Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/tesr/SkyCompassTESR.java
2016-10-15 13:13:19 +02:00

122 lines
4.2 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render.tesr;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.client.MinecraftForgeClient;
import net.minecraftforge.client.model.animation.FastTESR;
import net.minecraftforge.common.property.IExtendedBlockState;
import net.minecraftforge.common.property.Properties;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import appeng.block.AEBaseTileBlock;
import appeng.block.misc.BlockSkyCompass;
import appeng.client.render.model.SkyCompassBakedModel;
import appeng.tile.misc.TileSkyCompass;
@SideOnly( Side.CLIENT )
public class SkyCompassTESR extends FastTESR<TileSkyCompass>
{
private static BlockRendererDispatcher blockRenderer;
@Override
public void renderTileEntityFast( TileSkyCompass te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer buffer )
{
if( !te.hasWorldObj() )
{
return;
}
if( blockRenderer == null )
{
blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
}
BlockPos pos = te.getPos();
IBlockAccess world = MinecraftForgeClient.getRegionRenderCache( te.getWorld(), pos );
IBlockState state = world.getBlockState( pos );
if( state.getPropertyNames().contains( Properties.StaticProperty ) )
{
state = state.withProperty( Properties.StaticProperty, false );
}
if( state instanceof IExtendedBlockState )
{
IExtendedBlockState exState = (IExtendedBlockState) state.getBlock().getExtendedState( state, world, pos );
IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState( exState.getClean() );
exState = exState.withProperty( BlockSkyCompass.ROTATION, getRotation( te ) );
// Flip forward/up for rendering, the base model is facing up without any rotation
EnumFacing forward = exState.getValue( AEBaseTileBlock.FORWARD );
EnumFacing up = exState.getValue( AEBaseTileBlock.UP );
// This ensures the needle isn't flipped by the model rotator. Since the model is symmetrical, this should not affect the appearance
if ( forward == EnumFacing.UP || forward == EnumFacing.DOWN ) {
up = EnumFacing.NORTH;
}
exState = exState.withProperty( AEBaseTileBlock.FORWARD, up )
.withProperty( AEBaseTileBlock.UP, forward );
buffer.setTranslation( x - pos.getX(), y - pos.getY(), z - pos.getZ() );
blockRenderer.getBlockModelRenderer().renderModel( world, model, exState, pos, buffer, false );
}
}
private static float getRotation( TileSkyCompass skyCompass )
{
float rotation;
if( skyCompass.getForward() == EnumFacing.UP || skyCompass.getForward() == EnumFacing.DOWN )
{
rotation = SkyCompassBakedModel.getAnimatedRotation( skyCompass.getPos(), false );
}
else
{
rotation = SkyCompassBakedModel.getAnimatedRotation( null, false );
}
if( skyCompass.getForward() == EnumFacing.DOWN )
{
rotation = flipidiy( rotation );
}
return rotation;
}
private static float flipidiy( float rad )
{
float x = (float) Math.cos( rad );
float y = (float) Math.sin( rad );
return (float) Math.atan2( -y, x );
}
}