package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.handler.FluidTypeHandler.FluidType; import com.hbm.main.ResourceManager; import com.hbm.render.util.BeamPronter; import com.hbm.render.util.BeamPronter.EnumBeamType; import com.hbm.render.util.BeamPronter.EnumWaveType; import com.hbm.tileentity.turret.TileEntityTurretTauon; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.Vec3; public class RenderTurretTauon extends RenderTurretBase { @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interp) { TileEntityTurretTauon turret = (TileEntityTurretTauon)te; Vec3 off = turret.getHorizontalOffset(); GL11.glPushMatrix(); GL11.glTranslated(x + off.xCoord, y, z + off.zCoord); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_SMOOTH); this.renderConnectors(turret, true, false, FluidType.NONE); bindTexture(ResourceManager.turret_base_tex); ResourceManager.turret_chekhov.renderPart("Base"); double yaw = -Math.toDegrees(turret.lastRotationYaw + (turret.rotationYaw - turret.lastRotationYaw) * interp) - 90D; double pitch = Math.toDegrees(turret.lastRotationPitch + (turret.rotationPitch - turret.lastRotationPitch) * interp); GL11.glRotated(yaw, 0, 1, 0); bindTexture(ResourceManager.turret_carriage_tex); ResourceManager.turret_chekhov.renderPart("Carriage"); GL11.glTranslated(0, 1.5, 0); GL11.glRotated(pitch, 0, 0, 1); GL11.glTranslated(0, -1.5, 0); bindTexture(ResourceManager.turret_tauon_tex); ResourceManager.turret_tauon.renderPart("Cannon"); if(turret.beam > 0) { GL11.glPushMatrix(); GL11.glTranslated(0, 1.5D, 0); BeamPronter.prontBeam(Vec3.createVectorHelper(turret.lastDist, 0, 0), EnumWaveType.RANDOM, EnumBeamType.LINE, 0xffa200, 0xffd000, (int)te.getWorldObj().getTotalWorldTime() / 5 % 360, (int)turret.lastDist + 1, 0.1F, 0, 0); GL11.glPopMatrix(); } float rot = turret.lastSpin + (turret.spin - turret.lastSpin) * interp; GL11.glTranslated(0, 1.375, 0); GL11.glRotated(rot, -1, 0, 0); GL11.glTranslated(0, -1.375, 0); ResourceManager.turret_tauon.renderPart("Rotor"); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }