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(1.19.2) How do I use my own json arrow model for my ArrowRenderer class instead of the vanilla arrow model


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package net.testname.testmod.entity.client;


import net.minecraft.client.Minecraft;


import net.minecraft.client.renderer.entity.ArrowRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.resources.ResourceLocation;

import net.minecraft.world.item.Item;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.testname.testmod.TestMod;
import net.testname.testmod.world.entity.projectile.CoolArrow;

//import these
import net.minecraft.client.renderer.RenderType;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.util.Mth;
@OnlyIn(Dist.CLIENT)
public class CoolArrowRenderer extends ArrowRenderer<CoolArrow> {
    public CoolArrowRenderer(EntityRendererProvider.Context context) {
        super(context);
    }

   public static final ResourceLocation TEXTURE = new ResourceLocation(TestMod.MOD_ID,  "textures/entity/projectiles/cool_arrow_model.png");
    private static final RenderType RENDER_TYPE = RenderType.entityCutoutNoCull(TEXTURE);

    @Override
    public ResourceLocation getTextureLocation(CoolArrow p_114482_) {
        return TEXTURE;
    }
    public void render(CoolArrow pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) {
        pMatrixStack.pushPose();
        pMatrixStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.yRotO, pEntity.getYRot()) - 90.0F));
        pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.xRotO, pEntity.getXRot())));
        int i = 0;
        float f = 0.0F;
        float f1 = 0.5F;
        float f2 = 0.0F;
        float f3 = 0.15625F;
        float f4 = 0.0F;
        float f5 = 0.15625F;
        float f6 = 0.15625F;
        float f7 = 0.3125F;
        float f8 = 0.05625F;
        float f9 = (float)pEntity.shakeTime - pPartialTicks;
        if (f9 > 0.0F) {
            float f10 = -Mth.sin(f9 * 3.0F) * f9;
            pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(f10));
        }

        pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(45.0F));
        pMatrixStack.scale(0.05625F, 0.05625F, 0.05625F);
        pMatrixStack.translate(-4.0D, 0.0D, 0.0D);
        VertexConsumer vertexconsumer = pBuffer.getBuffer(RENDER_TYPE); //Buffer wants a RenderType, hence the private static field above!
        PoseStack.Pose posestack$pose = pMatrixStack.last();
        Matrix4f matrix4f = posestack$pose.pose();
        Matrix3f matrix3f = posestack$pose.normal();
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.3125F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.3125F, 1, 0, 0, pPackedLight);

        for(int j = 0; j < 4; ++j) {
            pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(90.0F));
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, -2, 0, 0.0F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, -2, 0, 0.5F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, 2, 0, 0.5F, 0.15625F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, 2, 0, 0.0F, 0.15625F, 0, 1, 0, pPackedLight);
        }

        pMatrixStack.popPose();
        super.render(pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight);
    }



    public void vertex(Matrix4f pMatrix, Matrix3f pNormals, VertexConsumer pVertexBuilder, int pOffsetX, int pOffsetY, int pOffsetZ, float pTextureX, float pTextureY, int pNormalX, int p_113835_, int p_113836_, int pPackedLight) {
        pVertexBuilder.vertex(pMatrix, (float)pOffsetX, (float)pOffsetY, (float)pOffsetZ).color(255, 255, 255, 255).uv(pTextureX, pTextureY).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(pPackedLight).normal(pNormals, (float)pNormalX, (float)p_113836_, (float)p_113835_).endVertex();
    }


}

when I run the code everything runs fine but I don't know how to change the render to use my own json model

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