Finished multimeter model render

This commit is contained in:
Calclavia 2013-08-05 12:33:09 -04:00
parent b7e391ce89
commit 8dbef429f5
3 changed files with 98 additions and 108 deletions

View file

@ -183,11 +183,11 @@ public class ResonantInduction
metadata.modId = ID;
metadata.name = NAME;
metadata.description = "Resonant Induction is a Minecraft mod focusing on the manipulation of electricity and wireless technology. Ever wanted blazing electrical shocks flying off your evil lairs? You've came to the right place!";
metadata.url = "http://universalelectricity.com";
metadata.url = "http://universalelectricity.com/resonant-induction";
metadata.version = VERSION + BUILD_VERSION;
metadata.authorList = Arrays.asList(new String[] { "Calclavia", "Aidancbrady" });
metadata.logoFile = "/";
metadata.credits = "Thanks to Archadia for the assets.";
metadata.credits = "Thanks to Archadia for the awesome assets!";
metadata.autogenerated = true;
}

View file

@ -35,7 +35,7 @@ public class BlockMultimeter extends BlockBase implements ITileEntityProvider
*/
public int onBlockPlaced(World par1World, int par2, int par3, int par4, int side, float hitX, float hitY, float hitZ, int metadata)
{
return ForgeDirection.getOrientation(side).ordinal();
return ForgeDirection.getOrientation(side).getOpposite().ordinal();
}
@Override

View file

@ -34,27 +34,24 @@ public class RenderMultimeter extends TileEntitySpecialRenderer
ForgeDirection direction = ForgeDirection.getOrientation(tileEntity.worldObj.getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord));
GL11.glPushMatrix();
/ GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
GL11.glTranslated(x + 0.5, y + 1.5, z + 0.5);
//GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(90F, 0, 0, 1);
GL11.glTranslated(x + 0.5, y + 1.5, z + 0.5);
/*
GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
GL11.glRotatef(90, 0, 0, 1);
GL11.glTranslated(0, -1, 0);
switch (direction)
{
case UP:
GL11.glRotatef(90, 0, 1, 0);
break;
case DOWN:
GL11.glRotatef(-90, 0, 1, 0);
break;
case NORTH:
GL11.glRotatef(180, 0, 1, 0);
GL11.glRotatef(180, 0, 0, 1);
GL11.glTranslatef(0, -2, 0);
break;
case UP:
break;
case NORTH:
GL11.glTranslatef(1, 1, 0);
GL11.glRotatef(90, 0, 0, 1);
break;
case SOUTH:
GL11.glTranslatef(-1, 1, 0);
GL11.glRotatef(-90, 0, 0, 1);
break;
case WEST:
GL11.glTranslatef(0, 1, 1);
@ -65,19 +62,12 @@ public class RenderMultimeter extends TileEntitySpecialRenderer
GL11.glRotatef(90, 1, 0, 0);
break;
}
*/
this.func_110628_a(TEXTURE);
MODEL.render(0.0625f);
GL11.glPopMatrix();
/**
* Render from side 2 to 6. This means render all sides excluding top and bottom.
*/
for (int side = 0; side < 6; side++)
{
if (direction.ordinal() != side)
{
GL11.glPushMatrix();
GL11.glPolygonOffset(-10, -10);
GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
@ -88,39 +78,41 @@ public class RenderMultimeter extends TileEntitySpecialRenderer
float displayHeight = 1 - 2F / 16;
GL11.glTranslatef((float) x, (float) y, (float) z);
switch (side)
switch (direction)
{
case 1:
break;
case 0:
case UP:
GL11.glTranslatef(1, 1, 0);
GL11.glRotatef(180, 1, 0, 0);
GL11.glRotatef(180, 0, 1, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case 3:
GL11.glTranslatef(0, 1, 0);
GL11.glRotatef(0, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
case DOWN:
GL11.glRotatef(180, 0, 1, 0);
GL11.glTranslatef(-1, -0.9f, -1.1f);
break;
case 2:
case SOUTH:
GL11.glTranslatef(1, 1, 1);
GL11.glRotatef(180, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case 5:
GL11.glTranslatef(0, 1, 1);
GL11.glRotatef(90, 0, 1, 0);
case NORTH:
GL11.glTranslatef(0, 1, 0);
GL11.glRotatef(0, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case 4:
case EAST:
GL11.glTranslatef(1, 1, 0);
GL11.glRotatef(-90, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case WEST:
GL11.glTranslatef(0, 1, 1);
GL11.glRotatef(90, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
}
@ -162,6 +154,4 @@ public class RenderMultimeter extends TileEntitySpecialRenderer
GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
GL11.glPopMatrix();
}
}
}
}