Java tutorial
/** Copyright (C) <2015> <coolAlias> This file is part of coolAlias' Zelda Sword Skills Minecraft Mod; as such, you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ package zeldaswordskills.client.render.entity; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import zeldaswordskills.entity.projectile.EntityArrowBomb; import zeldaswordskills.entity.projectile.EntityArrowCustom; import zeldaswordskills.entity.projectile.EntityArrowElemental; import zeldaswordskills.ref.ModInfo; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class RenderCustomArrow extends Render { private static final ResourceLocation vanillaArrow = new ResourceLocation(ModInfo.ID, "textures/entity/arrow.png"); private static final ResourceLocation bombArrow = new ResourceLocation(ModInfo.ID, "textures/entity/arrow_bomb.png"); private static final ResourceLocation fireArrow = new ResourceLocation(ModInfo.ID, "textures/entity/arrow_fire.png"); private static final ResourceLocation iceArrow = new ResourceLocation(ModInfo.ID, "textures/entity/arrow_ice.png"); private static final ResourceLocation lightArrow = new ResourceLocation(ModInfo.ID, "textures/entity/arrow_light.png"); public RenderCustomArrow() { } public void renderArrow(EntityArrowCustom arrow, double dx, double dy, double dz, float yaw, float partialTick) { bindEntityTexture(arrow); GL11.glPushMatrix(); GL11.glTranslated(dx, dy, dz); GL11.glRotatef(arrow.prevRotationYaw + (arrow.rotationYaw - arrow.prevRotationYaw) * partialTick - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(arrow.prevRotationPitch + (arrow.rotationPitch - arrow.prevRotationPitch) * partialTick, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float) (0 + b0 * 10) / 32.0F; float f5 = (float) (5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float) (5 + b0 * 10) / 32.0F; float f9 = (float) (10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float) arrow.arrowShake - partialTick; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double) f6, (double) f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double) f7, (double) f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double) f7, (double) f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double) f6, (double) f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double) f2, (double) f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double) f3, (double) f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double) f3, (double) f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double) f2, (double) f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } @Override public void doRender(Entity entity, double dx, double dy, double dz, float yaw, float partialTick) { renderArrow((EntityArrowCustom) entity, dx, dy, dz, yaw, partialTick); } @Override protected ResourceLocation getEntityTexture(Entity entity) { return getArrowTexture((EntityArrowCustom) entity); } protected ResourceLocation getArrowTexture(EntityArrowCustom arrow) { if (arrow instanceof EntityArrowBomb) { return getBombArrowTexture((EntityArrowBomb) arrow); } else if (arrow instanceof EntityArrowElemental) { return getElementalArrowTexture((EntityArrowElemental) arrow); } return vanillaArrow; } protected ResourceLocation getBombArrowTexture(EntityArrowBomb arrow) { switch (arrow.getType()) { case BOMB_FIRE: case BOMB_WATER: default: return bombArrow; } } protected ResourceLocation getElementalArrowTexture(EntityArrowElemental arrow) { switch (arrow.getType()) { case FIRE: return fireArrow; case ICE: return iceArrow; case LIGHT: return lightArrow; default: return vanillaArrow; } } }