package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; 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.machine.TileEntityMachineMiningLaser; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; public class RenderLaserMiner extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interpolation) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5, y - 1, z + 0.5); TileEntityMachineMiningLaser laser = (TileEntityMachineMiningLaser)te; double tx = (laser.targetX - laser.lastTargetX) * interpolation + laser.lastTargetX; double ty = (laser.targetY - laser.lastTargetY) * interpolation + laser.lastTargetY; double tz = (laser.targetZ - laser.lastTargetZ) * interpolation + laser.lastTargetZ; double vx = tx - laser.xCoord; double vy = ty - laser.yCoord + 3; double vz = tz - laser.zCoord; Vec3 nVec = Vec3.createVectorHelper(vx, vy, vz); nVec = nVec.normalize(); double d = 1.5D; nVec.xCoord *= d; nVec.yCoord *= d; nVec.zCoord *= d; Vec3 vec = Vec3.createVectorHelper(vx - nVec.xCoord, vy - nVec.yCoord, vz - nVec.zCoord); double length = vec.lengthVector(); double yaw = Math.toDegrees(Math.atan2(vec.xCoord, vec.zCoord)); double sqrt = MathHelper.sqrt_double(vec.xCoord * vec.xCoord + vec.zCoord * vec.zCoord); double pitch = Math.toDegrees(Math.atan2(vec.yCoord, sqrt)); //turns out using tan(vec.yCoord, length) was inaccurate, //the emitter wouldn't match the laser perfectly when pointing down bindTexture(ResourceManager.mining_laser_base_tex); ResourceManager.mining_laser.renderPart("Base"); //GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotated(yaw, 0, 1, 0); bindTexture(ResourceManager.mining_laser_pivot_tex); ResourceManager.mining_laser.renderPart("Pivot"); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glRotated(yaw, 0, 1, 0); GL11.glTranslated(0, -1, 0); GL11.glRotated(pitch + 90, -1, 0, 0); GL11.glTranslated(0, 1, 0); bindTexture(ResourceManager.mining_laser_laser_tex); ResourceManager.mining_laser.renderPart("Laser"); GL11.glPopMatrix(); //GL11.glShadeModel(GL11.GL_FLAT); if(laser.beam) { length = vec.lengthVector(); GL11.glTranslated(nVec.xCoord, nVec.yCoord - 1, nVec.zCoord); int range = (int)Math.ceil(length * 0.5); BeamPronter.prontBeam(vec, EnumWaveType.SPIRAL, EnumBeamType.SOLID, 0xa00000, 0xa00000, (int)te.getWorldObj().getTotalWorldTime() * -25 % 360, range * 2, 0.075F, 3, 0.025F); BeamPronter.prontBeam(vec, EnumWaveType.SPIRAL, EnumBeamType.SOLID, 0xa00000, 0xa00000, (int)te.getWorldObj().getTotalWorldTime() * -25 % 360 + 120, range * 2, 0.075F, 3, 0.025F); BeamPronter.prontBeam(vec, EnumWaveType.SPIRAL, EnumBeamType.SOLID, 0xa00000, 0xa00000, (int)te.getWorldObj().getTotalWorldTime() * -25 % 360 + 240, range * 2, 0.075F, 3, 0.025F); } GL11.glPopMatrix(); } }