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[Resolved][1.16.5] How I can render a line from one tile entity to another


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Posted (edited)

Okay so I looked everywhere and I cannot find anything on how to render a line from one tile entity to another I have the position of the other tileentity store in the tileentity

I want to achieve the image below

Any help?

2021-08-06_02.47.52.jpg

Edited by tigres810
Posted
6 hours ago, tigres810 said:

Okay so I looked everywhere and I cannot find anything on how to render a line from one tile entity to another I have the position of the other tileentity store in the tileentity

I want to achieve the image below

Any help?

take a look at the StructureBlockRenderer, but you normally render a line with LevelRenderer#renderLine

Posted

Now the line cuts off and is black it should be red here is the code 

package com.tigres810.testmod.client.renders;
 
import java.awt.Color;
 
import org.lwjgl.opengl.GL11;
 
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.tigres810.testmod.common.tileentitys.TileEnergyDispenserBlock;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.model.IBakedModel;
import net.minecraft.client.renderer.model.ItemCameraTransforms;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
 
public class RenderEnergyDispenserBlock extends TileEntityRenderer<TileEnergyDispenserBlock> {
 
	public RenderEnergyDispenserBlock(TileEntityRendererDispatcher rendererDispatcherIn) {
		super(rendererDispatcherIn);
	}
 
	@SuppressWarnings("resource")
	@Override
	public void render(TileEnergyDispenserBlock tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) {
		Tessellator tessellator = Tessellator.getInstance();
	    BufferBuilder bufferbuilder = tessellator.getBuilder();
	    Vector3d projectedView = Minecraft.getInstance().gameRenderer.getMainCamera().getPosition();
 
	    matrixStackIn.pushPose();
	    matrixStackIn.translate(-projectedView.x, -projectedView.y, -projectedView.z);
	    RenderSystem.lineWidth(2);
 
	    Matrix4f matrix = matrixStackIn.last().pose();
	    Color color = new Color(255, 0, 0, 255);
 
	    bufferbuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
	    if(tileEntityIn.getConnectedTo() != null && !tileEntityIn.getConnectedTo().equals(BlockPos.ZERO)) {
	    	drawLine(matrix, bufferbuilder, new Vector3d(tileEntityIn.getBlockPos().getX() + 1f, tileEntityIn.getBlockPos().getY() + 0.7f, tileEntityIn.getBlockPos().getZ() + 1f), new Vector3d(tileEntityIn.getConnectedTo().getX() + 1f, tileEntityIn.getConnectedTo().getY() + 0.7f, tileEntityIn.getConnectedTo().getZ() + 1f), color);
		}
	    tessellator.end();
 
	    GlStateManager._lineWidth(1);
	    matrixStackIn.popPose();
 
		matrixStackIn.pushPose();
 
		matrixStackIn.translate(0.5f, 0.35f, 0.5f);
		matrixStackIn.scale(0.2f, 0.2f, 0.2f);
		net.minecraft.client.renderer.ItemRenderer itemRenderer = Minecraft.getInstance().getItemRenderer();
		ItemStack stack = new ItemStack(Items.RED_STAINED_GLASS);
		IBakedModel ibakedmodel = itemRenderer.getModel(stack, tileEntityIn.getLevel(), null);
		itemRenderer.render(stack, ItemCameraTransforms.TransformType.FIXED, true, matrixStackIn, bufferIn, combinedLightIn, combinedOverlayIn, ibakedmodel);
 
		matrixStackIn.popPose();
	}
 
	private static void drawLine(Matrix4f matrix, BufferBuilder buffer, Vector3d p1, Vector3d p2, Color color) 
	{
	    buffer.vertex(matrix, (float)p1.x, (float)p1.y, (float)p1.z)
	      .color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha())
	      .endVertex();
	    buffer.vertex(matrix, (float)p2.x, (float)p2.y, (float)p2.z)
	      .color(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha())
	      .endVertex();
	}
}

 

2021-08-07_02.11.06.png

Posted
10 hours ago, tigres810 said:

Now the line cuts off and is black it should be red here is the code

does color method uses integers or floats as parameters?

 

On 8/6/2021 at 9:18 AM, Luis_ST said:

you normally render a line with LevelRenderer#renderLine

why do you create your own method, you should use vanilla method for this

  • tigres810 changed the title to [Resolved][1.16.5] How I can render a line from one tile entity to another

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