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How do you get a custom modelled block to face the player?


Jacknoshima
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Similar to how anvils and stairs work. I need my custom modelled block to face the player when placed.

 

I've looked in every block class I can think of that does this (pumpkins, furnace, chest, anvil, stairs) and none of the code relating to on block place seems to work. I think it may be my render file but the only info I can get on this is months old and the code doesn't work anymore

 

can anyone help?

 

my block file is:

 

package advblocks;
import java.util.Random;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityFurnace;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
public class BlockKeg extends BlockContainer
{
public BlockKeg(int par1)
{
	super(par1, Material.rock);
}

public int quantityDropped(Random par1Random)
{
	return 1;
}

public int getRenderType()
{
	return 50;
}

public boolean isOpaqueCube()
{
	return false;
} 

public boolean renderAsNormalBlock()
{
	return false;
}

    public int getMobilityFlag()
    {
        return 0;
    }
public int damageDropped(int par1)
{
	return par1;
}
    
public TileEntityKeg getBlockEntity()
{
	return new TileEntityKeg(blockID);
}


public TileEntity createNewTileEntity(World var1)
{
	return new TileEntityKegEntity();
}

@SideOnly(Side.CLIENT)
public void registerIcons(IconRegister par1IconRegister){
	this.blockIcon = par1IconRegister.registerIcon(AdvBlocks.modid + ":" + (this.getUnlocalizedName().substring(5)));
}
}

 

 

the the renders are:

 

package advblocks;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

public class TileEntityKegRenderer extends TileEntitySpecialRenderer {

    	private static final ResourceLocation field_110635_a = new ResourceLocation("jnosh_advblocks", "textures/tileentities/keg.png");
       
        private final ModelKeg model;
       
        public TileEntityKegRenderer() {
                this.model = new ModelKeg();
        }
       
        private void adjustRotatePivotViaMeta(World world, int x, int y, int z) {
                int meta = world.getBlockMetadata(x, y, z);
                GL11.glPushMatrix();
                GL11.glRotatef(meta * (-90), 0.0F, 0.0F, 1.0F);
                GL11.glPopMatrix();
        }
       
        @Override
        public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
            this.func_110628_a(field_110635_a);
                GL11.glPushMatrix();
                GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); 
                GL11.glPushMatrix();
                GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
                this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
                GL11.glPopMatrix();
                GL11.glPopMatrix();
        }
   
        private void adjustLightFixture(World world, int i, int j, int k, Block block) {
                Tessellator tess = Tessellator.instance;
                float brightness = block.getBlockBrightness(world, i, j, k);
                int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
                int modulousModifier = skyLight % 65536;
                int divModifier = skyLight / 65536;
                tess.setColorOpaque_F(brightness, brightness, brightness);
                OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,  (float) modulousModifier,  divModifier);
        }
}

 

 

 

package advblocks;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;

public class BlockKegRender implements ISimpleBlockRenderingHandler
{
    public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer)
    {
         
    }

    public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
    {
         return false;
    }

    public boolean shouldRender3DInInventory()
    {t.
         return false;
    }

    public int getRenderId()
    {
         return 50;
    }
}

 

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It may be helpful to have a look at the piston.  It is a block not a tile entity, and it uses metadata to record which direction the piston is pointing in (based on the player direction when the piston was placed). 

BlockPistonBase:
   public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack)
    {
        int l = determineOrientation(par1World, par2, par3, par4, par5EntityLivingBase);
        par1World.setBlockMetadataWithNotify(par2, par3, par4, l, 2);
        //etc

 

During the block render it looks at the metadata to figure out how to rotate the faces as necessary for proper rendering.

    
RenderBlocks:
public boolean renderPistonBase(Block par1Block, int par2, int par3, int par4, boolean par5)
    {
        int l = this.blockAccess.getBlockMetadata(par2, par3, par4);
        boolean flag1 = par5 || (l &  != 0;
        int i1 = BlockPistonBase.getOrientation(l);
        float f = 0.25F;

        if (flag1)
        {
            switch (i1)
            {
                case 0:
                    this.uvRotateEast = 3;
                    this.uvRotateWest = 3;
                    this.uvRotateSouth = 3;
                    this.uvRotateNorth = 3;
                    this.setRenderBounds(0.0D, 0.25D, 0.0D, 1.0D, 1.0D, 1.0D);
                    break;
                case 1:
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D);
                    break;

 

 

-->Richard

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public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase living, ItemStack stack)
    {
	super.onBlockPlacedBy(world, x, y, z, living, stack);
        byte dir = 0;
        int plyrFacing = MathHelper.floor_double(((living.rotationYaw * 4F) / 360F) + 0.5D) & 3;
        if (plyrFacing == 0)
            dir = 2;
        if (plyrFacing == 1)
            dir = 5;
        if (plyrFacing == 2)
            dir = 3;
        if (plyrFacing == 3)
            dir = 4;
        TileEntity tpb = world.getBlockTileEntity(x, y, z);
        if (tpb != null && tpb instanceof TEProjectBenchII)
        {
            ((TEProjectBenchII)tpb).setDirection(dir);
            world.markBlockForUpdate(x, y, z);
        }
    }

This works fine for me. Throw this in your Block class.

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Well, after looking at various sources for several hours, I decided to just split it into 4 blocks facing in 4 directions

 

I believe it's something in my render code that's not working, I have an idea what's wrong so I'm just gunna work on it over time

 

Thanks for the pointers though :D

At least I know I'm headed in the right direction now

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1. If you are using TileEntity you don't need ISimpleBlockRenderingHandler.

2. adjustRotatePivotViaMeta() makes no sense at all.

3. Check out the tutorial section, there's one with working rotation.

Briefly:

//This goes into onBlockPlacedBy(
int dir = MathHelper.floor_double((double)((entityLivingBase.rotationYaw * 4F) / 360F) + 0.5D) & 3;
world.setBlockMetadataWithNotify(x, y, z, dir, 0);

//This goes into renderer
int dir = world.getBlockMetadata(i, j, k);

GL11.glPushMatrix();
GL11.glTranslatef(0.5F, 0, 0.5F);
GL11.glRotatef(dir * (-90F), 0F, 1F, 0F);
/*
  * Place your rendering code here.
  */
GL11.glPopMatrix();

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

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