2021-10-03 22:26:30 +02:00

151 lines
4.7 KiB
Java

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();
}
}