the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "BreakingItemParticle.h"
3#include "Tesselator.h"
4#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
5#include "..\Minecraft.World\net.minecraft.world.item.h"
6#include "..\Minecraft.World\net.minecraft.world.h"
7
8void BreakingItemParticle::_init(Item *item, Textures *textures, int data)
9{
10 this->setTex(textures, item->getIcon(data));
11 rCol = gCol = bCol = 1.0f;
12 gravity = Tile::snow->gravity;
13 size /= 2;
14}
15
16BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0)
17{
18 _init(item, textures, data);
19}
20
21BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, double xa, double ya, double za, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0)
22{
23 _init(item, textures, data);
24 xd *= 0.1f;
25 yd *= 0.1f;
26 zd *= 0.1f;
27 xd += xa;
28 yd += ya;
29 zd += za;
30}
31
32int BreakingItemParticle::getParticleTexture()
33{
34 return ParticleEngine::ITEM_TEXTURE;
35}
36
37void BreakingItemParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
38{
39 float u0 = (texX + uo / 4.0f) / 16.0f;
40 float u1 = u0 + 0.999f / 16.0f / 4;
41 float v0 = (texY + vo / 4.0f) / 16.0f;
42 float v1 = v0 + 0.999f / 16.0f / 4;
43 float r = 0.1f * size;
44
45 if (tex != NULL)
46 {
47 u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
48 u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
49 v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
50 v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
51 }
52
53 float x = (float) (xo + (this->x - xo) * a - xOff);
54 float y = (float) (yo + (this->y - yo) * a - yOff);
55 float z = (float) (zo + (this->z - zo) * a - zOff);
56 float br = SharedConstants::TEXTURE_LIGHTING ? 1 : getBrightness(a); // 4J - change brought forward from 1.8.2
57 t->color(br * rCol, br * gCol, br * bCol);
58
59 t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1));
60 t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0));
61 t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0));
62 t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1));
63
64}