mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
121 lines
4.1 KiB
Java
121 lines
4.1 KiB
Java
package com.hbm.render.tileentity;
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import org.lwjgl.opengl.GL11;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.item.ItemRenderBase;
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import com.hbm.tileentity.network.TileEntityPipeAnchor;
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import com.hbm.util.ColorUtil;
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import com.hbm.util.Compat;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.item.Item;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.Vec3;
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import net.minecraftforge.client.IItemRenderer;
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public class RenderPipeAnchor extends TileEntitySpecialRenderer implements IItemRendererProvider {
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@Override
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public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interp) {
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GL11.glPushMatrix();
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GL11.glTranslated(x + 0.5D, y + 0.5D, z + 0.5D);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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GL11.glPushMatrix();
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switch(te.getBlockMetadata()) {
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case 0: GL11.glRotated(180, 1, 0, 0); break;
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case 1: break;
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case 2: GL11.glRotated(90, 1, 0, 0); GL11.glRotated(180, 0, 0, 1); break;
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case 3: GL11.glRotated(90, 1, 0, 0); break;
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case 4: GL11.glRotated(90, 1, 0, 0); GL11.glRotated(90, 0, 0, 1); break;
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case 5: GL11.glRotated(90, 1, 0, 0); GL11.glRotated(270, 0, 0, 1); break;
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}
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GL11.glTranslated(0, -0.5F, 0);
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bindTexture(ResourceManager.pipe_anchor_tex);
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ResourceManager.pipe_anchor.renderPart("Anchor");
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GL11.glPopMatrix();
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TileEntityPipeAnchor anchor = (TileEntityPipeAnchor) te;
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for(int[] pos : anchor.getConnected()) {
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TileEntity tile = Compat.getTileStandard(te.getWorldObj(), pos[0], pos[1], pos[2]);
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if(tile instanceof TileEntityPipeAnchor) {
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TileEntityPipeAnchor other = (TileEntityPipeAnchor) tile;
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if(anchor.getType() != other.getType()) continue;
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Vec3 anchorPoint = anchor.getConnectionPoint();
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Vec3 connectionPoint = other.getConnectionPoint();
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if(isDominant(anchorPoint, connectionPoint)) {
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double dX = connectionPoint.xCoord - anchorPoint.xCoord;
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double dY = connectionPoint.yCoord - anchorPoint.yCoord;
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double dZ = connectionPoint.zCoord - anchorPoint.zCoord;
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double hyp = Math.sqrt(dX * dX + dZ * dZ);
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double yaw = Math.toDegrees(Math.atan2(dX, dZ));
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double pitch = Math.toDegrees(Math.atan2(dY, hyp));
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double length = Math.sqrt(dX * dX + dY * dY + dZ * dZ);
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GL11.glPushMatrix();
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GL11.glRotated(yaw, 0, 1, 0);
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GL11.glRotated(90 - pitch, 1, 0, 0);
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GL11.glPushMatrix();
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GL11.glScaled(1, length, 1);
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GL11.glTranslated(0, -0.5, 0);
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int color = ColorUtil.lightenColor(anchor.getType().getColor(), 0.25D);
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GL11.glColor3f(ColorUtil.fr(color), ColorUtil.fg(color), ColorUtil.fb(color));
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ResourceManager.pipe_anchor.renderPart("Pipe");
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GL11.glColor3f(1F, 1F, 1F);
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glTranslated(0, length / 2D - 1.5, 0);
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ResourceManager.pipe_anchor.renderPart("Ring");
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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}
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}
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}
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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}
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/** Determines the "dominant" anchor, i.e. the one that should render the pipe (instead of rendering two half segments, gives marginally better performance) */
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public static boolean isDominant(Vec3 first, Vec3 second) {
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if(first.xCoord < second.xCoord) return true;
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if(first.xCoord > second.xCoord) return false;
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if(first.yCoord < second.yCoord) return true;
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if(first.yCoord > second.yCoord) return false;
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if(first.zCoord < second.zCoord) return true;
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if(first.zCoord > second.zCoord) return false;
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return false; // exact same pos? no need to render anything
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}
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@Override
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public Item getItemForRenderer() {
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return Item.getItemFromBlock(ModBlocks.pipe_anchor);
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}
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@Override
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public IItemRenderer getRenderer() {
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return new ItemRenderBase() {
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public void renderInventory() {
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GL11.glTranslated(0, -1.5, 0);
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double scale = 5;
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GL11.glScaled(scale, scale, scale);
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}
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public void renderCommon() {
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GL11.glShadeModel(GL11.GL_SMOOTH);
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bindTexture(ResourceManager.pipe_anchor_tex);
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ResourceManager.pipe_anchor.renderPart("Anchor");
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GL11.glShadeModel(GL11.GL_FLAT);
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}};
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}
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}
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