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authorOnyxDarkKnight <sor1n.iliutza16@gmail.com>2015-05-05 22:07:10 +0100
committerOnyxDarkKnight <sor1n.iliutza16@gmail.com>2015-05-05 22:07:10 +0100
commit208b1f1e0d5faf601b53818b04f6699b2e6cb6bc (patch)
tree56c059b812f1917b582e65e7ef15faa70a429f0b /src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java
parent80417b99e10a462fd72b8f8fcd3b226c862534e4 (diff)
- Working on a GUI showing what curses you get with a description on them
- Added a search bar in the Liquids Tab for easier searching - Fixed an issue with golden objects giving errors due to missing default texture - Improved the Infamy Mask to have less parts, thus causing less lag - Improved ingots and ore detection - Fixed certain ores when smelted outputting a different ingot - Necklaces and Rings now render as well - Updated the guide at the Guide item to have the proper link to the mod as well as mention the right people who helped with it - Added a list of the ores that work in the guide - Added a new tab to the guide regarding the ores and the ingots they create - Changed the stun effect caused by rings with feathers as modifiers to be a potion effect instead
Diffstat (limited to 'src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java')
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diff --git a/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java b/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java
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+++ b/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java
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+package darkknight.jewelrycraft.model;
+
+import net.minecraft.client.model.ModelBase;
+import net.minecraft.client.model.ModelRenderer;
+import net.minecraft.entity.Entity;
+import org.lwjgl.opengl.GL11;
+
+/**
+ * ModelNeckalce - OnyxDarkKnight Created using Tabula 4.1.1
+ */
+public class ModelNeckalce extends ModelBase
+{
+ public ModelRenderer neck1;
+ public ModelRenderer neck2;
+ public ModelRenderer neck3;
+ public ModelRenderer neck4;
+ public ModelRenderer neck5;
+ public ModelRenderer neck6;
+ public ModelRenderer neck7;
+ public ModelRenderer neck8;
+ public ModelRenderer neck9;
+ public ModelRenderer gem;
+
+ public ModelNeckalce()
+ {
+ this.textureWidth = 32;
+ this.textureHeight = 32;
+ this.neck1 = new ModelRenderer(this, 0, 0);
+ this.neck1.setRotationPoint(2.0F, 0.0F, -2.5F);
+ this.neck1.addBox(0.0F, 0.0F, 0.0F, 1, 4, 1, 0.0F);
+ this.neck7 = new ModelRenderer(this, 0, 0);
+ this.neck7.setRotationPoint(-1.0F, 3.5F, -2.5F);
+ this.neck7.addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.0F);
+ this.neck8 = new ModelRenderer(this, 0, 0);
+ this.neck8.setRotationPoint(0.7F, 3.5F, -2.5F);
+ this.neck8.addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.0F);
+ this.neck3 = new ModelRenderer(this, 0, 0);
+ this.neck3.setRotationPoint(-2.0F, 1.5F, -2.5F);
+ this.neck3.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F);
+ this.neck6 = new ModelRenderer(this, 0, 0);
+ this.neck6.setRotationPoint(-1.5F, 2.5F, -2.5F);
+ this.neck6.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F);
+ this.neck9 = new ModelRenderer(this, 0, 0);
+ this.neck9.setRotationPoint(-0.75F, 4.0F, -2.5F);
+ this.neck9.addBox(0.0F, 0.0F, 0.0F, 3, 3, 1, 0.0F);
+ this.neck4 = new ModelRenderer(this, 0, 0);
+ this.neck4.setRotationPoint(1.5F, 1.5F, -2.5F);
+ this.neck4.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F);
+ this.neck2 = new ModelRenderer(this, 0, 0);
+ this.neck2.setRotationPoint(-2.5F, 0.0F, -2.5F);
+ this.neck2.addBox(0.0F, 0.0F, 0.0F, 1, 4, 1, 0.0F);
+ this.gem = new ModelRenderer(this, 9, 0);
+ this.gem.setRotationPoint(-0.5F, 4.25F, -2.75F);
+ this.gem.addBox(0.0F, 0.0F, 0.0F, 4, 4, 1, 0.0F);
+ this.neck5 = new ModelRenderer(this, 0, 0);
+ this.neck5.setRotationPoint(1.0F, 2.5F, -2.5F);
+ this.neck5.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F);
+ }
+
+ @Override
+ public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
+ {
+// GL11.glDisable(GL11.GL_LIGHTING);
+ if ((int)f3 != -1){
+ int ingotColor = (int)f3;
+ int red = (ingotColor >> 16) & 0xff;
+ int green = (ingotColor >> 8) & 0xff;
+ int blue = ingotColor & 0xff;
+ GL11.glColor3f((float)red / 255, (float)green / 255, (float)blue / 255);
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck1.offsetX, this.neck1.offsetY, this.neck1.offsetZ);
+ GL11.glTranslatef(this.neck1.rotationPointX * f5, this.neck1.rotationPointY * f5, this.neck1.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck1.offsetX, -this.neck1.offsetY, -this.neck1.offsetZ);
+ GL11.glTranslatef(-this.neck1.rotationPointX * f5, -this.neck1.rotationPointY * f5, -this.neck1.rotationPointZ * f5);
+ this.neck1.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck7.offsetX, this.neck7.offsetY, this.neck7.offsetZ);
