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sputnik/remappedSrc/me/retucio/camtweaks/module/modules/HandView.java
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2025-10-12 13:00:18 +02:00

132 lines
6.7 KiB
Java

package me.retucio.camtweaks.module.modules;
import me.retucio.camtweaks.event.SubscribeEvent;
import me.retucio.camtweaks.event.events.RenderHeldItemEvent;
import me.retucio.camtweaks.event.events.RenderArmEvent;
import me.retucio.camtweaks.module.Module;
import me.retucio.camtweaks.module.settings.BooleanSetting;
import me.retucio.camtweaks.module.settings.NumberSetting;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.util.Hand;
import net.minecraft.util.math.RotationAxis;
import org.joml.Vector3d;
/** continúa en:
* @see me.retucio.camtweaks.mixin.HeldItemRendererMixin
*/
public class HandView extends Module {
// ajustes de animaciones
public BooleanSetting oldAnimations = addSetting(new BooleanSetting("animaciones viejas", "como las de la 1.8, al pegar", false));
public BooleanSetting skipSwapping = addSetting(new BooleanSetting("no swap", "se salta la animación de cambiar items de mano", false));
public BooleanSetting noFood = addSetting(new BooleanSetting("no comer", "no renderiza la animación de comer", false));
// ajustes de mano principal
public NumberSetting scaleMainX = addSetting(new NumberSetting("escala de la mano principal (X)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleMainY = addSetting(new NumberSetting("escala de la mano principal (Y)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleMainZ = addSetting(new NumberSetting("escala de la mano principal (Z)", ".",
1, 0.01, 5, 0.1));
public NumberSetting posMainX = addSetting(new NumberSetting("posición de la mano principal (X)", ".",
0, -3, 3, 0.1));
public NumberSetting posMainY = addSetting(new NumberSetting("posición de la mano principal (Y)", ".",
0, -3, 3, 0.1));
public NumberSetting posMainZ = addSetting(new NumberSetting("posición de la mano principal (Z)", ".",
0, -3, 3, 0.1));
public NumberSetting rotMainX = addSetting(new NumberSetting("rotación de la mano principal (X)", ".",
0, -180, 180, 1));
public NumberSetting rotMainY = addSetting(new NumberSetting("rotación de la mano principal (Y)", ".",
0, -180, 180, 1));
public NumberSetting rotMainZ = addSetting(new NumberSetting("rotación de la mano principal (Z)", ".",
0, -180, 180, 1));
// ajustes de mano secundaria
public NumberSetting scaleOffX = addSetting(new NumberSetting("escala de la mano secundaria (X)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleOffY = addSetting(new NumberSetting("escala de la mano secundaria (Y)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleOffZ = addSetting(new NumberSetting("escala de la mano secundaria (Z)", ".",
1, 0.01, 5, 0.1));
public NumberSetting posOffX = addSetting(new NumberSetting("posición de la mano secundaria (X)", ".",
0, -3, 3, 0.1));
public NumberSetting posOffY = addSetting(new NumberSetting("posición de la mano secundaria (Y)", ".",
0, -3, 3, 0.1));
public NumberSetting posOffZ = addSetting(new NumberSetting("posición de la mano secundaria (Z)", ".",
0, -3, 3, 0.1));
public NumberSetting rotOffX = addSetting(new NumberSetting("rotación de la mano secundaria (X)", ".",
0, -180, 180, 1));
public NumberSetting rotOffY = addSetting(new NumberSetting("rotación de la mano secundaria (Y)", ".",
0, -180, 180, 1));
public NumberSetting rotOffZ = addSetting(new NumberSetting("rotación de la mano secundaria (Z)", ".",
0, -180, 180, 1));
// brazo
public NumberSetting scaleArmX = addSetting(new NumberSetting("escala del brazo (X)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleArmY = addSetting(new NumberSetting("escala del brazo (Y)", ".",
1, 0.01, 5, 0.1));
public NumberSetting scaleArmZ = addSetting(new NumberSetting("escala del brazo (Z)", ".",
1, 0.01, 5, 0.1));
public NumberSetting posArmX = addSetting(new NumberSetting("posición del brazo (X)", ".",
0, -3, 3, 0.1));
public NumberSetting posArmY = addSetting(new NumberSetting("posición del brazo (Y)", ".",
0, -3, 3, 0.1));
public NumberSetting posArmZ = addSetting(new NumberSetting("posición del brazo (Z)", ".",
0, -3, 3, 0.1));
public NumberSetting rotArmX = addSetting(new NumberSetting("rotación del brazo (X)", ".",
0, -180, 180, 1));
public NumberSetting rotArmY = addSetting(new NumberSetting("rotación del brazo (Y)", ".",
0, -180, 180, 1));
public NumberSetting rotArmZ = addSetting(new NumberSetting("rotación del brazo (Z)", ".",
0, -180, 180, 1));
public HandView() {
super("manos", "modifica la manera en la que se renderizan las manos");
}
@SubscribeEvent
public void onHeldItemRender(RenderHeldItemEvent event) {
if (event.getHand() == Hand.MAIN_HAND) {
scale(event.getMatrices(), new Vector3d(scaleMainX.getValue(), scaleMainY.getValue(), scaleMainZ.getValue()));
translate(event.getMatrices(), new Vector3d(posMainX.getValue(), posMainY.getValue(), posMainZ.getValue()));
rotate(event.getMatrices(), new Vector3d(rotMainX.getValue(), rotMainY.getValue(), rotMainZ.getValue()));
}
else {
scale(event.getMatrices(), new Vector3d(scaleOffX.getValue(), scaleOffY.getValue(), scaleOffZ.getValue()));
translate(event.getMatrices(), new Vector3d(posOffX.getValue(), posOffY.getValue(), posOffZ.getValue()));
rotate(event.getMatrices(), new Vector3d(rotOffX.getValue(), rotOffY.getValue(), rotOffZ.getValue()));
}
}
@SubscribeEvent
public void onRenderArm(RenderArmEvent event) {
scale(event.getMatrices(), new Vector3d(scaleArmX.getValue(), scaleArmY.getValue(), scaleArmZ.getValue()));
translate(event.getMatrices(), new Vector3d(posArmX.getValue(), posArmY.getValue(), posArmZ.getValue()));
rotate(event.getMatrices(), new Vector3d(rotArmX.getValue(), rotArmY.getValue(), rotArmZ.getValue()));
}
private void rotate(MatrixStack matrix, Vector3d rotation) {
matrix.multiply(RotationAxis.POSITIVE_X.rotationDegrees((float) rotation.x));
matrix.multiply(RotationAxis.POSITIVE_Y.rotationDegrees((float) rotation.y));
matrix.multiply(RotationAxis.POSITIVE_Z.rotationDegrees((float) rotation.z));
}
private void scale(MatrixStack matrix, Vector3d scale) {
matrix.scale((float) scale.x, (float) scale.y, (float) scale.z);
}
private void translate(MatrixStack matrix, Vector3d translation) {
matrix.translate((float) translation.x, (float) translation.y, (float) translation.z);
}
}