Java tutorial
/******************************************************************************* * The MIT License (MIT) * * Copyright (C) 2014-2018 Sam Bassett (aka Lothrazar) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. ******************************************************************************/ package com.lothrazar.cyclicmagic.block.core; import javax.annotation.Nonnull; import org.lwjgl.opengl.GL11; import com.lothrazar.cyclicmagic.ModCyclic; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.util.EnumFacing; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; /** * Thanks to this tutorial http://modwiki.temporal-reality.com/mw/index.php/Render_Block_TESR_/_OBJ-1.9 * * @author Sam * */ @SideOnly(Side.CLIENT) public abstract class BaseMachineTESR<T extends TileEntityBaseMachineInvo> extends BaseTESR<T> { protected int itemSlotAbove = -1; public BaseMachineTESR(Block res, int slot) { super(res); this.itemSlotAbove = slot; } public BaseMachineTESR(int slot) { this(null, slot); } public BaseMachineTESR() { this(null, -1); } /** * override this in your main class to call other animation hooks * * @param te */ public abstract void renderBasic(TileEntityBaseMachineInvo te); @Override public void render(TileEntityBaseMachineInvo te, double x, double y, double z, float partialTicks, int destroyStage, float alpha //, net.minecraft.client.renderer.BufferBuilder buffer ) { GlStateManager.pushAttrib(); GlStateManager.pushMatrix(); // Translate to the location of our tile entity GlStateManager.translate(x, y, z); GlStateManager.disableRescaleNormal(); if (te.isRunning()) {// && te.hasEnoughFuel() this.renderBasic(te); } GlStateManager.popMatrix(); GlStateManager.popAttrib(); } protected void renderAnimation(@Nonnull TileEntityBaseMachineInvo te) { if (Minecraft.getMinecraft() == null || Minecraft.getMinecraft().getBlockRendererDispatcher() == null || Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer() == null || getBakedModel() == null) { ModCyclic.logger.error("TESR render animation caught by null check"); return; } GlStateManager.pushMatrix(); EnumFacing facing = te.getCurrentFacing(); if (facing == EnumFacing.NORTH || facing == EnumFacing.SOUTH) { GlStateManager.rotate(90, 0, 1, 0); GlStateManager.translate(-1, 0, 0);//fix position and such } ////do the sliding across animation double currTenthOfSec = System.currentTimeMillis() / 100;//move speed double ratio = (currTenthOfSec % 8) / 10.00;//this is dong modulo 0.8 since there are 8 locations to move over GlStateManager.translate(0, 0, -1 * ratio); RenderHelper.disableStandardItemLighting(); this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); if (Minecraft.isAmbientOcclusionEnabled()) { GlStateManager.shadeModel(GL11.GL_SMOOTH); } else { GlStateManager.shadeModel(GL11.GL_FLAT); } World world = te.getWorld(); // Translate back to local view coordinates so that we can do the acual rendering here try { GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ()); Tessellator tessellator = Tessellator.getInstance(); //if buffer had an "isDrawing" here, i would halt if that is true tessellator.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); //crash on line below, NPE, not sure why. very rare I guess? Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModel(world, getBakedModel(), world.getBlockState(te.getPos()), te.getPos(), Tessellator.getInstance().getBuffer(), false); tessellator.draw(); } catch (IllegalStateException alreadyBuilding) { ModCyclic.logger.info("Already building! BufferBuilder:isDrawing == true I suppose: " + alreadyBuilding.getMessage()); //BufferBuilder has a private flag "isDrawing", and if its true it throws this exceptoin //problem: there is no GET method or way to detect "is this drawing" before I start. //instead I catch and ignore this exception/ } catch (Exception e) { ModCyclic.logger.error("TESR render baked model exception", e); } RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); } }