mirror of
https://github.com/plexusorg/Module-HTTPD.git
synced 2026-06-04 09:06:54 +00:00
decompiled minecraft for ts
This commit is contained in:
@@ -356,40 +356,63 @@ function addBoxFace(group, positions, uv, material) {
|
||||
group.add(new THREE.Mesh(geom, material));
|
||||
}
|
||||
|
||||
function addShieldBox(group, from, to, frontUv, backUv, frontMat, backMat, sideMat) {
|
||||
// Adds one MC-style addBox()+texOffs() cuboid to the group, expressed in
|
||||
// item-display coords (i.e. after the scale(1, -1, -1) flip that ShieldSpecial-
|
||||
// Renderer.DEFAULT_TRANSFORMATION applies to the entity model) plus the
|
||||
// standard GUI +8 origin shift. UVs for all six faces are unwrapped exactly
|
||||
// the way ModelPart.Cube does it — entity NORTH/SOUTH become item +Z/-Z and
|
||||
// entity DOWN/UP become item +Y/-Y; MC's UP face also flips V on the atlas
|
||||
// region, and we preserve that flip below.
|
||||
function addUnwrappedBox(group, from, to, texU, texV, sx, sy, sz, mat, tw = 64, th = 64) {
|
||||
const [x1, y1, z1] = from;
|
||||
const [x2, y2, z2] = to;
|
||||
const full = [0, 0, 0, 1, 1, 1, 1, 0];
|
||||
addBoxFace(group, [x1,y2,z2, x1,y1,z2, x2,y1,z2, x2,y2,z2], frontUv, frontMat); // south/front
|
||||
addBoxFace(group, [x2,y2,z1, x2,y1,z1, x1,y1,z1, x1,y2,z1], backUv, backMat); // north/back
|
||||
addBoxFace(group, [x1,y2,z1, x1,y2,z2, x2,y2,z2, x2,y2,z1], full, sideMat); // top
|
||||
addBoxFace(group, [x1,y1,z2, x1,y1,z1, x2,y1,z1, x2,y1,z2], full, sideMat); // bottom
|
||||
addBoxFace(group, [x2,y2,z2, x2,y1,z2, x2,y1,z1, x2,y2,z1], full, sideMat); // right
|
||||
addBoxFace(group, [x1,y2,z1, x1,y1,z1, x1,y1,z2, x1,y2,z2], full, sideMat); // left
|
||||
const u1 = texU + sz;
|
||||
const u2 = u1 + sx;
|
||||
const u3 = u2 + sz;
|
||||
const u4 = u3 + sx;
|
||||
const v1 = texV + sz;
|
||||
const v2 = v1 + sy;
|
||||
addBoxFace(group, [x1,y2,z2, x1,y1,z2, x2,y1,z2, x2,y2,z2],
|
||||
atlasUv(u1, v1, u2, v2, tw, th), mat); // +Z (entity NORTH)
|
||||
addBoxFace(group, [x2,y2,z1, x2,y1,z1, x1,y1,z1, x1,y2,z1],
|
||||
atlasUv(u3, v1, u4, v2, tw, th), mat); // -Z (entity SOUTH)
|
||||
addBoxFace(group, [x1,y2,z1, x1,y2,z2, x2,y2,z2, x2,y2,z1],
|
||||
atlasUv(u1, texV, u2, v1, tw, th), mat); // +Y (entity DOWN)
|
||||
addBoxFace(group, [x1,y1,z2, x1,y1,z1, x2,y1,z1, x2,y1,z2],
|
||||
atlasUv(u2, v1, u2 + sx, texV, tw, th), mat); // -Y (entity UP, V flipped)
|
||||
addBoxFace(group, [x2,y2,z2, x2,y1,z2, x2,y1,z1, x2,y2,z1],
|
||||
atlasUv(u2, v1, u3, v2, tw, th), mat); // +X (entity EAST)
|
||||
addBoxFace(group, [x1,y2,z1, x1,y1,z1, x1,y1,z2, x1,y2,z2],
|
||||
atlasUv(texU, v1, u1, v2, tw, th), mat); // -X (entity WEST)
|
||||
}
|
||||
|
||||
async function buildShieldSprite() {
|
||||
const tex = await loadTexture('entity/shield/shield_base_nopattern');
|
||||
const textured = new THREE.MeshBasicMaterial({
|
||||
const mat = new THREE.MeshBasicMaterial({
|
||||
map: tex,
|
||||
transparent: true,
|
||||
alphaTest: 0.01,
|
||||
side: THREE.FrontSide,
|
||||
});
|
||||
const side = new THREE.MeshBasicMaterial({ color: new THREE.Color(0.48, 0.48, 0.52) });
|
||||
const handle = new THREE.MeshBasicMaterial({ color: new THREE.Color(0.30, 0.20, 0.10) });
|
||||
const group = new THREE.Group();
|
||||
|
||||
// Vanilla shields are special entity models, so they don't expose normal
|
||||
// item-model elements. Build a small cuboid approximation from the entity
|
||||
// texture atlas instead of drawing a flat sprite.