+ GL11.glTranslatef(this.neck7.rotationPointX * f5, this.neck7.rotationPointY * f5, this.neck7.rotationPointZ * f5);
+ GL11.glScaled(0.3D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck7.offsetX, -this.neck7.offsetY, -this.neck7.offsetZ);
+ GL11.glTranslatef(-this.neck7.rotationPointX * f5, -this.neck7.rotationPointY * f5, -this.neck7.rotationPointZ * f5);
+ this.neck7.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck8.offsetX, this.neck8.offsetY, this.neck8.offsetZ);
+ GL11.glTranslatef(this.neck8.rotationPointX * f5, this.neck8.rotationPointY * f5, this.neck8.rotationPointZ * f5);
+ GL11.glScaled(0.3D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck8.offsetX, -this.neck8.offsetY, -this.neck8.offsetZ);
+ GL11.glTranslatef(-this.neck8.rotationPointX * f5, -this.neck8.rotationPointY * f5, -this.neck8.rotationPointZ * f5);
+ this.neck8.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck3.offsetX, this.neck3.offsetY, this.neck3.offsetZ);
+ GL11.glTranslatef(this.neck3.rotationPointX * f5, this.neck3.rotationPointY * f5, this.neck3.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck3.offsetX, -this.neck3.offsetY, -this.neck3.offsetZ);
+ GL11.glTranslatef(-this.neck3.rotationPointX * f5, -this.neck3.rotationPointY * f5, -this.neck3.rotationPointZ * f5);
+ this.neck3.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck6.offsetX, this.neck6.offsetY, this.neck6.offsetZ);
+ GL11.glTranslatef(this.neck6.rotationPointX * f5, this.neck6.rotationPointY * f5, this.neck6.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck6.offsetX, -this.neck6.offsetY, -this.neck6.offsetZ);
+ GL11.glTranslatef(-this.neck6.rotationPointX * f5, -this.neck6.rotationPointY * f5, -this.neck6.rotationPointZ * f5);
+ this.neck6.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck9.offsetX, this.neck9.offsetY, this.neck9.offsetZ);
+ GL11.glTranslatef(this.neck9.rotationPointX * f5, this.neck9.rotationPointY * f5, this.neck9.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck9.offsetX, -this.neck9.offsetY, -this.neck9.offsetZ);
+ GL11.glTranslatef(-this.neck9.rotationPointX * f5, -this.neck9.rotationPointY * f5, -this.neck9.rotationPointZ * f5);
+ this.neck9.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck4.offsetX, this.neck4.offsetY, this.neck4.offsetZ);
+ GL11.glTranslatef(this.neck4.rotationPointX * f5, this.neck4.rotationPointY * f5, this.neck4.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck4.offsetX, -this.neck4.offsetY, -this.neck4.offsetZ);
+ GL11.glTranslatef(-this.neck4.rotationPointX * f5, -this.neck4.rotationPointY * f5, -this.neck4.rotationPointZ * f5);
+ this.neck4.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck2.offsetX, this.neck2.offsetY, this.neck2.offsetZ);
+ GL11.glTranslatef(this.neck2.rotationPointX * f5, this.neck2.rotationPointY * f5, this.neck2.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck2.offsetX, -this.neck2.offsetY, -this.neck2.offsetZ);
+ GL11.glTranslatef(-this.neck2.rotationPointX * f5, -this.neck2.rotationPointY * f5, -this.neck2.rotationPointZ * f5);
+ this.neck2.render(f5);
+ GL11.glPopMatrix();
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.neck5.offsetX, this.neck5.offsetY, this.neck5.offsetZ);
+ GL11.glTranslatef(this.neck5.rotationPointX * f5, this.neck5.rotationPointY * f5, this.neck5.rotationPointZ * f5);
+ GL11.glScaled(0.5D, 0.5D, 0.5D);
+ GL11.glTranslatef(-this.neck5.offsetX, -this.neck5.offsetY, -this.neck5.offsetZ);
+ GL11.glTranslatef(-this.neck5.rotationPointX * f5, -this.neck5.rotationPointY * f5, -this.neck5.rotationPointZ * f5);
+ this.neck5.render(f5);
+ GL11.glPopMatrix();
+ }
+ if ((int)f4 != -1){
+ int gemColor = (int)f4;
+ int red = gemColor >> 16 & 0xff;
+ int green = gemColor >> 8 & 0xff;
+ int blue = gemColor & 0xff;
+ GL11.glColor3f((float)red / 255, (float)green / 255, (float)blue / 255);
+ GL11.glEnable(GL11.GL_BLEND);
+ GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_DST_COLOR);
+ GL11.glPushMatrix();
+ GL11.glTranslatef(this.gem.offsetX, this.gem.offsetY, this.gem.offsetZ);
+ GL11.glTranslatef(this.gem.rotationPointX * f5, this.gem.rotationPointY * f5, this.gem.rotationPointZ * f5);
+ GL11.glScaled(0.25D, 0.25D, 0.25D);
+ GL11.glTranslatef(-this.gem.offsetX, -this.gem.offsetY, -this.gem.offsetZ);
+ GL11.glTranslatef(-this.gem.rotationPointX * f5, -this.gem.rotationPointY * f5, -this.gem.rotationPointZ * f5);
+ this.gem.render(f5);
+ GL11.glPopMatrix();
+ GL11.glDisable(GL11.GL_BLEND);
+ }
+// GL11.glEnable(GL11.GL_LIGHTING);
+ }
+
+ /**
+ * This is a helper function from Tabula to set the rotation of model parts
+ */
+ public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z)
+ {
+ modelRenderer.rotateAngleX = x;
+ modelRenderer.rotateAngleY = y;
+ modelRenderer.rotateAngleZ = z;
+ }
+}