package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.blocks.BlockDummyable; import com.hbm.main.ResourceManager; import com.hbm.tileentity.machine.oil.TileEntityMachinePumpjack; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.Vec3; public class RenderPumpjack extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5, y, z + 0.5); GL11.glEnable(GL11.GL_LIGHTING); switch(tileEntity.getBlockMetadata() - BlockDummyable.offset) { case 2: GL11.glRotatef(90, 0F, 1F, 0F); break; case 4: GL11.glRotatef(180, 0F, 1F, 0F); break; case 3: GL11.glRotatef(270, 0F, 1F, 0F); break; case 5: GL11.glRotatef(0, 0F, 1F, 0F); break; } TileEntityMachinePumpjack pj = (TileEntityMachinePumpjack) tileEntity; float rotation = pj.prevRot + (pj.rot - pj.prevRot) * f; GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.pumpjack_tex); ResourceManager.pumpjack.renderPart("Base"); GL11.glPushMatrix(); GL11.glTranslated(0, 1.5, -5.5); GL11.glRotatef(rotation - 90, 1, 0, 0); GL11.glTranslated(0, -1.5, 5.5); ResourceManager.pumpjack.renderPart("Rotor"); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslated(0, 3.5, -3.5); GL11.glRotated(Math.toDegrees(Math.sin(Math.toRadians(rotation))) * 0.25, 1, 0, 0); GL11.glTranslated(0, -3.5, 3.5); ResourceManager.pumpjack.renderPart("Head"); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslated(0, -Math.sin(Math.toRadians(rotation)), 0); ResourceManager.pumpjack.renderPart("Carriage"); GL11.glPopMatrix(); Vec3 backPos = Vec3.createVectorHelper(0, 0, -2); backPos.rotateAroundX(-(float)Math.sin(Math.toRadians(rotation)) * 0.25F); Vec3 rot = Vec3.createVectorHelper(0, 0.5, 0); rot.rotateAroundX(-(float)Math.toRadians(rotation - 90)); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_TEXTURE_2D); Tessellator tess = Tessellator.instance; tess.startDrawingQuads(); tess.setColorRGBA_F(0.5F, 0.5F, 0.5F, 1F); for(int i = -1; i <= 1; i += 2) { tess.addVertex(0.53125 * i, 1.5 + rot.yCoord, -5.5 + rot.zCoord - 0.0625D); tess.addVertex(0.53125 * i, 1.5 + rot.yCoord, -5.5 + rot.zCoord + 0.0625D); tess.addVertex(0.53125 * i, 3.5 + backPos.yCoord, -3.5 + backPos.zCoord + 0.0625D); tess.addVertex(0.53125 * i, 3.5 + backPos.yCoord, -3.5 + backPos.zCoord - 0.0625D); } tess.setColorRGBA_F(0.2F, 0.2F, 0.2F, 1F); double pd = 0.03125D; double width = 0.25D; double height = -Math.sin(Math.toRadians(rotation)); for(int i = -1; i <= 1; i += 2) { float pRot = -(float)(Math.sin(Math.toRadians(rotation)) * 0.25); Vec3 frontPos = Vec3.createVectorHelper(0, 0, 1); frontPos.rotateAroundX(pRot); double dist = 0.03125D; Vec3 frontRad = Vec3.createVectorHelper(0, 0, 2.5 + dist); double cutlet = 360D / 32D; frontRad.rotateAroundX(pRot); frontRad.rotateAroundX(-(float)Math.toRadians(cutlet * -3)); for(int j = 0; j < 4; j++) { double sumY = frontPos.yCoord + frontRad.yCoord; double sumZ = frontPos.zCoord + frontRad.zCoord; if(frontRad.yCoord < 0) sumZ = 3.5 + dist * 0.5; tess.addVertex((width - pd) * i, 3.5 + sumY, -3.5 + sumZ); tess.addVertex((width + pd) * i, 3.5 + sumY, -3.5 + sumZ); frontRad.rotateAroundX(-(float)Math.toRadians(cutlet)); sumY = frontPos.yCoord + frontRad.yCoord; sumZ = frontPos.zCoord + frontRad.zCoord; if(frontRad.yCoord < 0) sumZ = 3.5 + dist * 0.5; tess.addVertex((width + pd) * i, 3.5 + sumY, -3.5 + sumZ); tess.addVertex((width - pd) * i, 3.5 + sumY, -3.5 + sumZ); } double sumY = frontPos.yCoord + frontRad.yCoord; double sumZ = frontPos.zCoord + frontRad.zCoord; if(frontRad.yCoord < 0) sumZ = 3.5 + dist * 0.5; tess.addVertex((width + pd) * i, 3.5 + sumY, -3.5 + sumZ); tess.addVertex((width - pd) * i, 3.5 + sumY, -3.5 + sumZ); tess.addVertex((width - pd) * i, 2 + height, 0); tess.addVertex((width + pd) * i, 2 + height, 0); } double p = 0.03125D; tess.addVertex(p, height + 1.5, p); tess.addVertex(-p, height + 1.5, -p); tess.addVertex(-p, 0.75, -p); tess.addVertex(p, 0.75, p); tess.addVertex(-p, height + 1.5, p); tess.addVertex(p, height + 1.5, -p); tess.addVertex(p, 0.75, -p); tess.addVertex(-p, 0.75, p); tess.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }