Fixed turbine render and connection

This commit is contained in:
Calclavia 2014-06-20 17:27:50 -07:00
parent 0daba1a577
commit d595490009
4 changed files with 33 additions and 29 deletions

View file

@ -62,6 +62,7 @@ public class TileMotor extends TileElectrical implements IRotatable, INodeProvid
if (node != null)
{
node.update(0.05f);
if (!isInversed)
{
receiveMechanical();

View file

@ -32,7 +32,8 @@ public class RenderWindTurbine extends TileEntitySpecialRenderer implements ISim
RenderUtility.rotateBlockBasedOnDirectionUp(tile.getDirection());
GL11.glTranslatef(0, -0.35f, 0);
GL11.glTranslatef(0, 0.35f, 0);
GL11.glRotatef(180, 1, 0, 0);
GL11.glRotatef((float) Math.toDegrees(tile.mechanicalNode.renderAngle), 0, 1, 0);
render(tile.tier, tile.multiBlockRadius, tile.getMultiBlock().isConstructed());

View file

@ -23,7 +23,6 @@ public class TileWindTurbine extends TileTurbine
private long windPower = 0;
@Override
public void updateEntity()
{

View file

@ -4,9 +4,12 @@ import net.minecraftforge.common.ForgeDirection;
import resonantinduction.core.interfaces.IMechanicalNode;
import resonantinduction.mechanical.energy.grid.MechanicalNode;
/** Turbine's Mechanical node
/**
* Turbine's Mechanical node
* Turbines always face forward and connect from behind.
*
* @author Calclavia, Darkguardsman */
* @author Calclavia, Darkguardsman
*/
public class TurbineNode extends MechanicalNode
{
public TurbineNode(TileTurbine tileTurbineBase)