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