Add pickaxe ability timer
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@@ -0,0 +1,99 @@
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/*
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* SPDX-FileCopyrightText: 2024 Linnea Gräf <nea@nea.moe>
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*
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* SPDX-License-Identifier: GPL-3.0-or-later
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*/
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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import org.joml.Matrix4f
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import org.joml.Vector2f
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import kotlin.math.atan2
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import kotlin.math.tan
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import net.minecraft.client.gui.DrawContext
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import net.minecraft.client.render.BufferRenderer
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import net.minecraft.client.render.GameRenderer
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexFormat.DrawMode
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.util.Identifier
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object RenderCircleProgress {
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fun renderCircle(
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drawContext: DrawContext,
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texture: Identifier,
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progress: Float,
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u1: Float,
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u2: Float,
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v1: Float,
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v2: Float,
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) {
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RenderSystem.setShaderTexture(0, texture)
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RenderSystem.setShader { GameRenderer.getPositionColorTexProgram() }
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RenderSystem.enableBlend()
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val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
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val bufferBuilder = Tessellator.getInstance().buffer
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bufferBuilder.begin(DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR_TEXTURE)
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bufferBuilder.fixedColor(255, 255, 255, 255)
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val corners = listOf(
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Vector2f(0F, -1F),
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Vector2f(1F, -1F),
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Vector2f(1F, 0F),
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Vector2f(1F, 1F),
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Vector2f(0F, 1F),
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Vector2f(-1F, 1F),
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Vector2f(-1F, 0F),
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Vector2f(-1F, -1F),
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)
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for (i in (0 until 8)) {
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if (progress < i / 8F) {
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break
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}
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val second = corners[(i + 1) % 8]
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val first = corners[i]
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if (progress <= (i + 1) / 8F) {
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val internalProgress = 1 - (progress - i / 8F) * 8F
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val angle = lerpAngle(
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atan2(second.y, second.x),
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atan2(first.y, first.x),
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internalProgress
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)
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if (angle < tau / 8 || angle >= tau * 7 / 8) {
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second.set(1F, tan(angle))
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} else if (angle < tau * 3 / 8) {
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second.set(1 / tan(angle), 1F)
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} else if (angle < tau * 5 / 8) {
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second.set(-1F, -tan(angle))
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} else {
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second.set(-1 / tan(angle), -1F)
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}
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}
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fun ilerp(f: Float): Float =
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ilerp(-1f, 1f, f)
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bufferBuilder
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.vertex(matrix, second.x, second.y, 0F)
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.texture(lerp(u1, u2, ilerp(second.x)), lerp(v1, v2, ilerp(second.y)))
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.next()
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bufferBuilder
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.vertex(matrix, first.x, first.y, 0F)
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.texture(lerp(u1, u2, ilerp(first.x)), lerp(v1, v2, ilerp(first.y)))
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.next()
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bufferBuilder
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.vertex(matrix, 0F, 0F, 0F)
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.texture(lerp(u1, u2, ilerp(0F)), lerp(v1, v2, ilerp(0F)))
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.next()
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}
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bufferBuilder.unfixColor()
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BufferRenderer.drawWithGlobalProgram(bufferBuilder.end())
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RenderSystem.disableBlend()
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}
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}
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