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Inline Patterns feature and pattern rendering refactor-ish #764
Inline Patterns feature and pattern rendering refactor-ish #764
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@@ -73,6 +94,7 @@ public Component display(Tag tag) { | |||
return Component.translatable("hexcasting.spelldata.entity.whoknows"); | |||
} | |||
var nameJson = ctag.getString("name"); | |||
// return Component.literal(nameJson); |
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vestigial debug statement?
Component.literal(bob.toString()).withStyle(ChatFormatting.WHITE)) | ||
.withStyle(ChatFormatting.GOLD); |
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indent change?
RenderType layer = RenderType.entityCutout(this.getTextureLocation(wallScroll)); | ||
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var verts = bufSource.getBuffer(layer); |
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why did layer get extracted into a variable here?
var tangent = p2.add(p1.negated()).normalized().scale(width * 0.5f); | ||
var normal = new Vec2(-tangent.y, tangent.x); | ||
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var jlow = joinOffsets[i]; | ||
var jhigh = joinOffsets[i + 1]; | ||
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var p1Down = p1.add(tangent.scale(Math.max(0f, jlow))).add(normal); | ||
var p1Up = p1.add(tangent.scale(Math.max(0f, -jlow))).add(normal.negated()); | ||
var p2Down = p2.add(tangent.scale(Math.max(0f, jhigh)).negated()).add(normal); | ||
var p2Up = p2.add(tangent.scale(Math.max(0f, -jhigh)).negated()).add(normal.negated()); | ||
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// Draw the chamfer hexagon as two trapezoids | ||
// the points are in different orders to keep clockwise | ||
vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, p2); | ||
vertexCol(mat, normalMat, light, verts, color, p2Up); | ||
vertexCol(mat, normalMat, light, verts, color, p1Up); | ||
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vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, p1Down); | ||
vertexCol(mat, normalMat, light, verts, color, p2Down); | ||
vertexCol(mat, normalMat, light, verts, color, p2); | ||
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if (i > 0) { | ||
var sangle = joinAngles[i]; | ||
var angle = Math.abs(sangle); | ||
var rnormal = normal.negated(); | ||
var joinSteps = Mth.ceil(angle * 180 / (RenderLib.CAP_THETA * Mth.PI)); | ||
if (joinSteps < 1) continue; | ||
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if (sangle < 0) { | ||
var prevVert = new Vec2(p1.x - rnormal.x, p1.y - rnormal.y); | ||
for (var j = 1; j <= joinSteps; j++) { | ||
var fan = RenderLib.rotate(rnormal, -sangle * ((float) j / joinSteps)); | ||
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y); | ||
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vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, fanShift); | ||
vertexCol(mat, normalMat, light, verts, color, prevVert); | ||
prevVert = fanShift; | ||
} | ||
} else { | ||
var startFan = RenderLib.rotate(normal, -sangle); | ||
var prevVert = new Vec2(p1.x - startFan.x, p1.y - startFan.y); | ||
for (var j = joinSteps - 1; j >= 0; j--) { | ||
var fan = RenderLib.rotate(normal, -sangle * ((float) j / joinSteps)); | ||
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y); | ||
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vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, p1); | ||
vertexCol(mat, normalMat, light, verts, color, fanShift); | ||
vertexCol(mat, normalMat, light, verts, color, prevVert); | ||
prevVert = fanShift; | ||
} | ||
} | ||
} | ||
} | ||
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for (var pair : new Vec2[][]{ | ||
{points.get(0), points.get(1)}, | ||
{points.get(points.size() - 1), points.get(points.size() - 2)} | ||
}) { | ||
var point = pair[0]; | ||
var prev = pair[1]; | ||
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var tangent = point.add(prev.negated()).normalized().scale(0.5f * width); | ||
var normal = new Vec2(-tangent.y, tangent.x); | ||
var joinSteps = Mth.ceil(180f / RenderLib.CAP_THETA); | ||
for (int j = joinSteps; j > 0; j--) { | ||
var fan0 = RenderLib.rotate(normal, -Mth.PI * ((float) j / joinSteps)); | ||
var fan1 = RenderLib.rotate(normal, -Mth.PI * ((float) (j - 1) / joinSteps)); | ||
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vertexCol(mat, normalMat, light, verts, color, point); | ||
vertexCol(mat, normalMat, light, verts, color, point); | ||
vertexCol(mat, normalMat, light, verts, color, point.add(fan1)); | ||
vertexCol(mat, normalMat, light, verts, color, point.add(fan0)); | ||
} | ||
} | ||
} | ||
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private static void theCoolerDrawSpot(Matrix4f mat, Matrix3f normal, int light, VertexConsumer verts, | ||
Vec2 point, float radius, int color) { | ||
var fracOfCircle = 6; | ||
for (int i = 0; i < fracOfCircle; i++) { | ||
// We do need rects, irritatingly | ||
// so we do fake triangles | ||
vertexCol(mat, normal, light, verts, color, point); | ||
vertexCol(mat, normal, light, verts, color, point); | ||
for (int j = 0; j <= 1; j++) { | ||
var theta = (i - j) / (float) fracOfCircle * Mth.TWO_PI; | ||
var rx = Mth.cos(theta) * radius + point.x; | ||
var ry = Mth.sin(theta) * radius + point.y; | ||
vertexCol(mat, normal, light, verts, color, new Vec2(rx, ry)); | ||
} | ||
} | ||
.color(0xffffffff) | ||
.uv(u, v).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light) | ||
.normal(normal, nx, ny, nz) | ||
.endVertex(); |
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indent changes(again)
// TODO did we want to un-hardcode this for accessibility reasons ? | ||
public static boolean shouldDoStrokeGradient(){ | ||
return Screen.hasControlDown(); | ||
} |
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maybe switch this over to sprint bind?
String escaped = regexMatch.group(1); | ||
String dirString = regexMatch.group(2).toLowerCase().strip().replace("_", ""); | ||
String sizeModString = regexMatch.group(3); | ||
String angleSigs = regexMatch.group(4); |
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why have named capturing groups and then index em with numbers?
Sure LGTM I guess |
See #708 for details. This is (mostly) the same but cleaned up into fewer commits.