.0f;
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}
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if (!Config.bendyCloaks.value) {
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curve = 0.0f;
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}
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renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light,
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OverlayTexture.DEFAULT_UV, Math.min(rotation, 60.0f), Math.min(curve, 0.5f));
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matrixStack.pop();
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renderCape(
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matrices,
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consumer,
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state,
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light,
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OverlayTexture.DEFAULT_UV);
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}
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}
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Reference in New Issue
Block a user