@Override protected void renderModel(TileBloodChest tile, ModelBase model, float partialTick, int destroyStage) { ModelChest modelchest = (ModelChest) model; float lidangle = tile.prevLidAngle + (tile.lidAngle - tile.prevLidAngle) * partialTick; lidangle = 1.0F - lidangle; lidangle = 1.0F - lidangle * lidangle * lidangle; modelchest.chestLid.rotateAngleX = -(lidangle * (float)Math.PI / 2.0F); modelchest.renderAll(); } }
@Override @SideOnly(Side.CLIENT) public void onRegistered() { super.onRegistered(); ModelChest model = new ModelChest(); ResourceLocation texture = new ResourceLocation(Reference.MOD_ID, Reference.TEXTURE_PATH_MODELS + "colossal_blood_chest.png"); EvilCraft._instance.getProxy().registerRenderer(TileColossalBloodChest.class, new RenderTileEntityColossalBloodChest(model, texture)); }
@Override protected void renderModel(TileColossalBloodChest chestTile, ModelChest model, float partialTick, int destroyStage) { if(chestTile.canWork()) { float lidangle = chestTile.prevLidAngle + (chestTile.lidAngle - chestTile.prevLidAngle) * partialTick; lidangle = 1.0F - lidangle; lidangle = 1.0F - lidangle * lidangle * lidangle; model.chestLid.rotateAngleX = -(lidangle * (float) Math.PI / 2.0F); GlStateManager.translate(0, -0.3333F, 0); model.renderAll(); GlStateManager.scale(1 / 3, 1 / 3, 1 / 3); } } }
@SideOnly(Side.CLIENT) private void registerClientSide() { ModelBase model = new ModelChest(); ResourceLocation texture = new ResourceLocation(Reference.MOD_ID, Reference.TEXTURE_PATH_MODELS + "blood_chest.png"); getMod().getProxy().registerRenderer(TileBloodChest.class, new RenderTileEntityBloodChest(model, texture)); }
f = 1.0F - f * f * f; modelchest.chestLid.rotateAngleX = -( f * ( (float) Math.PI / 2F ) ); modelchest.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
angle = 1.0F - angle * angle * angle; chestModel.chestLid.rotateAngleX = -(angle * (float) Math.PI / 2.0F); chestModel.renderAll();
adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle; model.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F); model.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle; model.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F); model.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
adjustedLidAngle = 1.0F - adjustedLidAngle * adjustedLidAngle * adjustedLidAngle; model.chestLid.rotateAngleX = -(adjustedLidAngle * (float) Math.PI / 2.0F); model.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
f1 = 1.0F - f1 * f1 * f1; modelchest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2.0F); modelchest.renderAll(); GlStateManager.color(1F, 1F, 1F, 1F); GlStateManager.popMatrix();
lidAngle = 1.0F - lidAngle * lidAngle * lidAngle; modelchest.chestLid.rotateAngleX = -(lidAngle * ((float) Math.PI / 2F)); modelchest.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
f = 1.0F - f * f * f; modelchest.chestLid.rotateAngleX = -(f * (float) Math.PI / 2.0F); modelchest.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix();
lidAngle = 1.0F - lidAngle * lidAngle * lidAngle; model.chestLid.rotateAngleX = -(lidAngle * ((float) Math.PI / 2F)); model.renderAll(); GlStateManager.scale(scale, scale, scale); GlStateManager.translate(model == largeChest ? -0.002F : -0.001F, -0.001F, -0.001F); model.renderAll(); GlStateManager.disableBlend(); GlStateManager.popMatrix();