|
||||
addShieldBox(group, [2, -3, 7], [14, 19, 9], atlasUv(1, 2, 13, 24), atlasUv(15, 2, 27, 24), textured, textured, side);
|
||||
addShieldBox(group, [5, 4, 5], [11, 12, 7], atlasUv(29, 1, 35, 9), atlasUv(36, 1, 42, 9), textured, textured, handle);
|
||||
// Mirrors ShieldModel.createLayer() (net.minecraft.client.model.object.equipment.ShieldModel):
|
||||
// plate: texOffs(0, 0) + addBox(-6, -11, -2, 12, 22, 1)
|
||||
// handle: texOffs(26, 0) + addBox(-1, -3, -1, 2, 6, 6)
|
||||
// The from/to below are those addBox bounds after ShieldSpecialRenderer
|
||||
// .DEFAULT_TRANSFORMATION (scale 1, -1, -1) — left in entity coord space
|
||||
// (no +8 shift). applyGuiTransform's inner.position(-8,-8,-8) is the
|
||||
// analogue of MC's ItemTransform translate(-0.5,-0.5,-0.5), placing the
|
||||
// GUI rotation pivot at item-display (8,8,8). Because the shield is
|
||||
// centred on the entity origin rather than on (8,8,8), the pivot ends up
|
||||
// offset from the shield, so the display.gui rotation swings the shield
|
||||
// around just like vanilla — which is what positions it correctly in
|
||||
// the slot. The 64×64 atlas matches LayerDefinition.create(_, 64, 64).
|
||||
addUnwrappedBox(group, [-6, -11, 1], [6, 11, 2], 0, 0, 12, 22, 1, mat);
|
||||
addUnwrappedBox(group, [-1, -3, -5], [1, 3, 1], 26, 0, 2, 6, 6, mat);
|
||||
return group;
|
||||
}
|
||||
|
||||
const SHIELD_GUI_TRANSFORM = { rotation: [15, -35, -5], translation: [0, 0, 0], scale: [0.72, 0.72, 0.72] };
|
||||
|
||||
function applyGuiTransform(group, display, isBlockShape) {
|
||||
const gui = (display && display.gui) || (isBlockShape ? DEFAULT_BLOCK_GUI : DEFAULT_GUI_TRANSFORM);
|
||||
const r = gui.rotation || [0, 0, 0];
|
||||
@@ -437,7 +460,7 @@ async function renderItem(name) {
|
||||
: isBlockShape
|
||||
? await buildElementsModel(model, tintRgb)
|
||||
: await buildLayeredSprite(model, tintRgb);
|
||||
const outer = applyGuiTransform(inner, isShield ? { gui: SHIELD_GUI_TRANSFORM } : model.display, isBlockShape);
|
||||
const outer = applyGuiTransform(inner, model.display, isBlockShape);
|
||||
// The next four lines must stay synchronous so concurrent
|
||||
// renderItem() callers can't interleave on the shared scene.
|
||||
scene.add(outer);
|
||||
|
||||
Reference in New Issue
Block a user