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ProjectileBaseRenderer.java
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ProjectileBaseRenderer.java
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package boni.tinkersweaponry.client.entityrenderer;
import boni.tinkersweaponry.client.renderer.FlexibleToolRenderer;
import boni.tinkersweaponry.entity.ProjectileBase;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
public class ProjectileBaseRenderer<T extends ProjectileBase> extends Render {
protected static FlexibleToolRenderer toolCoreRenderer = new FlexibleToolRenderer();
@Override
public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_) {
doRender((T)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
public void doRender(T entity, double x, double y, double z, float p_76986_8_, float p_76986_9_) {
// preface: Remember that the rotations are applied in reverse order.
// the rendering call does not apply any transformations.
// That'd screw things up, since it'd be applied before our transformations
// So remember to read this from the rendering call up to this line
// can be overwritten in customRendering
toolCoreRenderer.setDepth(1/32f);
GL11.glPushMatrix();
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
// last step: translate from 0/0/0 to correct position in world
GL11.glTranslatef((float) x, (float) y, (float) z);
// mkae it smaller
GL11.glScalef(0.5F, 0.5F, 0.5F);
customRendering(entity, x, y, z, p_76986_8_, p_76986_9_);
// arrow shake
float f11 = (float)entity.arrowShake - p_76986_9_;
if (f11 > 0.0F)
{
float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
}
// draw correct texture. not some weird block fragments.
renderManager.renderEngine.bindTexture(TextureMap.locationItemsTexture);
// rendering code has been optimized to be exactly at the center and without translation
toolCoreRenderer.renderItem(IItemRenderer.ItemRenderType.ENTITY, entity.getEntityItem());
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
public void customRendering(T entity, double x, double y, double z, float p_76986_8_, float p_76986_9_)
{
// flip it, flop it, pop it, pull it, push it, rotate it, translate it, TECHNOLOGY
// rotate it into the direction we threw it
GL11.glRotatef(entity.rotationYaw, 0f, 1f, 0f);
GL11.glRotatef(-entity.rotationPitch, 1f, 0f, 0f);
// rotate it so it's "upright"
GL11.glRotatef(90, 0f, 0f, 1f);
// rotate it so it faces forward
GL11.glRotatef(90f, 1f, 0f, 0f);
// rotate the projectile it so it faces upwards
GL11.glRotatef(-45, 0f, 0f, 1f);
}
@Override
protected ResourceLocation getEntityTexture (Entity par1Entity)
{
return this.func_110796_a((ProjectileBase) par1Entity);
}
protected ResourceLocation func_110796_a (ProjectileBase par1ArrowEntity)
{
return this.renderManager.renderEngine.getResourceLocation(par1ArrowEntity.getEntityItem().getItemSpriteNumber());
}
}