81 lines
2.9 KiB
Java
81 lines
2.9 KiB
Java
package com.pahimar.ee3.client.renderer.tileentity;
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import net.minecraft.client.model.ModelChest;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraftforge.common.ForgeDirection;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import com.pahimar.ee3.lib.Textures;
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import com.pahimar.ee3.tileentity.TileAlchemicalChest;
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import cpw.mods.fml.client.FMLClientHandler;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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/**
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* Equivalent-Exchange-3
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*
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* TileEntityAlchemicalChestRenderer
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*
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* @author pahimar
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* @license Lesser GNU Public License v3 (http://www.gnu.org/licenses/lgpl.html)
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*
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*/
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@SideOnly(Side.CLIENT)
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public class TileEntityAlchemicalChestRenderer extends
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TileEntitySpecialRenderer {
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private ModelChest modelChest = new ModelChest();
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@Override
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public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float tick) {
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if (tileEntity instanceof TileAlchemicalChest) {
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TileAlchemicalChest tileAlchemicalChest = (TileAlchemicalChest) tileEntity;
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ForgeDirection direction = null;
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if (tileAlchemicalChest.getWorldObj() != null) {
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direction = ForgeDirection.getOrientation(tileAlchemicalChest.getBlockMetadata());
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}
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FMLClientHandler.instance().getClient().renderEngine.func_110577_a(Textures.MODEL_ALCHEMICAL_CHEST);
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GL11.glPushMatrix();
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glTranslatef((float) x, (float) y + 1.0F, (float) z + 1.0F);
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GL11.glScalef(1.0F, -1.0F, -1.0F);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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short angle = 0;
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if (direction != null) {
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if (direction == ForgeDirection.NORTH) {
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angle = 180;
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}
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else if (direction == ForgeDirection.SOUTH) {
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angle = 0;
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}
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else if (direction == ForgeDirection.WEST) {
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angle = 90;
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}
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else if (direction == ForgeDirection.EAST) {
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angle = -90;
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}
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}
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GL11.glRotatef(angle, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
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float adjustedLidAngle = tileAlchemicalChest.prevLidAngle + (tileAlchemicalChest.lidAngle - tileAlchemicalChest.prevLidAngle) * tick;
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adjustedLidAngle = 1.0F - adjustedLidAngle;
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adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle;
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modelChest.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F);
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modelChest.renderAll();
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glPopMatrix();
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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}
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}
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}
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